https://twitter.com/FreeEslaf/status/1546827849361166336
https://twitter.com/FreeEslaf/status/1548190216883961856
https://twitter.com/FreeEslaf/status/1548220673625325568
https://twitter.com/FreeEslaf/status/1548229557622538240
https://twitter.com/FreeEslaf/status/1548251202168979456
https://twitter.com/FreeEslaf/status/1548264756574044161
https://twitter.com/FreeEslaf/status/1548312925865394177
https://twitter.com/FreeEslaf/status/1548494254930264064
https://twitter.com/FreeEslaf/status/1548520698553184256
You're sure to get a response on twitter. DM are hard to notice, so please use replies.
E's Laf++-----------------------------------------------------------------
discord *Created by volunteers- https://discord.com/invite/ATTQtBv
wiki *Created by volunteers- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
How to [VS NET] - https://docs.google.com/presentation/d/14DuXYIEqTa0FUzRoy5zCJe9r7DH-tLzZdCSbiZL20d8/edit#slide=id.gab4dd20776_0_7
■Game Update Points
Current Adjustment Policy
Regarding EVOver
We have been focusing on balance adjustment since we heard that the data on the 17th will be used for EVO.
Originally, we did not have the EVO in mind, and we heard about the EVO side tournament after we decided on this adjustment policy.
We are currently in the middle of making adjustments, and since there are differences in character strengths, we are now making major adjustments to our characters one at a time.
We apologize for the short notice to those participating and hope you understand.
Currently, Main, Qdora, sisca, and Tae adjustments have been applied. Detailed fine tuning will follow.
We are currently working on Alcott, but the concept is weak and difficult to use, so we may have to start from scratch like Qdora, including the graphics.
For this reason, we are not touching it now.
I feel that the balance between the previous version and the new version should be redesigned for the current action.
All characters and systems
Action Gauge Increase/Decrease Animation added Gauge increase rate on attack hit 10% knockdown Gauge increase rate on damage 20% increase
TG Fixed a bug where it was moving backward by 2
TG[established] chase grace MAX ground passive possible upper blowout 110>112 gravity acceleration 120>140% invincibility 17>20F
FS Fixed damage 300 setting is now set by the system Fixed a bug where fixed damage was increasing or decreasing too much depending on the technique
PANISH notation is now shown for attacks at the end of PANISH Recovery when Block is not possible.
(The counter hitbox was always followed instead of PANISH to show the time when it cannot be blocked, so it can hardly be seen now.)
Main
Fixed a bug that some moves could not be loaded with dash inertia after 6C Recovery.
Tae
2C[Tame FS] Fixed a bug that FS could be performed with 0 gauge because the timing of FS darkening was after 200F.
236B Fixed a bug where it would slip through if the opponent was moving forward, but it was only fixed for some moves.
Fixed a bug that caused the 236B to slip through while moving forward.
236B Previously, it was set to add the knockdown attribute, but it was not being added.
Tina
B[popcorn] pursuit grace 8>7F
6B[Bullet] Grace for pursuit 12>18F If only the bullet hit, the advantage F was 0, so it was changed to +6.
6B[popcorn] Hit stop 14>9F
B Combo correction 96>98
C Combo correction 92>96% Startup18>14F Accumulation rate 50>70% Pursuit grace 11>9F Faster ejection timing
C[CH] Pursuit grace 18>32F
6C Damage1519>1215
D Combo correction 92>96% Total damage 925>1164
4A Accumulation rate 50>84
2B Deferment of pursuit 22>26F
2C Pursuit grace 24>16F Combo correction 96>98
3C Damage 713>891
1C Pursuit grace 16>12F Damage 864>622
2D Starting correction 30>21% Combo correction 92>84% Opponent hit stop 14>6F
JB Deferment of pursuit 25>16F, starting weight gauge 2>4kg
J6B Starting weight gauge 2>4kg
JC/J6C Deferment of pursuit 16>12F
JD knockdown attribute added, sideways blowout 10>100
Aerial Throw: Knockback to a certain distance away even when near a wall
236A/236B Damage 922>1037 (total) Combo correction 31>87% Active after hit 48>28F 214B to be able to combo, but changed from 214B(50F) to 214A(30F) assumption
214D Dove to disappear if Tina takes damage within 30F of its appearance Prediction line to be accurate even in corner Damage 2845>2391
236D Damage adjustment
Stina
Aerial Block settings for flying have been changed to the same settings as other characters
Fixed a bug that JA was invincible without hitbox.
Current and next work
After adapting the new adjustment policy to all characters except Alcott
We will create Stina while creating graphics for the new fox character, and finalize the overall concept and specifications for Alcott's moves.
/ Scheduled update ・ Creating new character ・ Bug Fix
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・ Language setting Choose from optional languages
・ Video and streaming Video and streaming are allowed. Secondary distribution of game data is prohibited.
・ Rollback Implementation I know ggpo exists, but I haven't decided if I want to implement it.
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・ keyconfig Press F9. When the PAD is operated, the setting items of the 1P side will open. Press F9 and perform key configuration with PAD from the top to the bottom. Make this exe active. Press F11 to complete the setting.
Chronoheartstudio
2023-06-02 04:48:11 +0000 UTC