- Joined
- May 5, 2017
- Messages
- 115
- Reaction score
- 937
- Points
- 93
- Age
- 43
- Location
- Los Angeles, CA
- Website
- www.hiddenvariable.com
The new 1.2.1 update will be going LIVE as soon as the Maintenance Mode at midnight PT is complete!
What's new, you ask?
AI ADJUSTMENTS
As always, please share your feedback about what changes you like, and what you’d like for us to add next. We’re listening!
What's new, you ask?
AI ADJUSTMENTS
- Lower Level AI has been updated to reduce frustration for newer players, including a reduction to:
- Blocking Frequency ("Turtling")
- Throw Break Frequency
- Punish Frequency
- Full Combo Usage on Punish
- Tutorial AI has been reduced to be less challenging
- AI will now more intelligently use Special Moves and Blockbusters, including awareness of range and when they are and are not vulnerable
- NOTE: Most notable with higher level AI
- Eliza’s Daily Event has been added to the Sunday schedule (alongside Parasoul) - use it to collect Eliza Moves and Skill Points!
- Dash Canceling > Blockbusters
- You can now “cancel” from Dash attacks into Blockbusters
- Increased Light Attack > Launcher Reliability
- Made adjustments to ensure mid-light combo > Launcher transitions were more reliable on a successful hit (especially for Advanced Combos)
- BIG BAND
- Fixed bug where BB1 Super Sonic Jazz would loop indefinitely until it collided (which could also cause the game to hang)
- Now it will loop a fixed number of times regardless of hits
- Fixed bug where BB1 Super Sonic Jazz would loop indefinitely until it collided (which could also cause the game to hang)
- CEREBELLA
- Trip attack recovery adjusted to prevent the ability to Trip twice back-to-back before the victim enters wakeup.
- Fixed Big Top's Skill Tree Signature Ability upgrade path having two nodes that were errantly switched
- ELIZA
- Fixed issue that would cause Sekhmet to loop indefinitely instead of returning to her "sarcophagus"
- FILIA
- Fixed bug where BB1 Gregor Samson would loop indefinitely until it collided (which could also cause the game to hang). Now it will loop a fixed number of times regardless of hits
- Fixed graphic issue with SM Drillationship that prevented it from using the proper palletized colors
- Fixed issue where the starting Max Gear Points for Bad Hair Day were displayed inaccurately
- PARASOUL
- Removed temporary invincibility frame from Charge Attack
- Removed errant meter gain for BB1 Canopy Bounce and BB2 Napalm Shower
- Fixed issue with Heavy Reign’s Overcast ability that errantly granted meter for Blockbuster-based Critical Hits
- VALENTINE
- Removed errant BB Meter gain from BB2 Laryngectomy
- Fixed bug that would cause certain moves to fire in the wrong direction (sometimes leading to a soft crash) if queued during Valentine’s throw:
- Big Band - BB3 Tuba Tuba
- Eliza - BB2 Nekhbet Breaker
- Valentine - BB1 Countervenom
- PAINWHEEL
- Fortified transition logic so Light Combo Finisher to Launcher is always guaranteed on hit
- Fixed Painwheel’s “infinite” combo
- Updated Rusty to use the proper intro animation
- PEACOCK
- Fixed issue with Pea Shooter's Vintage Projector ability that would cause it to not increase damage for projectiles
- Fixed issue where the starting Max Gear Points for Rerun were displayed inaccurately
- The following moves have been added to all three Moves Relics and Daily Event drop tables:
- Big Band - SM Sweet Clarinet
- Big Band - BB2 Tympani Drive
- Cerebella - SM Pummel Horse
- Filia - SM Ringlet Spike
- Painwheel - SM Gae Bolga Stinger
- Peacock - SM Boxcar George
- Peacock - BB2 Lonesome Lenny
- Valentine - SM Forbidden Procedure
- REMOVED 0 POINT SCORERS FROM PERCENTILE CALCULATIONS
- Players who scored 0 in a Prize Fight were not getting rewards, but WERE being included in the percentile rankings for rewards - this has been fixed
- This is why many players with relatively low scores were showing up in higher than expected Rank Reward tiers
- MATCH COMPLETION FLOW
- Updated UX flow to take you back to Match Preview instead of the Events screen after a fight to speed up the time between fights
- [REMOVED] BEST TEAM NOT MOST RECENT TEAM
- Now, the BEST team you have used (based on FS) for a given Event will be the “rep” team that other players will see
- Previously, your LAST team was always what was recorded as your “rep” team for a given event
- UPDATE (6/8): This is not in fact present in this update and will be included in a future update instead. Apologies for the mix up.
- FIXES & IMPROVEMENTS
- Added "x" to win streak multiplier display (ex: "4x" instead of "4")
- Fixed errant display of score/rewards during fight results of a Prize Fight after all milestone rewards have been earned
- Fixed a bug where sometimes continuing a prepped Prize Fight would errantly burn your local energy
- Fixed issue where some "Seed" teams did not have moves equipped
- TEAM SELECT FIGHT BUTTON
- Added FIGHT button to the Team Select screen to speed up time between fights
- LOW TIMER REINFORCEMENT
- Added color/pulsing logic to the Timer when it drops below 1:00 to make it clearer that time is about to run out
- BRONZIER BRONZE
- Darkened Bronze Move and Character Portraits/Icons to better distinguish them from Gold versions
- MOVE UPGRADES - SUBSTAT HIGHLIGHT
- When upgrading a Move, the UPGRADED fanfare now indicates which sub-stat was upgraded
- DECO ELEMENTAL ICONS
- Updated the Element Icons to be more Dark Deco-y
- FEEDBACK TAKES YOU HERE!
- Updated Feedback button to redirect to the official Skullgirls Mobile forums
- NODE MAP - SHOW TEAM CONSTRAINTS
- Updated logic to properly display Team Constraints in the pre-fight "Match Modifiers" pop-up
- XP DISPLAY FIX
- Fixed bug that would cause XP/Level Up events to be errantly reported, showing that you gained more XP than you actually received and occasionally errantly showing Level Ups and Energy refills that didn’t actually happen
- IMPORTANT NOTE: This bug did NOT prevent any Fighters from getting XP that they should have earned
- ENEMY TEAM BLOCKBUSTER SELECTION
- Enemy teams will now properly select from all possible Moves (including Blockbusters) when randomly picking their Moves (previously randomized Moves would only select Special Moves)
- DEBUG HP TEXT
- Fixed a bug that allowed you to tap on the HP bars for characters and reveal debug text
- TIMER EXPIRATION SOFT CRASH
- Fixed a bug that would cause a soft crash when certain moves were queued right as the fight timer was expiring
- EGRET BOOT CAMP DIALOGUE
- Updated Egret Boot Camp so the intro dialogue doesn’t play after you’ve completed (but not 100%ed) it
- Updated logic for permissions prompts to include pop-ups that explain what each permission is for, along with a clearer error message and UX flow if you can't login because you are missing a required permission
- Fortified the Tutorial with a number of small fixes, including:
- Argus Agony not properly killing Valentine at times
- Ensure Moves are hidden until they are introduced
- Having Valentine walk into Big Band a little earlier so she can reliably be hit by Brass Knuckles
- Fixed timing of skill tree prompts so that the player can't tap the Health node too early
- Added extra step at the end of the Tutorial to force players into Story mode
As always, please share your feedback about what changes you like, and what you’d like for us to add next. We’re listening!
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