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Steam News14 February 20224y ago

Punch Planet - Version 0.7.4

Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!

In this update15

Full notes

Full Punch Planet - Early Access update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

3 fixes10 additions91 changes10 removals
  • Compatibility
  • UI and audio
  • Gameplay
  • Store
  • Balance
  • Fixes
fixedVersion 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions
fixedVersion 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!Read the full detail changelog here
addedLegacy Update TypeAdded graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.
addedNon-16:9 Monitor ResolutionsAdded support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.
changedATCAdjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.
removedATCAlso adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent.
required directions720540required directions decreased, nerf

Punch Planet - Early Access changes

fixedThis patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions
fixedRead the full detail changelog here
addedAdded graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.
addedAdded support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.
changedAdjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.

Version 0.7.4 is now released! Balance Changes, Bug Fixes, Legacy Update Method, Support for non-16:9 monitor resolutions!

This patch brings balance changes, bug fixes, option to use the old update method, and support for non-16:9 monitor resolutions

Read the full detail changelog here

Legacy Update Type

Added graphics option to select the old method for running the game loop. Some players observed reduced performance with the new method, this should allow them to select the old method if that was more performant for them, shouldn't affect online performance.

Non-16:9 Monitor Resolutions

Added support for selecting non-16:9 monitor resolutions. Players can now select 4:3, 16:10, and other resolutions and allow the game to work on any aspect ratio. Playing the game at a different aspect ratio will have black bars around the border.

ATC

Adjusted ATC a bit to avoid the cross-under situation introduced with making it move forward. Using ATC against an opponent jumping over them should have a reduced change of crossing under and changing the orientation of both players.

Also adjusted all ATC animations to remove the cancellable recovery state and standardized the move states / movement for all characters, should look more consistent.

JTC

Adjusted JTC so that the Hop version (neutral + MP + MK) and Dash version (Forward Dash -> MP + MK) are no longer functionally the same:

  • Neutral JTC: No longer costs T-meter or produces clone FX, now grants +1 Juggle value instead of +2

  • Dash JTC: Still costs half a T-bar and grants +2 Juggle value

This will now produce different combo routes using JTC depending on if the neutral or dash version is used. Using the dash version will give better followups but now has a higher T-meter cost compared to the neutral version. Most characters have been adjusted with this in mind.

T-Meter

Changed how much T-meter players start with each round. Players now start with [0, 1, 2] bars of T-meter for Rounds [1, 2, 3] respectively, matches will be more volatile as they go to the later rounds.

Character Scale

Most characters have had their scale slightly increased. In general this does not affect collision box sizes, but any moves that have animation-driven movement will see a slight boost in distance. Some moves' collision boxes have also been increased to compensate but it is mostly a cosmetic change to increase the size ratio between the small and large characters.

Proximity Ranges

All characters have had the proximity range on their attacks re-adjusted, generally decreased across the board. This should make it slightly harder for characters to be "locked down" by proximity block and improve footsies.

Airborne Normals

Airborne normals have also had their proximity re-enabled but at a reduced distance, jump ins should feel better at close range but still allow the defender to walk out at long range.

They've also had their push back decreased across the board, should make it easier to transition into close-range followups with less micro walking required to reach point-blank.

Walk Ramp

Removed walk-ramp and reduced all characters' move speed to compensate, movement should feel much snappier and consistent.

Input

Many of the complex input sequences have been adjusted for slightly more ease of use:

Super - 720

  • Reduced required directions from 720 to 540

Super - QCF / QCB x2

  • Adjusted required directions to only need one true-forward

  • Old: 23626

  • New: 23623 or 23236

Super - Charge Backward -> Forward

  • Adjusted required directions to only need one true-forward

  • Old: [4]->646

  • New: [4]->646 or [4]->643 or [4]->346

Late Hit-Cancels

Added functionality for adding additional cancel frames beyond the hit stop when a move connects. Set to four frames and only applied to normals -> specials / super / DTC, should make it easier to cancel into things, especially very fast moves. Also adds the possibility for combos to drop or things to become non-true-blockstrings if they are cancelled too late (depending on the move / cancel), which adds a bit of execution grey-area to the game.

Push Back

Adjusted push back to happen over fewer frames, should resolve faster and look better, and especially help in the corner (jump ins should leave you closer).

Hit Sparks

Adjusted the default horizontal positioning logic for hit sparks, most attacks will now have their hit spark appear in the same position regardless of how far or close they are to the opponent. Should look better and have more consistency. Also added support for moves to use the old method (some things need it like Arnold noodles).

Roy

  • GeneralSlightly increased scale, decreased proximity ranges
  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed
  • Dash.BackwardDecreased distance
  • Gunshot.LIncreased recovery, increased hit adv, decreased block adv
  • Gunshot.H: No longer has invul against airborne attacks

  • Gunshot.EXDecreased followthrough move distance, decreased corner pushback
  • Headbutt.EXIncreased wall bounce y velocity
  • Super.PunchDecreased damage

Cid

  • GeneralDecreased health, decreased proximity ranges, slightly decreased normal damage
  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed
  • Jp.MP.ChargedIncreased juggle remove
  • Cr.HP.BothSlightly decreased juggle value, decreased juggle distance, decreased juggle corner pushback
  • Jp.HP.FastDecreased juggle value
  • Jp.HP.ChargedDecreased hold frames
  • Cr.HKIncreased juggle value
  • KnifeRush.All: Extended move box top

  • KnifeRush.HDecreased juggle value
  • KnifeRush.EXIncreased juggle value
  • Grenades.AllIncreased damage

Tyara

  • GeneralIncreased scale, increased health, decreased proximity ranges
  • Walk.ForwardSlightly decreased speed
  • St.MP: Extended hit box range

  • Cr.MPNow juggles against airborne opponents in a combo, increased juggle remove
  • St.HKExtended hit box range, decreased corner push back
  • Cr.HPDecreased juggle x velocity
  • Shield.L/MDecreased grounded and juggle x velocity
  • Shield.HDecreased knockdown frames
  • Shield.EXIncreased wall bounce y velocity
  • HeadLopper.LIncreased block stun / adv
  • HeadLopper.HDecreased block stun / adv
  • HeadLopper.L/M/HDecreased knockdown frames, can now otg
  • HeadLopper.EXDecreeased startup, decreased block stun / adv
  • FlyingGoddess.L/M/HDecreased landing recovery
  • FlyingGoddess.All: Retracted hit box range, retracted hit box top

Dog

  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed
  • St.LPDecreased block stun / adv
  • Cr.LPDecreased hit stun / adv, decreased block stun / adv
  • Cr.MPDecreased pushback
  • St.MKDecreased startup, adjusted juggle physics, decreased juggle value
  • Cr.MKDecreased startup, retracted first-hit hit box range, extended second-hit hit box range, decreased pushback
  • St.HKAdjusted juggle physics
  • Cr.Bk.HKDecreased startup, now moves slightly forward, adjusted hurt boxes, decreased juggle value, increased hit stun / adv, decreased block stun / adv
  • Run.All: Can now cancel into regular JTC

  • Run.M/H/EXDecreased speed
  • Run.EX: No longer cancellable into dash JTC

  • Run->Slide.AllNo longer low profiles early in the startup, decreased knockdown frames,
  • Run->Slide.RegularDecreased recovery, increased block adv
  • Run->MidStrike.RegularDecreased recovery, increased block adv
  • Run->LeapStrike.AllAdjusted airborne hurt boxes
  • Run->LeapStrike.EXIncreased hit stun / adv
  • PinWheel->Dive.AllDecreased spike corner pushback
  • PinWheel->Dive.Regular: No longer causes a ground bounce

Agent G

  • GeneralSlightly increased scale
  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed
  • CrescentKicks.AllDecreased initial hit box range

Maxx

  • GeneralIncreased scale, increased health
  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed
  • Walk.Forward(Buffed)Decreased speed
  • Dash.ForwardIncreased distance
  • Dash.BackwardDecreased distance
  • Cr.LPExtended hit box range, decreased followthrough and recovery, decreased hit stun, increased hit adv, no longer parry punishable
  • St.MP: Extended hit box range

  • Fwd.MP.Both: Extended hit box range

  • Cr.MP: Extended hit box range

  • St.MK: Extended hit box range

  • Cr.MK: Extended hit box range

  • St.HPDecreased pushback, extended hit box range
  • Fwd.HP.Both: Extended hit box range

  • Cr.HP: Extended hit box range

  • Cr.HKDecreased juggle corner pushback
  • Buff.U.AllDecreased recovery
  • HookSwing.All: Extended move box top

ARN-01D

  • GeneralIncreased scale
  • Walk.ForwardDecreased speed
  • Jp.LKExtended hit box right, increased hit stun
  • Jp.HPIncreased block stun, can now cancel into EX.BackBoost on hit
  • St.HK: Extended hit box range

  • BatteryDischarge.AllDecreased corner juggle pushback
  • BatteryDischarge.LDecreased startup
  • EnergyTurret.EXFixed second hit not landing point-blank in the corner

Gat

  • GeneralIncreased scale
  • Walk.ForwardDecreased speed
  • Walk.BackwardDecreased speed,
  • Dash.ForwardDecreased distance, decreased total frames
  • Cr.MP: Extended hit box range

  • St.MKIncreased movement distance
  • Cr.MK: Extended hit box range

  • St.HPDecreased juggle value, extended hit box range
  • Cr.HPDecreased juggle corner pushback
  • St.HKDecreased juggle corner pushback, decreased juggle x velocity
  • PrismCell.M/H/EXDecreased juggle corner pushback, decreased juggle x velocity
  • PrismCell.HIncreased damage
  • PrismCell.EXDecreased damage
  • Levitate->AirReaper.RegularDecreased juggle remove value
  • Levitate->AirState.RegularDecreased startup
  • Gem.AllIncreased FX size
  • Gem.EXDecreased juggle corner pushback, increased wall bounce x velocity

Read the full detail changelog here.

Source

Steam News / 14 February 2022

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