Full notes
Full Duels of Fortune update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Fixes
- Maps
- Gameplay
- Balance
Duels of Fortune changes
One final round of fixes before ChairGTables' tournament tomorrow! Check out the announcement here if you haven't heard about it yet!
Super Moves
Made a tentative fix to an issue where a player could become frozen in place if the other player performed a Super just as their attack animation ended
The fix we have put in does not solve the issue completely, just makes it significantly less of a problem. We will do a deeper fix in the future, but for now we wanted this to not be able to ruin the upcoming tournament.
Miscellaneous
Fixed an issue where dashing into opponent (or otherwise moving quickly towards them) just as they were launched from an attack could cause your character to briefly become airborne
Controller Assignment
Implemented further measures to stop the unassigned inputs prompt from appearing when attempting to reassign controller slots
Training Mode
Fixed an issue where the dummy's "On Recovery" setting did not work correctly if the dummy's default action was set to crouch
Arcade Mode
The Boss version of Sylvan fought in Arcade Mode has received a change. See Sylvan's character section for details.
Fixed an issue where the "stage hazards enabled" icon did not update correctly when changing the setting
Fixed a visual issue where the “Frosty Free-For-All” theme did not display its full name in the settings
Fixed an oversight where the points earned from defeating the secret boss did not display on the victory screen
Boxing Ring
Fixed an issue where the floor collision was slightly lower than intended, causing certain moves to function incorrectly
Costumes
Formal Suit - Fixed an issue where Colour 06 had the wrong boot colour
Drop the Ball (Jumping Down Heavy)
Fixed an issue where the move could not become stale and did not count towards loop detection
All In (Neutral Super)
Fixed an issue where the Super did more damage than intended if connected on the first possible frame
Boss Mode
Sylvan's "All In" Super now has reduced base damage for the boss version of the character (it still ends up dealing more damage than normal due to the boss damage multiplier, but not by nearly as much)
Jumping Medium
Adjusted the hitbox to not be rotated at an odd angle. The hitbox size has been slightly increased to compensate for any lost range from this
Fly to the Night (Down Special)
Fixed an issue where Mira could sometimes retain velocity of her previous attack during this attack's startup
Miscellaneous
Fixed an issue where Mira's position could sometimes be incorrect during the victory animation
Justice Tornado (Down Special)
Fixed an issue where the held version of the move would retain is air invulnerability throughout the entire animation
Void Consume(); (Neutral Super)
Fixed an oversight where this move's damage was lower than intended due to the portal adding to damage scaling
Integer Overflow (Down Super)
This move can now only deal a maximum of 10 hits before the head automatically returns to ERROR
Reduced the damage of each hit from 600 to 400
Fixed an oversight where the head would always face right after losing all its horizontal momentum. It will now continue to face the same direction it was facing previously
Bowler Poke (Standing Light chain)
Fixed an issue where this string could end the animation early under certain circumstances
Flaming Swirl (Down Special)
Fixed an issue where this move shared the same launcher ID as Globule’s grab, causing the two moves to weaken each other if used in the same combo
Determined Catch (Forward Special)
The CPU now correctly attempts to throw the opponent after grabbing them with this move
Source
Changelog.gg summarizes and formats this update. How we read updates.
