MOST IMPORTANT BUG FIXES

Here are the bug fixes that we wanted to get to you as soon as possible:

--Fixed a bug introduced last patch with performance in menus. When launching the game, there would accidentally be useless 3D cameras doing nothing that reduces fps until you reached a score screen via survival or online play. Each time you restarted the game, the fps problem would return. Now fixed.

--Two patches ago, Unity introduced a bug in their engine that caused textures to become corrupted when you change the graphics quality settings. In our game, this caused buttons to have no text on them, and million other problems until the next time you restart the app. Unity issued a fix to this, which we incorporated into our game in the August update. Unfortunately, we now know that Unity's fix failed, as it only fixed the issue when running the editor that game developers use, not the builds that players use. Now, they have claim-fixed it again, this time in builds too, and we've incorporated that fix. So you can now change your graphics quality settings in the video options menu over and over to your heart's content.

--Last patch, we increased the game speed by 8%. Pretty much everyone likes this (yay), but it did introduce some bugs in frame data. One is that all blockstun values in the entire game were set incorrectly last patch. That said, the magnitude of error was very small in most cases, and happened to be very large in the case of Argagarg's blue fish (B button projectile). Blockstun values are now correct. Also, several moves ended up with "off by one" errors that accidentally made them too good relative to how they worked before. We have manually fixed these. In other words, "daylight savings for frame data is now over."

CHARACTERS

GRAVE

--Grave’s powered up big cloud (hold B while wind is blowing) now has the same 22f startup as the non-wind version, rather than accidentally being 2f faster.

--Fixed a bug where doing wind summon (air C) very close to the ground could result in your B and air B moves not getting powered up during the wind.

--When Grave's wind meter reaches full, there is now a sound effect that plays (suggested by a blind gamer).

JAINA

--Jaina’s chest hitbox is now marked as mid rather than high in her idle, walks, turn around, block animations. This affects the look of her pose while she blocks some attacks.

--Jaina’s ground super has correct hitboxes at the end, rather than missing them entirely.

--Level 1 B shot has 6f hitpause now, rather than 0. During this hitpause there is now just a slight screen shake. Also, the hitstun and blockstun by are 1 less now, meaning in total it causes 5f more stun now. Not for balance reasons, more for making it feel stronger. Balance is probably ok since she was really unsafe up close anyway.

--Air B freezes the opponent slightly longer on hit, for drama.

--All Jaina’s flame arrow shots now make the victim turn red in “on fire” state, since it seems like getting hit by a fire attack should do that.

ROOK

--Landslide (B attack) is back to -4f on block, the same as before the 8% speed increase, rather than -3f in the last patch. It was not intentional to make it -3f, and that’s a big difference since it became safe vs throws last patch.

--Rook's 3 frames of pre-jump animation now look correct. They were somehow missing before. This doesn't affect gameplay, just a cleaner look.

VALERIE

--Fixed a blockstun bug introduced in the last patch that caused Valerie’s air super disc to have blockstun so long that it was no longer possible to do mixups on an opponent blocking it (they would be stuck blocking it no matter what you did). Now back to the previous state where blockstun is very short, they can be mixed up, and they can do reversal attacks between the blocked hits too.

--During the startup of Valerie’s air super, the skin of her knees no longer penetrates her leggings.

--Her forward+A poke was accidentally +0f advantage time on block in the last patch. This was not intentional, and because that move has always been a little too spammy anyway, it now has more recovery, bringing it to -3f on block.

GEIGER

--Fixed a bug from our 8% speed increase that accidentally caused Geiger’s Time Stop super to have 13f too much recovery. Now it’s back down to 7f recovery, as was intended before.

--Fixed Geiger’s watch being misaligned (with his thumb sticking through it) during his win pose, yomi counter, and ground super startup.

--Fixed Geiger’s watch face so it’s no longer upside down whenever we see it. Also, separate from this, Geiger’s watch face is no longer incorrectly mirrored left/right when he’s on the p2 side.

SETSUKI

--B kick was accidentally made 2f too fast last patch, causing the two hits to combo much too easily. It’s now restored to its earlier combo-ability, where the two hits will combo if spaced correctly at max range, but will not just always combo no matter what. This accidental change made her way too good last patch, sorry.

--Ground super now prevents meter gain for the victim during the super’s animation, as other supers do.

MIDORI

--When Midori successfully parries an attack, he has always entered an “empowered” state where he glows yellow and will automatically throw at his first opportunity. Now, in addition to glowing yellow, he also visually changes stance. The new stance implies “I’m going to throw you!” so that it’s even more clear what’s going on.