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Skullgirls 2nd Encore News

A few more smallish updates...

  • Fixed the color of the first lifebar in 1v1.
  • Squigly #29 flame color edited slightly because the flame flickering was causing problems for some players.
  • Added Launch Option
    -socdlikehitbox
    which will handle Up+Down as Up, for people who play on keyboard but prefer that behavior.
  • Added missing 20-30% range for Health in Training Mode. :^P


Title screen build ID 16882.

A few smallish updates.

  • Choosing "Play Again" now updates which variation of the stage you're on, if it has any. (!)
  • Attempted to fix the random crash after playing in Quick Match and returning to the main menu or proceeding to lobbies. Don't know if it worked.
  • Changed "Pushblock" to "Reaction Shot" in the Training Mode menu.
  • Fukua (in full Filia costume) is now the one on the train in the background of Meridian Area Rapid Transit. Previously it was Double. Thanks, comment section yesterday!


Title screen build ID 16872.

Happy Day! Here's Delicious, Hand-Drawn, Heliotropic Decadence!

We've finally finished a project that our UI guru Ashuraou began a long loooooooong time ago:
[h2]Skullgirls' UI, HUD, character select screen, and menus have all been remastered in full HD using 1080p art and fonts![/h2]
Here's a comparison image: (obviously the thumbnail is not in HD :^)

Please enjoy this free, super-crisp graphical update - it was definitely a labor of love!
We hope it fits in your GPU memory. :^)

[h2]And more fixes![/h2]
  • The Windows version correctly switches audio output devices - and doesn't outright crash - if your sound output device changes! HECK yeah!! Thanks Mr. PECK yeah!!
  • Fixed Double's Lv5 having the highest input priority during special->super cancels ONLY, where it should have been the lowest. Thanks Mao!
  • In Training Mode settings, added all the health values 1%-100%, moved "Normal" from before "1 pixel" to after "100%", and changed the Drama setting from 10%-100% to an actual value (0-240) by 5s.
  • Autoscrolling on all options speeds up if you keep holding the direction for a while. All those new numbers made this a real thing that needed adjusting. :^P
  • Fixed the position of Robo's small character select sprite, thanks SkullgirlsRussia!
  • Fixed a very minor old bug where characters went into post-block animation after recovering from blockstun, instead of the block-idle loop. It looked a bit worse, now it looks a bit better. :^P
  • And, for everyone who expressed opinions about the SonicFox NPC, good news! We fixed his* feet, the shadow is correct now. :^)


Title screen build ID 16849.

* The NPC is a "he", I asked.

Today's small update...

This has gone up by ~200 in the past few days. I don't even know how to check whatever it is. :^P


Anyway:
  • Fixed a bug where in certain circumstances Lenny explodes earlier than it should(!) ever since the bugfix where it doesn't get lifted into the air. :^P Thanks Mr. Peck!
  • Fixed missing character shadows on random types of graphics cards since the last update.
  • Fixed missing palette effects and lighting on Ms. Fortune. Get back here!
  • Fixed graphical lines in front of Fukua's drill and Painwheel's taunt. (They had always been in the source art, but only the graphical update made them show up, hahaha.)
  • Attempted to fix..."huggies"? Ending Double's Hornet Bomber motion with any of B/DB/D+K (4/1/2+K) will now always give the normal attack instead of a Hornet Bomber, similar to (but different from!) the protection provided to Fortune and everyone else with a DP, which Hornet Bomber didn't have. Dash crouch Light Kickers rejoice!
  • Fixed some more bugs in Double's VO set.


Title screen build ID 16816. What a nice number.

The fixes, they continue..!

[h2]General:[/h2]
  • Added every number between 0-100 for all the "volume" options. Numberrrrrrsssssssss!
  • Reduced overall game volume by 20%, because Skullgirls is a very loud game.
  • Replay Theater now doesn't crash on Mac! Sorry about that...
  • Fixed multiple graphical issues with sprites when running at resolutions higher than 720p - even some very old bugs. Skullgirls quite literally looks better than it ever has! (This'll be a big download again, sorry.)
  • Enabled crash dumps in an extra case that might not have had them. If your game was crashing without making one, maybe now it will.
  • More credits updates. I know what you're really here for!

[h2]Online related:[/h2]
  • FIXED the last remaining audio issue with rollbacks! Sounds should no longer be occasionally skipped. Bursts - and most importantly Big Band's trumpet - should work great now! :^)
  • Online color choice conflicts are now resolved separately on each side during loading, in favor of the local player on either side, so you can no longer steal the other player's color via hacking (or bugs). Character select can look all kinds of weird, but the match will look correct. :^P
  • Hopefully fixed some people being unable to set a name for their lobby!

[h2]Gameplay related:[/h2]
  • Fixed every character being able to do an Outtake on the first airborne frame of a jump. (Oops, that's been there since 1.0.)
  • Fixed a bug where Squigly playing her (updated) original intro would allow her to tech the first knockdown of the game. Thanks Shakyfingers!
  • Fukua is now armored on the first active frame of Inevitable Snuggle, to prevent her armored grab losing to a frame-perfect trade only as P1. All other interactions are unaffected.
  • Cerebella can no longer wrongly do an airborne ground-preblock after Magnet vs whiffed Battle Butt.
  • Fixed a bug in Valentine and Double's s.LK where motions were accepted backwards for 1f right before it hit.
  • Beowulf's grab hits and finishers now make the enemy play hit/death VO.
  • Fixed Death Crawl playing multiple death VOs, and other similar instances of this bug. Sorry, everyone who memed about it...
  • Fixed another edge case where death VO wouldn't play on...death.


Title screen build ID 16782.