Added a 4th digit to the hits counter; new maximum is now 9999!
After running up and attacking, characters now stay in place until the player's combo fully ends instead of running back to their idle position after about half a second. Should help with combos.
Hitting a sprite that's being grabbed now correctly deals armored damage to the victim without liberating it from the grab. Fixes a LOT of things.
Fixed a sprite culling bug - stretched sprites are now properly displayed onscreen even if their origin is offscreen.
More environment fixes!
More credits fixes! We even sped them up so the end-game credits are a whole two minutes faster! And here you thought the excitement was dying down...!!!!!!!!!!!
Upgrade/Ringsel info line at the top of Party Select no longer cuts off the end after you have enough upgrades/Ringsels to make the text really long.
Fixed a bug where the some attacks from the Preta (evolved Hungry Ghost) would mistakenly cost you Iddhi after recovering from Clean Blocking them.
Status effects now correctly apply when you hit armor.
You can Hustle into Tanks again without starting a battle, because it was fun. :^)
Added a small unskippable section after the Port Maerifa Chakra Gate cutscene to make it more difficult to accidentally skip the following cutscene.
Fixed Garuda occasionally doing his flyby at the wrong height.
Improved the Clean Block tutorial in Vimana.
Removed Nuna from Hunoch's quest if she's not in your party yet.
Incarnation motes now travel back to Ajna in a maximum of 44 frames, instead of a maximum of "never actually getting there". :^)
Ajna being thrown while next to a wall no longer spawns Incarnations inside the wall when battle starts.
Corrected the attack indicator for Frug's roll
Updated some Oont (wizard) damage values, hitboxes, and made some attacks Clean Block only.
Altered behavior of Pelesit (insect/bottle): bottle idle initially has lots of hits of armor; snap speeds up all enemies.
Gremlin (gremlin :^) taunt increases their battle speed.
Updated damage for Rompo (chainsaw wolf), Gremlin, Pelesit, Fallen Deva (rainbow ring).
Rompo now summons some friends by howling; only once per battle.
Iron Kingdom Soldiers now reload after firing, but the reload animation counts as not part of their turn. If you interrupt it, they will have to waste a turn reloading next time.
Soldiers will now shoot at you from farther away during platforming.
Makara (alligator) now has armor, instead of blocking.
Yaksini (naga) will now KISS ya if it lives long enough. Bewaaaaaaaaare!
Late-game Hungry Ghost lick applies Slow, is Clean Block only.
Re'em (goat/ram) is now 80% as big. Still 100% as adorable.
Multiple updates to the Waieri (shaman sitting in a shell).
Fixed a few more issues where you could outrun the world loading and end up in walls or fall into the abyss (Ashwat, etc.)
Battle bugfixes:
Characters and enemies spread out from walls again, inadvertently removed after the last Backer Preview.
Sprites remember their last grounded position if they fall into a pit, and try to drop down from high platforms if they're way higher than their target.
Inputting a super on the exact frame a normal attack begins no longer just wastes iddhi without actually doing a super.
In addition to pressing both buttons simultaneously, Ajna's heal super now has an alternate input of "Hold Meter Burn and press All Guard", the same way all other supers can be input as "Hold Meter Burn and press an attack button." Hopefully this helps!
The in-game timer now ignores all loading times!
Tweaked various colors throughout the game to look better.
Fixed clipped sprite shadows.
Fixed a bug in the sprite culling routine; prevents multi-part sprites from randomly flickering. Oops.
The Contributor Credits are now accessible from the title screen! Previously you could only view them from the pause menu. Thank you, person on Twitter, for indirectly pointing this out. <3
Game-wide environment polish.
Fixed another possible bug if Ajna is held at the edge of a diagonal wind region.
Even more credits fixes! The fun never ends!
W/A/S/D: Character battle buttons
Q/E: All Guard / Meter Burn
The game will switch between displaying controller buttons and keyboard keys onscreen depending on which input device was most recently used.
If you have already played the game, your controls will not be overwritten. If you want the new default controls, you may either choose Restore Defaults from the World Controls and Battle Controls menus or use the -defaultkeys launch option.
Battle framerate improvements for all platforms!
Using Nature's Embrace on an enemy just as you get into battle with it no longer forces a long wait while it unfreezes.
Fixed various other soft locks in odd battle situations.