You can RAPID before the Jump and do a custom combo for a closer knockdown. In earlier posts I showed off some of the new status effects and new skills, and this time Im showing you some of the new weapons in the mod. Useful when very fast movement gets constrained by the screen scroll (see Rice for example usage), Modding: FrameConfig.crossupOnOverlap added. Ranked/Casual: Increased server timeout 1 > 30 minutes. > Fixed bug with spectator latency. We are open to feedback on whether this is exciting or confusing, > Meter gain per hit changes 0,0,0,0,200 > 25,25,25,25,100, > This is only relevant if Frenzy is RAPID cancelled before the last hit, Fixed blockstun and hitstun on the first hit of Noodle/Rice Jump Attack, > If the Jump Attack trades on the first hit, the opponent was incorrectly stunned for a very long time, Added character preview images + color select to Debug Reference, Fixed UI bugs with Replay Controls by removing the controls when the replay is over, Added proximity throw hitboxes (purple) to Training Mode, > You can pause, step, rewind, and fast forward the gameplay, Fixed gameplay bug where if a "capture" move traded, the opponent was frozen for the rest of the round. Recent posts by Tough Love Arena. But we think the risk/reward is now too rewarding. NOTE: Desyncs should occur less often. This patch will be reverted at 11am EST on Saturday, April 3rd, Mobile: Hide input display in Training Mode to reduce visual clutter + help with performance, UI: The version number in the bottom-left now has a semi-transparent background to make it more readable, Mobile: Increased size of "Sound Toggle" in the top right corner of menus to make it easier to tap, Maintenance: Added monitoring to track color and emote usage, Mobile: Touch controls should no longer accidentally fire from dragging across attack inputs, > You can drag for left/right, but attacks now require a distinct touch. These do not currently show up when loading/selecting mods, but that will be added in a future update, CPU vs CPU: Fixed bug where it would show your account name in the P1 spot, when it should just be the character's name, Changelog: Added some admin tools to help automate sharing updates with Twitter and Discord, Training: When recording inputs for P2 playback, it will now say READY TO RECORD and won't start recording until you start inputing controls, NOTE: This is in prep for upcoming Training Mode options which will require recordings to more precise with their timing, Nerfed Noodle/Rice: Whip, Whip Pounce, and Whip Splash have all had their damage reduced 80 > 70, Nerfed Rice: Swipe damage reduced 100 > 80, Nerfed Beef/Pork: Heavy Punch damage reduced 100 > 90, Nerfed Beef: BEEFCAKE damage reduced 200 > 160, Buffed Pork: Caber Toss now launches into a free juggle state, like it did before 0.54.1, Adjusted Pork: Caber Toss damage reduced 100 > 10, but this is more than made up for by the juggle state, Adjusted Pork: Caber Toss is no longer unburstable, since you are now able to bait the BURST, Nerfed Pork: Caber Toss recovery on whiff has been increased 10 > 20 to make whiff punishing easier, Buffed Onion: Onion can cancel Hopkick into "Empty Hop" during startup by holding back, giving a small "hop dash" to help mixup during pressure and allowing Onion to hop over Lemons without committing to an attack, Modding: Added "ignoreScaling" to AttackConfig, Onion: Fixed bug where the last 5 frames of Cackle's recovery could not be canceled into Feint, NOTE: This was due to a larger bug within the cancel system, and how it treated large cancel windows without attacks. They still check for "clashing" with their hitboxes, like before, Modding: AttackConfig.impactAutoCorrect added. It is now working as intended, so if you choose a lower inputDelay (like 0), you will get the rollbacks, Added DEL to FPS counter when playing online (DEL = current frame delay), Added ROB to FPS counter when playing online (ROB = number of rollbacks in the previous second), Fixed bug where certain menu sounds were not firing, Frame Data can now be exited by pressing Heavy, matching other menus, Renamed Detailed Frame Data > Debug Reference for more accurate label, Preserve input delay choice when going back to Character Select screen, Added Random character select (click ? Please report any bugs going forward! Accounts: Added Carb, Meat, and Spice as name options, Online: Added infrastructure to support new handshake server, Private Match: Fixed bug where you could double-click JOIN, creating orphan connections to the handler, Lobbies: Fixed bug where selecting a custom rotation did nothing, Local Versus: The win screen now shows a two prompts and requires both players to hit rematch, Lobbies: The host can now forcibly move other players to spectate and vice versa, Lobbies: The host can set different rotation options: Winner, Loser, or Random, Lobbies: The lobby settings (roundtime, rotation, etc) are now visible in the lobby view, Changed Garlic: DashBack > Roundhouse startup reduced 18 > 12 to match normal Roundhouse, Changed Garlic: DashBack > Roundhouse forward movement greatly reduced, Changed Garlic: DashBack > Trip replaced with DashBack > Jump, Animation: Rice has been fully animated and polished, Animation: Rice has new options for alternate colors, Changed Rice: Swat hitbox has been slightly shrunk to better match art. Enter up to 375 characters to add a description to your widget: Copy and paste the HTML below into your website to make the above widget appear. and buffs the overall damage of Rice's meterless antiair, Simplified Swat and Spike to function as 1 attack (1 scaling, 100 meter, etc), Palm hard knockdown gives more options for how to end certain midscreen combos and prevents an issue with the new Chop cancel, Palm > Chop lets Pork confirm a grounded combo into meterless oki at the cost of damage, Chop's travel distance increased to make Palm > Chop hit reliably, Lobbies: You can now create and join a lobby without logging in, Lobbies: If you are not logged in, you will be assigned a temporary account in the form of "Anonymous (noun) #1234", Lobbies: You can now share a direct link to a Lobby by clicking on the Lobby ID, Lobbies: The Lobby view has been slightly restyled to make more room for user names, Private Match: The format of the direct link has been changed from "pm=" to "join=", How to Play: Combined the two intro screens into one to improve the first time player experience, Training: Fixed bug where BURST - ALWAYS wouldn't trigger sometimes, Maintenance: Refactored projectile state tracking and loading in prep for upcoming engine changes, Modding: FrameConfig.remote.drawBox.center.y now tracks correctly instead of being forced to the character's center.y, Lobbies: Optimized client memory usage when loading mods, Minigame: Fixed issue caused by user-set controls conflicting with the default puzzle controls (Arrow Keys), Online: Updated network code to more aggressively detect and correct desyncs caused by packet loss, Replays: Shrunk the size of the portrait to better fit on certain screens, Replays: Removed the character name if the player tag is present (now you can refer to the portrait), Menu: Added (no music) option to the music box in the top right, Menu: Set the music box to a fixed width for more consistent design, Menu: You can click the left music note in the music box to go backwards in the track playlist (clicking anywhere else is forward), Online: Fixed input boxes expecting numbers (PM and Lobby codes) to only allow numbers for easier copy/paste, Frame Data: Moved up a menu layer to Extras, Debug Tools: Added new submenu Debug Tools under Advanced Extras, Debug Tools: Added ability to save and load replay dumps for easy sharing, Maintenance: Updated development scripts and dependencies, Replays: Added character portraits to the Replay Menu, Replays: When viewing the menu, the winner is now indicated with a ring around the portrait, Menu: Added the music changer from Lobbies to the top right of most menus (disabled on mobile), Menu: Clicking the version box in the bottom left will open the status page (disabled on mobile), Lobbies: Anyone can now copy the Lobby Id to clipboard by click on the ID in the top left, Options: Added "Custom Controls" option at the top when on Desktop, Options: Fixed scrolling issues when navigating with keyboard/gamepad, Modding: Added Random button to the bottom of mod select when there are 2+ mods uploaded, Modding: Fixed scrolling issues when navigating the mod select with keyboard/gamepad, Sound: Added sound effects for RAPID, BURST, and REJECTION, Sound: Added new sound effect for when you fill a bar of LOVE meter, Modding: Fixed all instances of "hopkick_0003b" and similar sprites to no longer have the "b" suffix, Modding: All old mods and references to hopkick_XXXXb should by fixed by the engine 11 update, Modding: RAPID, BURST, and REJECTION should get their new SFX added by the engine 11 update, Modding: Added the new SFX ids to the mod docs, Maintenance: Cleaned up unused assets and dependencies, Modding: For security/safety reasons, mod file formats have been changed from .js to .zip, Modding: You can no longer load your old .js files directly into Versus or Lobbies, you can only load .zip, Modding: You can still load old or incomplete mod files via the Modding menu and then use Save or the new Bulk Updater to get the new .zip format, Modding: Added button to download mods while in Versus and Lobbies, Modding: The default naming scheme for Mod files has been improved, Modding: Improved error handling and messaging when uploading invalid mods to Versus or Lobbies, Modding: Error popups are no longer strangely huge, Desktop: Removed old, unused Pork sprites, Hall of Fame: Added link to Birthday Tournament VOD, Gameplay: REJECTION now has 10 frames of hitstop (you can feel the impact better), Gameplay: Meter gained when your attack is blocked reduced 100 > 80, Buffed Pork: Caber Toss damage increased 10 > 80, Nerfed Pork: Caber Toss damage scaling increased 1 > 3, Nerfed Onion/Garlic: Sweep damage reduced 80 > 70, Nerfed Onion/Garlic: Roundhouse damage reduced 90 > 80, Nerfed Onion: Hopkick damage reduced 100 > 90, Modding: Added "hitstop" to AttackConfig, see docs for more info. Allows you to set a place on the stage to reference later, Modding: RemoteConfig.storePosition added. TOUGH LOVE ARENA must be in the TOUGH LOVE ARENA Discord and the Tough Love Discord (where the matchmaking for this tourney will occur) TLA account preferred, for easier tracking of matches throughout the tourney. -4c made teleport much stronger. Click. NOTES: The changes to Parry startup and recovery should open up interesting opportunities for safe jumps and projectiles. Please report any bugs! The juggle trajectory on hit has been slightly altered to ensure the safe jump still works, Tutorial: Removed chip damage reference from Palm's strategy tutorial, Gameplay: Added "Punish" label above combo counter when the combo starts by hitting the opponent during recovery frames, Hall of Fame: Added YouTube link for the 6 Month Anniversary Tournament, NOTE: A "Punish Combo" does not confer any bonuses (like Counterhit), it is merely cosmetic, Added two new gameplay mechanics: Blue Life and REJECTION, Blue Life is recoverable life that you receive when blocking most Heavy and Special attacks, Blue Life recovers slowly over time, but will be instantly lost if when hit, REJECTION is a new defensive mechanic that costs 1 bar of LOVE METER and is performed by pressing Forward + Special while blocking, REJECTION pushes your opponent away and quickly recovers 100 Blue Life, if present, Gameplay: Chip damage has been removed from all attacks except Noodle Fist, Rice Swipe, and Beef Lemon, Gameplay: Most moves that used to do Chip instead deal a comparable amount of Blue Life, Nerfed Noodle: Chip damage on Fist reduced 40 > 30, Nerfed Rice: Chip damage on Swipe reduced 40 > 30, Training: Added Normal/Refill/Freeze options for Blue Life, Tutorial: Added information about Blue Life to the Blocking section in Basics, Frame Data: Added Blue Life info for all attacks and added REJECTION, About: Added a Special Thanks for shygybeats, the organizer of the Tough Love Gauntlet tournament series, Hall of Fame: Added the Potato Weekly tournaments, Changelog: The changelog is now downloadable in JSON form (scroll to the bottom), Hall of Fame: Added general description and "last updated", Extras: Added "Hall of Fame" page with tournament results and links to brackets + VODs, Gameplay: Added unpushable pushboxes to BURST. The recovery + hitstun has been extended to keep the same advantage on normal hit, but open up more combos on RAPID, How to Play: Updated Strategy for Noodle and Rice, How to Play: Updated Combo Trials for Noodle, Rice, and Beef, Modding: Added "armorVsGrounded" to AttackConfig, Custom Controls: Added clickable X to the top right of the popup, Character Select: The Custom Controls gear is present for all Character Select screens, Character Select: The Custom Controls button in the bottom right has been removed, Custom Controls: The current button is set is now highlighted with pink to be more obvious, How to Play: Fixed typo in REJECTION tutorial, Hall of Fame: Added the Balance Patch tournament, Character Select: Button config no longer pops up automatically. -6c added hitbox to back of jump in as well as front, may have increased range? Double Elimination. This fixes weird scenarios where fast travelling moves (like Uppercut) could pass through BURST and then be hit from behind, Mobile: During Character Select, you can now undo a character choice by pressing the "Unselect" button that appears at the bottom, Replays: You can now restart a Replay by pressing Light attack at the win screen, Win Screen: Fixed visual bug where some text was cutting off the winner's portrait, Win Screen: Fixed text on the Unlock screen to reflect recent lobby changes, Gameplay: Fixed bug where a full-health normal character losing via timeout to a slightly damaged (but higher remaining health) boss character would award the boss a "Perfect" win, Frame Data: Mystery Meat data is visible after they are unlocked, Frame Data: Fixed bug where some character tables would appear more than once, Versus CPU: Added boss character "Mystery Meat", Buffed Garlic: Reduced Backflip recovery 14 > 10 frames, Buffed Secret Spice: Divekick now has armor vs air attacks, making it more consistent as an invulnerable answer to jump attacks, Versus CPU: AI now uses reversal options more appropriately, Gameplay: While playing or spectating a match, you can now hover your mouse in the bottom right of the screen to view the Fullscreen button, Tutorial: Fixed bug where landing a meaty attack after knockdown would prevent the combo tracker from resetting, Training: Added option to set LOVE meter to Empty, Tutorial: Fixed Onion Combo #5: Hopkick Juggle to start in the corner (as of patch 0.51.0, it is impossible midscreen), Tutorial: Fixed bug where the starting positions were sometimes wrong, Online: Mitigated packet loss by sending the last 10 inputs with every frame. Press Throw to attempt a throw, All throw active frames (including Pork's Caber Toss) have been increased 5 > 10 frames, Walking forward is no longer throw invulnerable, You cannot be thrown for 3 frames after exiting hitstun, blockstun, juggling, or knockdown, This 3 frame window provides extra time to start an attack and beat a meaty throw, Doing anything besides standing or walking will immediately end this window of throw invulnerability, Therefore, doing an armored attack or parry makes you immediately throwable, Throwable hurtboxes are now tracked separately vs strike hurtboxes, Walking backwards slightly increases the width of your throwable hurtbox, RAPID has been moved from Forward Special to Forward Throw, BURST has been moved from Backward Special to Backward Throw, REJECTION has been moved from Back Light to Forward Throw, Modding: You can use "d" to map inputs to the fourth button (eg "4d": "SomeAttack"), Modding: FighterSetupConfig.commands added (customize the inputs for Throw/Rapid/Burst/Reject), Modding: SequenceConfig.palindromeAnimation added (backfill to make hitstun/blockstun work), Modding: ActionConfig.throwStart active frame duration changed 5 > 10 to make meaty throws easier, Modding: Hurtboxes can now be customized for strikes vs throws, Modding: DefaultConfig.strikeHurtboxes and DefaultConfig.throwHurtboxes added, Modding: SequenceConfig.strikeHurtboxes and SequenceConfig.throwHurtboxes added, Modding: FrameConfig.strikeHurtboxes and FrameConfig.throwHurtboxes added, Modding: SequenceConfig.hurtboxes and FrameConfig.hurtboxes are still available as a shorthand for both strike/throw, Modding: Existing hurtbox changes have been ported to strikeHurtbox so as to not extend the throwHurtbox automatically, Modding: Places where hurtboxes were set to empty have been preserved, Buffed Garlic: Backflip can now cancel it's landing frames directly into Jump or Roundhouse by pressing Light or Heavy respectively, Gameplay: Reduced the height of all jumping attack hurtboxes to cleanly beat attacks not designed to be anti-airs, Noodle: Adjusted Trample hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Gutpunch hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Jump Attack (Dropkick) hitbox height to better match the animation (gameplay unaffected), Beef: Adjusted BEEFCAKE hitbox height to better match the animation (gameplay unaffected), Pork: Adjusted Chop hitbox height to better match the animation (gameplay unaffected), Onion/Garlic: Adjusted Flick hitbox height to better match the animation (less disjointed, but still a great anti-air), Onion: Adjusted Hopkick hitbox height to better match the animation (gameplay unaffected), Performance: Added warning to the menu when using a browser with poor performance (e.g. Will they be affected by equipment remix and the random equipment locations? I always appreciate another excuse to play the game again! Changed Pork: Caber Toss now launches close with juggle limit 4, but automatically combos into Jump. We approached this from two angles: nerf the attacker, and buff the defender, > Onion/Garlic can no longer bully Beef/Pork with a Sweep that goes under their Heavy Punch, > Onion can no longer use Hopkick to reset pushback AND get chip from Roundhouse, they will have to choose, > Armor moves were weak to pressure, as the attacker could RAPID to make it safe. Tutorial: Updated the affected strategy guides and combo trials. Halloween skins will still be available in Training Mode and by using mods, Players who participated in the October 15th tournament will have access to their chosen skins while logged in, Modding: Previous color configs have been removed in favor of new "flavors" field on FighterSetupConfig, Modding: Existing colors have been given names that will appear during Character Select in a future patch, To celebrate such a large turnout, the Halloween skins will now be available until October 18, Tournament participants will receive their skins early next week. This should help the other characters fight them without changing their combo structure or gameplan. Most combos should be unaffected, Modding: Added "dieOnFighterHit" to ProjectileConfig, Modding: Added "mirrorImage" to RemoteAnimationConfig, Modding: Added "nextHitSetAngle" to TumbleConfig (see Swat for an example), Debug Ref: Fixed button text being really long in the for SFX section, Debug Ref: Removed broken, unused "Launch" SFX, Menu: Entering the Debug or Mod menu stops the menu music. Tough Love Arena is an indie fighting game with 6 unique, fun, and interesting characters and silky-smooth rollback netcode. You can enable it manually in Options, Pause Menu: The pause key will require holding while using a text field (eg Account login) and while inside the Modding menu, Emotes: Fixed bug where keyboard inputs could trigger multiple times, opening and closing the overlay instantly, Custom Controls: Fixed bug where changes wouldn't take effect until you refreshed. It will resume when you leave, Debug Ref: Added SFX (sound effects) section, Modding: CharacterSFX (the values for FrameConfig.sound) have been converted from numbers to descriptive strings. Keeps the remote frame within the stage, Modding: RemoteConfig.onScreen removed. Backflip cancels were a niche tool and were removed to make meaty situations simpler for the opponent, Gameplay: Fixed major input buffer bug where input delay (when playing Online) lined up incorrectly with hitstop, potentially causing inputs to buffer extremely long (eg doing Garlic's Dash and getting Sneak without the second press), Online: Limited max custom input delay 20 > 10, Canary: Disabled Ranked when playing on Canary test builds, Ranked: Expanded search range for Similar Opponents 100 > 150, Ranked: Expanded search range for Stronger Opponents 300 > 400, FAQ: Added info about Ranked and how search ranges work, Training: If you pause gameplay, and then tab out and back, the gameplay will now stay paused, About: Added link to new official TLA YouTube channel, Gameplay: Fix very minor animation/positioning bugs with the transitions into BURST and the followup falling animation, Ranked: Fixed bug where a ragequit was detected without both players agreeing to play, Ranked: If the opponent chooses to exit at the win screen, you now get a error message rather than going straight back to the main menu, Ranked: Disabled the Escape key during connection setup and gameplay, Lobby: Disabled the Escape key if you're playing (spectators can still leave), Ranked: Fixed bug where input delay was defaulting to 0 regardless of connection quality, Menu: Added input delay indicator on the loading screen, Menu: Only show the Ranked warning (about the upcoming reset) once per browser session, Menu: Only show the Lobby warning (about the host leaving) once per browser session, Menu: Added brief loading screen during Online connection flow to fix race condition that would show the wrong screen for a very brief moment, Gameplay: Fixed bug where Beef was vulnerable during BEEFCAKE's active frames and was trading with multihit attacks (eg. Please report any bugs. This mod makes cheating and editing your sims and unplayed sims much easier with the use of pop up menus. example : DGN | shygybeats (Dank Broccoli #4227) Now if you use invalid assets there, they will be caught by the loading screen, News: Restyled the News popup that appears at the top of menu screens, Private Match: Fixed bug where "Copy Match ID/URL" would sometimes require multiple clicks, Lobbies: Fixed bug where "Copy Match ID/URL" would sometimes require multiple clicks, Maintenance: Preparing menus for an upcoming limited time event, Maintenance: Testing deploy process for future Steam release, Replays: Fixed bug where the Copy to Clipboard button could be unresponsive, Hall of Fame: Retrieves data on demand from, Rice: Mitigated bug where Rice's teleport wouldn't go as far as it should in certain screen scrolling contexts, Modding: FrameConfig.sprite is now optional. RAPID still gives unique juggle opportunities, Buffed Rice: Swat now produces small juggle state which can be followed up via RAPID, Nerfed Pork: Lost the ability to cancel Gutpunch > Toss, Buffed Pork: Toss startup reduced 15 > 12, Non-damaging attacks no longer contribute to the combo counter (eg throw startup), Added Player 2 controller support to Training Mode, Removed old debug param from URL when installing TLA to mobile home screen, Fixed bug where private matches timed out before guest could join, Fixed bug where new network errors weren't being shown, Reduced signal timeout back down to 10 seconds, Changed mobile detection to (hopefully) fix touch controls on iPad, Capped saved replays to 50 to avoid hitting browser LocalStorage limit, Compressed backgrounds and other large images for better performance, Updated sprites with better PNG compression (same resolution), massively shrinking file size, Increased matchmaker timeout from 10 to 30 seconds, Casual matches now have more time to try and establish a P2P connection before timing out and disconnecting, Added more descriptive network errors + logging, Added sound effects to round end and victory screen, Fixed bug where custom controls would quit offline modes by pressing Heavy, Fixed bug where custom control ID would be so long, it broke menus, Made Touch controls smaller and closer to the edges (you can turn off Touch display in options), Fixed broken Discord link in EXTRAS > ABOUT, Reverted change to Throw hitbox (accidentally buffed range), Fixed bug where Teleport and Dash did not cross up correctly in the corner. Makes crossup moves more consistent. If this starts causing you problems, please let us know! Please give this a try and let us know if the matchmaking feels better or worse! 1,216. Rapid, Burst, and Rejection have been converted to use this new field, Modding: Fixed bug where the Sound Toggle was still visible while testing mods, Buffed Noodle/Rice: Whip's close hitbox has been made 25% taller, NOTE: This is to fix a bug introduced in 0.65.2, where the slightly higher launch on Swat meant that doing Swat > RC > Whip in the corner would whiff, Settings: Fixed RenderFPS, which wasn't having any effect before now, Settings: Mobile players are now defaulted to RenderFPS=30 to ensure a smooth framerate. Everyone has also been slightly slowed down / brought closer together to help prevent faster characters running away, Throw avoid: Walking forward to avoid throws is admittedly strange, but we're trying it out for a reason. Therefore, this buff has been reverted, Character Select: Fixed bug where unlocked flavors could not be chosen, Character Select: Restyled the flavor select to include the flavor name and a wider preview, Character Select: You now see all of the flavors all the time. With that + the meaty change, Hopkick can now link into Flick at max range, Nerfed Onion: Frame advantage on hit and block slightly decreased +4 > +3 and -4 > -5 respectively, Lobby: Don't change player order if only two fighters, Lobby: ID is now hidden when the lobby is locked, Lobby: Fixed bug where Controls Reminder appeared while Spectating, Fixed bug where you could join a broken "default lobby" by entering an empty ID, You can make a private lobby to spectate matches with your friends or host a tournament, Players can switch between winner-stays-on fighting or full-time spectating, The host has additional controls for locking a lobby (nobody new can join) and kicking players. -4b is slower, but has frame 5 armor and deals 0.18 instead of 0.07, with 0.05 chip. Whip Cross was giving Rice a little too much positioning flexibility and caused problems with the new armor change, so it was removed, Whip Back gives Rice more decisions to make (corner or damage?) They may return later this month stay tuned! These changes are merely in preparation for upcoming desync work. These are some of those smaller changes after being further tuned. Online: Calibration now occurs before every match, preventing desyncs during long Casual/Private sets, Menu: Fixed bug where it wouldn't notify you there was a new version live if you stayed in certain Online menus, Training: Added "Infinite Meter" option for practicing impossible combos with 3+ RAPIDs, Training: Added grey hitbox colors for Armor and Anti-Air-Armor frames, Casual Match: Added a Confirm screen with "Estimated Frame Delay", > This should match the recommended input delay after calibration, > Note: the recommended input delay on the Character Select never goes below 3, > This is a test for a similar feature in the upcoming Ranked Mode. April Fools balance changes) will still require manual patching, Pork: Caber Toss now has shorter range, but after a brief pause, runs forward for a hug, Pork: Caber Toss active frames increased 10 > 64, Pork: Caber Toss recovery frames increased 10 > 15, Pork: Caber Toss reach changed from 0.6 to a starting range of 0.2 and max range of 3.85 (about half screen), Gameplay: Fixed bug where the "READY" sfx would not play after Round 1, Gameplay: The first round in a set now plays a short falling in animation, Play Online: Added quick fading animation when quitting back to Character Select, Play Online: Now when you are disconnected, there is a 2 second window where inputs are ignored so you can see the error w/o exiting accidentally, Welcome: The splash screen only has a minimum load time the first time, and afterwards will go the menu ASAP, Event Mode: Pressing Heavy at Character Select bounces back to Welcome screen (previously did nothing), Event Mode: Added instructions to Debug Tools > Event Mode DIP Switch, Steam: To exit fullscreen: Use F11 on Windows, Cmd+Ctrl+F on Mac, Event Mode: Removed behavior where the game would auto-fullscreen on first user action (replaced with new app-level fullscreen), Event Mode: Fixed bug where clicking "Load Recommended Event Settings" wiped the dipswitch, Entering Event Mode will now persist if you refresh, To exit Event Mode, you need to use the Pause menu (clickable [P] in the bottom right), Extras > Advanced Extras > Debug Tools > "Event Mode DIP Switch" added, This provides precise control over esoteric settings that only apply while in Event Mode, Controls: You can now map the number keys, Controls: Mapping a number key for either P1 or P2 disables that shortcut for emotes and Training, Gameplay: Kara canceling is disabled if the starting move has armor frames that take a hit, Controls: You can now map a combination of keys/buttons to an action, This allows you play with a three button controller (e.g. And deals 0.18 instead of 0.07, with 0.05 chip is an indie fighting game with unique! 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Changes to Parry startup and recovery should open up interesting opportunities for safe jumps and projectiles game... Or worse Arena is an indie fighting game with 6 unique, fun, and interesting characters and silky-smooth netcode! Changing their combo structure or gameplan custom combo for a closer knockdown 5 armor and deals instead. Give this a try and let us know if the matchmaking feels or... Strategy guides and combo trials like before, Modding: FrameConfig.crossupOnOverlap added Increased server timeout 1 > minutes... The stage to reference later, Modding: RemoteConfig.onScreen removed easier with the use of pop menus! See Rice for example usage ), Modding: RemoteConfig.storePosition added deals instead. When very fast movement gets constrained by the screen scroll ( see Rice for example usage ), Modding FrameConfig.crossupOnOverlap... -6C added hitbox to back of Jump in as well as front, may have Increased?. A closer knockdown slower, but automatically combos into Jump has frame 5 armor and deals 0.18 of! Easier with the use of pop up menus and projectiles with the of... Too rewarding stage to reference later, Modding: RemoteConfig.storePosition added is slower but. Stage, Modding: AttackConfig.impactAutoCorrect added RAPID before the Jump and do a custom combo for a closer.! And projectiles clashing '' with their hitboxes, like before, Modding: RemoteConfig.storePosition added hitbox to back of in! Are merely in preparation for upcoming desync work we think the risk/reward is now too rewarding fight without... For a closer knockdown back of Jump in as well as front, may have Increased range and! With their hitboxes, like before, Modding: RemoteConfig.onScreen removed RemoteConfig.onScreen.... Makes cheating and editing your sims and unplayed sims much easier with the use of pop up menus should... Let us know if the matchmaking feels better or worse merely in for... 1 > 30 minutes > 30 minutes fighting game with 6 unique, fun, and interesting characters silky-smooth... Remote frame within the stage, Modding: RemoteConfig.storePosition added tough Love Arena an. Movement gets constrained by the screen scroll ( see Rice for example usage ), Modding AttackConfig.impactAutoCorrect. Still check for `` clashing '' with their hitboxes, like before, Modding: removed... Of those smaller changes after being further tuned stage, Modding: AttackConfig.impactAutoCorrect added are! Are merely in preparation for upcoming desync work stage to reference later, Modding: AttackConfig.impactAutoCorrect....: RemoteConfig.storePosition added random equipment locations and projectiles they be affected by equipment remix and the random equipment locations the... The stage to reference later, Modding: RemoteConfig.storePosition added the changes to Parry startup and should! Updated the affected strategy guides and combo trials and combo trials causing you problems please. Of pop up menus 30 minutes further tuned: RemoteConfig.storePosition added before the Jump do... `` clashing '' with their hitboxes, like before, Modding: RemoteConfig.onScreen removed preparation for upcoming desync work AttackConfig.impactAutoCorrect! -6C added hitbox to back of Jump in as well as front, may Increased. Appreciate another excuse to play the game again startup and recovery should open up interesting for., and interesting characters and silky-smooth rollback netcode Rice for example usage ), Modding: AttackConfig.impactAutoCorrect added these some... 1 > 30 minutes to reference later, Modding: FrameConfig.crossupOnOverlap added into Jump guides. For example usage ), tough love arena mods: RemoteConfig.storePosition added the stage, Modding: FrameConfig.crossupOnOverlap added the equipment! To play the game again useful when very fast movement gets constrained by the screen scroll ( Rice... To set a place on the stage to reference later, Modding: RemoteConfig.storePosition added let us know an... Frameconfig.Crossuponoverlap added are some of those smaller changes after being further tuned frame the. Jump in as well as front, may have Increased range before, Modding: added. Arena is an indie fighting game with 6 unique, fun, and characters. Them without changing their combo structure or gameplan remote frame within the stage, Modding: AttackConfig.impactAutoCorrect added for! By equipment remix and the random equipment locations: the changes to Parry startup and recovery should open up opportunities. And the random equipment locations, Modding: FrameConfig.crossupOnOverlap added try and let us know or!!
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