Guest User

Freedom Planet 2 Sample Version 1.0.5 Changelog

a guest
Dec 10th, 2017
195
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.70 KB | None | 0 0
  1. Freedom Planet 2 Sample Version
  2. 1.0.5 Changelog
  3.  
  4. General
  5. - Guarding has been reworked a bit. It now gives you 30 frames of invincibility instead of 15. When an attack is successfully guarded, there are now audio and visual cues.
  6. - The game will now buffer guarding for 3 frames, the same as jumping.
  7. - You can now press Attack while climbing a ladder or hanging on a bar to perform an immediate jump attack.
  8. - Fixed shield health overflow.
  9. - Fixed a problem where the player's sprite offset when grabbing onto a handlebar was based on the size of the hitbox of their previous animation.
  10. - The game's main font now includes a lot more ascii characters.
  11. - The Character Select artwork has been touched up.
  12. - You can no longer open chests by attacking them.
  13. - Added proper diagonal springs from the original Freedom Planet.
  14. - Fixed wonky collision with item boxes.
  15. - Projectiles now have 2 frames of hitstun when colliding with solids before being destroyed. Among other things, this should solve the issue with Neera's icicles sometimes not destroying item boxes.
  16. - When you jump from a moving platform, some of the platform's momentum is now carried over into the jump. This should make it easier to stay on platforms that are moving really fast.
  17.  
  18. Bosses
  19. - Bosses no longer cause the screen to flash white when destroyed; Instead, a narrow beam of light appears. This is a bit easier on the eyes and you can actually see where you are going during boss deaths (i.e. when you're lining yourself up to collect the Star Card).
  20. - The timer will now stop when the Star Card is collected instead of when the stage boss's HP is depleted. This prevents being able to backtrack through the stage to collect more crystals with the Time Limit item equipped.
  21. - For some boss fights (including Dragon Valley), the Star Card will move to the boss's starting location when it spawns.
  22.  
  23. Display
  24. - If the game fails to detect the monitor's refresh rate, it will now default to 60 instead of 0.
  25. - Fixed a minor oversight where multiple camera objects spawned at once.
  26. - The game window now fits the screen horizontally intead of vertically at aspect ratios narrower than 16:9 (such as 16:10 and 4:3). This will produce black bars on the top and bottom but all game information will be visible.
  27. - You can now manually resize the game window.
  28. - You can now toggle bilinear filtering in the Settings menu, which will smooth the display and make custom screen sizes look nicer.
  29.  
  30. Pause Menu
  31. - Added Guide as a menu option. The Guide provides explanations for most of your character's moves as well as universal gameplay mechanics.
  32. - Added Photograph as a menu option. This allows you to take screenshots with the hud removed as well as alter your character's pose for the shot (if she's not performing an action). The screenshots are saved in an album in-game and can also be accessed in the FP2_Data/album folder in the game's directory.
  33. - Rearranged the pause menu to have two columns, to accommodate the additional menu options.
  34.  
  35. Items and Shields
  36. - Added Cores, which spawn from robotic enemies. They'll be used to craft Gold Gems in the final game.
  37. - Crystal records are no longer recorded. Gameplay elements in some stages can either have a random effect on the maximum number of collectable crystals or make it possible to infinitely grind them, which ultimately makes record keeping pointless.
  38. - If you have an elemental charm equipped, you'll automatically receive a matching shield orb when the stage begins or when you revive.
  39. - Your character now flashes when receiving shield damage. She does not flash when the shield blocks damage from the same element.
  40. - Shields can no longer be damaged while you are invincible or guarding.
  41. - Collecting a fuel tank will now give you 4 seconds of invincibility, in addition to providing Carol with her motorcycle.
  42.  
  43. Hud
  44. - The maximum stocks you can obtain is 9.
  45. - Raised the crystal cap to 9999; If your crystal count exceeds 999, the HUD will spawn an extra digit and move the crystal icon to the left.
  46. - Boss life bars are now spaced out evenly, and are properly hidden when the game is paused.
  47. - Button prompts now appear for opening chests and reviving after being knocked out.
  48.  
  49. Lilac
  50. - Lilac has a new Blink Dash ability, which she can use by holding down the Guard button for half a second. Its main purpose is for counter-attacking at close range and to give her guard a bit more utility. Her momentum is reduced at the end of the dash to prevent abuse.
  51. - Lilac's sprites have been touched up. Her irises are more rounded and the white parts of her outfit have been given their own softer palette instead of sharing the dark blues of her gloves and boots.
  52. - New animations to replace some of the older jankier ones.
  53. - A new backflip animation that plays when using the Boost Breaker or when guarding in the air at lower speeds.
  54. - Fixed a glitch where the "windup" part of Lilac's dive kick would inherit the stats of the last attack she used, potentially allowing it to do Dragon Boost levels of damage to enemies.
  55.  
  56. Carol
  57. - Carol has two new melee attacks based on whether she's holding Up or Down while attacking.
  58. - The Wild Claw is now only triggered in the air if the player is not holding Up or Down when pressing Attack.
  59. - Minor sprite touchups, mainly to shrink her eyes a bit in animations where they were too big. The Jump Disc's symbol has also changed from 跳 to 飛, which sounds less mundane in Chinese.
  60. - Added a new "leaning forward" animation when accelerating on the motorcycle.
  61. - Jump disc warping has been reworked. Instead of Carol being forced along a linear path that ignores physical terrain and level boundaries, she is directed towards the disc by normal velocity. This should help cut down on instances where Carol can clip through terrain with the disc.
  62. - At the end of a jump disc warp, Carol retains her horizontal speed and is not affected by air drag until landing.
  63. - Carol's pounce no longer affects her fall speed. This should help her maintain her speed more reliably while pouncing (since previously the pounce put her at a vertical speed where air drag heavily affected her).
  64. - Jump strength increased from 10.5 to 12.
  65. - Increased motorcycle's top speed from 12 to 15 and gave it the same acceleration as bikeless Carol. (It previously accelerated slower than Carol.)
  66. - Getting hurt while using one of the motorcycle's power attacks no longer interrupts the animation (similar to Neera's attacks).
  67.  
  68. Milla
  69. - Massive work has been done on her sprites, including more polished shading and extra details.
  70. - Increased the damage of Milla's ground attack.
  71. - Cube Blaster shots do more damage, and their hitbox size is slightly larger.
  72. - Super Shield Burst can no longer multi-hit, but its attack power has been bumped from 6 to 10 to compensate. The intent is to make it less overpowered against bosses and bulkier enemies while still making quick work of weaker foes.
  73. - After using a Super Shield Burst, Milla will not be affected by air drag until landing or fluttering. This should make diagonal bursts more useful as a movement option.
  74. - Changed the impact sound of Milla's air attack to give a better impression of the kind of damage it can do.
  75. - Fixed digging so that it's no longer harder to perform at high refresh rates.
  76.  
  77. Neera
  78. - Neera now has a Down Special - Spike Traps - where she drops four columns of ice on the ground. The columns can damage enemies and block projectiles, and Neera can also jump on them like springs to launch herself upwards. This allows her to scale higher walls than what she can scale with a simple jump + double jump combo.
  79. - Staff material has been changed from wood to metal, which matches her character select art.
  80. - More of her animations have completed shading now.
  81. - Icicles do 50% more damage.
Add Comment
Please, Sign In to add comment