EA Update v0.6.4 - Bug Fixes (Throw Gravity, Assist Death Boundaries)
Online
Replays containing desynced match data now contain additional metadata from the moment of the desync to help us narrow down the cause.
Fixed redundant serialization call applied to projectile stats during a rollback, resulting in wasted resource usage.
General
Throw behavior adjustments - Gravity is no longer inadvertently applied to held foes during a grab, fixing problems present in some custom characters like clipping through the stage when no hold box is available and incorrect displacements when updating the held foe’s position to match a hold box.
If assist and jump are pressed on the ground on the same frame, the assist input will now be buffered and come out on the first airborne frame after jump squat instead of being overridden.
Fixed bug that prevented the use of the wavedash button during shield_out.
Playable Characters
CommanderVideo
Side Special - Corrected palette issue on pixel art.
Welltaro
General - Hurtboxes tightened on neutral air, down strong, forward strong ledge roll and all airdash directions.
Ultra Fishbunjin 3000
Hurt Medium - Pixel art updated.
Assists
Death Boundary Bug Fix
The following assists no longer despawn when spawned outside the death boundary: - Ape - Aine - Birthday - Crewmate / Impostor - Diogenes - Fancy Pants Man - Gunman Clive - Lea - Peppino - Pizza - Rockman - Tankman - The Kid
The Silent
Fixed crash caused by hitting a non-character object (such as Kragg’s pillar) while a player is poisoned.
Custom Content
Fixed bug that prevented assists’ physics from applying while outside the death boundary.
Fixed bug in the synchronization of stage structures / collision areas with stage entity sprites that could result in layer metadata being pulled from the wrong keyframe in stages that contain multiple frames on the timeline.
Fixed a transient bug that could cause inputs to be eaten
This issue resulted from a mismatch between the button press history for the device and what the history was for our subframe buffering code. The buffering behavior has been modified so that it can force the device to recognize that a button needs to be pressed even when the device may have thought the button was held. This allows button press events to surface that may have been ignored previously.
Ultra Fishbunjin 3000 Spinning Piledriver
Pressing the Clutch button while using Fishbunjin’s Down Throw will now result in an alternate animation! This is only an aesthetic difference unless you count the mental damage you’re dealing to the player by flexing on them so ruthlessly.
General
Fixed bug that prevented characters from grabbing others during actionable frames of ledge roll.
Fixed bug that prevented stand turn from being canceled into a parry or another stand turn.
Holding an input during crash bounce now buffers the appropriate crash action to play as soon as you go into crash loop and are actionable.
Fixed bug that caused the console being opened to silence key press/release events.
Menus
Gameplay Options
Added an option to toggle the parry background darkening effect.
Playable Characters
CommanderVideo
Side Special - New startup and endlag animations added.
Octodad
Up Special Air - Updated animation with new aerial version.
Welltaro
General - Hurtboxes tightened on jabs, down tilt, forward tilt, back air, grab, ledge attack, spot dodge, tech, tech roll, crash bounce, crash loop, crash get up, crash roll, crash attack and airdash land.
Double Jump and Down Air Projectiles - Raised ECB foot position to be higher than the bottom of the hitbox.
Ultra Fishbunjin 3000
General - Hurtboxes tightened on walk, skid, dumbbell throw, ledge climb, ledge jump and ledge attack.
Air Strong - Removed a stray pixel.
Regional Pricing
Adjusted regional pricing according to Steam's recommendations.
EA Update v0.6.2 - The Emote Update!
Highlights
Emotes
Emotes have been added for all characters! - To enable emotes, head into the controls menu and bind the new emote button. New profiles have emotes bound to d-pad up for controllers and 1 (in the upper left, not the numpad) for keyboards.
Online Desync Detection Improvement
The state of the seeded random number generator is now incorporated into desync detection, which allows for RNG-related desyncs to be alerted closer to the exact moment the desync occurred. Previously the detection relied solely on aggregated positional data, which would not alert until an action occurred that caused object positions to go out of sync.
Online
Crash Fix
Added additional guards to lobby exit flow to protect against situations where Steam events could arrive after the lobby has already been torn down and cause a crash.
Menus
Character Select Screen
Fixed bug that sometimes made character and assist icons unselectable without selecting something else first.
Fixed bug that caused custom content list sorting to consider capitalization.
Playable Characters
All Characters
Emotes added.
Successful parry now briefly darkens the background.
Octodad
General - Added TumbleType.NEVER to the multi-hit portions of neutral special, forward special and down special. Notably, this prevents opponents from being knocked down during autolinks. - Corrected palette mistakes on dash attack and down special.
Wall and Ceiling Tech - Removed placeholder animation.
Orcane
Strongs - Fixed bug that prevented charge shake and glow from applying when charging a puddle-boosted strong attack.
Forward Air - Bubble projectiles now spawn using a static set of values so that their behavior no longer uses the random number generator.
Wall and Ceiling Tech - Removed placeholder animation.
Welltaro
Down Special - Projectile no longer fails to spawn when used in the blast zone.
Up Special - Projectile no longer fails to spawn when used in the blast zone.
Ledge Jump - Sprite added (for real this time).
Ultra Fishbunjin 3000
General - Ledge grab box extends a bit further forward. - Hurtboxes tightened on stand, stand turn, run, run turn, land heavy, grab hold, spot dodge, tech, ledge loop, assist call, jab, dash attack, neutral special, up special, side special, down special, crash get up, crash attack, up strong, and down strong. - Sound effects added to ledge attack and ledge climb.
Up Air - Changed hit sound on late hitbox to light hit.
Down Air - Endlag increased (7 → 9)
Up Strong - Hitbox size slightly reduced and position adjusted.
Neutral Special - Grounded version no longer halts momentum.
Side Special - Fixed bug that gave the air version of the attack instant momentum under specific circumstances. - Increased knockbackGrowth (50 → 75)
Up Special - Adjusted vertical momentum. Now reaches the apex more quickly but decelerates more at the end, resulting in a moderately reduced distance but allowing you to grab the ledge earlier. - Hitbox is active longer (21 → 23) - Sweetspot (dumbbell) stats adjusted (baseKnockback 50 → 75, knockbackGrowth 70 → 50, angle 80 → 70. - Sourspot baseKnockback increased (40 → 55)
Up Throw - IASA added to the end of the animation, resulting in decreased endlag (29 → 27)
Down Throw - IASA added to the end of the animation, resulting in decreased endlag (15 → 13)
Crash Attack - Now becomes vulnerable earlier in the animation.
Ledge Climb - Fixed bug that prevented proper intangibility from being applied.
Ledge Attack - Fixed bug that made him inappropriately vulnerable for one frame during the startup.
Assists
Death Boundary Bug Fix
The following assists no longer break when spawned inside of the death boundary: - The Bard - CommanderVideo - Octodad - The Silent - Super Hexagon
Orcane
Bubble projectiles now spawn using a static set of values so that their behavior no longer uses the random number generator.
Stages
Structure Adjustments
The following stages have had their left and right wall structures adjusted to reach further inward (replacing ceilings) to help prevent characters from getting stuck on the bottom while trying to recover: - Backyard - Pepperpain - Stratostar - The Spire
The Spire
Fixed foreground shadows overlapping on the upper platform.
Custom Content
Emotes
Emotes have been enabled for custom content.
Bug Fixes
Content using baseScaleX and baseScaleY to scale animations no longer also scale global effects.
Animations with multiple image layers now all properly receive filter effects (e.g white flash on intangibility, and dark flash on helpless fall).