The walk speed change has made Roundhouse conversions more situational. > Fixed bug with spectator latency. prematurely, vs CPU: Combined two menu items (Easy and Hard) into one (Human VS CPU), vs CPU: Added difficulty option to the Character Select screen (defaults to Easy), Tutorial: Added Counter Hit tutorial under the Advanced section, Character Select: Fixed bug where secrets were visible in screens where they don't actually work (aka would cause disconnects), Character Select: Pressing Special Attack now cycles the Stage, Character Select: Secrets are now clickable with mouse / touch. This is my first mod of TLA, on my main Rice. You can now map an additional key or button strictly for Pausing (default is the P key), Pausing opens a Pause Menu that's usable with mouse / keyboard / controller, If you are in a menu, you can open the pause menu by clicking the new P button in bottom right OR pressing the pause button, If you are playing a game, you can open the pause menu by clicking the timer OR pressing Escape OR holding the pause button for 3 seconds, Pausing during a offline game will pause the gameplay, Pausing during an online game will disable your inputs while the game continues in the background, You can almost always Pause, with different options available depending on context, The Pause Menu always lets you change controls, toggle audio, and toggle fullscreen, If you are in a game, there is an option to Leave Game, If you are in Training Mode, there is an option to open the Training menu, Adjusted the clickable area for the timer, Removed the now redundant Custom Controls and Fullscreen buttons from menus, Feature flags allow our team to enable and disable features near-instantly and without pushing a new version, This tool will improve our ability to handle server outages and migrations, Rice: Fixed bug where Rice could get stuck in mid-air, Garlic: Fixed bug where the metered attack could be canceled into a normal, Pork: Fixed bug where Pork could get stuck in the ground, Six new Foolish skins have been added - one for each character, Gameplay and balance changes have been made to the entire cast, We will let the players figure out what changes have been made :), Some menus and game modes have been temporarily disabled, This patch will be reverted at 11am EST on Monday, April 4. NOTES: Refactoring work should not affect gameplay. Recent posts by Tough Love Arena. . Windows certification is coming soon! Lobbies are new and not very well tested. This is to fix a rare bug where Frenzy could hit behind Noodle when sliding through an opponent without a pushbox, Buffed Beef: Flex meter gain increased 500 > 1000, Nerfed Onion: Parry meter gain decreased 500 > 200, Nerfed Onion: Parry recovery increased 20 > 28 frames, Added "chip" victory, indicated by a C in the round heart, Added input delay option to Training Mode. Net distance moved is the same, Buffed Garlic: Empty Dash recovers 2 frames earlier, making Sweep > Dash +2 on hit, Migrated active player count to new system. This project is built in Minecraft PE, So the tallest building is only about 120 meters. Adding "Sweep > Trip on block" inadvertently made it more simple. We are only listing it here in the Changelog as any refactoring has a chance to introduce bugs. If you have a previous version installed, replace it with the new one. Pressing any button to exit Attract Mode will take you straight back to Tournament Mode, Pause Menu: Fixed bug where gameplay would not stop in certain offline game modes, Pause Menu: Fixed race condition during gameplay where the first pause wouldn't require holding the button, Loading Screen: When playing offline, you can now exit the Loading Screen by pressing Escape or using the Pause Menu, Tournament Mode: Removed the Custom Controls gear (you can still edit controls via the Pause Menu), Maintenance: Refactored how Pause configuration (when to show which buttons) is layered and managed, Attract Mode: Renamed all references to Demo Mode > Attract Mode, Pause Menu: Fixed race condition that could prevent the button from reappearing after exiting a game, Maintenance: Rewrote asset loading to limit the number of simultaneous requests, This will make the Loading screen more responsive to inputs (emotes, pause, etc), If you idle at the splash screen for 30 seconds, it will play a demo - an example round between two CPUs, This mode is turned off by default while we make improvements. 100% As a workaround, after it reboots to the Welcome/Attract Screen, when you press anything to proceed it will also go fullscreen, Pause Menu: Moved Custom Controls lower down in the options, Event Mode: Reverted needing to hold Pause for non-gameplay menus, Event Mode: Will automatically reboot after idling for 45 seconds on the main menu, Character Select or the Win Screen, Attract Mode: Added quick loading animation when exiting Attract Mode (used to be instant and jarring), Event Mode: Added inner menu where you can choose between 2P or 1P vs Random CPU, Event Mode: You now need to hold Pause for all areas of Event Mode (to reduce accidental pausing), Event Mode: Pressing Heavy at the inner menu takes you to Attract Mode (removed from Pause Menu), Event Mode: Idling at the inner menu for 30 seconds will refresh the app, The refresh will load directly back to the Event Menu and show Attract Mode, Previously, running Event Mode on the desktop version for 3+ hours could randomly crash the game, This refresh mechanism is a workaround while we investigate this difficult to reproduce bug, Adjusted Garlic: Increased Sneak hitstop duration 10 > 12 frames, Gameplay: Successful parry attacks will always face the opponent, fixing interaction when parrying Soup placed behind you, Maintenance: Fixed meta tag for image preview, Maintenance: Phase 1 of rewriting netcode code for open sourcing, Controls: You can now map ShiftLeft and Spacebar, Controls: Functional keys (F1, F2, etc) are now completely ignored, About: Fixed links pointing to events and the Hall of Fame, About: Removed community links (now available at, Maintenance: Fixed meta tags so that sharing TLA on social media will now look nicer, Menu: Music box in the top right now remembers your music preference, Maintenance: Migrated deployment scripts to more maintainable framework, Gameplay: Fixed hitstop on REJECT, now there is a slight freeze when it connects, Gameplay: It is now impossible to combo after a landing a REJECT, Buffed Pork: Caber Toss is now unburstable until the first hit, making Caber > Jump or Caber > Chop guaranteed. This allows us to open it up for anti-air use (not trivial to use), adds a skill check, and helps distinguish it from Frenzy and Chop with their long armor frames. NOTE: We want to keep Pork's 50/50 traps, but slightly reduce the frequency. Custom controls now take priority. When you close or refresh your tab, anything loaded will be deleted. The goal was to create a busted character with exciting changes and attacks that give you a way better combo game, while not trying to over-centralize the character with one move that deals with every situation. Great mod by the way. Im thrilled for this! Tough Love Arena; April 23, 2022 at 2:00 PM EDT Daftar: Tutup Organized by These are some of those smaller changes after being further tuned. Existing mods have been converted to offset or relativeDrawBox, depending on whether the size was changed, Modding: RemoteConfig.keepOnScreen added. This should help the other characters fight them without changing their combo structure or gameplan. Also has somewhat cool new animation. - 92% of the 14 user reviews for this game are positive. Gallery. ), Modding: Using the MOD option on the Character Select screen opens a menu where you can load multiple mod files at once, choose modded characters, and remove them, Modding: Added Modded characters to the Frame Data Menu (also with the ability to load / remove modded characters), Modding: Playing with a modded character now updates the Version in the bottom left to make it clear that any footage captured is with modded characters, Modding: You can now share Replays with modded characters, but you will be unable to view them without first loading the same (unaltered) mod file, NOTE: When you "load" a mod file, this does not upload it to a server, but instead stores it in local memory. 2022, Training: Added a new recording option that only starts when you attack, to make testing reversals easier. You should no longer disconnect from the server while waiting for a match, Private Match: Fixed bug where an error screen would appear when you closed voluntarily, Online: Reduced input prediction 120 > 60 frames, Maintenance: Added monitoring to track missing inputs in online matches, Maintenance: Removed old, unused handshake logic. these mod authors really holding out updates for a dollar on patreon. NOTE: The hitbox changes restore the Meats to the original design for their normals. Press Throw to attempt a throw, All throw active frames (including Pork's Caber Toss) have been increased 5 > 10 frames, Walking forward is no longer throw invulnerable, You cannot be thrown for 3 frames after exiting hitstun, blockstun, juggling, or knockdown, This 3 frame window provides extra time to start an attack and beat a meaty throw, Doing anything besides standing or walking will immediately end this window of throw invulnerability, Therefore, doing an armored attack or parry makes you immediately throwable, Throwable hurtboxes are now tracked separately vs strike hurtboxes, Walking backwards slightly increases the width of your throwable hurtbox, RAPID has been moved from Forward Special to Forward Throw, BURST has been moved from Backward Special to Backward Throw, REJECTION has been moved from Back Light to Forward Throw, Modding: You can use "d" to map inputs to the fourth button (eg "4d": "SomeAttack"), Modding: FighterSetupConfig.commands added (customize the inputs for Throw/Rapid/Burst/Reject), Modding: SequenceConfig.palindromeAnimation added (backfill to make hitstun/blockstun work), Modding: ActionConfig.throwStart active frame duration changed 5 > 10 to make meaty throws easier, Modding: Hurtboxes can now be customized for strikes vs throws, Modding: DefaultConfig.strikeHurtboxes and DefaultConfig.throwHurtboxes added, Modding: SequenceConfig.strikeHurtboxes and SequenceConfig.throwHurtboxes added, Modding: FrameConfig.strikeHurtboxes and FrameConfig.throwHurtboxes added, Modding: SequenceConfig.hurtboxes and FrameConfig.hurtboxes are still available as a shorthand for both strike/throw, Modding: Existing hurtbox changes have been ported to strikeHurtbox so as to not extend the throwHurtbox automatically, Modding: Places where hurtboxes were set to empty have been preserved, Buffed Garlic: Backflip can now cancel it's landing frames directly into Jump or Roundhouse by pressing Light or Heavy respectively, Gameplay: Reduced the height of all jumping attack hurtboxes to cleanly beat attacks not designed to be anti-airs, Noodle: Adjusted Trample hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Gutpunch hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Jump Attack (Dropkick) hitbox height to better match the animation (gameplay unaffected), Beef: Adjusted BEEFCAKE hitbox height to better match the animation (gameplay unaffected), Pork: Adjusted Chop hitbox height to better match the animation (gameplay unaffected), Onion/Garlic: Adjusted Flick hitbox height to better match the animation (less disjointed, but still a great anti-air), Onion: Adjusted Hopkick hitbox height to better match the animation (gameplay unaffected), Performance: Added warning to the menu when using a browser with poor performance (e.g. 4. Upgrade to Challonge Premier to remove advertisements from the embed. Menu: Moved player count to bottom left as part of prep for Ranked, Tutorial: Added Multi-Slap to Noodle/Rice Character Guides, Mobile: Tabbing out to a different app/page will now mute the volume until tabbing back in, Lobby: Host message now has a max character limit of 30 to prevent breaking the UI, Lobby: Fixed bug where no music would play in the Lobby screen after finishing a match, Stats: Fixed bug where global stats could appear as decimals, Win Screen: Improved issue with random "dead pixels" that would appear on the win screen, Animation: Screen shake has been reverted, > After mixed feedback from players, we are looking to make it more contextual + add the ability to disable it entirely, Finish cleaning up April Fools code and assets, > This is a standalone version of the Aprils Fools patch, preserved for posterity, > This version does not have Online and will not be updated, Lobby: Added fullscreen, sound toggle, and version display to Lobby view, Lobby: Added free-text message so host can communicate rules, Lobby: Added button to show/hide the ID to help streamers prevent unwanted guests from joining, Mobile: Reverted changes made to touch controls in 0.44.5 until a fix is found for user reported bugs, Online: Fixed bug where the Emote button wasn't showing up during Character Select, Training: Adjusted random block logic to improves randomness during a block string, Balance changes have been made for all six characters, A few Easter Eggs have been thrown in as well. This fixes weird scenarios where fast travelling moves (like Uppercut) could pass through BURST and then be hit from behind, Mobile: During Character Select, you can now undo a character choice by pressing the "Unselect" button that appears at the bottom, Replays: You can now restart a Replay by pressing Light attack at the win screen, Win Screen: Fixed visual bug where some text was cutting off the winner's portrait, Win Screen: Fixed text on the Unlock screen to reflect recent lobby changes, Gameplay: Fixed bug where a full-health normal character losing via timeout to a slightly damaged (but higher remaining health) boss character would award the boss a "Perfect" win, Frame Data: Mystery Meat data is visible after they are unlocked, Frame Data: Fixed bug where some character tables would appear more than once, Versus CPU: Added boss character "Mystery Meat", Buffed Garlic: Reduced Backflip recovery 14 > 10 frames, Buffed Secret Spice: Divekick now has armor vs air attacks, making it more consistent as an invulnerable answer to jump attacks, Versus CPU: AI now uses reversal options more appropriately, Gameplay: While playing or spectating a match, you can now hover your mouse in the bottom right of the screen to view the Fullscreen button, Tutorial: Fixed bug where landing a meaty attack after knockdown would prevent the combo tracker from resetting, Training: Added option to set LOVE meter to Empty, Tutorial: Fixed Onion Combo #5: Hopkick Juggle to start in the corner (as of patch 0.51.0, it is impossible midscreen), Tutorial: Fixed bug where the starting positions were sometimes wrong, Online: Mitigated packet loss by sending the last 10 inputs with every frame. 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