Touhou Musou Roku v0.030 Patchnotes


Dev Build v0.025

  • New Respect signs for Pushblock and Breakaway.
  • Damage of Reimu's Super changed, 35->40 for Danmaku and 225->200 for Demon Orb, 750->800 total.
  • Reimu's aerial Yin-Yang Orb now doesn't count as Aerial Attack after it touches the Ground.
  • Anti-Air attacks now stops being invulnerable to incoming Airborne Attacks on Recovery. Therefore, can be whiff-punished by Airborne Attacks.
  • Grab Attempt now stops breaking the incoming Grab Attempt on Recovery. Therefore, can be throw-punished.
  • Bug Fix: Crouching Light Attacks are now properly cancellable to followups moves.
  • Bug Fix: Detection of Counter Hit and Punishment has been fixed.
  • Hitboxes aren't spawning if Owner got hit at previous frame. With this, it is not possible to Punish the opponent for their successful Counter Hit.
  • New Cumbat Flow counters: "Flawless Rounds" and "Flawless Victories".
  • Bug Fix: Losing to opponent in Versus Mode (When Player 2 Wins) now correctly counts as Loss.
  • Match Flow has been revamped. Double K.O.s and "Time Over" implemented.
  • Now cannot pause the game with [Spacebar], as it is an additional button for Jump. With this, "Jump" icon will not appear in Input Stack when pausing the game in Training Mode. Still can Confirm Selection with [Spacebar], as Jump will not occur while game is paused.
  • Reimu's Exhausting Strike now has a slight movement forward, Hitbox is a bit larger.
  • Removed "Promo Video" from the Project. Build Weight reduced by 200Mb.
  • Many improvements of Reimu's animations.

Dev Build v0.026

  • Bug Fix: "Wake Up" state will no more incorrectly applied if the target character has landed after flip out of juggle combo under the effect of Combo Limits or Breakaway. Also, KOed character exits the "Falling" anim.state when becomes grounded, regardless of whether the character's state became equal to "Wake Up" or not. Thanks @Heritage_Academy for bug report!
  • Bug Fix: Exhausting Strike now should not be instantly skipped and cancelled to Super/Ultra attack if both moves were entered at close enough time. Exhausting Strike still has priority over Super Attack. Ultra Attack has priority over Exhausting Strike.
  • New OST has been added to the SDM Clock Tower arena.
  • Credits were updated.
  • Bug Fix: "Stagger" Hit Reaction now correctly comes to "Idle" even from [Crouching->Hit Reaction] animation route.
  • Reimu's Yin-Yang Orb (Forward Special): Damage Scaling increased, 5% -> 10%.
  • Cumbat Points revamped to "Player Level", representing total activity. No level cap.
  • Amount of Cumbat Points earned per Fight has been increased. Player level now should raise faster.
  • Marisa's Animations greatly improved.
  • Resolved a Race Condition when both Players entered their Super/Ultra Moves at the same frame. Both players will execute an entered move one after another, in random order, with 1 frame of difference.
  • Bug Fix: Now can use [Dash] from [Crouching].
  • Block VFX now is hidden during Super Move Cinematics.
  • Bug Fix: Attack State now should not reset from [Recovery] to [None] when it is not intended.
  • Bug Fix: Juggle out of Crumple state now does not have reduced Pushback velocity for Wall Bounce effect.

Dev Build v0.027 

  • Yin-Yang Saw Followups are now more tolerant to the distance apart from projectile. This fixes an issue with Followups were unable to be performed in some combo routes.
  • Credits Updated, Cumplete Version of Vocal Theme added.
  • Characters now will have different Distance for Forward and Backward jumps.
  • Corrected a mistake with Startup Frames calculated incorrectly.
  • Fixed incorrect offset of Round End HUD elements.
  • Bug Fix: Marisa's Grab Attempt now may come to Hit/Throw Reaction routes.
  • Reimu's Aerial Medium Rekka now does not require Medium Attack become active.

Dev Build v0.028

  • Rendering features adjusted to result in better performance. FPS should not drop below 60 anymore.
  • Bug Fix: Now can properly Cancel Menu Selection by using [Escape] key.
  • Disabled Clothing Simulation for Title Screen Actors, which also feels better for performance.
  • "Spawn Players" logic now uses an Async Load of Player Character Soft Class Reference.
  • Bug Fix: "Flip Out" and "Juggle Break" conditions will be kept true until Character recovers. This will fix a Race Condition issue with incorrect disabling the Invincibility Frames when Stun Time expires during Wake Up.
  • Bug Fix: Fixed a Race Condition issue when Projectiles, Hitboxes and Visual Effects were not hidden nor frozen if spawned during Cinematics.
  • Bug Fix: Grab Attempt now will not override Hit Reaction states if Target Character got hit at the same frame the Grab Attempt begins.
  • Bug Fix: A successful Throw after an Exhausting Strike will not deplete the opponent's Comeback Meter once again.
  • Bug Fix: Interrupting the transition to [Ultra Attack] by getting hit at the same frame will not incorrectly result in getting a permanent Super Armor anymore.
  • Reimu's Forward Medium attack will no longer refresh the opponent's facing when landed as cross-up. This will prevent the opponent from being pushed in the wrong direction in this scenario.
  • Standing character will no longer be incorrectly counted as "not grounded" while being launched with zero upward velocity by using certain moves.
  • Bug Fix: Getting hit at the same frame EX-Attack is used will no longer result in getting I-Frames during Hitstun.
  • Bug Fix: Getting hit when attack ends will no longer reset "Bounce" condition.
  • Bug Fix: Using a Manual Blocking at the same frame opponent is defeated will no longer result in staying in Manual Blocking animation between rounds.
  • Yin-Yang Demon Orb now connects with Waking Up opponent.

Dev Build v0.029

  • Bug Fix: Falling will not be resumed after aerial normal attack if that attack was cancelled into followup aerial special.
  • Remaining Performance issues in the Main Menu have been fixed.
  • In Training Mode, damage dealt and attack height are now displayed.
  • Audio settings implemented. Now it is possible to select sound volumes and randomize Background Music.

Dev Build v0.030

  • Bug Fix: Flip Out of combo due to the Crouching Light Attack combo limit will now clear Hitstun Frames. With this, a Target Character will not be considered Juggled -> Wake Up after landing on feet.
  • Now can buffer a Reversal Attack during the "Flip Out" or "Breakaway" state. This attack will count as "Reversal" in Cumbat Flow statistics.
  • Bug Fix: if Hitbox failed to spawn for any reason, the relative Macrofunction will end as it should, preventing Macro instance from hanging forever.
  • Fixed the noticeable hiding of opposite side walls in some arenas during some cutscenes (ex. Meiling's Last Word Cinematic).
  • Bug Fix: If desired Y-location of the camera is too close to the arena boundaries, it will be updated according to the Border Distance. With this, Y-location of the camera will always be correct and consistent.
  • Bug Fix: Breakaway now properly clears Stun Frames.
  • Now can open External URL to visit Social Media using "Confirm" input.

Get [MMD] Touhou: Gathering Reverie v0.030

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