GamePatchNote Digest
SLAYERS FOR HIRE Patch Notes — July 10, 2021
Aggregated from Steam, cross-tracked with Battle.net coverage on GamePatchNote.
They say not to release updates on a Friday night, but here we are.
Full patch notes here (formatted properly)
It's been... too long, but we're back to releasing updates. There are many changes we aren't including in this, and many things we ARE including are still a bit rough, but we need feedback on this stuff. We're excited to be back (me most of all) and I think you're gonna like what we're putting out today and over the next few months. It's gonna be a fun ride. Hopefully there's a romantic sunset involved.
Some patch notes (probably not formatted correctly):
0.10.0.4 - Been a while. - July 9, 2021
New Game Modes (WIP):
- Battle Royale (very WIP)
- Team Battle Royale
- Arena Deathmatch
- Team Arena Deathmatch
General
- Public and private lobby functionality added - You can now mark your online lobby as public or private. Private lobbies require the code, but public lobbies can be joined by anyone who clicks “Join Random.”
- Max player count up from 6 to 16 - Gonna be honest, this might not even work but we need to push it to get playtesting on how many people can play the game at once.
- Movement rework - We wanted to make the game feel more like a platformer and strip away some of the legacy platform fighter restrictions, like locking you into runturn. Start and stop on a dime! Should help keyboard players a lot.
- Variable jump height - Holding jump for different amounts of time will let you rise varying amounts. Sounds crazier than it actually is.
- Jump cancelable attacks - Landing an attack allows you to jump and cancel all lag. We have other options we’re going to test too, but for now this one felt the best.
- (Also added more hitlag on all moves to make the cancel window feel better and for the extra CHONK)
- ((Also added a 2 SDI cap per hitlag event so that you can’t do Wizzrobe TAS escapes every time you get jabbed))
- (Also added more hitlag on all moves to make the cancel window feel better and for the extra CHONK)
- Ground bounces - Missing a tech against a downwards attack will often bounce you back up into the air
- Death by wall - Missing a tech at high knockback will now lose you a stock. Mainly seen in arena and battle royale maps, where you’d otherwise never be able to die.
- Roll and spotdodge reworked - You’re now invincible for the whole animation, but blocking a move in this state puts you back into focus. Offense got buffed, so defense got buffed too. Lets you wiggle out of pressure more safely, or you can greed by risking a a wavedash to take your turn back faster.
- Projectile despawning - Hitting a character out of a projectile spawn will despawn the projectile in most cases.
- Projectiles in general can be dealt with better now. Spy’s missile in particular should be nerfed by this.
- Respawn visual overhaul - You’ll see what I mean once you get in game.
- New shader & lighting overhaul - Game looks nicer. Gold skins actually look like gold instead of just another yellow skin.
- Hitlag smear overhaul - Taking a page from Darkstalkers, we now allow moves with smears to freeze frame on a more flattering frame rather than the extremely stretched out frames they usually connect on.
- Quantum backend upgraded to v2 - Doesn’t mean much for you guys, but this took a ton of work. It enables us to do higher player counts, though we’ll have to see how high people can go without chugging. We’ve done 12 internally without frame drops, but who knows.
- Low knockback hitstun reworked - It used to be if you landed during low knockback moves, all your hitstun was canceled. This made a lot of weird things unsafe on hit at low percents. Just legacy platform fighter things.
- Air throws sped up - I got tired of waiting on these things to finish their animations, so I made them play like two times faster.
Stages
- New stages!
- The Beat (arena map, WIP)
- Battle Royale Prototype
- Octagon Arena Prototype
- The Beat (arena map, WIP)
- More prototypes coming real soon because of Schmoo’s awesome new stage builder (internal use only for now)
- General stage stuff - Cameras and lighting reworked on all stages to work better
- The Bay - Altered the stage geometry so that you don’t get spiked if you’re hit while holding the ledge
Artist
- Ink trail visual update! Schmoo is amazing. Oh, and you travel faster on it.
- Buffed the cloud :) It’s bigger, lasts longer, and comes out faster
- Improved the recovery on tree and shark summons slightly
Slugger
- Bassball reworked - Lifetime increased to 10 seconds or something very long now. Can now recall the ball back to Slugger (a little buggy right now, this is a WIP)
- Lower short hop jump height (1.7 to 1.5)
- Forward and back air buffed to be kill moves again
Spy
- Tons of changes. Jab might be the only move that didn’t receive at least some changes.
- Walljump improved in height and horizontal distance travelled.
- Gravity grenade overhauled to be more consistent and usable. Behaves more consistently in how it pulls you in, lasts longer (60 frames, was 45), and activation can be canceled very quickly now.
- Missile nerfed in size, can’t dismount as quickly now either. Still pretty strong, but not as spammable.
- Tank is smaller, but recovers faster. Also doesn’t have a reversible hitbox, so following up on it is more reliable.
- Tommy gun slide and uzi forward attacks both sped up a little.
- Removed the cannon torch hitbox. It was mostly added as a joke, but it felt awkward and confusing in use.
- Added more pushback from shotgun, because why not.
- Bombs from the air bomb drop (down air) last longer/fall farther. Maybe now people will stop complaining about it being unusable (doubtful).
- Trident now hits upwards more on the first 2 hits and is more
- Jetpack (air strong up) hitbox reworked to only hit at the start of the move, but now spikes.
...And probably much more that didn’t get catalogued. I think I got most of it though.