Story Mode released with Slap City 0.9.5

Adventure awaits! We are excited to announce that you can play Ittle Dew's campaign in Slap City's story mode right now! [img]{STEAM_CLAN_IMAGE}/32083060/64df05e9d32a65423a1b07588730501129c5e9c2.png[/img] We have also changed, fixed and re-broken a whole slew of things, full change list below: General -Story mode is now available on the single player menu -Ittle Dew's timeline is now available in story mode -Added save icon when saving -Added page with various links to social media -Player and CPU buttons on the character select screen now toggle each other -Added music selection style toggler button on stage select screen -You can now toggle which music tracks get selected from for random music on the music select when selecting stage -Fixed issue where player slot set to OFF could still block character color selection -Fixed issue where collision checks going exactly parallel from within a collision line to outside of it, would hit the end of the collision line instead of ignoring it Online -Updated Steamworks to version 1.46 (from version 1.42) -Fixed issue where match data download was not properly null-checked on parse -Fixed online "fighting" glitch Characters -Hurtboxes set to zero on Z-axis -Shoulder hitboxes removed -If current speed is below half of dashspeed, dash startup now consistently sets speed to half of dashspeed for all characters -Upwards attacks out of jump with tap jump on now trigger consistently across all characters -Fixed issue where not all shield hurtboxes were assigned shield pushback -Shield positions tweaked to more evenly cover characters -Strong attacks that had priority 5, has had that increased to 10 -Tapping up on ledge with tapjump set to “off” now results in a standard getup -Falling backwards off a ledge while in shield no longer grants ledge intangibility -If ledge intangibility runs out, getup attack will no longer have intangible properties -Ledge intangibility effects now start a frame after ledge is grabbed for visual clarity -Ledge intangibility duration decreased (75 -> 60) -Ledge options once again bufferable -Pressing down or jump while in a downed state will now result in a normal getup -All getup options are now bufferable -Grabs now affect characters from anywhere, not just in front of the grabber -Grab escape X-Velocity increased (10 -> 12) -Grab escape now has movement locked for 20 frames -Can now use up tilt, up strong & up special out of shield -Silver shield removed, in its place parry now has shield regen properties -Shield health set to 5 after a shield break instead of 25, and regenerates normally during stun period -Successfully parrying now sets remaining parry frames to 7, instead of adding 4, preventing large buildups of parry -Time to exit parry once parry window ends adjusted (11->9 frames, unchanged in practice due to above change) -Can no longer turn around and grab out of shield state -A grab input no longer buffers an attack on shield -Fixed typo in rolls that caused them to end a frame early -Airdodging no longer gives ledge intangibility under any circumstance -Airdodging can now grab ledge on frame 3 instead of frame 0 -Fixed issue where airdodges out of a jump out of shield would trigger too easily -Finishers no longer regain stall upon grabbing ledge -Walljump now maneuverable earlier (40 > 20) -Walljump now preserves most stored horizontal momentum -Walljump now possible by pressing clutch -Walljump from ledge is now unaffected by walljump decay (does not reset walljump decay) -Can now taunt out of walking and running states -The turn state no longer instantly stops all momentum -Attacks that stop momentum when turning around against momentum no longer do so out of moonwalks or within 25 frames of an airdodge landing -Sword trails are now a bit smoother -Getting damaged and flinching in the air now always gives ledge intangibility -Fixed issue where walltechs would sometimes become ceilingtechs -Walljumps from walltechs are now easier to perform -Global shieldstun multiplier reduced (0.85 -> 0.75) Ittle Dew -Ittle now has a mouth -Shield health increased (50 -> 60) -Jab third hit knockback gain reverted (3.6 -> 3.4) -Jab third hit animation tweaked to no longer hit behind -Aerial empty lag standardized (3 -> 4) -Neutral air stale hit 2 removed -Neutral air stale hit damage reduced (6 -> 5) -Neutral air stale hit base knockback increased (80 -> 120) -Neutral air stale hit knockback growth reduced (2.5 -> 1.7) -Neutral air stale hit priority reduced (0 -> -10) -Forward air final hit knockback increased (120 -> 135) -Back air knockback gain increased (2.5 -> 2.6) -Up air initial hit given set knockback -Up air final hit base knockback reduced (120 -> 100) -Down air mid hit shield damage reduced (1 -> 0.8) -Down air mid hit damage reduced (8 -> 6) -Down air weak hit shield damage reduced (1 -> 0.65) -Down air weak hit damage reduced (8 -> 5) -Down air weak hit base knockback increased (40 -> 80) -Down air weak hit hitstun increased (0.7 -> 0.9) -Fixed a bug where the "full charge" variable of finisher was not reset when the move begins -Forward Strong no longer activates a frame early when canceled into from finisher -Up Strong initial hit removed -Up Strong strong hit retooled to a rising hitbox -Up Strong strong hit active frames increased (1 -> 3) -Down Strong startup increased by 8 frames -Down Strong selflag increased to match hitlag (0.5 -> 2) -Forward throw base knockback increased (150 -> 160) -Forward throw knockback gain decreased (2.2 -> 2.1) -Forward throw hitstun reduced (1 -> 0.95) -Down throw initial base knockback decreased (200 -> 160) -Neutral special uncharged projectile size reverted (0.5 -> 0.1) -Neutral special turnaround window reacts instantly instead of waiting for the final frame -Bomb no longer changes trajectory on initial contact -Bomb now does damage on initial contact (0 -> 3) -Down special no longer regains its hop on ledgegrab -Down special land attack frames reduced 3->1 Masked Ruby -Shield health increased (50 -> 60) -Friction while crouching now consistent with other standing states -Floorbrake in crouching states reduced 80->25 to compensate for friction change -Third jump can now be done from 15 frames into jump 2, down from 35 -All tipper hitboxes increased (0.2 -> 0.3) -Jab animation tweaked to no longer hit behind -Jab starts trail on frame 3 instead of frame 4 to remove trail wobble -Forward tilt knockback gain reverted (2.4 -> 2.3) -Up tilt animation tweaked so the sword more effectively scoops the opponent -Up tilt hitbox slightly extended downwards -Down tilt hitbox slightly extended to cover whole sword -Aerial empty lag standardized (3 -> 4) -Up air weakhit VXDI removed -Up air weakhit DI reimplemented (0 -> 1.5) -Up air base knockback reverted (100 -> 80) -Up air now lasts one extra active frame -If last hit of finisher hits, Ruby does not become helpless whle falling -First 5 frames of finisher landing lag activate forward strong -Forward strong angle reverted (45 -> 40) -Forward strong knockback growth reduced (2.7 -> 2.6) -Up strong initial hits priority increased (0 -> 5) -Up strong hitboxes extended to cover more of rubys body -Forward, back and down throws now have hitboxes -Forward throw base knockback increased (150 -> 160) -Forward throw knockback gain reduced (2.2 -> 2.1) -Forward throw langth increased (21 -> 25 frames) -Down throw VXDI removed -Down throw DI reimplemented (0 -> 2) -Movement out of down throw analog instead of digital -Up special sweetspot window delayed (33 -> 35) -Up special hitbox shifted to be slightly above Ruby’s head Jenny Fox -Shield health increased (50 -> 60) -Weight decreased (115 -> 110) -Floorbreak decreased (50 -> 40) -Jab animation tweaked to no longer hit behind -Jab hitbox activates one frame later (3 -> 4) -Jab shield damage reduced (1 -> 0.6) -Down tilt now has proper amount of endlag (33 -> 39) -Down tilt has rr clank properties in the air -Down tilt can now cancel into up tilt & up strong -Down tilt when hitting an invincible or shielded opponent will no longer go off ledges -Ollie can now immediately cancel into turnaround, kickflip or itself -Aerial empty lag standardized (3 -> 4) -Neutral air now a single hitbox -Forward air angle reverted (30 -> 35) -Forward air base knockback reverted (110 -> 100) -Forward air landing lag increased when the move is held but not released (3 -> 8) -Forward air holdtime no longer indefinite (inf -> 30) -Forward air fully charged variant now classified as a different move -Forward air uncharged variant shield damage reduced (1.15 -> 1) -Forward air charged variant damage increased (12 -> 15) -Forward air charged variant hitstun increased (0.8 -> 1) -Forward air charged variant shield damage increased (1.15 -> 1.4) -Forward air charged variant hitlag and selflag increased (1 -> 1.5) -Forward air charged variant base knockback increased (100 -> 120) -Forward strong base knockback reverted (110 -> 100) -Down strong angle reverted (40 -> 45) -Down strong knockback growth increased (2 -> 2.1) -Finisher grounded variant now DIable -Finisher axe hitboxes size changed 1->0.85 during the first two frames of the attack -Forward throw now has a hitbox -Forward throw angle reverted (30 -> 35) -Forward throw base knockback reverted (110 -> 100) -Back throw changed to have two twirls if clutch is held. -Back throw 0 twirls: the move works like it used to (8 dmg, 150 angle, 150 bkb, 2.1 kbg, 1.0 hitstun) -Back throw 1 twirl: the angle changes to 135 and hitstun to 0.85 -Back throw 2 twirls: the angle changes to 120 and hitstun to 0.85 -Back throw length increased (24 -> 30 frames) -Down throw damage decreased (11 -> 10) -Down throw hitstop/selfstop for the first five hits reduced (1 -> 0.5) -Down throw sixth hit damage reduced (1 -> 0) -Down throw sixth hit base knockback decreased (180 -> 160) -Down throw sixth hit knockback gain increased (2.6 -> 3.8) -Down throw knockback unchanged in practice -Neutral special turnaround window no longer indefinite -Neutral special no longer regains its hop on ledgegrab -Down special can now cancel into up tilt & up strong -Down special can now cancel into up special if grounded or (at the cost of a jump) in the air Ultra Fishbunjin 3000 -Fixed issue where hitbox on down throw could refresh infinitely -Fixed issue where Fishbunjin would never receive edgeclimb attack intangibility -Shield health increased (50 -> 60) -Forward tilt priority reinstated (0 -> 5) -Aerial empty lag standardized (5 -> 4) -Neutral air animation tweaked to no longer hit behind -Forward air angle reverted (35 -> 40) -Forward air knockback growth reduced (2.3 -> 2.2) -Dumbbell during finisher stall no longer land cancels before the dumbbell is thrown -Dumbbell landing lag fixed, before it ended too early by mistake (15 -> 25) -Forward strong angle reverted (40 -> 45) -Down strong now takes a jump if canceled via up special -First 5 frames of finisher landing lag activate forward strong -Finisher base knockback reduced (100 -> 80) -Finisher hitstun reduced (1 -> 0.8) -Pummel now hits other opponents -All throws now have a hitbox -Forward throw less DIable (1.2 -> 1) -Up throw more DIable (1.4 -> 1.5) -Down throw knockback growth increased (1.5 -> 1.6) -Flex can now cancel into up tilt & up strong -Flex can now cancel into up special if grounded or (at the cost of a jump) in the air -Flex can cancel into flex by pressing special after a 5 frame window of tapping up -Forward special priority reinstated (0 -> 5) -Forward special can now cancel into up tilt and up strong -Forward special can now cancel into up special if grounded or (at the cost of a jump) in the air -Forward special can cancel into flex by pressing special after a 5 frame window of tapping up -Up special now has a large body hitbox that acts as a sourspot (weak up air properties) -Up special super armor now focused entirely on ascending dumbbell -Aerial down special animation tweaked to no longer hit behind Princess Remedy -Shield health increased (50 -> 60) -Airspeed increased (8 -> 9) -Jab base knockback reverted (80 -> 60) -Forward tilt now only clanks on arm -Up tilt now only clanks on leg -Up tilt reverted to old rr priority -Down tilt knockback gain reverted (2 -> 1.8) -Down tilt reverted to old rr priority -Aerial empty lag standardized (3 -> 4) -Back air shield damage decreased (1 -> 0.3) -Back air angle raised (162 -> 145) -Back air startup increased (5 -> 13) -Back air tipper hitbox added -Back air tipper DI modifier decreased (1 -> 0.6) -Back air sourspot damage decreased (12 -> 10) -Back air tipper damage increased (12 -> 13) -Back air tipper hitlag and selflag increased (1 -> 1.5) -Back air sourspot hitstun decreased (1 -> 0.7) -Back air tipper knockback growth increased (1.8 -> 2) -Back air sourspot base knockback decreased (120 -> 110) -Forward Strong no longer activates a frame early when canceled into from finisher -Up strong scooping hitbox removed -Up strong now one consistent size (1.35) -Up strong active frames reduced (14 -> 8) -Down strong now travels through platforms -Fixed down strong sending Remedy too low (was never compensated for gravity) -Pummel now hits other opponents -Up throw VXDI removed -Up throw DI reimplemented (0 -> 1.5) -Down throw now has a hitbox -Neutral special can now be land canceled -Forward special no longer dash cancelable (bugfix) -Forward special no longer stores charges -Forward special fully charges in half the time (120 -> 60), but full charge variant is now weaker -Forward special can be canceled up until the point the flask actually leaves Remedy’s hands -Forward special cancel can now be buffered -Forward special landcancel can now be prevented by holding special button -Mine now disappears upon death Business Casual Man -Shield health increased (50 -> 60) -Friction standardized (0.8 -> 1), Floorbrake decreased to compensate (40 -> 30) -Forward tilt angle reverted (42 -> 45) -Down tilt first hit removed entirely -Down tilt damage increased (3 -> 6), compensates for first hit removal -Down tilt base knockback increased (140 -> 155) -Down tilt knockback gain decreased (2.2 -> 1.25) -Down tilt selflag reduced (1 -> 0.65) -Aerial empty lag standardized (3 -> 4) -Neutral air final hit knockback gain reverted (2.6 -> 2.5) -Forward air angle reverted (40 -> 45) -Forward air knockback gain reverted (2.6 -> 2.5) -Back air no longer immediately snaps to the ground after leaving an edge -Down air hitboxes tweaked for consistency -Forward strong angle reverted (42 -> 45) -Forward strong sourspot removed -First 5 frames of finisher landing lag activate forward strong -Finisher sell variant cards no longer SDIable -Forward throw non-sell variant knockback gain reverted (2.2 -> 2) -Up throw now has a hitbox -Down throw knockback gain reverted (2 -> 1.8) -Neutral special (base version) shield damage reduced (1.2 -> 0.5) -Neutral special shieldstun increased (1.7 -> 1.9, compensates for general shieldstun nerf) -Forward special no longer gains super armor upon getting a grab -Up special tie hitbox reduced slightly Goddess of Explosions -Shield health increased (50 -> 60) -Forward tilt hitboxes now accurate to the animation -Down tilt now clanks on leg -Down tilt knockback gain reverted (2.1 -> 2) -Down tilt initial hitboxes now align with slopes -Aerial empty lag standardized (3 -> 4) -Down air hitboxes reduced, now more focused on leg -Down air clutch overhauled, now acts like other clutchable moves during recoil -Down air now rapidly decelerates instead of stopping immediately -Forward strong angle reverted (40 -> 45) -Forward strong knockback growth decreased (1.8 -> 1.7) -Forward strong weak hit given clank properties -Forward strong weak hit base knockback decreased (170 -> 140) -Forward strong weak hit knockback growth decreased (1.7 -> 1.2) -Forward strong no longer cancelable into utilt -First 5 frames of finisher landing lag activate forward strong -Forward throw strong hit angle reverted (40 -> 45) -Forward throw initial throw knockback set -Forward throw initial throw angle tweaked (45 -> 20) -Back throw angle reverted (145 -> 140) -Fireball rebound cap increased (10 -> 999) Asha -Shield health increased (50 -> 60) -Arm hitboxes readded to relevant attacks (excluding elbow hitboxes for utilt) -Aerial empty lag standardized (3 -> 4) -Forward air horizontal angle reverted (43 -> 45) -Forward air sourspot damage increased (6 -> 9) -Back air now lasts an extra active frame (1 -> 2) -Back air endlag increased (35 -> 45) -Up air waist hitbox removed -Down air VXDI removed -Down air angle lowered (60 -> 50) -Down air DI increased (1 -> 1.5) -Down air SDI increased (1.5 -> 2) -Down air hitlag increased (1 -> 1.5) -Forward Strong no longer activates a frame early when canceled into from finisher -Forward strong now lasts an extra active frame (1 -> 2) -Forward strong angle reverted (42 -> 45) -Forward strong knockback gain reverted (2.2 -> 2.1) -Forward strong endlag increased (28 -> 36) -Forward strong hitlag & selflag increased (1 -> 1.5) -Up strong shell is no longer parriable -Down strong hitbox activation delayed (30 -> 45) -Finisher has an extra hitbox by Asha’s head -Forward throw angle reverted (48 -> 50) -Back throw angle reverted (143 -> 140) -Down throw now has a hitbox -No longer gain teleport recharge while in hitstun -Teleport recovery rate lowered (0.25 -> 0.2)