Version 0.4 Patch Notes


Version 0.3 to 0.4

First of all, big thank you to everyone who played HH! We were blown away by your support, and all the amazing clips and tech.

Lots of changes! here are the big ones:

General notes:

  • keyboard controls are now remappable for matches!
    • The start button (Escape) will open the menu and unmap buttons
    • You can’t move up and down the menu, use [Escape] to unmap buttons you don’t want
    • Thanks for your patience, and tell us if anything’s broken
  • Fixed some bugs where switching between keyboard and controller would cause controls to not respond
  • Public online matchmaking replacement: you can make big public lobby rooms now. These will replace the single waiting matchmaking queue.
    • Both private and public lobbies are jank right now, so let us know what situations bugs show up in
    • Also rollback state desyncs let us know about those too cause they’re definitely out there.
  • Some performance optimizations and performance bug fixes, and a basic option to play with no stage background, just in case it helps anyone!
  • All sprites have been shrunk down by around 70%. We really liked how the old sprites looked, but they took up a lot of RAM, especially on hardware we are optimizing for.
  • For Gamepads with a left analog stick and D pad. If the D pad is in use, the left stick is ignored. If the D pad is inactive, the left stick is read instead. Hopefully this clears up any strange situations where the input reader explodes. Please let us know if it’s still buggy!
  • Gamepad Left sticks read inputs whenever the stick is slightly tilted, we tried to fix most menus where that could happen. If it still happens, try using the D pad for now.
  • New voice lines for characters!

System Mechanics:

  • Ground throws can now combo on opponents in grounded hitstun. We reduced the sync rate gain on all grounded throws. This means all throws are combo OK! Including Kanata’s command grabs.
  • Counter Hit back throws: It’s rare since this requires guaranteed counter hits from a depleted assist bar, but CH back throws don’t actually send the opponent backwards whoops. This should be fixed now
  • Getting hit by a ground throw is now an airborne state. This is mostly a bandaid fix for when a launcher and a throw clash with each other.
  • Restands: Right when an opponent hits the ground during a groundbounce, hit them with a non-launching strike to restand them.
  • Infinites: We think infinites are cool! Although most infinites in HH happen off of most ordinary conversions, so they’re too frequent and too easy to execute. We tried to keep the same combo route, just reduce the number of reps on them a bit by making it harder to defeat pushback scaling.
  • Timeouts with HP advantage now count as a win, it is possible to tie if both players are at the same HP

Mio notes:

  • 236X re-summon (when hato is already on screen) leads to easy checkmate situations, mostly in the corner.
  • Hato’s moves were quite plus on block and hit by themselves, they’re more minus now, but that just leaves room for Mio to cover on pressure.
  • Sorry Miosha!! Big god mion was simply too powerful, but we think she is still very strong

Mio:

  • Lowered Mio’s solo heavy normals damage
  • 236X Summon hato changes
    • Recovery increased
    • Unsummons hato on frame 4, and then resummons hato on frame 10

Hatotaurus:

  • Hatotaurus is affected more by pushback scaling
  • Hatotaurus when unsummoned will retain their current momentum, it will be reapplied when resummoned
  • Hato normals are generally higher recovery, and have changed properties (friction, move speed, etc.)
  • Hato’s attacks are affected more by Hato’s current speed

Kanata:

  • Special inputs changed:
    • Command grabs are now 63214A, 63214C
    • Air level 2 super is now 214B
    • This should reduce the overlap with 236X, the mist finer stance
  • 63214[A] The launching hit of kanata’s command grab is now affected by pushback scaling
  • Minimum damage of grounded command grabs have been lowered since you can combo into them now
  • j236X > ABC: When RC’ing Kanata out of wing stance, the game treated it as a grounded RC. This allows Kanata to perform grounded actions in the air (which is really cool) but also unintended. Let us know these bugs show up in other places since they’re probably out there.

Ollie:

  • Grounded throw now has a hurtbox on her hands
  • Recovery of charged chess piece sets increased
  • 236C Proton cannon got an overhaul: 
    • The beam is now a projectile separate from ollie and can be pushed by FD. You can cancel out of ollie’s super but the beam will remain on screen.
    • Startup decreased, minimum damage and chip damage decreased
  • Queen Chess piece
    • Now hits at slower speed at first, then accelerates to a faster hit pace

Oga:

  • Counter hit launch on j2C changed to a downwards angle

Subaru:

  • j.B hitstun increased by 2 frames, this should make jB -> jC

Angel Subaru:

  • When idle or attacking, super meter drains faster (rate increased 40 -> 60)
  • Subaru no longer gains meter from inputting a special move

Suicopath:

  • Fixed a bug where j.236B would softlock suicopath as a reversal

Assist Mio:

  • Greatly increased the speed at which she drains assist meter on field at average sync rate
  • Seriously, Mio is on field in normal situations for too long, sorry again Miosha!

Assist Hakka:

  • Armor removed while charging super

(We probably missed some things)

And of course, if some of these changes make HH completely unfun, let us know!

Thanks again, hope the new patch is fun!

Moe and Joe

Files

holoheaven-windows.zip 428 MB
Version 2 6 days ago

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