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
- Maps
- UI and audio
- Performance
- Gameplay
- Fixes
- Balance
Punch Planet - Early Access changes
PUNCH PLANET - VERSION 0.8.2
Version 0.8.2 is now released!
Stage Enhancements
Arcade Mode
Achievements
Big Heads
Interface Improvements
Engine Optimizations
Gameplay Updates
And More!
Read the full detail changelog here
STAGE ENHANCEMENTS
All stages have been improved
Added new assets
Added looping animations
Added interactable elements that respond to characters (visual only)
Added more audio ambience
Improved lighting
Stages now rotate slightly as characters move towards the corner
Steam post image Steam post image Steam post image Steam post image Steam post image
ARCADE MODE
Added single-player Arcade Mode. Choose a character and fight against a series of more difficult opponents.
Match 1-5: Random Opponent
Match 6: Mirror Match
Match 7: Rival Match
Match 8: Boss Match
TRIAL MODE
Added completion splash when finishing a trial
Improved trial character select menu
ACHIEVEMENTS
Added achievements for completing Arcade Mode with each character
Added achievements for completing Trial Mode with each character
VERSUS SCREEN
Added a versus screen
Shows the character and stage match-up while loading
CREDITS SCREEN
Added a credits screen
Shows after Arcade Mode or from the Extras menu
BIG MODE
Added Big Mode
Make characters heads, hands, and feet larger, and their voice boxes smaller
Accessible from the graphics menu
Does not affect gameplay
ENGINE OPTIMIZATIONS
Made a number of engine optimizations under the hood
Gameplay should look better and more clear in motion
Inputs should feel more crisp
Reduced RAM usage
Reduced build size
Fixed some issues going fullscreen on ultra-widescreen monitors
CPU IMPROVEMENTS
Added support to control how much the CPU gets Golden Hits
Added support for CPU to use the HTC mechanic
Slightly decreased Hard difficulty (no longer 100% block / throw-tech)
Added Epic difficulty (100% block / throw-tech / golden hits, faster reaction and action time)
RESET JUGGLES
Fixed an issue that blocked cancels that are required to be in a combo from working when causing a juggle reset (end of a combo)
COLLISION BOXES - BODY TYPES
Adjusted hurt boxes for body types
No longer broken up into Medium / Big / Dog
Height and Width now have their own specifications
Height: Short / Medium / Tall
Width: Thin / Wide / Wider
Some characters have been adjusted with this in mind
STANDING NORMALS
Inputs on standing normal attacks have been changed to require neutral / forward / backwards
Mainly for target combos
Roy St.MP->St.HP: cannot press Down+HP and have the St.HP come out
ROY
Now considered Medium-Thin (no change)
- Gunshot.EXDecreased startup frames, increased juggle height
- Headbutt.L/M/HDecreased knockdown frames
CID
Now considered Medium-Thin (no change)
- Cr.HP.ChargedDecreased block stun and advantage
- KnifeWheel.AllNow causes a hard knockdown against juggled opponents, can now DTC when hitting against juggled opponents, increased juggle value
TYARA
Now considered Tall-Thin (no longer Wide)
- WarDance.SuperFollowup now uses super scaling, increased recovery frames
DOG
Now considered Short-Wider (no change)
AGENT-G
Now considered Medium-Wide (no longer Thin)
- Dash.ForwardIncreased dash distance
- St.MPDecreased pushback
- Cr.MPExtended hit box, decreased pushback on hit
Cr.HP: Extended initial hit box
CrescentKicks.All: Extended initial hit box
- LunarDisc.L/M/H.ProjectileIncreased hit stun
MAXX
Now considered Tall-Wide (no change)
- HornyToad.AllCan now cancel into an airborne G.A.P (combo only), decreased corner pushback, adjusted juggle, decreased juggle value
- GroundAndPound.AllDecreased knockdown frames
ARN-01D
Now considered Medium-Wide (no longer Thin)
- TrialsUpdated Hard_04
- EnergyTurret.All.ProjectileIncreased hit stun
GAT
Now considered Tall-Thin (no longer Wide)
- JugglesIncreased normal attack juggle heights
- Cr.MKDecreased cancel window
- St.HPDecreased corner pushback, decreased cancel window
- Fw.HPDecreased juggle corner pushback
Jp.HP: Now cancellable into airborne specials
- PrismCell.L/M/H.FollowupIncreased followthrough frames
- PrismCell.All.FollowupIncreased juggle x velocity, increased corner pushback
- Gem.EXDecreased juggle value
- GemLancer.SuperDecreased pushback
Read the full detail changelog here.
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