Slap City 0.9.2
25 February 2019
-Upgraded Unity version from 5.6.3 to 2018.1.9
-Official GameCube Adapter is now natively supported. If you don't depend on it for anything else, vJoy can now be uninstalled.
-If you still want to use vJoy for some reason, the old behaviour can be forced with the "-disable-native-gc" launch option
-Added Vulkan and OpenGL renderers
-Unity has removed DirectX 9. If you were having problems with DirectX 11 previously and was forcing DirectX 9, it is now recommended to force OpenGL instead using the "-force-glcore" launch option
-The default ordering of renderers is now DirectX 11, OpenGL, Vulkan. Depending on what your platform supports, the first available renderer will be used.
-Updated Steamworks SDK to 1.42
-When launched at high speeds (200+ knockback) characters now receive half that knockback in armor that falls off with a rate of 500 armor per second. Like a bullet. (For comparison, Ittle uncharged forward strong on Ittle at 100 damage does 380 knockback). This means that characters will no longer be stopped by the ministun from Ittle's bomb while flying away from an attack.
-Fixed issue where clangs always had at least 15 frames of lag for normal interactions
-Fixed issue where hitting a projectile did not always result in three frames of hitlag
-Added option to Airdodge Thresholds, "Analog to Full" for those who just want it on fullpress
-A bunch of projectile interactions have been changed to make them more reasonable, and some errors were ironed out. For example, Jenny's Ustrong fire axe is now significantly tougher versus other projectiles, Remedy's Nspecial pills will now lose to Jenny's Nspecial and Fspecial axes, Ittle's uncharged Nspecial fireball can no longer be destroyed by regular attacks, and Jenny's Fspecial axe colliding with Ittle's Fspecial bomb - as well as Remedy's Fspecial flask colliding with Asha's Dstrong mine - will no longer have seemingly random outcomes.
-Changed minimum rebound time when losing a hitbox interaction from 25 to 30 frames
-Fixed issue where doing a grab with shield+attack could cause an unwanted pummel if input assist was set too high
-Reduced hitstop of non-projectile clangs to also be three frames long
-Halved rebound time when two characters rebound off of each others' attacks
-Analog lightshields can now only go as light as clutched lightshields
-GameCube controllers no longer give trigger fullpress input without also pressing the digital trigger button
-Updated the graphics of Temple of Null
-Added a third random visual style to Temple of Null
-Changed first and second Jab hitstun from 15 to 16 frames
-Changed Ustrong hitstun from 1.0 to 0.95
-Uspecial no longer stretches Ittle vertically during the animation, meaning her hurtbox no longer becomes huge during certain frames
-Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge
-Canceling an aerial move on hit into a special move now produces a special effect
-Increased Jab startup by 2 frames
-Slightly decreased range of Jab
-Increased Dair startup by 2 frames
-Changed Dair landing lag from 4 to 6 frames
-Changed Dair shieldstun from 1.0 to 0.4
-Changed Finisher SDI from 1.0 to 0.5
-Changed Finisher knockback gain from 2.5 to 2.0
-Changed the positioning of the Finisher special effects (cosmetic only)
-Added screenshake on hit to Ustrong (cosmetic only)
-While charging an Ustrong, you can now cancel it by pressing Block after the axe catches fire, which will store the fire property of the axe for the next Ustrong
-The Ustrong fire axe is now significantly tougher against other projectiles than a regular Ustrong axe, and as usual cannot be destroyed by regular attacks
-Changed Ustrong fire axe hitstun from 1.0 to 1.1
-Changed Dstrong DI from 1.0 to 0.3
-Changed Dstrong base knockback from 200 to 170
-Changed Fair DI from 0.8 to 0.5
-Changed Nspecial hitstun from 0.9 to 0.95
-Changed Nspecial hitstun deterioration per frame from 0.03 to 0.025
-Finisher now correctly activates its hitbox even when the move is used near the ground
Ultra Fishbunjin 3000
-Changed Jab minimum stun frames to 30
-Changed grounded Dspecial shield damage from 1.0 to 1.2
-Changed aerial Dspecial knockback gain from 2.4 to 2.1
-Changed aerial Dspecial hitstun from 0.8 to 0.75
-Increased aerial Dspecial endlag by 6 frames
-The Finisher dumbbell once again spawns on Fishbunjin's hand without being able to throw it through solid geometry
-Changed walk speed from 9 to 10
-Changed run speed from 12 to 13
Business Casual Man
-Changed Nair first three hits hitstun from 0.6 to 1.0
-Changed Dair first four hits hitstun from 0.4 to 1.0
-Changed Dair fifth hit hitstun from 0.6 to 0.8
-Dair fifth hit no longer has knockback angle stacking
-Changed Dair knockback angle from 0 to 330
-Fixed an issue where using the secret clutch taunt made BCMan lose money the next time he was hit
Goddess of Explosions
-Reduced Utilt startup by 2 frames and reduced endlag by 2 frames
-Changed Ustrong first hit damage from 13 to 15
-Changed Ustrong first hit base knockback from 140 to 120 (to compensate for the higher damage; the total knockback is still higher than before)
-Changed the successful Dstrong counter hitbox size from 2.8 to 3.4 and altered the visual effect to compensate
-A successful Dstrong counter now makes Goddess invulnerable for 10 frames instead of 1
-Fixed an issue where the Dstrong counter did not properly activate when hit by certain multi-hit moves with high hitstop
-Changed Fair hitstun from 0.8 to 0.85
-Changed Finisher shield damage from 0.1 to 1.0 (Was a mistake)
Using Dspecial now only gives Ittle the small in-built jump once, until the next time she lands on the ground or grabs a ledge. In other words, if she performs Dspecial, jumps out of it and performs another Dspecial, she'll keep falling and the hitbox may not have time to activate before she hits the ground. Ittle's Uspecial accidentally gave her a huge hurtbox the instant she teleported due to the animation stretching, which has now been fixed. Her Ustrong now has slightly less hitstun without decreasing its KO power.
People felt that Ruby needed to be nerfed, so we chose two of the suggestions to begin with. First is slightly more startup and less range on Jab since it has a lot of versatility and combos easily into Ustrong. Second is slightly more startup and landing lag on Dair, together with less shieldstun. Since people discovered combos into his powerful Finisher, but also felt that it's too easy for the opponent to fall out of its initial stabs, its knockback was reduced but its SDI was also reduced, which means it's harder for opponents to avoid the final hit. However the main reason opponents may fall out of multi-hit moves is because of how their hurtbox changes when they are hit, such as Fishbunjin and Asha going from a stretchy attack animation into their ball-shaped tumble animation when they are struck by the first stab of Ruby's Finisher.
Jenny can now store the fire property of her Ustrong by pressing Block after the axe catches fire, so the next time she performs an Ustrong the axe will catch on fire immediately when the move begins. The fire Ustrong axe is now a lot stronger against other projectiles. Jenny's Fair and Dstrong now have less DI, which means that opponents won't survive considerably longer when holding up and forward compared to holding down and away when hit by it, and Dstrong has a bit less knockback to compensate for its increased KO power. The Nspecial axe now has slightly more hitstun. Also, an issue was fixed that caused Jenny's Finisher to not have a hitbox when performed close to the ground.
Ultra Fishbunjin 3000:
When using Fishbunjin's Dspecial on the ground, it now deals more shield damage. His aerial Dspecial was nerfed and given longer endlag due to people finding it too powerful as both a mid-combo move and an easy combo finisher. His Jab now deals at most 4 frames more hitstun than before at low damages. His Finisher once again spawns the dumbbell in his hand rather than his centerpoint, and the bug that made it possible to throw the dumbbell through the stage was fixed.
Remedy's running speed has been slightly increased. It felt unnecessarily slow since her wavedash and Uspecial float speeds were faster than running.
Business Casual Man:
BCMan's Dair now has more hitstun, especially when the final hit of the move does not connect, which prevents the opponent from leaving hitstun almost immediately after getting hit by it. The angle of the final hit of Dair is now always diagonally down and forwards, instead of the angle depending on how many of the previous four hits connected with the opponent. Similarly, the hitstun of Nair when the final hit does not connect has also been increased.
Goddess of Explosions:
Goddess's Utilt has become slightly faster. The first hit of her Ustrong is slightly stronger with more knockback, since it's risky to use as an anti-air move due to its endlag. If she uses her Dstrong startup to counter another move, her counter attack now has a bigger hitbox than before, so the counter is more likely to hit the opponent. Also, Goddess's Fair has slightly more hitstun so that it combos a little better.