Touhou Musou Roku v0.024 Patchnotes
Dev Build v0.019
- Implemented a method to have Niagara Particle Systems pauseable during cutscenes and when the game is paused.
- Bug Fix: "Soft Knockdown" animation state doesn't reenter itself upon being finished (no more infinite animation cycle).
- Sound Effect system for Moves and Actions has been implemented.
- New Hitbox Feature: [Ignore Hit-Reaction]. If true, will not cause a target Player Character to play the Hit-Reaction anim.sequence. Used for cinematic Super-Moves and Multi-Hit Throws, where the Hit-Reaction of target Player Character is fully scripted.
- Bug Fix/Improvement: Multi-Hit Throws and Supers will have/keep the [ThrowType] attribute to make sure any cinematic moves are unbreakable by any other Hitbox. Technically Multi-Hit Supers now will be considered as Throws just to make the appropriate logic consistent.
- Bug Fix: Reimu: Exhausting Strike now has Blockstun Frames (as supposed to be!). With this, Blockstun animation playrate is scaled properly from now on, and Blocking VFX will not stay visible forever.
- Enhanced "Character Select" system. Detailed Showcase shown exclusively on https://boosty.to/animamundi.
- Bug Fix: Getting hit by a subsequent attack during an immediate Jump Attempt after the stun ends should now result in a Hit Reaction instead of a Jump (Race Condition issue).
- Cosmetic: Target Character's Mesh now flips on Exit the [Back Throw Reaction] sequence instead of on Getting Hit. This ensures that the Mesh will not face wrong direction at the start of the animation transition.
- Bug Fix: Velocity of Ground Bounce applied to the unflipped character is now properly reversed to actually push back instead of forward.
Dev Build v0.020
- Move List HUD: Now possible to Select a Character to watch the Move List of.
- Full Revamp of Main Menu UI with lots of options to select. Learn more at https://boosty.to/animamundi.
- New Icons for Inputs, made by RoyLWorks.
- Credits are added to the game.
- Added new "Basic Controls" subwidget to the Move List HUD.
- Dashes are now Jump-cancellable ("Dash-Jump")
- Bug Fix: Cancelling Landing into Back Dash will properly clear the input buffer. With this, Back Dash will not be executed twice in a row.
- Priority Order of anim.transitions between Dashes has been corrected.
- Like other EX Specials and Super Moves, Exhausting Strike now ignores Combo Limits (causes a guaranteed Wall Bounce per each use).
- Breakaway now has Gravity scaled instantly regardless of other conditions, making a juggle combo break consistent.
- Bug Fix: Instant Gravity Scaling affects Breakaway only.
- Fixed the rules of transition from [Capture] to [Combo Limit] and [Flip Out] anim.states.
- Breakaway now has a constant pushback velocity that overrides the existing one.
- Breakaway is now a Command, exclusively allowed to be executed while character is launched.
- Buffering the followup Move during Breakaway is now allowed.
- Bug Fix: If Stun ends during Breakaway, a Character will not be able to move anymore.
- Title Screen Actors reworked to be Mesh Components of the Main Menu Scene.
- Bug Fix: Breakaway now technically is a Multi-Button command, and has "Move Cost" property (as it should). Input window is enlarged to 6 frames (0.1f seconds). With this, Breakaway is much easier to execute.
Dev Build v0.020.1
- Bug Fix: Breakaway now technically is a Multi-Button command, and has "Move Cost" property (as it should). Input window is enlarged to 6 frames (0.1f seconds). With this, Breakaway is much easier to execute.
- Bug Fix: fixed a Race Condition issue with resetting the character state to default when transitioning from Landing to Crouching during collision with opponent's Hitbox.
- Improvement: when resetting the character state to default when transitioning from Landing to Crouching, it will now safely set the value to Blocking if the player is currently trying to block.
- Reimu's "Fuumashin" (Back Special) rework: Velocity increased; Launches the grounded target; Damage increased.
- Pose of Blocking now properly updates on WakeUp if the Player uses Manual Blocking instead of Backing Away.
- Pose of Blocking now properly updates after Landing.
- Pose of Blocking does not incorrectly changes from "Jumping" to "Crouching" when holding down during jump.
Dev Build v0.021
- Improvement: Jump-Cancel now can be executed as additional multi-button command instead of holding the direction. Much easier to execute in any circumstances.
- "Miko Drill" (Cr.Special Charged) is now cancellable not into Jump only, but into Moves too. Still can't be cancelled into movement (recovery keeps place).
- Priority of Jump actions and cancels has been corrected.
- Dashes can be executed from Manual Blocking.
- Bug Fix: Attack Transitions now properly reset the character state and pose of blocking to default. "canBlock" condition takes priority when determining the pose of blocking.
- Bug Fix: Condition for Bounces and Crumples now properly reset on returning to Idle and on Grab success.
- Cosmetics: Marisa now has a PC-98 Ver. color. Overall math of Base Color is also improved.
- Cosmetics: Improved Outro Animation for Marisa.
- Adjusted the Priority of Blockstun anim.group.
- Bug Fix: Transitions to Super and Ultra attacks are instantly cancellable into Manual Blocking->Blockstun anim.sequence if incoming hit was successfully blocked at this frame.
- New Hitbox property: "Destroy On Hit Received". True by default, false means this hitbox will still be active even if character got a hit. Intended to be used for placeable traps or certain specific attacks.
- Cosmetics: Added some new sounds by Valzo.
- When skipping the entrance, both voice and sound will be stopped now.
- All incomplete characters are now locked and can't be selected. With this, the game will not softlock when invalid character was selected.
- Random selection will not choose locked characters.
Dev Build v0.021.3
- Bug Fix: Transitions to Super and Ultra attacks are instantly cancellable into Hit Reaction / Throw Reaction anim.sequence if received a hit at the same frame.
- New "Attributes" widget with a 5-Star ratings of Character's Stats.
- Cosmetics: A Magic Circle in SDM Lobby is now animated.
- Cosmetics: Lanterns in The Great Library are not Translucent anymore.
- Cosmetics: Added more sound effects.
- Hotfix: Now unable to pause the game during Training Match Reset.
Dev Build v0.022
- Changed the movement speed of all characters to better represent their "Movement" status.
- Character Movement: Acceleration increased in x2.5 times, making the movement speed almost completely consistent (maxed out).
- "Respect for First Hit" - A player who lands a first unblocked hit in a match will gain +1 Extra Super Meter. It encourages the aggressive start.
- "Respect for First Hit" is disabled in Training Mode. You are not supposed to gain Bonus Super Meter while already having any Super Points.
- "Max Combo Damage" and position of Training Mode Reset will clear upon leaving/restarting the Training Mode.
- Reimu: [6M] Knee Crush got a nerf: Damage reduced (105->100), Damage Scaling increased (5%->10%)
- "Quick Start" now can be selected by pressing [LB]+[RB] at Main Menu screen.
- Now possible to slightly move back and forth during a Neutral Jump. Useful for minor positional adjustments.
- Bug Bix: Now can slightly move back and forth after Jump-Cancel into Neutral Jump too.
- Fixed an incorrect reset of previous Menu Selection when returning to the Character Select from Battle.
Dev Build v0.022.1
- Bug Fix: Now can't enter a "Quick Start" mode while Main Menu widget is not active.
- Bug Fix: Exhausting Strike now takes transition to [Throw Reaction Root] instead of [Thrown Forward], therefore will not incorrectly react to Back Throw like it was a Toward Throw.
Dev Build v0.023
- Added hotkeys to view Updates, Profile, and visit our Social Media. Related functions will be added soon.
- Combo Counter now also shows Damage dealt.
- Healthbar now shows the health lost in current combo (red line).
- [4M] is now jump-cancellable to followup air-combo.
- Fixed an issue with [4M] and [6M] anim.states weren't reset on entry.
- Projectile Hitboxes are now wider in depth.
- Character BIO screen now can be cancelled with pressing [TAB].
Dev Build v0.024
- Added functional List of Updates to the Main Menu.
- Added missing sounds to the UI.
- Added Player Profile to the Main Menu.
- Implemented a [SaveGame] functionality. The Game is saved locally.
- Player Profile: Now stores information about characters played and cumbat points earned.
- Also added information about modes played and counters of successful actions.
- Bug Fix: Throw Hitbox is now correctly applied with the "Unblockable" property and does not cause the "successful block" visual effect to appear.
- Fixed a Race Condition issue with incorrectly counting a Punish right after counting a Counter Hit because of followup if-statement accidentally was becoming true during previous iteration of the function.
- "Trade" props was removed from enumeration. Both players will be awarded a "Counter Hit" upon Trade.
- Bug Fix: Reimu's EX-Attack used as Force OTG now has a proper Pushback effect.
- Added Social Media list to the Main Menu. Automatic transition to the specified links has not been implemented yet.
Get [MMD] Touhou: Gathering Reverie v0.030
[MMD] Touhou: Gathering Reverie v0.030
Status | In development |
Author | Animamundi24 |
Genre | Fighting |
Tags | competitive, Female Protagonist, mmd, Multiplayer, player-versus-player, PvP, Touhou, Unreal Engine |
Languages | English |
More posts
- Touhou Musou Roku v0.030 PatchnotesSep 10, 2023
- Touhou Musou Roku v0.018 PatchnotesApr 14, 2023
- Touhou Musou Roku v0.013 PatchnotesApr 14, 2023
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