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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
-- REWORK: ATTACK SPEED --
Attack Speed's effect has always been a little unintuitive,
and it's started to devolve into unhealthy patterns of play.
With this rework, Attack Speed will do exactly what it says on the tin:
make your attacks faster. However, affected attacks will be a little
slower by default to compensate.
Attack Speed has diminishing returns. It'll be at its very strongest
at 15 stacks (8 syringes), but even a single stack will be enough
to shave a frame off of most moves.
--- NEW ITEMS ---
Elusive Antlers: Spawn orbs of energy nearby, which grant movement speed.
Deus Ex Machina: Parrying hits blesses your next attack with a random effect.
Charged Perforator: Chests drop instantly in a lightning strike, leaving a lasting field of electricity.
--- NORMALS ---
// Some of these jab nerfs were supposed to go out last year. Oops ¯\_(ツ)_/¯
Jab:
- No longer gains extra loops with more Attack Speed
- Initial startup: 0f -> 3-1f, scaling with AS
+ Startup, all hits: 4f -> 3f
- 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
Neutral Air
* Startup 6f -> 8-5f, scaling with AS
Back Air:
* Now always consists of 2 multi-hits and a launcher
* Startup: 8f -> 10-7f, scaling wih AS
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%
Down Strong:
* Now always consists of three multi-hits and a launcher
+ Pre-charge startup: 6f -> 5f
+ Post-charge startup: 5f -> 8-1f, scaling with AS
* Duration between multi-hits: 4f -> 2f
- Multi-hit damage: 4% -> 2%, 3% -> 2%, 3% -> 2%
+ Launcher damage: 4% -> 8%
--- SPECIALS ---
// Note that Neutral Special already charges faster based on Attack Speed.
// 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) ---
// Headstompers have historically been unintuitive and unwieldy.
// This change should hopefully streamline them a bit.
Headstompers [REWORK]:
- No longer has a landing hitbox
+ Falling hitbox KB 0+0 -> 7+.2
+ Falling hitbox now inflicts hitstun with a multiplier of x0.6
+ Falling hitbox no longer ignores airborne opponents
+ Damage: 0.5/item held -> 2/item held
- Falling hitbox is much thinner vertically
- Now ignores opponents that Commando has just hit with an attack
// Runald's kill power boost can actually be quite solid,
// but unless you hit those kill windows, it feels like dead weight.
// It's getting a bit of damage to feel more generally impactful.
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.
// Tamping down ATG's egregious baseline kill power
// while retaining its strength at higher counts.
ATG Missile Mk. 1/2:
- Initial missile delay 5f -> 2f
+ Delay between missiles 5f -> 7f
- Missile velocity 20u/f -> 28u/f
+ Fixed galaxy protection
// With Attack Speed being reworked, Ancient Scepter
// is being made less reliant on its scaling.
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%
- No longer grants a stack of Attack Speed
// This item was overly spammable, especially due to an oversight
// that let it be dropped earlier than intended.
Classified Access Codes:
- Bombs can no longer be dropped while the shipment is pending
- Bombs now spawn 30f 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.
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.
Guardian Heart:
* Now considers Commando endangered if his attacks are parried
Locked Jewel:
+ Super armor duration 8f -> 20f
Snake Eyes:
+ No longer resets from chest interactions or taunts
Predatory Instincts:
+ Attack Speed on crit +1+2/item -> +3/item
Shattering Justice:
- Now correctly clears its debuff on death
+ Triggers on hits above 100% -> 90%
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
Missile items:
* Missiles now always retain their speed if their homing whiffs
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