Test Build 6 Release


Test Build 6 Changelogs

General:

  • Added Training Mode. It is pretty barebones though. You can save/load a save state within it, set Guard Gauge to return to a certain point, toggle regeneration, and toggle the hitbox/frame data/input viewers. 
  • You can control the training dummy with Player 2's controls and can also swap controls between Player 1 and 2. I may add more functions to it in the future but that is low priority.
  • Fixed a serious issue with variables in the netcode not resetting when a match begins, preventing more than 1 match to be played over the net without relaunching the game.
  • Rewrote the audio system. The game now uses a "Rollback Audio Queue" system when rollback is active. This also resolves a memory leak issue in the previous version.
  • This is a pretty hacky solution though and is not ideal for rollback netcode, but I tried everything I could to do it the proper way to no avail. I'm not even sure syncing the audio like I am suppose to can be done in Godot... There will still be audio distortions here and there, but eh, this is the best I can do.
  •  While navigating the Settings and Controls Menus, the Fierce button now do "Save and Return" instead of "Discard Changes".
  • Increased range of Frame Reverse when watching Replays from 1 second to 3 seconds.

Gameplay:

  • Increased pushback on normal block. "Autochain" moves like Gura's g.L and g.H only trigger pushback on the last hit, unless on Perfect Block.
  • Increased recovery frames of Burst Revoke from 1 frame to 6 frames. You can't act out of it as fast, but since you have no gravity during the recovery you can now go further when using Burst Revoke for movement.
  • You can no longer Guardcrush a Guardcrushed character till they recover from hitstun, preventing infinite Guardcrushes with certain moves that have zero Guard Gain.

Gura:

  • Adjusted Gura's g.L, removing the "active frame delay" on it when hitting a player during their startup animations. The recovery on it is increased. Halved the Impulse speed on it.
  • Sphyra (hammerhead DP) now have an alternate recovery animation if she lands during the aerial recovery frames. This can increase or decrease the recovery time depending on when she lands.

Files

holoVersus - TestBuild6.zip 21 MB
Dec 25, 2022

Get holoVersus (Test Build)

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