A fighting game designed from the ground up to be so easy to control that even non-fighting game players can play it, yet deep enough to play in tournaments. Vibrant graphics and excellent online play.
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This update is live on all platforms right now.
(While we know these are the Steam forums, we include notes on changes to all platforms, for the sake of completeness.)
[h1]FULL CROSSPLAY[/h1]
Fantasy Strike now has full crossplay amongst all its platforms: Nintendo Switch, Playstation 4, and Steam (Mac / Windows / Linux). That means when you’re in the casual or ranked online queues, you get the benefit of a larger playerbase across all platforms. You can also directly challenge or spectate any player from your in-game friends list, regardless of which platform either of you are using.
[h1]ONLINE FIXES[/h1]
--Fixed an issue that broke the menu UI when the poupup for "The opponent has quit the match" appeared while you were playing local team battle. The problem could also happen when playing ranked online in bronze league.
--Fixed an issue during friend match’s team battle. If the opponent disconnected during the roulette screen specifically, a popup would tell you (good), but then you’d be stuck on that screen forever (bad).
--[Switch] When opening the main menu for the first time, then choosing “Play Offline,” the game no longer tries to connect to the server. It also no longer displays a signup screen for Nintendo Online in this case, because you’re, well, playing offline.
--Fixed resuming survival mode after it's interrupted by an online game.
--When playing Single Match (vs an AI opponent), then getting interrupted by an online match, then returning to Single Match, it now returns you to the same AI opponent character you were playing before.
--Fixed a visual issue with the round win icons (the blue circles) during online games. When online rollbacks happen, the animation of getting a round-win icon could wrongly play twice for no reason. This did not affect anything substantive about who won, it was just a visual glitch.
--[Switch & PS4] Slightly reduced the CPU strain of rollbacks in matches with pings worse than about 160ms. This means framerate should a bit better in this case.
--Fixed a spectating issue that could cause the spectator to disconnect when trying to spectate a friend match after the players had chosen to rematch.
--Fixed spectators wrongly seeing the fake FantasyTags "Player 1" vs "Player 2" when starting to watch a friend match game at the character select screen.
[h1]CHARACTERS[/h1]
[b]Setsuki[/b]
--Hold C (Starlight Tumbler) when whiffed now has 12f more recovery when it lands.
--C, C (the Flying Fox move to hit jumpers) now has 9f more recovery when it lands.
--Air S parry used to fail against DeGrey’s ghost, but succeed against Argagarg’s poison fish. Now the opposite is true: it works against DeGrey’s ghost (which is a projectile, so it’s supposed to work) but does not work against Argagarg’s poison fish (which is a weird exception move that passes through everything and gives no hitstun, and it felt wrong to parry it before).
[b]Midori[/b]
--Midori’s human and dragon form both have a slight fix to their normal throws. These throws now impose the same air recovery arc against all characters, rather than an arc that varies based on the victim's jump's Y acceleration value(!). Everyone now flies in the same arc that Grave does when getting hit by these throws.
--Dragon's ground C and air C throws now correctly preserve block damage like all other throws. This means if the victim’s has a hit point that’s flashing from possible block damage, then they get thrown, their next remaining hit point will now correctly retain that same kind of flashing.
[b]Argagarg[/b]
-Argagarg’s fA recovers 1f faster.
[h1]MISC FIXES[/h1]
--The AI can now be fooled into blocking crossups the wrong way sometimes. The lower the AI difficulty, the more likely it will be fooled. Tighter crossups fool the AI more often.
--Fixed Daily Challenge crash when you win "too fast" and the incoming opponent was not finished loading. Mainly noticeable on consoles. This only happened on Daily Challenge, not in Survival.
--Fixed a case where you could stay stuck on the Boss Rush powerups screen if you mashed buttons during the transition to gameplay.
--Fixed an issue introduced in the previous patch where Grave and Jaina’s projectiles could give them super meter for no reason if they collided with the opponent’s projectiles.
--[Steam] Fixed a menu issue that occurred when you paused the game, then double tapped Esc. This resulted in showing the pause overlay while the game was not actually paused.
--Fixed an issue that caused music to be turned off by default on a fresh install. This problem was accidentally introduced in the previous patch, but is now fixed.
--[Switch and PS4] The Polish language is now available in language settings.
--Fixed a crash that happened when mashing the cancel button on the opening cinematic when the game is launched for the first time.
--[Switch] When choose Local Play, then choose one of the submodes to actually play, if two controllers are not available, the game now opens the controller sync screen to let the player connect a second controller. It was still possible to connect a controller in this situation by pressing the Home button and going to Nintendo’s controller setup screen, or by detaching/attaching JoyCons, and so forth, but this way it’s simpler for everyone.
--Set some ground moves' voice-overs were accidentally set to start playing on frame 1, rather than frame 3 of the move. Now that they are set to frame 3, this prevents them from wrongly playing in the case where the player did a J+A or A+B throw macro, where we only saw the first 1 or 2 frames of the “A” move. The moves with this sound fix are:Grave fA, Setsuki A, Geiger A, Argagarg bA, Argagarg fA
Enjoy the new enhanced crossplay amongst all platforms!