Early Access Patch #17





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Pixel Lobby

General

All lobby characters now have a proper spectating animation while swimming.

Fixed an issue where the transition from day to night and vice versa skipped ahead abruptly. This issue appeared mysteriously the first time. While we think it’s fixed, let us know if it appears again.

Fixed an issue where the music would restart when it became daytime if the “Music at Night” option was turned on.

Fixed an issue in Velvet’s lobby where the music would spike in volume as it looped.

Fixed incorrectly transparent pixels in water-floating salt crystals in caves across all lobbies.

The sound effect emitted by fight clouds now respects the Sound Effects Volume option.

The sound notification played when multiple overworld chests spawn simultaneously is no longer really, really loud.

Fixed an issue in the Salt Mines where red health wouldn't get refunded to your total health after a fight.

Fixed an issue where typing \ or / in the chatbox displayed {crsr} in the chat.

Fixed a typo in the onscreen prompt received during training partner requests.

Arizona (Pummelin’ Plains)

Fixed fires not having a crackle sound effect.

Fixed an issue where it was possible to stand in the water inside the caves.

Paprika (A Dreary Place)

Now with bigger tents!

Fixed a missing tile in the northeast cave.

Fixed several instances of inconsistent collision boxes.

Fixed several instances of flickering layering during cliff-jumping.

Fixed a lighting layering issue in the northeast cave.

Fixed incorrectly tiling grass patches.

Menus

The opening credits now displays the link to our official Discord server.

The main options menu now pulls text from localization files, so each option now has a proper title instead of just a variable name. Organization of options in general still needs work. We are planning menu reconstructions for a later patch.

Descriptions for many options have been revised for better clarity.

AI

We’re rolling out a first-pass revision to our AI system to better align CPU behavior with player expectations. Feebdack regarding this change is greatly appreciated. We’ll continue to iterate in subsequent patches.

CPU difficulty levels have been renamed. From easiest to most difficult: Sleeptrot, Greenhorn, Contender, Champion, and ¿NSP§KBL?

The option to change CPU difficulty has been moved to the top of the Gameplay options menu to improve visibility. We’re still planning to add a difficulty selector at the beginning of Arcade Mode in a later patch.

The default CPU difficulty level is now Greenhorn, and everyone’s current CPU difficulty level has been reset to default.

Stages

The Training stage now has a grid in the background.

Tianhuo’s stage has overhauled textures and lighting to improve character visibility.

Arizona’s stage has updated textures, and the nighttime version is a bit brighter to improve character visibility.

Oleander’s stage has updated lighting.

Velvet’s stage has new shopfronts and updated textures.

The morning and nighttime variants of Velvet’s stage have been temporarily disabled until the next patch while we update them with the new textures.

Gameplay

General Improvements

All characters’ magic meters now have an animation when a stock is filled.

All characters have proper throw whiff and throw tech animations. We are planning to make further enhancements to the readability of throw whiffs in a later patch.

There is now a graphic for when a match ends in either a double KO or a time up.

All characters now have an animation when defeated by time running out.

The color of the level 2 super meter bar is now less banana and more orange.

Cross Canter now has a proper afterimage effect.

Slightly embiggened the size of the offscreen player position icons.

All of our input shortcuts for specials now have a rule to only allow inputs that AREN’T the opposite direction of the final input right before the attack button. Before this change, it would allow ANY input before the attack button. This change is intended to prevent + and + from producing special attacks.

+ and + from producing special attacks. Made minor revisions to dialogue in various sections of the tutorial to improve clarity, particularly in supers for all characters.

General Bugfixes

Fixed an issue where the game froze for a second or two before a match vs a CPU would begin.

Fixed an issue where the onscreen reversal indicator did not appear when using a normal attack from a hard knockdown.

Fixed an issue where certain animations wouldn’t have stage lighting applied.

Fixed a long-standing issue where graphical glitches would appear at characters' feet during some animations (most obvious on Paprika).

Fixed an issue in Arcade Mode where if the player got a double KO during the predator fight, they would proceed to the next fight with full health.

Fixed an issue in Training Mode where character portraits would not match the actual character when loading different combo recordings.

Fixed an issue where the music would stop if you moved to round 4 through a double KO.

Fixed occurrences of opponents’ names not showing up during matchmaking fights.

Fixed various instances of moves being printed incorrectly in combo recordings.

Predators

The Panther now has a stand idle animation.

The line color on all predators has been brightened slightly, so they stand out more.

Arizona

Arizona gains less super meter from successful ropes.

+ (Magic Counter) damage has been reduced.

+ (Magic Counter) damage has been reduced. The required amount of meter points to reach a full bar of super have been increased slightly.

Broadened the cancel window of + (Trample) into + (Rebound), making it more easy to execute.

+ (Trample) into + (Rebound), making it more easy to execute. The color of Arizona’s magic meter has been changed to forest green.

Smoothed out the afterimage pulse effect for gaining magic from a successful lasso.

Temporarily removed the color difference between Arizona’s near and far legs on the “Nebraska”, “Dangerously Cheesy”, and “Koi Cow” palettes. This is to prevent the visibility of a bug that changes the color of the far legs during certain animations due to a problem with the shade layer. The intended appearance of these palettes will be restored in a later patch.

Velvet

Fixed an animation glitch where the grounded version of Velvet’s ice shield formed during her crouch block animation would persist when jumping.

The hurtbox of her launcher has been adjusted to better fit the effect animation.

Fixed an issue which allowed her to special cancel j. and j. on whiff.

and j. on whiff. Fixed minor color layer errors across various animations.

Oleander

During Study , the beam effect between Oleander and the Unicornomicon is no longer cardboard. There's still a little more we want to do with this effect, so we’ll be making further adjustments in a subsequent patch.

, the beam effect between Oleander and the Unicornomicon is no longer cardboard. There's still a little more we want to do with this effect, so we’ll be making further adjustments in a subsequent patch. All Chapter Traps have a new effect animation.

+ (Magic Chapter Trap) has a smaller hitbox, doesn’t travel as far during creation, and has increased startup time.

+ (Magic Chapter Trap) has a smaller hitbox, doesn’t travel as far during creation, and has increased startup time. Shortened the input window of + (Teleport) to prevent accidental inputs during combos.

+ (Teleport) to prevent accidental inputs during combos. The color of Oleander’s magic meter has been changed to magenta.

Added an additional sparkly effect during the “power-up” phase of her intro animation.

Fixed an issue where the first hit of (Doom Claw) would not produce a groundbounce immediately after a throw.

(Doom Claw) would not produce a groundbounce immediately after a throw. Fixed an issue where her far leg would disappear during j. .

. Fixed a color layer issue around her eye during her character select animation.

Filled in Master 01 combo trial, which was previously missing.

Replaced all remaining references to “Fel Spark” and “Dark Spark” in combo recordings and tutorials with “Shadow Spark” and “Shadow Blast” respectively.

Revised dialogue in Oleander-specific specials and supers tutorials for better clarity.

Paprika

The color of Paprika’s magic meter has been changed to deep lavender.

Fixed the “fake eat” issue, where Paprika would try to eat her own gifts, but sometimes the animation would play out and the gifts wouldn’t actually be eaten. Apologies from the entire Mane6 crew for leaving this bug out in the wild for so long.

Fixed an issue where Paprika couldn’t boop her gifts while frozen by Velvet's level 2 super.

Fixed an issue where if she was grabbed just before her super connected, the screen locked in position as if the super hit.

Fixed a color layer error with her hair during her stand idle animation.

Fixed an animation error where her blanket was missing during the last frame of her super level 1 whiff.

Replaced Intermediate 04 combo trial with one that works.

References to “Smothered with Love” have been replaced with simply “Smother” in combo recordings and tutorials. The emotion implied is now up to interpretation.

Pom

New palette: “New Sheep”.

The color of Pom’s magic meter has been changed to light pink.

Replaced Master 03 combo trial with one that works.

Tianhuo

Fixed an oversight where all her normals were whiff-cancelable into a super.

Fixed an issue where Firecracker Attacks and Flips could be cancelled into specials during recovery.

Fixed an issue where + (Men Shao Ti) would activate on things other than the opponent’s character.

Known Issues

Tianhuo’s magic meter flashes to green instead of white/yellow on stock fill. This is a long standing bug that will be fixed in future iterations.

The fountain’s water in Paprika’s lobby remains static. It will flow properly in subsequent patches.

The preview images during stage select currently reflect their versions prior to this patch. We’ll be updating them to match next patch.

In Velvet’s stage, there is a minor layering issue where the banners strung across the top will disappear behind the snow on the roofs of the shops.

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