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Skullgirls 2nd Encore News

It's May 19th, and you know what that means...

...it means I'm being weird again. No other significance. :^)

Have some more fixes, courtesy Mister Peck and the Bushels:
- FIXED the way All-Play lobbies assign matches, so that it'll really match you up against the person you've played least. At long last! We hope.
- Definitely FIXED the bug where someone who just joined the lobby would duplicate the in-game win streak count of the first person they fought.

Here's the music I've been listening to during work today, why not:
[previewyoutube][/previewyoutube]
(You can, y'know, buy it here. Support those artists!)

Title screen build ID 16677.

Two fixes in one day!? OH YES.

Ladies and Gentlemen, thanks to blammit and their about-two-hours of Skullgirls play so far, but also their specific internet connection :^) I am proud to present a possible [h2]Fix for "Lobby Fungus"![/h2]
"Lobby Fungus" is the really gross term that European players use for the situation where a lobby won't successfully count down to start a match, so everyone has to leave and make a new one. In theory, after eight years, we finally found the fungicide!
Also in theory, you oughta be able to ready up around the six-second mark and probably not break things anymore. But that's much more theoretical.

Title screen build ID 16667.

Fixed another crash, and improved ping time responsiveness.

- Hopefully fixed another random crash that was common when Fortune won the last game in a Quick Match set. Thanks to several community members for providing crash dumps. Keep sending 'em in!

- Thanks to Mr Peck, ping times and jitter won't spike anymore when another person's game loads into character select, etc.

Title screen build ID 16664

Fixed the most common lobby crash!

Two important things happened tonight:
  • The game now makes crash dumps
  • if it crashes! These are useful files that help programmers pinpoint why something crashed. They go in
    [your Steam games folder]/Skullgirls/crash_dumps
    ...if you get one, find me on Discord/Twitter/Steam and I can possibly fix the bug easily!
  • Because someone sent me a crash dump, the new lobby crash (since jitter) is now FIXED! :^)
Title screen build ID 16653.

* Hee hee "dumps", yeah yeah yeah...okay, I still laugh at it too... :^)

Oh how I love thee, small fixes, let me count the ways...

Today we present some excellent small fixes!
  • Thanks to Lab Zero's very own Mr. Peck(tm), unplugging or inserting a controller no longer causes a giant hiccup in the Windows version! You're gonna have to put in more effort if you want to be a jerk online now, person who definitely knows I'm talking to them. :^)
  • After a suggestion from someone very else's Mocktopus, Training Mode now displays both players' exact numerical Dramatic Tension values, as well as the amount built or spent during the last combo. Getting a bit crowded in that info box, but I did the best I could...
  • Thanks to Lab Zero's very adjacent Liam, if you are using -ascendhigher and you play online, the amount of chosen GGPO delay is now subtracted from any Ascend Higher extra delay. This means that, if you choose a GGPO delay, as much as possible of the Ascend Higher delay becomes GGPO delay instead, so it goes into reducing rollbacks instead of just adding local lag. I didn't have anything snarky to say after this one, but it felt inconsistent with no spoiler section.


Title screen build ID 16630

Three. It's three ways.