Version 0.0.2 is Live! (Patch Notes in Post)
And here we are, Duels of Fortune's first public patch! This patch is mainly focused on fixing numerous bugs and issues that have been found in the first week or so since release. Bugs tied to major issues, such as anything to do with controllers, will be addressed in a much later update, likely after we've added the first couple new characters.
(Sorry, but don't expect controller fixes anytime soon, it will take a LONG while to get working and we have other things to work on as well. Keep in mind we're only two people, and only one of us is a programmer. You'll have to learn to exercise some patience with this game)
With that being said, here are the full patch notes:
Fonts | Change | Changed the main large font used throughout the game, and on this game page, to "Bangers." We've also updated many sprites in the game that used the previous font (For the past several years we've been using a font called Badaboom, but recently we realised this poses a major problem for if we ever want to commercialize the game, as licensing that particular font would be very expensive. As such we've decided to change to a similar, but royalty-free font. This font change may take some getting used to, but it's to help secure our potential future!) |
Controls | Bug Fix | Fixed an issue where the Heavy button wouldn't function correctly if bound to a trigger |
Audio Settings | Change | Adjusted the volume range so that the volume can no longer be increased to the point of distorting the audio. What used to be 85% volume is now 100% |
Character Select Screen | Addition | Added a special message that appears when changing the CPU difficulty to Insane |
Character Select Screen | Bug Fix | Fixed an issue where selecting Random too quickly would sometimes result in the previously-highlighted character being selected instead |
CPU Opponents | Change | CPUs set to Insane difficulty no longer have full character resources, as this caused some unintended bugs |
CPU Opponents | Bug Fix | Attempted to fix an issue in which CPU opponents would sometimes jitter and freak out after having their guard broken |
Music Selection | Bug Fix | Fixed an issue where selecting a music track other than "Auto" would cause the song name to not display at the top of the screen at the start of the match |
Dashes | Bug Fix | Fixed an issue where performing a Super or Reversal at the very end of a dash could sometimes cause the Super or Reversal to not activate despite the meter being spent |
Super Attacks | Bug Fix | Fixed an issue where pausing the game as soon as a cinematic begins could cause both players to become frozen and unable to act |
Super Attacks | Bug Fix | Fixed an issue where you could pause during the cinematics of some Supers |
Taunts | Bug Fix | Fixed an issue where pressing an attack button during certain characters' taunts would cause the attack to come out immediately after the taunt, but stop its animation early |
Match Intro | Bug Fix | Fixed an issue where the "Skip" button during intro animations would not change its button icon based on your set controls |
Victory Screen | Bug Fix | Players can no longer start a taunt for a brief period before the screen flashes white to start the victory screen. This should hopefully prevent an issue where taunting just as the victory animation started would keep the screen permanently white and softlock the game |
Text Pop-Ups | Bug Fix | Fixed an issue where unblockable projectiles would not incur the "Unblockable!" text pop-up if they caused a guard break |
Stage Hazards | Bug Fix | Fixed an issue where stage hazards on Meteor Shower Town, Kingsland Graveyard, and Magma Core would not pause during Super cinematics |
Ringout Hazards | Bug Fix | Fixed an issue where touching the death plane on a ringout stage granted both players a full Super meter |
Dasteel Workshop (Hazards) | Change | Altered the physics of the Stun Grenade throwable item to be more intuitive |
Magma Core (Hazards) | Change | Slightly decreased the cooldown of the lava pillars' active hitboxes |
Magma Core (Hazards) | Change | Setplay objects that can be placed on the retracting platforms will now delete themselves when the platforms begin moving back up (The only exception to this is Shiverskull's crew members, who will drop down onto the ground level when the platforms rise) |
Magma Core (Hazards) | Bug Fix | Fixed an issue where ending a round while the rising lava hazard was active would cause the next round to start with both players standing in the lava |
Magma Core (Hazards) | Bug Fix | Fixed an issue where players could repeatedly jump on the retracting platforms as they were rising in order to stay on them |
Magma Core (Hazards) | Bug Fix | Fixed an issue where some setplay objects (such as Shiverskull's crew members and Sylvan's slot machine) could not be placed on the retracting platforms (Note that ERROR's void Teleport(); portal still cannot be placed on the platforms, which is intentional, as allowing that would create its own whole slew of issues) |
Magma Core (Hazards) | Bug Fix | Fixed an issue where Shiverskull's "CANNONBALL!!" Super would visually break when used on the retracting platforms |
Arcade Mode | Addition | Rattlebone CPUs in Arcade Mode now have a chance to be wearing the Disguised costume |
Training Mode | Change | The "Low/Mid/Overhead/Unblockable" pop-up icons that appear when Show Damage Data is enabled will now appear on projectiles as well. Their graphic has also been updated |
Training Mode | Bug Fix | Fixed an issue where the Low/Mid/Overhead/Unblockable icons would spawn out of view if an attack was landed too close to the corner |
Training Mode | Bug Fix | Fixed an issue where, on the Training Mode character select, the training dummy could be selected using Player 2 menu controls |
Training Mode | Bug Fix | Fixed an issue where a training dummy set to Crouch would stop crouching after the player used an attack |
Combo Trials | Change | "Grab" combo steps now tell you how to perform a grab |
Combo Trials | Bug Fix | Fixed an issue where reversals could be performed while a text box was on-screen |
Mission Mode | Change | If the Boss Mode extra is enabled, boss characters can now be selected for Missions and minigames that allow you to select any character. Note that this abides by unlock conditions, so you will need to have a given boss character unlocked to play as them |
Minigames | Bug Fix | Fixed an issue where the centerpoints of the barrels and washing machines in the Destruction minigame were slightly offset, leading to situations where your character wouldn't always turn to face the object |
Minigames | Fix | Added a ceiling to the Nightmare House minigame to prevent players from being able to get on top of the walls |
Minigames | Fix | Extended the hitbox of the Shadow monster upward so it's impossible to jump over it |
Boss Fights | Addition | Added a proper description for a certain star-themed boss. Also updated the descriptions for all other bosses |
Boss Fights | Change | Updated the layout of the Boss Fights menu |
Jumping Light | Nerf | No longer hits overhead (Turns out this move was a braindead-easy instant overhead. Gotta keep our future big-bodies safe!) |
Hover | Bug Fix | Fixed an issue where the hover animation would break when hovering after a Long Jump |
HSC Function 174-A (Neutral Super) HSC Function 203-A (Down Super) | Bug Fix | Fixed an issue where projectiles from Annie's Supers could be reflected by characters with reflectors (namely Sylvan and Doodle) |
Lifeguard Costume | Bug Fix | Fixed an issue where Lifeguard Rattlebone's "sword" didn't move correctly in his bonus idle animation |
Lifeguard Costume | Bug Fix | Fixed an issue where Lifeguard Rattlebone's "sword" visibly clipped into his hand in his victory animation |
Thunder Eclipse (Neutral Super) | Change | If Shoto uses this Super in the corner, he is now moved slightly out of the corner. This is to prevent an issue where the projectile could spawn out of bounds and be unable to hit the opponent |
Omega Lightning Upper (Down Super) | Bug Fix | Fixed an issue where the lightning column effect sometimes wouldn't disappear after a Blast Burst |
Breaker Barrage (Neutral Special) | Bug Fix | Fixed an issue where the first hit of the Super would not connect against OTG opponents |
Boss Version | Bug Fix | Fixed an issue where, during Boss Sylvan's slot machine rain attack, it was possible to Burst in the middle of the stage and hit the hidden Sylvan before he reappeared |
Dash | Bug Fix | Fixed an issue where you could perform an air dash in Wagering Mode by storing the inputs (such as by performing an instant air dash) |
Full House Mode | Change | If both players are Sylvan and are both in Full House mode, projectiles will now only get teleported between them once each before the projectile vanishes completely |
Security!! (Neutral Special) | Bug Fix | Fixed an issue where Withers (the skeleton bodyguard) could block Super attacks |
Miscellaneous | Addition | Added the follow-up for Callow Rocket to Callowman's move list |
Callowtron Costume | Bug Fix | Fixed an issue where the losing player would still be visible on Callowtron's victory screen if the match was won by timeout |
Miscellaneous | Bug Fix | Fixed an issue where Doodle would not work with Big Heads mode |
Taunt (Stryker costume) | Bug Fix | Fixed a slight animation error in the Stryker costume's taunt |
NOTE: We're still very unsure how to address the issue in which Doodle can remain standing or walking while storing a down charge by holding Taunt. It would be a very easy fix, but some have expressed that they don't want the bug to be fixed. At the same time though, the bug very much goes against Doodle's intended balance philosophy, so we aren't comfortable with keeping it in its current state forever. For now we have left it untouched, but we will continue to try to think of a way to address the issue that we are happy with.
Invalid Action (Neutral Special) | Bug Fix | Fixed an issue where hitting an opponent with only the final hit of Invalid Action could cause both players to be pushed a significant distance across the stage |
Invalid Action (Neutral Special) | Bug Fix | Fixed an issue where the final hit of Invalid Action could cause Destruction Minigame objects to quickly snap to ERROR's position. This could be used to push both ERROR and the object out of bounds |
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(WARNING: POTENTIAL SPOILERS BEYOND THIS POINT)
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Shooting Star - Misc. | Change | Corrected a mistake where Shooting Star's grab was listed on his move list, which caused some players to assume it was a unique command normal |
Shooting Star - Starry Night (Super) | Bug Fix | Fixed an issue where Shooting Star's Super projectile would not vanish if it exploded before reaching the ground |
Zorb - Wrath Beam (Neutral Special) | Nerf | Slightly increased startup time Slightly reduced hitstun Removed wall bounce property (Zorb isn't meant to be that hard of a boss so these changes should help make it a bit more fun) |
Tiny Evil Clyde - Misc. | Change | Changed alt colours 04 and 08 |
Get Duels of Fortune
Duels of Fortune
A fast, explosive fighting game with a colourful comic book artstyle!
Status | In development |
Author | Cosmic Hat Games |
Genre | Fighting, Action |
Tags | 3D, Arcade, Casual, combos, fighter, Local multiplayer, PvP, Unity |
Languages | English |
Accessibility | Configurable controls |
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