Erm, seems like this is a kind of curse when I release a mayor update like this with prior netgame testing...

And after that, still has tiny issues to be fixed. so here's the list of changes! oops:

Changelog v1.1.1
  • Fixed Strong Slide and Wolf Buster strong powers assigning
  • Fixed rolling cannot enter properly to spin gaps
  • Fixed WolfFang Menu being able to be used out of the level
  • Fixed height / can spin gap checks being applied to all characters (amazing code GLide!!)
  • Cool!
Reactions: klasky
Yo! Been a while since my last update, now this time as promised in the Release Trailer.

I'll bring to y'all an update for a custom gamemode very known from the community, SRB2 Battle! (Or BattleMod). Nick's moveset is completely changed for this gamemode, should give it a try ;)

battlemodenick.png


Not only that. but also another changes. I'll mention the most notable ones:
  • Nick has a Jetski (RushChars)
  • Nick supports Milne's Dancing
  • 2 new taunts, can you figure them out?
  • OOMA and Counter pose taunt sprites received a few touch ups.
  • Nick has friendlyfire/PVP support
Now Nick supports the following custom gametypes:

Complete changelog will be in the overview page shortly

Thanks to the SRB2 BattleMod community for feedback, criticism and guidance since I'm very new on BattleMod modding and special thanks to Thokk and 'Green' who bringed up some BattleMod concepts that I took in consideration for Nick.​
Moveset:

- Fix Wolf Buster power scaling being weird with momentum mods
- Fixed homing kick not working when carrying an Attract shield (since v1.0.1)
- Lifted shield ability restrictions on ringslinger gametypes
- Fixed slide being used after death
- Homing Kick also considers height/Z Position (Solving able to Homing Kick far from the limit above an enemy)

Customization:

- Tiny support for Cosmetics addon
- PT AfterImages doesn't require running anymore

Technical stuff:

- Refactored changed skin checks
- Better checks for Homing indicator
- Wind VFX now scales with player correctly
- Total clean up to custom states and moved some Nick sprites to sprite2 (optimization reasons)
- Fixed Wolf Buster VFX showing incorrectly on flipped gravity
- Updated MenuLib
Hello everyone. After the release, some friends hosted a few rounds with Nick and directly found too many issues that doesn't have a negative effect at all but can be annoying in a long term.

Also thanks for the community for reporting bugs after the release! Why is "More than a hotfix"? since this hotfix also involves the moveset itself that has been made to be in an intended way, but didn't worked at all. so, here's the list of changes!

Moveset:
- Wolf Buster and Slide Jump can now break floor/ceiling bustable fofs
- Slight Jump height buff (+0.09 jumpfactor)
- You now need to be moving to activate Sprint
- Buffed Wolf Buster Bounce on maximum speed (purple)
- Slide Rolling Jump now properly enters to spin gaps
- Abilities now resets it's usage when jumping/attacking to bouncable objects
- Now you're able to perform a homing attack after a doublejump
- Fixed being able to Wolf Buster when barely touching the floor with sprint
- Fixed homing indicator not able to spawn on monitors and springs
- Fixed minor slide bugs
- Fixed slide and wolf buster getting still strong powers after lowering speeds
- Fixed Slide changing to roll frames when sliding into rising/lower platforms

Customization:

- Fixed Nick Legacy colors removed after changing to another map

Minor Fixes:

- Fixed sprint frames facing at the wrong angle
- Minor lua error fixing
- Fixed Wind FX showing in other states and at low speeds
- Removed public beta left overs- Hopefully fixed bug in equinox turning Nick sprint into Michael Jackson when pressing C1 sometimes (wtf)

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