Full notes
Full Vengeance Hunters update
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What changed
0 fixes1 addition0 changes0 removals
- Maps
addedAllowed each player to have their own set of continues in two player mode Dev Note: Yes, you CAN cheese the game with extra continues now • Stage 2 boss has slightly less HP & only attacks twice with his poison claw instead of three times Dev Note: Some players (T) have not figured out that you can jump + strong attack the claws when they are in the air, so we're making this boss a bit less frustrating for them. • Smoothed out a few Waves/Groups to ensure they do not go on for to long • Slightly nerfed the Stage 4 'Miner' enemy Dev note: This guy and his robot vacuum of doom was a bit to frustrating. So we toned him and his little vacuum down • Stage 5 boss missiles now do only 40 damage on hit (was 80) Dev note: there were some instances where you could get deleted when hit by the missile and other attacks • Various other minor enemy tweaks including jump speed, arc and distance of some enemies • Stretched option added to Options/Display Dev Note: We added this only for people using 4:3 displays. If you stretch the game on your 16:9 display, we will be extremely upset with you • Character Select music now properly loops • On Continue, you will no longer go back to the default color palette Dev Note: We need to make sure you can remain style'n with that purple Candy alt outfit. PS, you can change to an alt color palette by pressing Jump after selecting your character • A hit animations is now played even if the hit does not cause a stun Dev note: This should help provide even more feedback to the player when they take a hit. You will still only see the hit marker if you're in the middle of a swing • Candy's Bleed should no longer push an enemy the wrong way on death • Golem can now grab/throw regular enemies that use a yellow armored move • Golem now has invulnerability frames during his Ground Pile driver Dev note: The move does a lot of damage and AoE, but it was just a bit to risky in a crowd • Golem/Candy/Loony - You can now press left or right while in the middle of a combo string rather than needing to wait a split second to change directions. This includes aerial combos. Dev note: This should help make the game feel more fluid when punching for some players • Golem/Candy/Loony - The Back Attack was change from <-Light attack to Light Attack + Strong Attack. It animation locks you, but it will knock enemies down and break yellow armor (but only does 2 damage). Dev note: This change was needed to make the left/right change work. And it just feels better and I should have done it in the first place. Please give feedback on this if there are issues, however. Steam Deck • Added resolution options for Steam Deck video output Dev note: Thank you to NeoCverA for bringing this to our attention
Vengeance Hunters changes
addedAllowed each player to have their own set of continues in two player mode Dev Note: Yes, you CAN cheese the game with extra continues now • Stage 2 boss has slightly less HP & only attacks twice with his poison claw instead of three times Dev Note: Some players (T) have not figured out that you can jump + strong attack the claws when they are in the air, so we're making this boss a bit less frustrating for them. • Smoothed out a few Waves/Groups to ensure they do not go on for to long • Slightly nerfed the Stage 4 'Miner' enemy Dev note: This guy and his robot vacuum of doom was a bit to frustrating. So we toned him and his little vacuum down • Stage 5 boss missiles now do only 40 damage on hit (was 80) Dev note: there were some instances where you could get deleted when hit by the missile and other attacks • Various other minor enemy tweaks including jump speed, arc and distance of some enemies • Stretched option added to Options/Display Dev Note: We added this only for people using 4:3 displays. If you stretch the game on your 16:9 display, we will be extremely upset with you • Character Select music now properly loops • On Continue, you will no longer go back to the default color palette Dev Note: We need to make sure you can remain style'n with that purple Candy alt outfit. PS, you can change to an alt color palette by pressing Jump after selecting your character • A hit animations is now played even if the hit does not cause a stun Dev note: This should help provide even more feedback to the player when they take a hit. You will still only see the hit marker if you're in the middle of a swing • Candy's Bleed should no longer push an enemy the wrong way on death • Golem can now grab/throw regular enemies that use a yellow armored move • Golem now has invulnerability frames during his Ground Pile driver Dev note: The move does a lot of damage and AoE, but it was just a bit to risky in a crowd • Golem/Candy/Loony - You can now press left or right while in the middle of a combo string rather than needing to wait a split second to change directions. This includes aerial combos. Dev note: This should help make the game feel more fluid when punching for some players • Golem/Candy/Loony - The Back Attack was change from <-Light attack to Light Attack + Strong Attack. It animation locks you, but it will knock enemies down and break yellow armor (but only does 2 damage). Dev note: This change was needed to make the left/right change work. And it just feels better and I should have done it in the first place. Please give feedback on this if there are issues, however. Steam Deck • Added resolution options for Steam Deck video output Dev note: Thank you to NeoCverA for bringing this to our attention
- Allowed each player to have their own set of continues in two player mode Dev NoteYes, you CAN cheese the game with extra continues now • Stage 2 boss has slightly less HP & only attacks twice with his poison claw instead of three times Dev Note: Some players (T) have not figured out that you can jump + strong attack the claws when they are in the air, so we're making this boss a bit less frustrating for them. • Smoothed out a few Waves/Groups to ensure they do not go on for to long • Slightly nerfed the Stage 4 'Miner' enemy Dev note: This guy and his robot vacuum of doom was a bit to frustrating. So we toned him and his little vacuum down • Stage 5 boss missiles now do only 40 damage on hit (was 80) Dev note: there were some instances where you could get deleted when hit by the missile and other attacks • Various other minor enemy tweaks including jump speed, arc and distance of some enemies • Stretched option added to Options/Display Dev Note: We added this only for people using 4:3 displays. If you stretch the game on your 16:9 display, we will be extremely upset with you • Character Select music now properly loops • On Continue, you will no longer go back to the default color palette Dev Note: We need to make sure you can remain style'n with that purple Candy alt outfit. PS, you can change to an alt color palette by pressing Jump after selecting your character • A hit animations is now played even if the hit does not cause a stun Dev note: This should help provide even more feedback to the player when they take a hit. You will still only see the hit marker if you're in the middle of a swing • Candy's Bleed should no longer push an enemy the wrong way on death • Golem can now grab/throw regular enemies that use a yellow armored move • Golem now has invulnerability frames during his Ground Pile driver Dev note: The move does a lot of damage and AoE, but it was just a bit to risky in a crowd • Golem/Candy/Loony - You can now press left or right while in the middle of a combo string rather than needing to wait a split second to change directions. This includes aerial combos. Dev note: This should help make the game feel more fluid when punching for some players • Golem/Candy/Loony - The Back Attack was change from <-Light attack to Light Attack + Strong Attack. It animation locks you, but it will knock enemies down and break yellow armor (but only does 2 damage). Dev note: This change was needed to make the left/right change work. And it just feels better and I should have done it in the first place. Please give feedback on this if there are issues, however. Steam Deck • Added resolution options for Steam Deck video output Dev note: Thank you to NeoCverA for bringing this to our attention
Source
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