Our next update will be arriving
hopefully sometime next week depending on how the submission progress goes! Here's what you can expect to find in our next version.
You can find these notes in Spanish on the Skullgirls Mobile en Espanol Facebook page, here:
https://www.facebook.com/SkullMobileEs/posts/1807049092685126
NEW CHARACTER - SQUIGLY
GAMEPLAY OVERVIEW
Playing Squigly is all about finding openings. Rather than relying on her base stats, players will have to take advantage of these openings and be precise with their timing to make Squigly maximally effective. Her Character Ability and Signature Abilities will encourage players to carefully choose moments to strike, and if those moments are squandered, her effectiveness is greatly diminished.
Using her wide arsenal of Moves and Blockbusters, Squigly can attack from anywhere at a moments notice with her impressive range. With a bit of strategic planning, these long range attacks can transition into devastating combo sequences in the hands of a skilled player.
CHARACTER ABILITY - WRYM'S TAIL
Squigly will have a persistent button to activate
Wrym's Tail once you unlock her Character Ability in her Skill Tree. You can tap and hold this button to enter Squigly's "charging" stance, where she will begin to accumulate
Dragon Charges.
Your progress towards your next full Dragon Charge will be displayed as a status effect where the normal modifier icons are. She can store a maximum of two Dragon Charges.
What do they do? Glad you asked!
Squigly will automatically consume one of her fully stocked Dragon Charges to enhance many of her moves when they are activated. For context, here are some examples!
- Draugen Punch - Added hits, more damage.
- Trip - Added hits, now homes in on the opponents feet.
- Knockback - Extra damage, now bounces the opponent off of the wall for a follow up combo.
- Silver Cord - Added range, quicker start-up, faster recovery.
- Drag 'n' Bite - Added hits, allows a combo into her first tap attack.
You get the idea! We'll let you discover the rest on your own...
NEW SQUIGLY FIGHTERS
Seven new Squigly Fighters will be immediately available through the
REANIMATED RELIC, which will be available for the first 7 days after 2.3.0 goes live. Get 'em while they're hot!
You will be able to get Squigly's Moves from ANY MOVE RELIC (and Squigly's Daily Event -
Ghoul's Night Out) as soon as 2.3.0 goes live.
You can also discuss her upcoming variants here:
NEW DAILY EVENT AND PRIZE FIGHT
Squigly's first Prize Fight will be arriving on
THURSDAY after 2.3.0 goes live, and her Daily Event will also be available every
MONDAY (alongside her BFF Filia).
We're expecting her first Prize Fight to be
very competitive. Best of luck to anyone aiming for top 10%!
For those of you asking for a Wind Prize Fight variant, your prayers have been answered! Poltergust will be the Gold Squigly Prize Fight top reward.
NEW STAGE - ROOFTOPS ASSAULT
Experience the scene of Squigly's reanimation! As Marie grows in power, Squigly awakens from her coffin and takes in the scene from a nearby rooftop.
You can find this stage in Squigly's Daily Event and in the random stage rotation in Prize Fights!
PRIZE FIGHT TUNING (SHORT & LONG TERM)
We made a LOT of changes to Prize Fights in 2.2, which has generated tons of invaluable feedback! We want you to know that we've been listening carefully to all of your notes and suggestions, and will be continuously working to help address many of your concerns.
Short Term - Increased Defense Team Points
One of the main goals of Defense Teams was to provide a secondary, passive resource that skilled players could use to generate meaningful chunks of points towards their PF score while they were away. However, the current Defense Team Point rewards were set a little too low to really make that suitably enticing. As such, they've gotten a BIG boost in 2.3!
- Defense Team WINS now grant you 50% of the total points for that fight (was previously 10%)
- Defense Team LOSSES now grant you 10% of the total points for that fight (was previously 1%)
Long Term - TBD
We are carefully monitoring player performance in Prize Fights across all levels of player experience so that - when we do make adjustments - we are confident they will accurately address the needs of all of our players.
Keep an eye out for even more improvements to Prize Fights in 2.4, such as extra rewards for tackling tough to beat teams!
NEW AI FIGHTERS
Charmander! Squir.. wait...
You've all seen Star-Crossed Parasoul, but we'll be adding two more AI fighters in 2.3 that you will no doubt come across in various modes that support random fighters.
We're still tuning all three of these variants, but once we're confident that they are ready to be released into the wild, you'll be able to acquire them through Relics in a future update!
NEW MODIFIERS
As you'll discover via Squigly's Signature Abilities, there are a couple of new modifiers in town!
Curse
Prevents positive buffs from being applied.
Wither
Every second, a fighter suffering from Wither will lose a chunk of their meter.
CHARACTER RELIC LOGIC
After much deliberation, Character Relics now feature a
100% guaranteed chance to contain their featured characters. Gone are the days of opening a Beowulf Smackdown Relic and receiving a Peacock!
In order to maintain economy health, the cost of Character Relics has increased from 150 Theonite to 200 Theonite.
Why are you making Character Relics more expensive?
For those of you who played Skullgirls before 2018, you may recall that this was how Character Relics were originally designed to function.
Going into 2.0, we were carefully examining many aspects of the in-game economy and - for a variety of reasons (properly valuing the increased odds of getting a particular fighter, increasing relative value of the Premiere Relics, etc) - we decided to keep the Theonite Prices of the Character Relics the same, but reduce the odds of getting the featured character to 50%.
The results of this have been mixed. Premiere Relics are much more viable (also in part because we added Character Relic exclusive fighters to the Premiere Relic pool), but many players have reported that Character Relics feel confusing or clunky, regardless of how we messaged the contents. As such, we've restored them to their original states, and have instead increased the cost to compensate for the degree of control players are able to exert over their Relic rewards.
As always, we welcome your feedback on any changes to the game, and look forward to continuing to tweak and tune the economy to ensure a great user experience while also ensuring Skullgirls Mobile's sustainability for years to come.
CHARACTER RELIC SCHEDULE
In another big change, Character Relics are now going to be available on a brand new schedule!
Now, Characters Relics will be available alongside their respective Prize Fights, this means that - once a Prize Fight ends, there will be a ~5 week window until the Character Relic is available again.
Because Squigly is a brand new character, we will be making an exception for her - and her Relic will be available for the entirety of her launch week.
COLLECTION SIZE
Knowing that everyone's Collections are bursting at the seams, what kind of devs would we be to release a whole new set of Fighters and Moves without giving a little extra breathing room. As such, we've increased everyone's Fighter Collection capacity to 250, and Move Collection capacity to 500.
As we've mentioned before, we're working on a feature that will allow you to spend Theonite to increase your collection size for a future update.
CONTEXTUAL OFFERS
In the new version, you'll notice some new offer types that will activate when you fulfill specific requirements (like pulling a new Gold fighter, running out of Theonite, maxing out your first Bronze, etc). These events will trigger limited time offers featuring great deals at discounted prices.
In addition, we'll also be adding new weekly offers that will refresh every Thursday night - keep an eye out!
Lastly, by popular request, the Fighter Variety Pack and Gold Mine Pack will pop-up again periodically as players progress through the game.
BUG FIXES
Memory Optimizations
- Optimized UI frames to lower memory cost.
- Reduced the amount of memory that characters occupy when loaded to reduce crashes and improve app stability.
Parasoul
- Fixed an issue where hitting a tagging in character with Canopy Bounce would soft lock the app.
Double
- Fixed an issue where Double was immune to throws during several types of hitstun.
Prize Fights
- Fixed an issue where some Silver and Gold fighters were sneaking their way into Prize Fights that they shouldn't be allowed to enter.
Text
- Fixed several edge case issues with localized text.
Offers
- All offers will now always display regional pricing, and they will never default to USD pricing in the event they cannot load regional pricing.
Peacock
- Fixed an issue where Shadow Of Impending Doom would spawn more items than intended.
SNEAK PEEK - PARASOUL ORIGINS
We know how much everyone is looking forward to our next Story Mode content update, so here's an early look at what we're working on for Parasoul's Origin Story. It's a REAL juicy one, so get ready for that...
deepest. lore.
We'll be featuring some beautiful fullscreen art as well similar to Valentine's Origin Story. These take a lot of time to put together, and since we've been focusing all of our efforts on Squigly, we don't have an immediate ETA on when this will be available just yet. Stay tuned for more details - and thanks for your patience!
As always, thanks for your support and patience while we work on these new updates. We'll keep everyone posted on the submission progress in this thread!