Fractured Fighters Returns! Version 0.10.4 is Live!


Get ready for crazy antics in the new Fractured Fighters mode, the triumphant return of a cancelled game that nobody asked for (Except Doodle, probably)! With terrible balance, zero quality assurance, and approximately 80% less intentional game design than the base game, you're sure to wish you were playing almost anything else! Or maybe you'll like it, for some reason. Only one way to find out!

April Fools jokes aside, this update isn't just for sick kicks (even if it is mostly that). We've also added a brand-new stage, Silver Stadium Lobby! Fighters from all around the world are gathered here in anticipation of the Duels of Fortune tournament, so you'll be able to spot lots of familiar faces in the background!

Overall, this update includes:

  • The new Fractured Fighters gamemode for Arcade Mode (also unlockable for Versus matches!)
  • A new Arcade Mode theme, Fractured Fighters, which features only characters who appeared in the cancelled game of the same name (including some unique CPU opponents!)
  • A new stage, the Silver Stadium Lobby
  • A new Mission
  • A metric ton of bug fixes (special thank-you to SynCinn in our Discord for discovering and reporting the vast majority of these!)

And here are the full patch notes!



New Ruleset

  • Added a new ruleset for Versus mode: Fractured Fighters, which can be enabled in the options menu on the character select screen! This ruleset changes the game to be like a platform fighter, in which you must defeat your opponent by knocking them out of bounds 3 times! The knockback and hitstun of your attacks will also scale with the amount of damage your opponent has taken. Happy (late) April Fools, please enjoy this horribly unbalanced mess we've concocted!
    • NOTE: You must first complete a run of Arcade Mode with this ruleset enabled before it can be used in Versus matches

CPU Opponents

  • Fixed various issues relating the the CPUs attempting to use moves while getting up from a knockdown

Dashes

  • Fixed an issue where characters with run-type dashes could continue holding their dash after the opponent was KO'd, leading to unusual-looking results

Throw Break

  • Fixed an issue where, if a Throw Break left either character airborne, both characters would become stuck in permanent hitstun

Blocking

  • Fixed an issue where enabling Button Block would still allow you to block attacks by holding backward, greatly reducing the effectiveness of left-right mixups



Battle Options

  • Fixed an issue where setting the damage multiplier to 0.5x would cause all battle options to display the incorrect settings the next time you returned to the character select screen

Stage Select

  • Removed incorrect hazard symbols from Sylvan's Office and Port of Victory Island
  • Fixed an issue where the Sunset variant of Beach Brawl did not properly list its unlock method



Arcade Mode

  • Added a new theme: Fractured Fighters! In this theme, only characters and locations that were present in the cancelled game Fractured Fighters will appear. You'll even encounter some CPU opponents unique to this theme!
  • Added a new ruleset: Fractured Fighters! See the earlier General section for a full explanation. Completing an Arcade Mode run with this ruleset will unlock it for use in Versus matches!
  • Difficulty selection is now hidden until a character is selected, to make it more clear that you need to select a character first

Tutorial

  • Added a new character tutorial for Shoto
  • Updated the Skull Toss section of Rattlebone's tutorial to reflect some nerfs the move has received in this update

Training Mode

  • Fixed an issue where setting the training dummy to use a Super on recovery, then resetting positions before the dummy recovered from a hit, would cause it to rapidly attempt to use a Super during the fade-in
  • Extra Data will now correctly display when the player is in a counter state (i.e. Doodle's Ya Like Parries?)

Combo Trials

  • Hidden characters such as Callowman With a Gun are no longer selectable in Combo Trials, as they could break things due to not being properly set up for the mode
  • Fixed an issue where dash-cancelling an attack would cause the Forward Dash step to not properly complete

Mission Mode

  • Added a new Mission: . This replaces the previous Mission >b class="_3cln317VYhwhE1fSeMCG48">Hair Styling, which has now been removed
  • The Mission Platform Fighter is now 2 rounds instead of 1, and has you play as the new Arcade Mode exclusive NPC fighter 

Minigames

  • Fixed an issue with the Nightmare House Escape minigame in which defeating either the Toy or the TV would cause the completion time to be increased
  • Fixed an issue with the Nightmare House Escape minigame in which hitting the Toy with a multi-hit move could sometimes cause a hit to occur on every frame



New Stage

  • Added a new stage: Silver Stadium Lobby! Various characters who participate in the tournament can appear in the background here, but you'll only see NPCs whose lore entries you've unlocked!

Stage Hazards

  • The death zones in stages with Ringout hazards will now set a character's HP directly to zero rather than dealing a fixed amount of damage, to prevent them from being affected by damage modifiers

Cube City in Peril

  • This stage now has a unique hazard which adds two permanent platforms! An angry Zorb will also occasionally charge through the street, so you'll really want to use them!

Boxing Ring

  • Fixed an issue where the background Roy would not be removed if Roy was present in the match

Duels of Fortune Arena

  • Fixed an issue where the Baron in the background was tagged incorrectly, causing him to remain visible in cinematics such as Yosei's Chiburi super which normally hide the stage

Penny Avenue

  • Fixed Vicky and Bloodhound's models being slightly smaller than intended

Meteor Shower Town

  • With hazards enabled, falling meteors will now properly despawn after the end of a round, preventing various issues from occurring

Prison Courtyard

  • Adjusted the lighting on background NPCs to match the rest of the game and reduce potential lag on the stage

Back Alley

  • Adjusted the lighting on background NPCs to match the rest of the game and reduce potential lag on the stage

The Flying Swordsman

  • Adjusted the floor's position to make objects such as Doodle's fire puddle more visible

Beach Brawl/Desert Train

  • Fixed an issue where the lens flare effect on these stages remained fully visible when the screen faded in or out



Throw

  • Fixed an issue where breaking Annie's throw would always leave you airborne

HSC Function 203-A (Down Super)

  • Fixed an issue where Gizmo's laser could be destroyed by other projectiles, breaking the move's animation
  • Gizmo will now properly stop using his laser if the round ends during the attack



Skull Toss (Neutral Special)

  • Reduced the base damage of the skull projectile, from 600 per hit to 500 per hit
  • The skull projectile can now only hit a maximum of four times while hopping, after which it automatically returns to Rattlebone
  • Fixed an issue where, when using the Karate costume, the headband on the skull would visibly clip through it

Spinal Axe (Down Special)

  • Fixed an issue where the projectile's hitbox was not visualized correctly in Training Mode

Haunted Slash (Jumping Special)

  • The move is now subject to launcher decay, making its knockback weaker if used multiple times in the same combo. For this move, it only takes effect starting from the third use



Miscellaneous

  • Fixed an issue where holding down immediately after inputting a dash would cancel the dash startup and cause Shoto to crouch instead



NEW COSTUME

  • Added a new costume: Propeller Cap Derrick (Currently unlocked by default)

Pharaoh Rag-Z Costume

  • Added a Colour EX1 to this costume, which changes the model to more closely resemble Rag-Z's original Fractured Fighters look

Junk Toss (Down Special)

  • Fixed an issue where Derrick would retain the low gravity of this move if he was using it as the opponent was KO'd



NEW COSTUME

  • Added a new costume: Blue Outfit Red (Currently unlocked by default)
    • This costume is based on the character Blue, a friend-slash-rival of Red's who does not appear in Duels of Fortune

Ricky Travis Costume, Baseball Costume

  • Fixed an issue where Red's foot was rotated incorrectly during his standing hitstun animation when using these costumes



Relocate (Neutral Special)

  • Fixed an issue where Azutron would retain the low gravity of this move if he was using it as the opponent was KO'd

Law Lariat (Back Special)

  • Fixed an issue where using this move to escape the corner could sometimes result in the opponent being teleported out of position

System Override (Down Super)

  • Fixed an issue where, while Azutron was briefly stunned after the explosion, the opponent was able to Blast Burst even if not using an attack



Orbital Grapple (Special during Supernova Lariat)

  • Fixed an issue where, on some stages with Ringout hazards, Baron would not perform the wall slam animation upon dragging the opponent to the edge of the stage, causing both players to become stuck for the rest of the round



Security!! (Neutral Special), Restraining Order (Down Super)

  • Fixed an issue where summoning Withers close to the corner could result in his apparent position becoming offset from his actual position

All Diamond Moves (Back Special)

  • Fixed an issue where a CPU-controlled Sylvan was sometimes able to perform a getup roll after using any of these moves, despite not being in hitstun

Cashing Out (Held Down Special)

  • Fixed an issue where the slot machine would still explode if Sylvan was hit while it was rolling, despite it visually appearing to stop

All In (Neutral Super)

  • Fixed an issue where resetting positions in Training Mode during the startup cinematic would cause Sylvan to be left in Full House mode with some Aces missing

Restraining Order (Down Super)

  • Fixed an issue where the follow-up cinematic would incorrectly play if the opponent was hit by Sylvan or a reflected projectile as Withers was being summoned



Miscellaneous

  • Fixed an issue where, in Training Mode, the dummy's Chip could be controlled even if the dummy's movement was not set to Player



NEW COSTUME

  • Added a new costume: Classic Lance (Unlocked by clearing Arcade Mode with the "Fractured Fighters" theme enabled)
    • This costume is based on the character "Maverick" from Fractured Fighters, who was later adapted into Lance in Duels of Fortune

High Noon (Down Super)

  • Fixed an issue where using Blast Burst to cancel the move before firing would cause the reticle to remain on-screen

Bandit Costume

  • Fixed an issue where Bandit Lance's mouth would be rendered on top of his bandana during his victory animation
  • Fixed an issue where Bandit Lance's coat was not properly animated during his bonus idle animation

Miscellaneous

  • Fixed an issue where, when playing with certain stage hazards, bullets from specific attacks would never be destroyed, causing said moves to become unusable once the projectile limit was reached



NEW COSTUME

  • Added a new costume: Classic Black Heart (Unlocked by clearing Arcade Mode with the "Fractured Fighters" ruleset enabled)
    • This costume is based on the character "Black Heart Blue" from Fractured Fighters, who served as the basis for the current Black Heart



Paperwork Javelin (Neutral Special)

  • Fixed an issue where the projectile's hitbox was not visualized correctly in Training Mode

Taxi Please! (Neutral Super)

  • Fixed an issue where, when playing with certain stage hazards (namely The Void's hazard), the taxi could sometimes spawn on top of one of the players if they strayed too far from the center of the stage

Miscellaneous

  • Altered one of Guy's generic win quotes to be less gender-specific



Callow Rush (Neutral Super)

  • Fixed an issue where performing a Neutral Super and crouching on the next frame would cause the Super usage to be "stored" until Callowman exited the crouching state



Ya Like Parries? (Down Special)

  • Fixed an issue where Doodle was immune to being grabbed during this move

Meter Burner (Neutral Super)

  • Fixed an issue where, if Doodle was grabbed during the recovery of this move, he would not be snapped to the correct location, causing many grabs to whiff against him



Data Mine (Jumping Down Heavy)

  • It is no longer possible to perform the landing hit of the move by landing during the attack's startup or recovery time

void Teleport(); (Down Special)

  • The opponent's Burst is now locked out until they reappear from the portal, preventing issues where they could Break Burst while underneath the stage
  • Fixed an issue where the opponent could "fall" into a portal during Paralysis, with very unusual-looking results
  • Fixed an issue where the opponent could "fall" into a portal while caught in ERROR's throw, causing them to fall very slowly upon being teleported



Spin Attack (Neutral Special)

  • Fixed an issue where hitstun scaling would increment on each individual hit of the move, rather than only once for the entire move

Quick Droplet (Special during Spin Attack)

  • Fixed an issue where initiating the move too close to the ground would result in Ember bouncing up slightly upon landing, and the blob being placed in midair

Copy Attack

  • Fixed an issue with the Annie copy ability where Ember could have multiple stun grenades active at a time
  • Fixed an issue with the Shoto copy ability where the landing recovery animation would be delayed if Ember touched the ground without landing the move, causing the recovery time to be much higher than intended
  • Fixed an issue where Ember would retain the low gravity of the Azutron copy ability if she was using it as the opponent was KO'd

Blob Lob (Down Special)

  • Fixed an issue where, when playing with certain stage hazards, the blob could be placed off-stage and in midair if it landed on a floor outside the stage bounds (such as on the lower floor of Boxing Ring)

Crash Landing (Neutral Super)

  • Made a potential fix to an issue where using Blast Burst at the moment the ship landed could sometimes cause the explosion to spawn twice
  • Fixed an issue where, while Ember was briefly stunned after the ship's explosion, the opponent was able to Blast Burst even if not using an attack
  • Fixed an issue where Ember was unable to use Blast Burst during the Super's recovery if the move had whiffed

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