Patch 1 is Live!
Diesel Legacy Patch 1
[h2]UI / Visuals:[/h2]
- Added “Reduce Flash Effects” option for photosensitive players, which disables rapid screen flashes during Meltdowns.
- Fixed typos and inconsistencies in Training Mode text, and improved some hint text.
- Fixed bugs and typos in Fritz’s Story Mode.
- On-fire hitstun flame effects no longer appears when the character is invisible.
- Now auto-hides the mouse cursor after a period of inactivity.
[h2]General Gameplay:
[/h2]
- Standing/crouching C attacks now break super armor as jumping C attacks already did.
- Reduce setplay by allowing Safe Falls from attacks that are easy to combo into, use few/no resources, and are very advantageous afterward: Rory's Riser Height->Open, Nyra's Rising Gada final hit, Saga's Board Stretcher, and Dieselmech's Toot Sweet D attacks and Gravel Crusher now allow the opponent to Safe Fall.
[h2]Adrik:[/h2]
Adrik received a number of balance adjustments to improve his zoning and help his combos be more consistent, though he still has no low attacks or overheads.
- [bugfix] He can no longer perform buffered attacks out of dashes before the round starts. (Thanks Argenrost!)
- [bugfix] Thorn Lance is properly disabled between rounds in 1v1.
- Reduced block damage on Charlier and Dovetail to match Bridge.
- Increased the opponent's movement from Bridge and Dovetail, both inward and outward.
- Charlier: added magic outline on cards for visibility; longer window for followup inputs; hitbox size increased to make contact with everyone standing; trajectory of hitbox is always consistent instead of following the random distribution of the visuals.
- Crouching D: Startup reduced by 2f to properly combo off B attacks; increased hitstun by 4f; can now hit downed opponents; increased the range of the Down-Forward version.
- [bugfix] Ground special move motions ending in an Up direction (“tiger knee” inputs) will now produce the air special move rather than interrupting jump startup and performing the ground version.
- Thorn Lance rose startup reduced by 4f, now is 3f after the input; rose hitbox bigger.
- Thorn Orbit startup faster; recovery shorter; rose duration slightly shorter; properly becomes grounded if the air version lands.
- Thorn Volley startup faster; properly becomes grounded if the air version lands.
- Handbill hit now breaks super armor; increased the trigger area size and hitbox size, to make contact against the entire cast crouching.
- [bugfix] Adrik is no longer prevented from placing a Handbill/Convincer while another object is attacking.
- [bugfix] After placing a Handbill/Convincer, Adrik is now correctly in recovery instead of startup, allowing supercancels if the object he placed makes contact with an opponent.
- Convincer placement startup 15f faster; Convincer itself closes 6f faster once triggered and ejects the opponent at a slightly higher angle.
- Infernal Pact hitstun increased to allow conversions from farther away.
[h2]Damkina:[/h2]
- [bugfix] Fix sound effect bug when Damkina is KO’d during Don’t Ever Marry.
[h2]Dieselmech:[/h2]
Dieselmech received a number of small balance adjustments to help focus him as a high damage character with big attacks rather than also having excellent setplay, grabs, and runaway.
- World War Wonderful: to curb his ability to stall matches, the tank’s backward speed has been reduced by ~40%; backward recoil from charged shots reduced; all other speeds remain the same.
- [bugfix] Crouching A now hits all crouching opponents.
- Standing A is now an intentional antiair: it no longer hits crouching opponents except at very close range.
- Crouching B hitbox slightly lower to reduce its usefulness against bigger opponents trying to jump away.
- Crouching C range reduced from “ridiculous” to merely “very large”.
- Added a taller hitbox near his body during crouching D, to help with corner juggles.
- [bugfix] Cannot shoot a throw victim without having ammo loaded; without ammo, the input will now load ammo even with a throw victim.
- Reduced throw range by about ~10%.
- Opponent mashing to escape his throw is more effective, still possible to do a j.[C]->j.D.
- Can no longer perform supers while throwing an opponent: to fire a throw victim with a Big Bertha he must now load the shell before grabbing, which changes his gameplan to be less reactive.
[h2]Eleanora:[/h2]
- Standing C dart hitbox adjusted, now hits all standing characters no matter how close they are.
- [bugfix] Normalized her height at the beginning of her crouch animation to be no shorter than the rest of it.
[h2]Rory:[/h2]
- [bugfix] Cold Crack now accepts diagonal Down-Forward or Up-Forward to change lanes instead of requiring straight Up or Down.
- [bugfix] Thermal Fatigue now accepts holding any Up or Down direction to change lanes instead of requiring straight Up or Down.
[h2]Rotwang:[/h2]
- Schultergerat hitstun and blockstun increased by 2f; ground version on hit is now +1 instead of -1.
[h2]Saga[/h2]
- [bugfix] Key to the Midway correctly only adds 1 hit when grabbing someone out of hitstun.
- [bugfix] Board Stretcher’s grab can no longer be accidentally nullified by super-cancelling it on the frame the grab connects.
[h2]Netplay[/h2]
- Various stability tweaks to netcode and matchmaking across all platforms.
- Fixed improper disconnection of players, causing them to see timeout messages nonstop when they weren't connected to anyone.
[h2]Arcade[/h2]
- Fixed mirror matches sometimes happening before the penultimate fight.
- Added additional text to the game over screen to display that you should press start.
- Fixed Adrik being able to attack after a dash in the ladder screen.
- Fixed incorrect font being used for the press any button text.
[h2]Story[/h2]
- Fixed an exploit that could allow you to choose a color that you have not unlocked yet.
[h2]Localization[/h2]
- Numerous typos and text adjustments across all languages.
[h2]Controls[/h2]
- Added default OK/Cancel buttons for player 2 at all times. So using the quick F1 button key to open the pause menu in Juice would not soft lock people who had never set the controls for player 2.
- Added additional tooltips and text on the macro buttons to help players understand their functionality and that they can be set to anything they want.
[h2]Replays[/h2]
- Fixed 1 frame of flicker at the start of a replay or spectating match.
- Fixed Replay recording not stopping completely sometimes, causing unintended frame-rate drops.
[h2]Accessibility[/h2]
- Added a Super Flash Reduction option in the options for people who were having issues with the super flash effects.
[h2]Achievements[/h2]
- Restored missing color for the Lab Zombie Achievement.
- Fixed rank-related achievements not being given at the correct ranks.
[h2]Added 2 new colors for all characters![/h2]
[h2]UI[/h2]
- Exp panel will no longer count up from 0 every time.
- Moved the Crossplay button under the matchmaking tab, so it's easier for players to see.
- Fixed platform icons not always switching to their proper globe icon after joining a lobby with a crossplay host.
- Added version number in the options screen for sake of clarity.
- Added ping, jitter, and rift information on top of the screen in all netplay matches.
- Fixed text-bubble button not disappearing properly in multi-line dialogs.
- Fixed names on the bottom left not always updating when switching from a co-op to a matchmaking lobby.
- Replay and spectating dialogs will no longer close automatically after you watch a replay.
[h2]Character Select[/h2]
- Fixed a crash backing out of character select in a specific way.
[h2]1v1/Teams[/h2]
- Made the winning team/player invincible after they land the last hit, so they cannot be killed by stray projectiles during the round transition.
[h2]Stages[/h2]
- Optimizations to the Worx stage.
- Optimizations to the Guts stage.
- Optimizations to the Fairgrounds stage.
- Added Hidden Temple stage as part of Nyra's custom arcade mode home (Nyra's home is no longer the Guts).
[h2]Fight HUD[/h2]
- Fixed the badge level-up sound always playing at the start of an online game.
- Fixed the win banner being ever-so-slightly visible at the end of a round, even when it should have disappeared.