In this update11
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
- Gameplay
- Performance
- UI and audio
- Fixes
- Balance
Punch Planet - Early Access changes
PUNCH PLANET - VERSION 0.8.2.c
Version 0.8.2.c is now released!
Netcode improvements
Performance and Asset loading optimizations
Character adjustments
Charge input tweaks
Golden Hits nerfed
Demonstration mode in Lobby
Read the full detail changelog here
PERFORMANCE OPTIMIZATIONS
Improved UI animation playback performance
Should improve online netcode performance quite a bit
Also improved the frame counter UI in training mode
ASSET LOADING IMPROVEMENTS
Improved the asset loading / unloading functionality
Eliminates some memory leaks when playing a lot of matches
Should improve performance when loading new matches and when playing for long amounts of time
DEMONSTRATION IN LOBBY
Added ability to run the demonstration mode while waiting for matches online
Mostly just to fill dead time on the PPTV stream (come join us! )
CHARGE INPUTS
Decreased frames needed for charge attacks 38 => 36
Increased buffer frames allowed for charge attacks 8 => 10
Fixed charge super attacks not having their buffer frames correctly set
DTC
Can now cancel DTC into regular throw
JTC
Increased active frames
Increased hit stun on dash version (combo-able on crouching opponents)
Golden Hits
Removed all frame benefits from golden inputs
No longer gain frame advantage for hits
No longer gain less recovery for throw techs
No longer gain less recovery for ATC
No longer gain meter for DTC
Still gain damage and meter bonus for hits
CID
- St.MP.ChargedIncreased hit freeze
- Cr.MP.ChargedIncreased hit freeze
- St.HP.BothIncreased hit freeze
- Cr.HP.BothIncreased hit freeze
DOG
Light.Attacks: Can now chain into heavy attacks
- Cr.HPIncreased startup frames
ARN-01D
- Jp.LPDecreased startup frames
St.LK: Extended hit box range
Jp.LK: Extended hit box range, now causes reset against juggled opponents
Bk.HP: Now lowers hurt box during startup, retracted hit box top
- St.HKIncreased active frames
BatteryDischarge.All: Now loses invul if hit is absorbed
- BatteryDischarge.L/M/HNow has invul against airborne before active frames, adjusted movement
BatteryDischarge.EX: Now fully invul (no longer throwable)
GAT
- TrialsUpdated Easy4, Easy5, Moderate2, Moderate3, Hard1, Hard4, and Hard5
- TauntUpdated animation, no longer buffs gem
Light.Attacks: Can now chain into heavy attacks
- St.MPRetracted hit box range, removed active state additional hurt box
Cr.MK: Now hits against knockdown opponents
- St.HPAdded additional upper hit box that only works against juggled opponents, decreased dtc advantage on hit
- St.HKDecreased hit stun / advantage
- Cr.HKDecreased startup state frames, retracted hit box range, adjusted movement, removed active state additional hurt box
- Gem.EXAdjusted wall bounce physics
Gem.Projectile.L/M: Extended hit box left
- Gem.Projectile.ExquisiteIncreased model scale
- Levitate->AirStake.RegularUpdated animation, increased active state frames, retracted hit box range, extended hit box left, removed additional hurt box
- Levitate->AirStake.EXUpdated animation, increased hits, increased frames between hits, decreased damage, adjusted juggle physics, removed upper hit box, extended hit box top, extended hit box left, retracted hit box right, active state now has a high movement collision box
Exquisite: Now a special move, input: HCB.Kick
- Exquisite.BothDecreased total frames, can now cancel into DTC and Gem, decreased cancel frame
Exquisite.EX: Does not remove health
Read the full detail changelog here.
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