Also, as a quick note. I know I have been a butt and fell off the pattern for an upload schedule, so I'm planning to get back on that.
Lastly, Gejhi will be also gettin a new free, public update soon. This is going to be the last one until he's "2.0" version of him with updated, better sprites and some other additions to him.
The Rest of this post is copied from the Patreon post outlineing this update, but earlier this month, also had a variety of stuff added tweaked.
----- For this update, it's mostly a character mechanic and adjustments update. I did a lot of play testing and made various adjustments to the system.
Both Aurumo and Feliro got changes and fixes done in this update.
After this post, I'm going to be focusing much more on finishing the animations for these two for the official releases. They are both still missing some universal animation assets and have some dummied up animations for some moves, but for the most part, they are both pretty much FUNCTIONALLY finished. Some more stuff may be added to them while I finish up their animations along with any other adjustments I make in testing. I mostly just ended up being in the mood to iron out stuff in testing with this update.
I also will be adding in a lot more special effect animations and more proper sounds for them toward the end, since they are still using a lot of defaults from previous moves I programmed when it comes to the sounds.
Universal: Added in the universal ability to angle air-dashes. This was mainly an experiment, but I ended up liking the feel of it. This enables dashing to the ground at a small angle. The angle and usefulness of this will vary from character to character.
Super and Ultra attacks now have a unique bit of math added to make them less effected by the damage scaling factor. This was done to make using Supers after a long combo a bit more rewarding without feeling like it's a waste of meter. The amount varies slightly, from +25% to +50%, depending on the attack. The base damage output of most supers was slightly reduced to account for this, but generally, these attacks are more rewarding in longer combos. This is subject to further change with more testing, but the framework is set up for easy adjustments.
Edit here: I also forgot to mention that the Ultra meter now does not fully carry over between rounds, but is reduced to 50% of what it was at the end of the previous round. So, if your meter was full and you didn't use it, the following round it will be half-full. I did this to reduce the ability of opening the next round with ALL resources completely full to take a huge chunk of life out of the opponent. Saving up Super meter is still strong enough to open a round with, given the defensive nature of the Ultra meter, I felt this was more fitting to still at least leave some reward for saving it.
Aurumo: The main thing for Aurumo is that I spotted a bug in his damage scaler that I overlooked when universally updating it for all characters so far. I left in something from another character that broke his scaler when using Ultra. I'm not certain if this was in fact in my last update, but it's something I spotted and fixed.
Changes were made to the base damage of various moves.
the 2nd attack of his button-1 auto-combo does less knock back, so that linking it back to the first hit at least once is more consistent.
Juggle moves, like His up-2 Packed Ice Upper had it's unique scaling effect changed to just cap to reduce the upward knockback ONCE by 2, instead of stacking after each use, which eventually would hit foes downward if the combo was long enough. I feel like this single reduction is enough to limit it's juggle potential with the main scaler in combos without feeling awkward. This change is being made to all moves that function like this.
Aurumo can now use his normal throw on frozen opponents on the ground.
Feliro: Fixed the afterimage effect on Feliro's ultra when he's put into a custom state, which would show broken animations when being thrown. Now when in throw-states that don't use his own animation data, the effect will turn off until he's in his own state again. This is a side effect of mugen characters not being able to read animation data from the opponent throwing them.
Feliro's overall damage output got adjusted, with most moves base damage reduced in small amounts, but key attacks still have good damage output for him mixed in with his combo-ability.
EX Mirage Dash Got longer hit-shake-pause added to it, with a palette effect, and forces a juggle setup with no effect from the juggle scaling, since it costs meter to use.
When Mirage Dash is used during his activated Ultra the EX version is always used at no meter cost, only ultra timer is spent. This sets up much more combo potential during his ultra's active state. The damage output of all his attacks during ultra are still not effected by scale, and have a flat .8 output.
I fixed an oversight where EX Twist Gale was able to be used from Dust Devil Dance, even if there wasn't enough meter to do it. The damage output of this attack was adjusted, along with both normal version of it. EX Twist Gale now does 4 more damage per hit. Feliro now flashes during EX Twist Gale. Electric and wind effects will be added to these moves.
Dust Devil Dance Had small damage adjustments and now will lift the foe being hit to a specific position if they are airborne. This was done to make hitting air-foes with it (and connecting EX Twist Gale) more consistent, and to not make Feliro end up negative if the air-foe is hit very low to the ground. Wind Effects will be added to this move.
Flurry Feets (the move performed by holding x during the first attack) got a smal damage adjustment (reduced slightly) and now has an added hit-pause effect added when the button is released. The frame data remains the same, but this was done to make using another attack after it a little bit easier without dropping the combo.
Similar to Aurumo, Feliro's up-2 attack Flippy Double also got a 1-time juggle reduction added to it, replacing the setup I had for it before. The normal juggle scaling still fulfills the juggle limiting without too heavily altering the move after the 1-time reduction. Some adjustments still need to be made to the mid-air version of this.
Feliro's down 1 or 2 attack Rapid Dive Kicks got various tweaks to make it more consistent for all hits to connect without just falling off of the target. He also will not perform the final hit where he bounces off of the target, if Down input is held. This allows him to keep traveling down to the ground instead of the bounce up.