Lum is a champion of the card game Pandante, and is a well-known patron of the Liar's Lair casino. The Liar's Lair is also featured on one of the cards in the human version of the game.

Mac Performance

The Mac version of the game now uses Apple's "Metal" API. You might experience better performance overall on Macs.

CHARACTERS

GRAVE

--Grave now has facial animation on his moves, most noticeable during his yomi counter.

--Grave’s yomi counter against an opponent with flashing life from block damage now preserves that flashing life on the next hit point, as all other yomi counters do.

JAINA

--Jaina now has facial animation on all her moves, most noticeable during her ground super.

--Air C flame arrow falls 10f sooner so that her “f+A (knee), air C” loop has a bigger gap if you do it over and over. While it is intentional that her divekick, knee, and air C can be used as rushdown tools to give her a secondary plan apart from zoning, the timing of this loop made it a little too solid as a rushdown tool before.

--Knee’s hitbox extends down more so that it doesn’t whiff against Setsuki so much. That’s a bug fix rather than a “buff”, and has the counter-intuitive consequence that it’s actually slightly nerfed on block in some situations. The hitbox extending lower means it’s more likely to hit on the way up, rather than the way down, meaning Jaina will less often end up plus on block than before.

--Back+A kick recovers 1f sooner. When you block Grave’s sword, this kick is your only way to punish him at most ranges, but when you hit him with it, he could hit you back with his super. The kick being 1f less recovery prevents Grave from punishing her on hit.

--After hitting with Jaina's ground super, at the end the sound effect of the victim landing is now timed correctly.

--The ground recovery animation after doing an air B shot has been updated for smoothness of visuals, no gameplay change.

--Jaina no longer slightly wobbles up and down during her ground B shot, and her front foot no longer slides back incorrectly at the end. This same fix might remove small errors in this animation as well.

ROOK

--Fixed bug with Rook’s air C that was knocking the victim down a few frames before it landed. Knocks down 4f later now, to match last patch’s change of making it hang in the air 4f longer. Also, the last 4f before it lands were missing hitboxes last patch, now they are restored.

--Upgraded all of Rook’s ground moves to use our new hitbox system.

VALERIE

--Valerie’s ground super on hit or block (but not on whiff) used to have the recovery completely invulnerable for no reason. Now, the final hit of her super has some invulnerability whether it hits, is blocked, or whiff, and that invulnerability is marked with a white highlight and does not span the entire recovery.

SETSUKI

--Fixed a bug introduced last patch that caused Setsuki’s air super not to turn her invisible anymore after a successful parry. Now she does turn invisible.

--Fixed a different bug with the air super that was not correctly pausing the opponent during the cinematic after a successful parry.

--The last few frames of Setsuki's C->C ground recovery is no longer missing vulnerable hitboxes for no reason.

GEIGER

--Fixed the animation smear on his f+A poke so that the smear isn’t behind him for a few frames anymore.

--Air C now has voice for “Drop Gear”

--On the character select screen, when you pick Geiger, his watch now shows up as it’s supposed to, rather than being accidentally invisible.

--Geiger no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well.

--Hold B (delayed Time Spiral) has a new visual effect for the time distortion.

DEGREY

--When DeGrey does a second Tyrant Crusher (B -> B) in a single combo, he says “Truth” for the first one and “Justice” for the second one.

--The last few frames of DeGrey's A,A second punch are no longer missing vulnerable hitboxes for no reason.

MIDORI

--Midori no longer slightly floats up and down at the end of all his animations while standing. This same fix might remove small errors in all his animations as well.

LUM

--Improved the alignment of yellow highlights on Lum’s hands and feet during air B.

ARGAGARG

--f+A really set to 12f startup now (4f faster than before so that it usually can punish a blocked Setsuki B kick).

--When Argagarg has Bubble Shield up, the bubble will now correctly follow his position during various cinematics. For example, it’s now in the right place during his yomi counter animation, when Rook throws him a normal / special / super throw, etc. (This has no gameplay effect.)

--Using the B+C macro to pop the bubble, rather than pressing S, now works correctly. Before, it could accidentally allow the summon of a new bubble (if your super meter was full) rather than pop the current bubble. Also, the B+C command now has the same few frames of leeway as all other macro commands, rather than accidentally requiring frame-perfect timing.

--Fixed Argagarg's winpose causing an animation-freeze on his opponent for a while on rematch.

--When Argagarg reacts to getting hit, such as by yomi counters, supers, throws, etc, he used to have a technical error that caused his mouth to fold up into his head. This is now fixed in all his reaction animations.

Known Bugs

We had to upgrade the Unity game engine to a newer version, and the engine itself has these two bugs. We're very sorry, but we must wait for Unity to fix them, as they are problems with the game engine itself, rather than our game code.

Game controllers no longer work at all on Macs (just keyboard controls work). When you change the graphic quality settings in the video options between "High" and "Medium" or change it between "Low and Lowest," the graphics may become corrupted, and you'll have to restart the program to return to correct-looking graphics at your new quality setting.

We will do another update as soon as we can once Unity has fixed these problems.

MISC POLISH AND BUG FIXES

--When you block an attack that can deal block damage (cause your life chunk to flash), the block spark now looks different. When you block an attack that actually causes you to lose a hit point from block damage, the block spark looks even more different and there is a now a sound effect for this kind of damage. Here's what it looks like: