Patch Notes - #39986 - Nov 25th, 2019

Indivisible

Indivisible is a hand drawn action RPG platformer from Lab Zero, creators of the critically acclaimed Skullgirls! Set in a huge fantasy world, Indivisible tells the story of Ajna, a fearless girl with a rebellious streak who sets out on a quest to save everything she knows from being destroyed.

[i]Title screen build number 39986[/i] [h1]General[/h1][list] [*]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. [/list] [h1]Spoilers[/h1][spoiler] - 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. [/spoiler] [h1]Balance Spoilers[/h1][spoiler] - 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). [/spoiler]