A Foolishly Late Update! Version 0.3.1 is Live!
Happy April Fool- wait, it's already the 20th?!? Oops!
Unfortunately, the Johnson update taking longer than expected ended up pushing back the April Fools costumes as well. But it's alright, because it's also given us the opportunity to make some additions and changes that we couldn't quite get done for that update!
Alongside the new costumes, this update also includes some further balance changes (especially to a certain stickman...) and introduces a pretty big gameplay change: chip damage! All Special and Super moves (plus some projectile Command Normals) will now deal a small amount of chip damage to blocking opponents, meaning that sitting in one place and blocking all incoming attacks is going to be a much less effective strategy over the course of a game! Zoner mains rejoice!
Here are the full patch notes for this update:
Music | Addition | Added a new music track: We Need a Gyro -Judo Mix-, the Andrea Demetrio remix of Callowman's theme made for his appearance in ExploJudo! |
Miscellaneous | Addition | All Special and Super moves now deal chip damage against blocking opponents. For most attacks, chip damage is 1/5 (20%) of the attack’s normal damage, and cannot cause a KO (it will leave the opponent with 1 HP instead). Certain attacks (mainly beam Supers and other moves that can keep you trapped in block for a long time) have their chip damage reduced to 1/8 (12.5%) |
Super Meter | Change | The amount of Super Meter gained from all sources has been reduced by 25% |
Reverse Beats | Change | Added a prevention system for infinite blockstrings: When you use a reverse beat after hitting a blocking player, you are now locked out of using any more reverse beats until a short time after the opponent exits blockstun |
Super Attacks | Bug Fix | Fixed an issue where both characters performing Super moves at the same time could cause one of them to become frozen in place |
Damage Scaling | Bug Fix | Fixed an issue where some projectile Special moves would sometimes not abide by the 30% damage scaling cap for Special moves |
Character Selection | Fix | Fixed an oversight where Baron, Guy, and Johnson could not be chosen by the Random character selection |
Training Mode | Changes | - The “Show Damage Data” setting is now enabled by default when starting up Training Mode - The Damage Data window will now update when hitting a blocking opponent - The Damage Scaling Percentage display in the Damage Data window will now also display the percentage of damage dealt as chip when hitting a blocking opponent |
Mission Mode | Addition | Added a new Mission: Exploding Judo Federation |
Mission Mode | Fix | When cycling costumes in the Mission Mode character select, costumes that are not unlocked will now be skipped instead of loaded and silhouetted, to improve performance |
Portable Supercharged Tesla (Down Special) | Bug Fix | Fixed an issue where Portable Supercharged Tesla’s disc hitbox would not deactivate if a Training Mode reset or round change occurred before the trap was ever activated |
Disguise Costume | Addition | Rattlebone’s Disguise costume now has a bonus EX alt colour that takes off his hood and glasses. This will be needed for Story Mode, so we thought we would allow players to select it normally as well! |
Chivalrous Spirit (Down Super) | Addition/Buff | While the install is active, all sword normals now deal chip damage |
Lightning Upper (Down Special) | Buff | Using a Blast Burst will now refresh the “strong” version of the move if it was already used up in the combo |
NEW COSTUME | !!! | Added a new costume: Super Guy |
Ace Energy (Back + Any Button (with Ace)) | Nerf | The Medium Heart projectile will now disappear if Sylvan is hit while it is on-screen |
NEW COSTUME | !!! | Added a new costume: Trucker Baron |
Command Grabs | Fix | Fixed Brightstar Bomber and Grand Brightstar Bomber having an unnecessary pass-through property |
Give No Quarter! (Down Special) | Nerf | Crew members will now stop attacking and jump away if Shiverskull is hit while they are active (This change makes it so Shiverskull can no longer instantly make himself safe by calling a crew member, as it was understandably very annoying when you managed to get a successful hit on Shiverskull, only to be completely stopped by a crew member) |
NEW COSTUME | !!! | Added a new costume: Judo Callowman |
After testing around with Doodle a lot more and trying various things, we discovered he was still a BIG problem. He was frustrating to fight and boring to play as due to his most optimal strategy being to spam Doughnuts and Hot Sauce as much as possible, which was only further worsened by the new addition of chip damage. His effectiveness in close quarters was very strong as well, so he practically had no weaknesses. We've made some significant changes to his kit in the hopes of making him more fair and fun for both sides of the matchup!
Sorry, Doodle. We did, in fact, nerf those guns.
Crouching Light | Nerf | Increased startup time ( |
Crouching Medium | Nerf | Increased startup time ( |
Scribble Slash (Back Heavy) | Buffs | - Reduced startup time ( - Increased projectile damage ( |
Molten Doughnut (Back-Forward Charge Special) | Nerf | Doodle can now only have one Molten Doughnut projectile on screen at a time. Attempting to fire a second one will now result in no projectile being fired |
Hot Sauce (Neutral Special (in air)) | Nerf | The puddle will now disappear if Doodle is hit while it is active |
Ultimate Doodle (Down Super) | Buffs | The following changes have been made to Ultimate Doodle: - Increased the amount of time the buff lasts for, which in turn allows more chargeless Doughnuts and Haymakers to be performed during a single use of the Super - While in Ultimate form, the one-at-a-time limit of Molten Doughnuts is now removed - While in Ultimate form, Fractured Haymaker now becomes an overhead (Since the goal of these Doodle changes is to encourage using more of his moveset rather than spamming a few select attacks, we wanted to give some buffs to Ultimate Doodle that make it more worth spending meter on compared to Meter Burner. It will now allow Doodle to restore some of his former overpowered glory, if only for a brief time!) |
Integer Overflow (Down Super) | Nerf | The head projectile will now stop in place if ERROR is hit while it is active |
Miscellaneous | Fix? | Fixed an issue where ERROR's win quotes were broken when facing another ERROR (but added the bugged quote as an actual win quote on purpose because it was funny) |
NEW COSTUME | !!! | Added a new costume: Referee Johnson |
Trigger System | Buff | Using two bullets in a combo will now lock the opponent out of using their Break Burst, similar to the effect that Blast Burst has for other characters |
BLOODY MOONFISH! (Down Super) | Buff | At any point after throwing Shaz, you are now able to Trigger Cancel, with Impact Run also being available, allowing you to skip the recovery animation |
BLOODY MOONFISH! (Down Super) | Bug Fix | Fixed an issue where the Shaz projectile could be hit by attacks, which would damage Johnson |
Miscellaneous | Bug Fix | Fixed an issue where Johnson would enter his standing block animation for a single frame when crouch-blocking |
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(WARNING: POTENTIAL SPOILERS BEYOND THIS POINT)
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Some people considered Donner to be a bit too easy for what he was, so we've made some changes to hopefully remedy that.
Donner - Misc. | Buff | - Slightly increased max health for the boss version - Donner will now gain back all six bullets after a round, regardless of whether he wins or loses (also applies to Johnson when using Boss Mode on him) |
Donner - Forward/Back Special | Buff | Reduced recovery time of Donner's teleports |
Donner - Darkness Indomita (Neutral Special) | Buff | - Reduced the startup time - All Darkness Indomita follow-ups now retain the armour of the stance itself |
Donner - Circle of Doom (Down Super) | Buff | Increased the size of the initial projectiles |
The Mask - Misc. | Bug Fix | Fixed an issue where The Mask would use the opposing character’s win quotes instead of its own |
Files
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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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