Slap City 0.8.4
11 June 2018
-Added a new stage, Jungle Zone. Sharp spears come out of the ground, and there's a hole in the middle.
-Stefan Hurtig is a programming god and a hero. He did actual HUNDREDS of code optimizations.
-You can now pummel a grabbed opponent with the Grab button. (You may also use Attack, Strong and Special like before.)
-Edgerolls no longer go off ledges on the opposite end of small platforms
-Resolved an old glitch that caused characters to lose an unnatural amount of momentum in the air if no direction was held (was most noticeable in Fishbunjins' down throw)
-Teching is no longer free (them being free was unintended), trying to tech now gives you a 20 frame tech window plus a 20 frame non-tech window before tech inputs will be accepted again
-Airdodge now triggers if you input it on the same frame as a jump, instead of only on the frame after
-Pause menu now shows which player paused
-Added toggle for damage reset in training mode menu
-Chain and combo numbers are now always visible if at or above 2 in training mode
-A "slap" sound now plays at the start of a match
-Last five seconds of a timed match is now counted down by an increasingly intense number
-Series is now displayed on stage select for stages that are directly from a specific series
-Fixed issue where doing certain moves would snap characters to platforms
-Fixed issue where Crystal Targets would leave static effects behind if quitting while effects were still playing
-Game now might ignore trigger input from GameCube controllers that have had their springs removed, but who knows? ("I don't have any such controllers, so I can't really verify." @sinxtanx in the #bug-reports channel of our discord if you do and it didn't work)
-Changed the song of the Turnip Corp. stage. You can still select the old song through music selection.
-It should now be possible to play online from non-owner steam account on same computer that another user has installed and shared the game on
-Default BATTLE/TEAM BATTLE time is now 8 minutes, like offline modes
-Password search now makes sure to search worldwide
-Ability to cancel stage vote and character selection menus
-Fixed issue where creating a lobby with default amount of players per match (4) accidentally created a lobby with 2 players per match
-Fixed issue where a KO sound could be heard on match startup
-Changed Air strong active frames from 30-34 to 31-33
-Changed Air strong base knockback 150 to 40
-Changed Air strong knockback gain 2.0 to 2.7
-Changed Air strong hitstun from 0.8 to 0.6
-Changed fully charged Air strong knockback multiplier from 1.5 to 1.25 (was actually a mistake)
-Dspecial now displays a fire effect a short while into the move, and produces an even bigger fire effect when it's almost at full power
-Changed getupattack duration from 31 to 32 frames (was actually a mistake)
-Changed getup duration from 29 to 30 frames (was actually a mistake)
-Tweaked edgeattack animation
-Changed Fair knockback gain from to 2.2 to 2.3
-Changed Fair DI from 1.2 to 0.8
-Changed Fair SDI from 1.2 to 1.0
-Changed Uspecial and Specialfall air speed from 13 to 15
-Changed Uspecial and Specialfall air acceleration from 60 to 70
Ultra Fishbunjin 3000
-Added a heavier sound, dust and screenshake when Fishbunjin hits the ground during crashland and Dair
-Changed air acceleration from 50 to 55
-Changed getup invulnerability frames from 0-24 to 0-20 (was actually a mistake)
-Changed Ftilt active frames from 9-13 to 7-11
-Changed Ftilt total duration from 40 to 38 frames
-Changed Dtilt active frames from 6-10 to 5-9
-Changed Dtilt total duration from 29 to 28 frames
-Tweaked Dtilt animation so he no longer pokes his foot out before the hitbox becomes active.
-Changed Nair base knockback from 160 to 140
-Changed Nair knockback gain from 1.5 to 1.7
-Changed Nair hitlag from 0.6 to 0.7
-Changed Nair SDI from 2.0 to 1.0
-Changed Fair (leg hit) base knockback from 120 to 150
-Changed Fair (leg hit) knockback gain from 2.3 to 2.1
-Changed Fair (chest hit) base knockback from 140 to 180
-Changed Fair (chest hit) hitlag from 1.5 to 1.0
-Changed Fair (chest hit) selflag from 1.5 to 1.0
-Changed Dthrow X velocity from 20 to 12, since it now checks this value correctly (not intended as a nerf but the result of a bug fix)
-Changed Uspecial horizontal airspeed from 12 to 15
-Changed Uspecial horizontal air acceleration from 50 to 65
-Increased range of Ftilt (changed hitbox X offset from 0.5 to 0.75)
Business Casual Man
-Changed getup invulnerability frames from 0-16 to 0-18 (was actually a mistake)
-Now uses the correct Loser animation for Besiege Castle Man colors
-Now loses $50 if Taunt is interrupted for any reason after 10 frames
-Tweaked the Sell graphical effect
The sweetspot (underside) of Ittle's Air strong no longer kills at 0 damage uncharged, but still deals as much knockback as before at around 70 damage and up. The window of its active frames was also reduced, which barely makes a difference on the weak hit, but does slightly reduce the horizontal range (especially behind Ittle) on the downwards swing. The next patch will see Ittle's Fair no longer being safe on block.
There are no changes on Ruby this patch, just fixing mistakes in the animation durations for now.
The mobility of Jenny's recovery was further increased since it's fairly slow and doesn't have a hitbox. Her Fair was also buffed at high damages since we felt it wasn't really a move to be feared anymore since 0.7. Similarly to throws and some Strong attacks, the DI multiplier on Fair was also reduced so the opponent doesn't instantly die if they hold Down and doesn't survive to really high damages if they hold Up.
The mobility of Jenny's recovery was further increased since it's fairly slow and doesn't have a hitbox. Her Fair was also buffed at high damages since I felt it wasn't really a move to be feared anymore since 0.7. Similarly to throws and some Strong attacks, the DI multiplier on Fair was also reduced so the opponent doesn't instantly die if they hold Down and doesn't survive to really high damages if they hold Up.
Ultra Fishbunjin 3000:
Fishbunjin continues his careful un-nerfing, this time with the focus on making his Nair more of a combo tool again, however reducing the potential of Fair to combo into itself with its weak hit. I think moves that combo safely and infinitely into themselves regardless of opponent DI are boring, which was the reason Nair was nerfed in the first place (albeit too hard - I apologize again for that patch). Also, his Ftilt and Dtilt are faster now so he can better keep up with the faster characters. His Dthrow was also fixed and now goes the same distance regardless of input, and will only be a KO throw if used near the edge.
Remedy's Ftilt wasn't different enough from her Jab, so it has a longer reach now, which she needs as the slowest character. To alleviate her low horizontal mobility though, her Uspecial is now notably faster than her running speed, although it still has a startup and landing lag of its own. The idea isn't to make her able to dance in and out with aerials, but rather give her more tools and let her catch up with other characters more easily. She can float out and Dair people much faster now, but relying too much on her Uspecial on-stage can easily put her in a bad spot if she's knocked away with no fuel left.
Business Casual Man:
People suggested that BCMan should lose money if he's hit out of taunt, which makes sense, so here is the change. Interrupting his taunt is signified by a unique sound and visual effect, but only happens after he has actually made the $50 off the taunt.