- rings will drop from ring chip damage

- wall combos added

- fixed dashmode spawning turbulence from no speed

- dashmode now deals deal twice as much ring chip damage

- fixed players getting stuck in solid collision objects

- fixed hitboxes and ring spark field popping team boxes

- nerfed "amy tech" again

- players don't take ring chip damage if finished from a race

- players can get battle spheres from checkpoints
- fixed an issue where characters with no battle support can break collisions

- fixed a bug where touching bashables could drain rings

- fixed knuckles being able to glide out of air dodge
- power springing is nerfted while holding the flag/diamond

- dashmode's sweet spot attack decreased to 1 defense increased to 2

- reduced max charge of spindash if holding flag/diamond

- rings now take chip damage to collision based attacks (loosely inspired by ring racers)
- collision attacks cannot be blocked if the defender has no rings but the attacker does
- rings take chip damage to projectiles that are blocked

- added new collectable battle spheres

- when a players has battle spheres and uses a battle move the spheres are spent instead of rings

- battle spheres do not spawn in survival
- in survival players will spawn with 30 battle spheres
- killing a player rewards 10 battle spheres

- battle spheres may have different re spawn times and my appear more frequently depending on the level

- elemental shield's fire that is produced by spinning now has is duration dependent on player speed, the less the speed the less time they last

Fang

- reduced the nocontrol time for fang after inflicting a tumble with combat roll

- combat roll's vertical thrust is reduced if used on the ground

Attachments

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Reactions: SusSped
- replaced parry, popgun and tails swipe's P_SpawnGhostMobj with P_SpawnMobj's to prevent there afterimage effects from getting stuck in pending removal (should improve performance)
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Reactions: SusSped
- removed bounce from Sonic's ground pound

- removed attack on explosive punch's start up

- altered the attack pattern of dig's rock blast

- reduced tumble time of Knuckles and Sonic's rock projectiles
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Reactions: SusSped
- respawn death penalty caps out earlier in control point if there are less players

- reduced ring spark field's duration by 1 second
- added a small startup effect to ring spark field
- fixed auto using shield ability's during ring spark field

- energy shots now requires overheat to be below 80 for its speed to be doubled

- fixed errors involving battle collision with non player objects

- fixed control point 2 capture not being reset on player death

- tumble ends early if a player hits a spring

- using force shield out of a tumble removes the jump state from the player

- reduced air dodge end lag
- explosive punch can now knock back players that are in invulnerability frames

- fixed a bug where Sonic can keep his spindash charge by using parry

- reduced the height of Amy's hammer hitbox a little

- Metal Sonic can no longer use his battle ability during ring spark field

- gametype control point can now spawn up to 2 control points rather then just 1

- when players bump into each other it adds 2 seconds to there losstime
- whirlwind and force's shield ability's can now be used out of tumble

- fixed some exhaust issues when holding the flag/diamond

- fixed some visual issues on scaled arena maps
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Reactions: SusSped
- tail swipe cooldown slightly increased

- tail swipe end lag slightly increased

- tail swipe projectiles no longer bounce off of players in invulnerability frames

- tail swipe projectiles are removed when Tails takes a hit

- added control point and diamond in the rough support to some of the arena maps because I can
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Reactions: SusSped
- Sonic now spawns with most of his thok speed charged rather then none

- can now hold jump during piko spin to gain more height

- tail swipe has more end lag while in the air

- tail swipe projectile hitbox height slightly reduced

- fixed some bugs regarding analog mode

- increased explosive punch's thrust a little bit

- Armageddon shield ability now has invulnerability frames during the charge time

- parrying a player during Armageddon shield's ability charge removes the shield

- Armageddon shield ability now auto triggers should the player take a hit,
the charge time becomes longer if triggered this way

- using battle abilitys with the flag/diamond adds an extra 2 seconds of cool down rather then 1

- fixes to dashmode bugs (thanks to JoJo once again)
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Reactions: SusSped
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