-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathpatchnotes_feedback.ini
More file actions
305 lines (246 loc) · 12.9 KB
/
Copy pathpatchnotes_feedback.ini
File metadata and controls
305 lines (246 loc) · 12.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
5-15 - Release :D
v1.0 (Hotfixed)
-You can now lose as Commando.
-Fixed error with CSS.
-Up Strong can be cancelled into after using Forward Special.
v1.1
//Thanks for the support on Commando, everyone. Got some really great reception and I'm happy with the way he's turned out.
//This is an early patch to address some of the main concerns about him being overly weak- I don't want him to be particularly powerful, but I definitely over-did it on the release build.
//I've done some quick fixes to make playing him more fun and rewarding at a base level, as well as some small fixes to items that were having a huge impact on play.
//I have more item changes and stuff to fix in mind, but i wanted to get out a quick patch while hes hot off the press so that I can get some better feedback about items, and hopefully people have more fun playing him lol.
+You can now win as Commando.
Normals:
Fair landing lag: 10 -> 7
Fair startup (Pre-charge): 12 -> 10
Fair startup (Post-charge): 6 -> 3
Fair knockback: 7 + .6 -> 8 + .6
Experimental: F-Air is now considered a 'Strong', procing items such as Kjaros/Runalds band and ATG.
DStrong: All hitboxes damage increased. Now does 4% on muzzle flash, 4% on final hit, and 3% on multihit (atk speed only).
-Effectively, this means that D-Strong should do 8% minimum when landing the quick first hit.
~also fixes an issue where the left side did 1% more on occasion lol
Dstrong startup (Pre-charge): 8 -> 6
Specials:
F-Special Ground (Tactical Slide) Startup: 6 -> 7
U-Special (Frag Grenade) grenade is now destroyed if Commando is hit out of the move.
Misc:
-Adjusted various hurtboxes to remove stray gun or limb pixels, increasing Commandos disjoint.
(Moves affected: DStrong, FAir, FStrong, DTilt, BAir, Jab)
Items:
-Wax Quail now properly works with "Dashstart", effectively letting it be used more often and more consistently.
-You can no longer hover using 'Photon Jetpack' while in hitstun or parried.
-You can no longer fastfall using 'H3AD-5T v2' while in hitstun or parried.
-All 'missiles' (ATG, ATGMK2, Plasma Shrimp, Ceremonial Daggers) now properly inherent the launch angle of the move that proc'ed it.
-Laser Scope & Ignition Tank now properly adjust hitboxes with regards to Up Air.
-Ukulele final hit KBS: 1.2 -> 1.1
-Ukulele final hit made slightly taller, it shouldn't drop now. If it does, let me know and I'll add grab code.
v1.2
General:
+ Added TAG alt.
Items (Major changes):
+ Added Captain's Brooch, a Rare item that lets you collect even more chests.
+ Ignition Tank may now forcibly reroll chest items to become burn items, starting at a 50% chance and decreasing exponentially with burn items held.
// Ignition Tank already tilted the odds in your favor under the hood, but this effect should be more obvious and feel more consistent.
+ Aegis is no longer obtainable through normal means.
// This item felt bad for the same reasons as Ignition Tank, but would enable severely unhealthy playstyles if buffed in the same way.
Normals:
+ The first time you use Jab 1 per-attack (eg without looping using attack speed), it will force flinch the opponent for consistency.
+ Jab 1 BKB: 4 -> 5, BHP: 2 -> 4
+ Jab is slightly longer to more closely match the visual.
// Should make jab a lot more consistent and generally feel as if expected.
+ DStrong launcher KBS: 0.7 -> 0.9, HPS: 0.5 -> 0.8
- DStrong: Re-added whifflag
DSpecial:
+ Reduced intial arming time: 300 -> 100.
+ Reduced the amount of hits to recharge after dropping small chest: 5 -> 4.
* The chest now makes a sound when it is armed, when upgrading into a large chest, or when called prematurely.
// These changes should make it feel more rewarding and intuitive to use Small Chests.
Specials:
- Grounded FSpec startup: 7 -> 10
* FSpec now has a sound effect on frame 1.
Items (Minor changes):
+ Bustling Fungus: Activation time 90f -> 60f, earliest healing tick 120f -> 60f.
+ Sticky Bomb: Deactivates on galaxies.
- Fire Shield: No longer burns invincible foes.
+ Rusty Jetpack: Now increases USpecial's recovery distance.
+ Locked Jewel: Now gives armor during chest-opening animation.
- Fireman's Boots: No longer burns invincible foes.
+ Ancient Scepter: Now gives +1 Attack Speed.
+ Laser Turbine: Damage dealt to reach a full charge: 90 -> 60
- Ignition Tank, Aegis: No longer alters item weights when collected.
Bugfixes:
* Hopefully implimented a failsafe for Chests getting stuck on the edge of platforms or stages.
// We cannot reproduce or diagnose this issue without replays or error logs, so please be sure to save those if you encounter this bug.
* Collecting an item while near the edge of the stage will now move the text box within its bounds, for readability.
* Commando's CPU very technically functions.
v1.3
// Commando's gameplan currently overcentralizes around pressing FSpecial, Jab, and NAir,
// often abusing properties of the former two moves that weren't entirely intended.
// This patch aims to pare back these extreme strengths while putting some power back
// into other parts of Commando's kit that needed extra help.
// Jab is being monitored for potential startup nerfs, but its intended strengths are
// being left in place for now due to the significance of FSpecial's changes.
Normals:
- Jab inner hitbox no longer hits above Commando
* Jab can no longer be cancelled into its final hit with the PARRY button in its last five frames of endlag
// Fixes an issue where buffering parries out of Jab was needlessly challenging.
+ FTilt startup: 6 -> 4
+ DAttack: Added IASA window, reducing endlag by 6/9 frames on hit/whiff
+ DAttack: Removed ground friction during active frames, increasing the move's effective range
+ FStrong damage: 9% -> 11%
+ FStrong BKB: 7 -> 8
- DStrong launcher hitpause scaling: 0.8 -> 1
* DStrong hit SFX made stronger
+ UStrong tipper KBG: 0.8 -> 1
- NAir hurtbox slightly increased on front foot
- FAir post-charge startup: 3 -> 6
- FAir hitbox generally decreased
- FAir hurtbox no longer excludes shotgun
DSpecial:
+ Browsing a Tri-Shop is now jump-cancellable
+ The Tri-Shop HUD will now fade away gradually if cancelled
* Tri-Shop will now accept control stick inputs from 15 degrees below each horizontal
Specials:
- FSpecial is IASA f10 -> f14
* FSpecial begins moving on f10 (unchanged)
- FSpecial-Air is IASA f11 -> f16
- FSpecial-Air begins moving on f11 -> f12
- FSpecial-Air is now subject to a 100-frame cooldown, resetting upon landing (in addition to its usual airtime limits)
// Addresses interactions where Commando would repeatedly mash FSpecial out of hitstun.
- FSpecial cancels now inherits FSpecial-Air's horizontal speed clamping when airborne
// Addresses an issue where Commando could achieve unintentionally high horizontal speeds with a double jump.
- FSpecial-Air cancels now clamp horizontal speed for all cancel types (previously excluded attacks)
- FSpecial-Air cancels clamp horizontal speed to 1.5x -> 1.3x Commando's max air speed
Items (Minor changes):
+ Guardian Heart: On hit, the barrier activation timer now advances based on the damage dealt
+ Guardian Heart: Max barrier per stack: 5% -> 10%
+ Laser Turbine: Damage dealt to reach a full charge: 90 -> 60
+ Trophy Hunter's Tricorn: FStrong damage: 11%/12% -> 14%
+ Classified Access Codes: Launcher KBG: 0.9 -> 1.2
+ Classified Access Codes: Can now proceed into aiming after deployment by holding SPECIAL
+ Classified Access Codes: Can now be aimed while the chest is still arming
Bugfixes:
* Fixed alignment issues on chest highlights
* All Taunts now correctly use Commando's idle hurtbox
* Sticky Bomb no longer improperly deactivates on whiteline hits
* Laser Turbine description now correctly states that it is charged by dealing damage
// Note that on-hit damage-scaling effects don't currently account for extra damage from items.
// This may be revisited in a future patch.
* [Hotfix] Fixed color mapping on Guardian's Heart win portrait.
v2.0
-- NORMALS ---
// These jab nerfs were supposed to go out last year. Oops ¯\_(ツ)_/¯
Jab:
- Startup, all hits: f4 -> f5
- Range reduced
- Hurtbox generally increased
// It's now easier to trade with or punish from above.
+ Gun is now disjointed during startup
// Not a compensation buff. This frame was just janky.
Down Tilt:
+ Laser Scope crit buff +3% -> +6%
* Fixed erroneous behavior when buffering moves out of DTilt
Dash Attack:
- Launch angle 40 -> 50
Down Air:
+ Laser Scope crit buff +4% -> +6%
Up Air:
+ Laser Scope crit buff +5% -> +6%
Forward Strong:
- Post-charge startup 7f -> 9f
Up Strong:
+ Laser Scope crit buff +5% -> +8%
Up Strong (Ukelele):
+ Laser Scope crit buff +5% -> +6%
--- SPECIALS ---
// Standardizing behavior for this move.
Forward Special:
- Cooldown is now shared between grounded and aerial variants
- Landing no longer resets FSpecial's cooldown
- FSpecial grounded cooldown 50f -> 80f
+ FSpecial aerial cooldown 100f -> 80f
// Down Special's intended "keepaway" counterplay hasn't been hitting the mark.
// Making the chest open properly interruptable should resolve this.
// However, since Tri-shops had the opposite problem of being too easy to bully,
// they're getting a quality-of-life improvement to even things out.
DSpecial:
- Hitting Commando during the startup of opening a chest (20f) now prevents the chest from opening.
- Tri-shops now display their contents above their player indicator.
--- ITEMS (major changes) ---
// Runald's suffers from its knockback-increasing effect
// being potentially brutal, but too subtle in most contexts.
// Some extra damage will help Runald's feel better in low-
// stakes scrambles without overloading its raw kill power.
Runald's Band:
+ Now increases damage by 3%/item in addition to increasing KBS
// This item was previously worthless. With this rework,
// it's still intended to be a weaker pull, but it won't
// feel like a dead slot anymore.
Rusty Jetpack [REWORK]:
- No longer affects mobility stats.
+ Now allows you to hold jump to briefly slow your fall.
+ Slow-fall lasts for 20f per item held.
* Photon Jetpack's flight will preempt this effect.
// ATG Missiles previously had egregious baseline kill power.
// With these changes, standalone ATG missiles should be more fair,
// while the scaling for higher counts will feel more compelling.
ATG Missile Mk. 1/2:
- Initial missile delay 5f -> 2f
+ Delay between missiles 5f -> 7f
- Missile velocity 20u/f -> 28u/f
// With Attack Speed being reworked and NSpecial's Attack Speed
// synergy being shifted to Commando's base kit, Ancient Scepter
// is getting a long-overdue bump in power.
Ancient Scepter [REWORK]:
* Multihit count is now fixed at 3
+ Level 0 Multihit damage 1% -> 2%
+ Level 1 Multihit damage 1% -> 3%
+ Level 2/3 Multihit damage 1% -> 4%
Shattering Justice:
- Now correctly clears its debuff on death
+ Triggers on hits above 100% -> 90%
Classified Access Codes:
- Bombs can no longer be dropped while the shipment is pending
- Bombs now spawn 24f after being called with a longer audio cue
+ Bombs now drop at a fixed 24 u/f
- Bombs now initiate a chest cooldown of 2 hits
// Mitigating this patch's FSpecial nerfs feels like a
// good way to breathe some extra life into Afterburner.
Hardlight Afterburner:
+ When equipped, grounded and aerial FSpecial no longer share a cooldown
+ When equipped, aerial FSpecial's cooldown is now reduced to 10f
- Wall jumping or getting hit now restores only one airdash
// This item dealt too much damage and held opponents down for too long.
// With these changes, confirms will be easier to land,
// but the window to do so will be noticably narrower.
Ceremonial Dagger:
- Damage per dagger 2% -> 1%
* Initial delay 20f -> 15f
- Delay between daggers 5f -> 3f
* Travel speed 20 u/f -> 28 u/f
--- ITEMS (minor changes) ---
Warbanner:
+ Banner no longer despawns after a short duration
Sticky Bomb:
+ No longer inflicts knockback if target is in hitstun/tumble and has a speed of over 10u/f
Kjaro's Band:
+ Damage over time applies 2%+3%/item -> 5%/item
Ukelele:
* Description clarified in Training mode.
Locked Jewel:
+ Super armor duration 8f -> 20f
Photon Jetpack:
+ Now works with tap jump.
// See individual moves for more details on this item.
Laser Scope:
+ All crits deal 1-3% more damage
Ultra-rare items:
* Descriptions clarified in Training mode.
~~~ feedback / todo to fix ~~~
- Attack speed rework
- Headstompers rework
- Check on Laser Turbine
- Elusive Antlers: Gain a small speed boost. Pick up orbs of energy to gain more.
- Deus ex Machina: Successful parries Bless your next attack for a random effect.
- Charged Perforator: Chests ride the lightning.
- Instant drop, also summons brief AoE DoT effect
- Mutually exclusive with CAC