Don't worry, I'm not delaying the v1.6b
hotpatch into v1.7/v2
this time. v1.6b will be out by the end of the week
I'm just waiting a bit to let players find every bug they can, since so far it looks like I can afford to. There's mostly just minor visual oddities. A huge amount of you are going to be more efficient at finding these things than our tiny team of bugtesters.
Also those that want the spam dash it's still there it's just more balanced. I've never liked the spam dash, cuz it was ALWAYS the best option for speed; but not here it's certainly there. And a SA2 style roll??? I personally don't see the point of something inferior to the Spin attack which you can literally run circles around your enemies. I think the roll is awesome, but it cost the SA1 style spin dash. Golden and Metal know what they are doing.
I also suggested a non-spamable dash. You said the instant light speed dash is is too OP but the SA2 spindash is just a nerfed spindash.
Adventure Sonic retains his spamdash because most players love it, which is the point of games. ( And the spindash is the foundation the rest of his moveset builds, unlike a rapid lightdash which either overshadows his moveset or is forgotten about.
) My only issue was players might feel pressured to mash 24/7, that's why his charge is so strong compared to SA1. You're also slowed down spamdashing on slopes compared to rolling/charging. On flat surfaces the spamdash does win out, but not by a wide enough margin that you should care if you're no top-level speedrunner. If you don't like mashing like crazy, you won't fall behind. Even a quick spin every 2 or 3 seconds maintains your speed.
The Spam dash is still there...it's just more balanced.
Lol nah, it's as busted as ever, I just made the charge equally busted to compensate. I'm just fortunate SRB2 is a game where retaining airspeed is such a huge factor, and it happens to be SA-Sonic's weakness.
when we are getting adventure metal sonic mod?
As far as I know it's not on Metalwario's list of things he want to do someday. imo Classic Metal Sonic looks close enough to the Adventure/Modern one to not really warrant a resprite.
What is the Difference between the SA1 spindash and the SA2 spindashes 🤔
SA2's spindash has a delay before activating which made it very unresponsive for quick rolls down slopes, and cannot be rapidly spammed as a result either. It was done for balance, as well as to support having the "Somersault" ability and Lightdash on the same button, but basically nobody liked the blatant downgrade.
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is it normal for the shield model to disappear when using the advance game flair?
And i also cant use my battle abilities, even though i have enough rings to use that ability, did this happen in earlier versions?
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I'm not sure why that happens only with 3D models. Sonic disappears in Advance Style with the MF2_DONTDRAW flag and lets the jumpball overlay become his sprite. (Such as when getting hit and flickering every other frame
) But I don't know why that'd affect models exclusively.
Also, yes, the battlemod abilities are a teaser. SA-Sonic isn't fully supported for Battlemod yet! That's a v2
plan. We didn't initially plan out a v1.6
, but v2
might take longer now since Battlemod is getting a rework and I don't want my Battlemod efforts to go to waste again like it did with SMSreborn...
Is it intentional that Adventure Sonic's air speed is REDUCED (as opposed to staying the same) when he gets the Speed Sneakers?
Yes, it acts like that in both Adventure games, only making you faster on the ground. (So the airspeed feels reduced compared to your new ground speed
) I realize that made the speedshoes' effectiveness pretty modest on SA-Sonic, so your spindash power increases slightly and you get to access SA2's OP superbounce technique while it's active!
(You get to do that with Super Sonic whenever, btw