0.12.5 (5/11/2024) 1. Improvements to stages (art) and fixes popping issue with foreground elements. 2. Allow super attack to cancel getting up (get up tutorial updated). 3. Add recovery to Violet's airborne projectile. 4. Adjustments to Richard's attacks: a. Regular air lariat no longer launches, but keeps opponent grounded and stagered. b. +2 frames of recovery added to EX running stomp. c. Super attack total damage reduced from 570 to 510. Yes, it was OP. 5. Matches no loger start with full super meter. 6. Updated tutorials, clarifying wording in objectives. 7. Polish throw animations and responses. 8. Polish various attack and response animations. 9. Reduce Richard's dashing/run velocities. 10.Increased damage to Victor's teleport attack. 11.Title screen revised. 12.Damage scaling introduced: a. Violet and BPV's scaling begins on hit 17 of a combo b. Victor and Niven's scaling begins on hit 11 of a combo. c. Richard's scaling begins on hit 9 of a combo. 13.Red parry now requires that you tap either forward or down, depending on whether the incoming attack is hitting high or low respectively. 0.12.0 (4/21/2024) 1. Improvements to Richard's animations 2. New stage added: Hemlock Road. 0.11.5 (4/14/2024) 1. Improved Niven attack and response animations. 2. Iteration on color palettes. 3. Updated move lists to show separate buttons for special (Sp) and super (Su). 4. Improved Richard special and super attack animations. 4. Adjustments to Richard: a. A.HK no longer wall bounces the opponent. b. Overreach now hits once; The EX version still hits twice, but with adjusted frame data. 0.11.0 (4/4/2024) 1. Collision, hit and hurt boxes adjusted for all characters. 2. Restored Parry. Now the player has the option to do a "red" parry (i.e. parry out of block stun) 3. Implemented armored special attack system. Now any special attack can be armored for the cost of one additional (blue) meter. 4. Tutorial modes updated with objective for parry and armored specials. 5. In Training mode, dummy can be set to do super or special attack (grounded only for now). 6. Added new color palettes for all characters. 0.10.0 (3/19/2024) 1. Adjustments made to all characters after 03/12 competitive bracket (v0.9.6) including frame data and hit/hurt/collision boxes. a. Niven's "Respecatable Lariat" is now fully vunerable, but hurt boxes are recessed. b. Niven's super no longer hits off the ground and only hits mid and high. c. Victor's "Gore" attack is no longer fully invulnerable on start up. Can now be hit low. d. B.P.V.'s "Frustrated Fists" start up increased. e. B.P.V.'s meter gain rate reduced to 90% (where it should have been). f. B.P.V.'s super damage reduced to 510 (down from 580). g. Violet's super projectile now has wider hit box. h. Richard's super whiff animation has longer duration. 2. All hit pause durations increased by one frame. 3. Any special attack can now be canceled into a super attack. Results vary, but more options available. 4. In the case of a trade, the hit pause duration is now the maximum of the two trading attacks. 0.9.6 (03/10/2024) 1. Add recovery to BPV's Ill Wheel Kick to prevent infinite. 2. Fix typos in tutorials. 3. Restore OTG for Richards regular Curb Stomp. 0.9.5 (03/07/2024) 1. All of Niven's animations are color mapped. 2. Round structure implemented. 3. Taunt reworked to give each character unique bonuses. Bonuses listed in move lists. 4. Improvements to audio code. 5. Red/blue meter gain systems revised. 6. Iteration on all character's moves and frame data. 7. Iteration on run/dash velocities. 8. Updated tutorials. 0.9.0 (02/18/2024) 1. All characters now have an air special attack. This attack is activated by pressing the special attack button while airborne. 2. All of Richard's animations are color mapped. 3. All of Niven's attack animations are color mapped. 4. Get up animations (wake up) can be canceled into any grounded special attack. 5. Down specials can now be activated immediately from standing state. 6. Tutorials improved and expanded to include new attacks and features. 7. New color palettes added for each playable character. 8. Wall bounce tweek to be more consistent. 9. Fixed sound effect issue related to characters in hit stun. 10. Fixed linked animation issue. 0.8.0 (01/18/2024) 1. Ex Cancel routes expanded: a. Standing specials can be canceled into any other standing special for 2 blue meters. b. Special attacks tuned to accommodate new routes. 2. Move lists now available for all characters through the pause menu. 3. Universals established: a. Every character has a back + HP command normal. b. Every character can chain together their LP, HP and back + HP attacks. c. Every character's back + HP can cancel into special or super. 4. Advanced tutorial mode added; Covers universals, cancels and Hold-to-Cancel feature. 5. Credits screen added and Patrons are acknowledged. 6. Richard's attack animations shaded and colored. 7. Additional animations for Richard and Niven shaded and colored. 0.7.0 (12/19/2023) -Tutorial mode added that covers all the basics: -Basic movements, dashing and running. -Blocking -Normal attacks -Evading -Grab and grab escape -Taunting -Special, EX special and super attacks. -Finished art assets for all of Richard's and Niven's special and super attacks. -Variant of Corporate HQ: Parking Garage (Night) added with unique background music. -Fixed audio bug in Violet's projectiles -Reset controller bindings on disconnect so that keyboard may be used as a fall back. 0.6.0 (11/19/2023) - Niven given unique sound assets - Iteration on art assets for Richard and Niven - Added announcer sound assets for Richard and Niven on character select screen - Fixed bug where a knockout with Richard's super could leave opponent suspended in air. - Rework menus to detect raw controller inputs (A/B, cross/circle, etc.) so if controller binding changes, menu input handling is unaffected. - Controller layout changed: - 6 buttons (LP, MP, HP, LK, MK, HK) reduced to 4 buttons (LP, HP, LK, HK) with command normals (i.e. direction plus button). - Special attacks are now activated with a single button (referred to from here on as S), reduced from (HP + HK). - EX Special attacks are now activated by (S + HP). - Super attacks are now activated by (S + HP + LP). - Sweep attacks, and their response actions have been removed for now. - Controller binding menu now accessed through pause menu in either versus or training mode. - Controller binding edits disallowed when keyboard is the input device (i.e. can only change button binding of controllers). 0.5.0 (10/19/2023) - New playable characters: Niven and Richard - In training mode, dummy can be set to stand, jump or crouch state. - Grabs lose in a trade with other attacks. - Grapple attacks now contribute to the combo counter (motivated by addition of grappler characters) - Each character now has unique damage capacity: - Victor: 1000 - Violet: 950 - BPV: 950 - Richard: 1200 - Niven: 1000 - Off the ground attacks are now possible; Richard's "Running Stomp" is current example. - Each character now has unique guard capacity: - Victor: 1000 - Violet: 950 - BPV: 950 - Richard: 1200 - Niven: 1000 - Each character builds meter at unique rate (meter/super meter gained as percentage of attack damage). - Victor: 100% - Violet: 100% - BPV: 100% - Richard: 33% - Niven: 100% 0.4.0 (09/19/2023) - Reduced character velocity attributes (dashes, run, walk) - Characters begin match with full super and EX meters. - Parries removed (for now) - Blocking does not take chip damage, but is dependent on guard meter. Guard meter regenerates more quickly. - Restored univeral evade when getting up (hold down or down-back and LP + LK on wake up). - Grab animations share the same frame data, which should make escaping grabs more consistent. - Roster fully defined. Wilson and Judge Rowe added to character select roster. 0.3.5 (09/04/2023) - Training Mode added - Cancels adjusted for all playable characters. - "Black-Pilled" Violet gets a new air special attack - EX attacks are now activated by pressing either MP or MK along with the special input (no longer requires both mediums) - Block and Parry revised: Block is no longer tied to guard meter, but takes progressively more chip damage after the first block in a block string Parry is activated during a block string by holding all three kick buttons. No damage is taken, but guard meter is depleted - Adrian defined in the character roster 0.3.0 (08/16/2023) - New playable character: "Black-Pilled" Violet - New characters defined in the roster: Christopher and Michael - EX cancels (i.e. canceling a special move into and EX version of another special move) requires 2 full stocks of EX meter. - Guard taunt only restores half of the guard meter - Meter taunt gives full stock of meter, rather than just filling up the current stock. - Universal Overhead now knocks down airborne opponents. - End of match logic improved and sound assets added. - Each character has one grapple attack, reduced from two.