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Coreupt News

Version 1.2.1 Update Notes

[h3]Fixes[/h3]
Fixed the player controller changing when returning to a lobby from a match. Lobby control should now consistently stay on the device that joined the lobby.
Fixed leaving a lobby causing the game to return to the main menu, instead of the online lobbies menu.

Version 1.2


[h3]New Features[/h3]
  • Spectating has been added to lobby matches. When a lobby match between two players starts, any other lobby membes in the same queue will join the match as spectators.
  • At any time during the match, spectators can open a pause menu and return to the lobby or main menu if they're done watching or want to find their own match.
  • If a player's controller disconnects in the lobby, they will be backed out of their queue to allow them to fix any issues before being thrown into a match.
  • Lobby matches now wait for both players to ready up before starting, and the players can press the button again to cancel. A countdown timer will play when both are ready.
  • Losing a lobby match now sends the player to the back of their queue, rather than removing them from the queue.
  • A preview is shown for each player in a lobby with which color scheme they have selected, similar to in the character select screen. This also shows on the fight UI during mirror matches, to help distinguish which player is which.
  • The Online menu option on the main menu can now be selected when the game is offline, and will attempt to reconnect to the network.


[h3]Fixes[/h3]
  • Fixed lobby matches using a controller different from the one the player used to enter the lobby, particularly fixing switching to keyboard if the player left the game window.
  • Match handling of disconnects has been substantially improved, particularly when a match is still loading.
  • Fixed various button prompts and added missing sounds on UI actions.
  • Fixed mission mode hanging if the opponent is knocked out.

Version 1.1.1 Update Notes

[h3]Fixes[/h3]
Fixed an issue where the AI used a higher difficulty than the player chose in the menus.
Fixed an issue with the lower level AI being more consistent with chain combos than intended.
Made the AI more consistent on launchers and air combos.
Made the AI better able to time the player's recovery and pressure them on wakeup.
Adjusted the audio balance to turn up some of the quieter music.

Version 1.1

[h3]New Features[/h3]
  • Overhauled and improved the CPU player. It will now do combos, block, throw, tech throws, toss out belligerent neutral skips, and finish you off with a level 3. There are 4 levels of opponents to challenge.
  • Added arcade mode. Take on an assortment of fighters before facing your character's rival. And maybe at the top of the arcade ladder is something... Coreupted?
  • Added watch mode. Kick back and watch two CPU fighters duke it out.
  • Added the 4 CPU levels as a setting for the training dummy.


[h3]Gameplay Adjustments[/h3]
  • Increased the recovery of Gatling 623H by 7 frames. This attack is a powerful mixup option, and shouldn't lead to full combo mid-stage. The blockstun has also been increased slightly to compensate.
  • Adjusted the teleport movement of Revolver 214M. The attack now hits the opponent from behind during Core Activation, like it does in normal use.


[h3]Fixes and Polish[/h3]
  • Adjusted the camera to rise upward more when both fighters are in the air, to better frame air combos.
  • Fixed a bug in the loading screen before online matches, where the fighters display the wrong textures.

Version 1.0.6 Update Notes

  • Added training dummy settings to Practice mode. Set the dummy's stance and what they should block, or switch to a CPU opponent, or give control of the dummy to another player - the game will automatically detect what controller player 2 is using.
  • Player 2's inputs now also show up in the input history in Practice mode.
  • Fixed a bug in local VS where one player would pause the game, but the other player would control the pause menu.