Idol Showdown/News & Updates: Difference between revisions
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::* Fubuki | ::* Fubuki | ||
:::Oruyanke (medium): no longer breaks Projectile invulnerability | :::- Oruyanke (medium): no longer breaks Projectile invulnerability | ||
:::Back + Heavy can no longer counter burst. | :::- Back + Heavy can no longer counter burst. | ||
:::Standing Heavy: fixed issue where the move would inconsistently have attacks whiff on it. | :::- Standing Heavy: fixed issue where the move would inconsistently have attacks whiff on it. | ||
:::Universal Overhead: no longer incorrectly displays Invincible flag | :::- Universal Overhead: no longer incorrectly displays Invincible flag | ||
::* Suisei | ::* Suisei | ||
:::Super : Anti Air version of super now has 0.4x minimum scaling | :::- Super : Anti Air version of super now has 0.4x minimum scaling | ||
:::Kyou mo kawaii | :::- Kyou mo kawaii | ||
::* Ayame | ::* Ayame | ||
:::QCB Heavy: Juggle frames and blockstun frames increased (it was incorrectly set to almost nothing) | :::- QCB Heavy: Juggle frames and blockstun frames increased (it was incorrectly set to almost nothing) | ||
Line 63: | Line 63: | ||
::* Risu | ::* Risu | ||
:::Off Collab: increased active frames on Nuts (starts 4 frames earlier, ends 2 frames later) | :::- Off Collab: increased active frames on Nuts (starts 4 frames earlier, ends 2 frames later) | ||
:::Call In: Removed Freeze frames before Truck comes out | :::- Call In: Removed Freeze frames before Truck comes out | ||
::* Roboco | ::* Roboco | ||
:::Off Collab: Missiles will no longer hit on the way up | :::Off Collab: Missiles will no longer hit on the way up | ||
:::Call In: | :::Call In: | ||
::::Bugfix: beam will not reverse direction if the opponent crosses up on the player | ::::- Bugfix: beam will not reverse direction if the opponent crosses up on the player | ||
::::Bugfix: beam will not deal additional hits if hit later in the animation | ::::- Bugfix: beam will not deal additional hits if hit later in the animation | ||
::* Marine | ::* Marine | ||
:::Off Collab: | :::Off Collab: | ||
::::Now costs 3 bars | ::::- Now costs 3 bars | ||
::::Applies 50% proration on hit | ::::- Applies 50% proration on hit | ||
::* Kiara | ::* Kiara | ||
:::Call In: Now explodes after a few hits, allowing users to follow up with a combo | :::- Call In: Now explodes after a few hits, allowing users to follow up with a combo | ||
::* Iroha | ::* Iroha | ||
:::Off Collab | :::Off Collab | ||
::::Ninjas now spawn at a 66% higher rate | ::::- Ninjas now spawn at a 66% higher rate | ||
::::Each Ninja now deals 30 damage (down from 40) | ::::- Each Ninja now deals 30 damage (down from 40) | ||
:::Call In | :::Call In | ||
::::Slash is now air unblockable. | ::::- Slash is now air unblockable. | ||
::::Startup reduced from 33f to 21f | ::::- Startup reduced from 33f to 21f | ||
::* Mio | ::* Mio | ||
:::Call In: Mid-Animation Superfreeze removed. As a result, the move has longer effective startup. | :::- Call In: Mid-Animation Superfreeze removed. As a result, the move has longer effective startup. | ||
::* Miko | ::* Miko | ||
:::Off Collab: reduced overall duration from 500 to 300 frames | :::- Off Collab: reduced overall duration from 500 to 300 frames | ||
:Single Player Bug Fixes | :Single Player Bug Fixes | ||
::Fixed issue with softlock during the “Comets Straddle the Night” fight. | ::- Fixed issue with softlock during the “Comets Straddle the Night” fight. | ||
::Resolved issue where you could skip the final boss with multiple copies of Pedas Manja | ::- Resolved issue where you could skip the final boss with multiple copies of Pedas Manja | ||
::Fixed issue where Pedas Manja effect could carry over between runs. | ::- Fixed issue where Pedas Manja effect could carry over between runs. | ||
:Single Player Adjustments | :Single Player Adjustments | ||
Line 103: | Line 103: | ||
::* AI Adjustments | ::* AI Adjustments | ||
:::For easier difficulties: | :::For easier difficulties: | ||
::::Lowered the rate at which the AI grabs. | ::::- Lowered the rate at which the AI grabs. | ||
::::Lowered the rate at which the AI grab breaks. | ::::- Lowered the rate at which the AI grab breaks. | ||
::::The AI will follow up on its attacks somewhat less often. | ::::- The AI will follow up on its attacks somewhat less often. | ||
:::For all difficulties | :::For all difficulties | ||
::::Slightly lowered the rate at which the AI will jump in response to command grabs. | ::::- Slightly lowered the rate at which the AI will jump in response to command grabs. | ||
::* Item Adjustments | ::* Item Adjustments | ||
:::Light Armor: now grants a 25% defense buff | :::- Light Armor: now grants a 25% defense buff | ||
:::Tokino Soda: You can no longer take damage from Aura effects while snack is active. | :::- Tokino Soda: You can no longer take damage from Aura effects while snack is active. | ||
=== {{Date|May|13|2023}} Update Version 1.1.1=== | === {{Date|May|13|2023}} Update Version 1.1.1=== | ||
:Features | :Features |
Revision as of 08:27, 30 August 2023
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News and update items for Idol Showdown.
May 22, 2023 Update/Hotfix Version 1.2.2, 1.2.3
- Hotfix v1.2.3 - Thank you for playing our public beta. Based off of reports from the beta we have added the following bugfixes:
- Gameplay Bugfixes
- 1. Fixed issue where you could bypass move cancel rules on wakeup if the first hit is performed on the first possible frame
- 2. Fixed issue where landing a projectile while performing a different move would allow you to cancel the other move.
- 3. Fixed issue where you could create multiple STAR Special VFX if performed during the opponent's Superfreeze.
- 4. Fixed issue where you could bypass move cancel rules if a move is performed during opponent's superfreeze.
- 5. Fixed issue where summoning an off collab or call in while throwing a projectile will result in the projectile losing its "on hit" properties. This includes applying damage Scaling or triggering followup animations (such as with Fubuki's Super STAR Attack)
- Collab Update 1.2.2 - This patch is intended to focus more on Collabs, with a later patch focusing on Systems issues and Character adjustments.
- General Features:
- - Input Rebinding - Added functionality for a second controller to have input rebindings
- - Input Rebinding - Added ability to remove/delete a binding
- - Settings Option- You can now specify whether you want the game to mute or not when the game is out of focus
- - Voicelines - New Aki voicelines
- - Voicelines - New Fubuki Voicelines
- - Soundtrack - New Song for Gangtown stage
- - Soundtrack - New Song for Main Stage stage
- General Bugfixes
- - Performance Improvements
- - CPU Usage Improvements (steam should take up less CPU)
- - General Online stability updates
- - General Localization and text fixes.
- General Gameplay Bugfixes
- - Reversals can be performed on Frame 1 after knockdown
- - Resolved issue where performing a call-in can make your next move cancellable into moves it was not intended to.
- - IPS can no longer be triggered by Dash or Backdash
- - You can no longer OTG an opponent after Burst.
- - Improved input buffering system: now restricts infinitely holding diagonal inputs, allowing smooth execution of motion inputs by only accepting continuous inputs of back, down, or forward inputs.
- - Resolved issue where defeating an opponent after Time out would result in time slow carrying over to the next round.
- - Errorlog saving is reenabled, but will delete all but the last 3 logs on launch/close
- - Fixed stage specific knockdown inconsistencies.
- - Stage - Eternity Bright - Lowered brightness during Super Flash animations
- Gameplay Bugfixes and Adjustments
- Fubuki
- - Oruyanke (medium): no longer breaks Projectile invulnerability
- - Back + Heavy can no longer counter burst.
- - Standing Heavy: fixed issue where the move would inconsistently have attacks whiff on it.
- - Universal Overhead: no longer incorrectly displays Invincible flag
- Suisei
- - Super : Anti Air version of super now has 0.4x minimum scaling
- - Kyou mo kawaii
- Ayame
- - QCB Heavy: Juggle frames and blockstun frames increased (it was incorrectly set to almost nothing)
- Collab Adjustments
- Risu
- - Off Collab: increased active frames on Nuts (starts 4 frames earlier, ends 2 frames later)
- - Call In: Removed Freeze frames before Truck comes out
- Roboco
- Off Collab: Missiles will no longer hit on the way up
- Call In:
- - Bugfix: beam will not reverse direction if the opponent crosses up on the player
- - Bugfix: beam will not deal additional hits if hit later in the animation
- Marine
- Off Collab:
- - Now costs 3 bars
- - Applies 50% proration on hit
- Kiara
- - Call In: Now explodes after a few hits, allowing users to follow up with a combo
- Iroha
- Off Collab
- - Ninjas now spawn at a 66% higher rate
- - Each Ninja now deals 30 damage (down from 40)
- Call In
- - Slash is now air unblockable.
- - Startup reduced from 33f to 21f
- Mio
- - Call In: Mid-Animation Superfreeze removed. As a result, the move has longer effective startup.
- Miko
- - Off Collab: reduced overall duration from 500 to 300 frames
- Single Player Bug Fixes
- - Fixed issue with softlock during the “Comets Straddle the Night” fight.
- - Resolved issue where you could skip the final boss with multiple copies of Pedas Manja
- - Fixed issue where Pedas Manja effect could carry over between runs.
- Single Player Adjustments
- AI Adjustments
- For easier difficulties:
- - Lowered the rate at which the AI grabs.
- - Lowered the rate at which the AI grab breaks.
- - The AI will follow up on its attacks somewhat less often.
- For all difficulties
- - Slightly lowered the rate at which the AI will jump in response to command grabs.
- For all difficulties
- Item Adjustments
- - Light Armor: now grants a 25% defense buff
- - Tokino Soda: You can no longer take damage from Aura effects while snack is active.
May 13, 2023 Update Version 1.1.1
- Features
- General Features:
- - Lobbies - Added ability to assign a tag to a Lobby
- - Possible tags are: none, newcomer, casual, veteran, god
- - Lobbies - Added ability to filter lobbies based on tags.
- - Online - added GGPO Frame Delay option
- - Training Room - Frame Advantage - this feature is currently a work in progress and is known to be inaccurate for ground/wallbounces (such as Aki’s Standing Heavy).
- Gameplay Features:
- Teching:
- - Air Tech and Ground techs are now performed by holding any attack button when a tech is possible.
- - You are still able to influence the direction of an air tech by holding the respective direction while teching
- - After an Air Tech, you are now invulnerable until hitting the ground OR performing any aerial action
- Teching:
- Infinite Prevention System (IPS)
- - When IPS invulnerability is triggered in midair, you are now invulnerable until either teching or hitting the ground.
- - This contrasts with the old IPS System, where invulnerability would run out as soon as the tech window began.
- Infinite Prevention System (IPS)
- Bugfixes
- General Bugfixes
- - System Mechanics - STAR Meter - Fixed issue where having exactly 250 meter would not allow you to perform an EX move.
- - System Mechanics - Burst - Fixed issue where Burst would not cancel out knockback momentum
- - Stage - Fixed bug where certain combos could not be performed on the Idol Showdown Stage. Now all stages should be identical.
- - Tutorial - Bugfix where Superchat cancel and Combo into specials tutorials would sometimes not pass the player when the condition was performed.
- - Fixed issue where frame data could be inconsistent at the start of a match
- - General Online stability updates
- - General Localization and text fixes.
- General Bugfixes
- Gameplay Bugfixes
- For this patch, our focus was on resolving attacks or character gameplay mechanics that were not working as intended and fixing bugs. Balancing adjustments will come in a future patch.
- Fubuki:
- - Lucky 22H - SSR Yukkuri Flip- Now is Air Unblockable, just like the other versions of Pachi
- - Lucky 214X - Grounded SSR Blizzard Swirl - Now has projectile invulnerability frames that match the other versions of Blizzard Swirl
- - Lucky 214X - Grounded SSR Blizzard Swirl - Fixed bug where attempting to Burst the lucky tail swirl would leave the opponent unable to move.
- - 236L/M Oruyanke (all variants) - Fixed issue where Hitstun and Blockstun were incorrectly set far below the intended values
- Suisei:
- - 5M - Resolved bug where Hitstun and Blockstun could be very inconsistent.
- Sora
- - 236M - On Stage! (High) - Fixed issue where the Blockstun was higher than hitstun.
- - 22M - A-egis Reflector! - Fixed issue when reflecting Ayame’s Ghost where even after reflect you would still be cursed
- Botan
- - j.H - Fixed issue where normal could deal chip damage.
- - j.2H - Lead Curtain - Correct sprite offset to better reflect Hitbox and Hurtbox.
- - j.2H - Lead Curtain - reduced visual hitstop
- Aki
- - j.S/ - Going Down - Removed STAR meter gain on execution. This will now match the STAR meter gain of Aki’s other teleport special moves
- - 236M - Bad Boy - Fixed bug where the move was not obeying projectile limits. It will now behave similarly to Good Boy
- Korone
- - 6M - Orayo! - Will now connect both hits more consistently
- - 5M - Fixed issue where normal could deal chip damage
- Coco:
- - 22H - Essence of Insertion: Tail-Slam - Fixed issue that was causing the opponent to be sent much further than expected.
- Virtual Frontier Bugfixes
- - Collections Screen - Fixed issue where the Collections screen would sometimes display only the KFP bucket
May 9, 2023 - Hotfix 1.0.7, 1.0.8
- Hotfix Version 1.0.8
- Bugfixes:
- 1. Fixed softlock when going from any mode to Tutorial or Training Mode
- 2. Fixed Credits scroll
- Hotfix Version 1.0.7
- Gameplay Adjustments:
- 1. Botan: Standing Medium followup attack: Reduced blockstun frames
- Gameplay Bugfixes:
- 1. Fixed Issue where after a victory you would be unable to control your character if a victory did not occur on the other player's end
- 2. General Online Net Stability improvements
- Other Bugfixes:
- 1. Fixed "black screen" issue on startup caused by settings load failure.
- 2. Removed Houshou Marine's AI exploit with Botan
- 3. General Localization improvements
May 7, 2023 - Hotfix 1.0.4, 1.0.5, 1.0.6
- Hotfix Version 1.0.6
- Additions:
- Sora new voice lines added
- Gameplay Bugfixes
- 1. Fixed issue where the winning player would sometimes lose control after a KO, allowing the other player to win
- 2. Command grabs should now beat normal grabs when both players grab simultaneously
- 3. Resolved issue that allowed players to gain multiple superchats during superfreeze
- 4. Resolved issue where Effect from being in an Infinite combo loop would not reflect the actual invincibility period.
- 5. Resolved issue with performance caused by Star Specials and Super Star specials
- 6. Resolved issue where certain sequences could cause Grabs could do double or Triple damage
- 7. Sora: Re:Play - Resolved bug that was causing mines to do less damage then intended
- 8. Botan: Forward + Medium: Resolved issue causing Botan to cross up with the opponent in the Corner
- Other Bugfixes
- 1. Resolved issue with Error Logs taking up a lot of disk space.
- 2. General Online stability improvements
- 3. Tutorial Logic update
- Developer Note
- 1. We are currently investigating the Infinite Prevention System and will be likely putting out an update in a future update.
- Hotfix Version 1.0.5
- Features:
- Started Replacing Botan Voice lines with Botan's Requested voicelines. (Thank You So much!)
- Bugfixes:
- - Resolved issue where Botan's POIs were not detected as projectiles by AI
- - Resolved issue in Training Mode where Instant Block setting would not reduce pushback
- - Resolved issue causing launch problems on some systems.
- - General Online bugfixes
- Hotfix Version 1.0.4
- - Added New Song to Collections Screen
- Bugfixes:
- - General Online stability bugfixes
- - General Localization updates
- - Resolved issue where the AI would not be disabled upon going to Tutorial after playing Arcade Mode
- - Botan: Resolved issue where you could be grabbed while in knockdown
May 6, 2023 - Hotfix 1.0.3
- Hotfix Version 1.0.3
- UI Bugfixes:
- - Fixed issue where Character Select and Stage Select could sometimes be loaded during match
- - Fixed Leave panel displaying behind lobby button
- - Arcade Mode now displays correct stage number.
- - Various Localization adjustments
- - Fixed issue where Match start banner would still display when entering Training Mode
- - Fixed issue where stage select will crash for certain systems. Stage previews will be temporarily disabled while we resolve this issue
- General Gameplay Bugfixes:
- - Burst: Resolved issue with burst destroying your own Projectiles
- - Burst: Resolved issue that allowed you to combo out of burst
- - Fixed bug that allowed you to preserve jump momentum after certain performing jump S attacks
- - Fixed issue where air attacks could sometimes be performed on the ground.
- Character Bugfixes:
- - Suisei: Fixed Error in Suisei's Command list description for Forward + Heavy
- - Botan: Fixed issue where Botan's Super could be cancelled mid animation.
- - Korone: Super: Fixed issue where you could be interrupted after the Super Animation confirm animation began.
- - Sora: Updated Command list descriptions for 214H
- - Sora: 236L: Resolved issue where you could not detonate the mine
- - Sora: 22M Fixed issue with Hitstop
- - Collab: Kanata: Call-In: Resolved issue when the person summoning Kanata was hit after Kanata grabs the opponent.
- - Collab: Ame: Off-Collab: Resolved issue where opponents under the effect of timestop always be counted as being in a combo
- - Collab: Kanata: Off-Collab: Resolved issue with waves and scaling
- Known Issues in Progress:
- - Issue with binding keys to Arrow Keys
- - Issue with Collabs displaying in Command List
- - Issue with Performance when using repeated Star Specials and Super Star Specials
May 5, 2023 - Release!
- Idol Showdown is now available on Steam!