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Parable Academy Demo›Events›Demo v0.2.6 Patch Notes
Game update

Demo v0.2.6 Patch Notes

Parable Academy Demo · published 15 months ago

All eventsPlayers around this dateRead on Steam

Version 0.2.6

New Additions

  • Mickie die Mauser (Willie's Theme) now available as a music track for matches.

Bug Fixes

  • Fixed an issue where if you tried to leave an online lobby at the same time as your friend, you could be stuck in the “are you sure” screen forever.

  • Fixed an issue where remapped controls were not properly assigned in pause menus.

  • Improved efficiency of particle systems (tagging, Dorothy’s teleports, Creature’s paralysis, Gatsby’s drunk effect, etc) to hopefully fix issues of lag on lower-end machines.

  • The match timer no longer counts down during the intros/after the match ends.

Mechanics/Balance Changes

All Fighters

  • By pressing Back + Attack in the air, you will turn around to perform your aerial attack. This should make cross-ups much more viable while also letting you vary your movement in other situations.

  • Press a direction while tagging to choose where the teammate will appear. This also applies after KO. This should unlock more options to use tags defensively, where before there were too many combos that locked the opponent in whether or not they tagged.

  • Tag cooldown 4 seconds → 0.5 seconds.

  • Press Down in the air to perform Guardfall, a new movement option. Guardfall is an invincible fast-fall type move. Useful for getting out of a sticky situation when you don’t have tags available (e.g., accidentally Airdashing into someone’s charged attack), and it can cover descents for characters like Willie who lack a divekick-type move.

Alice

Alice’s Croquet Hoop is an incredibly oppressive tool in her kit, especially when combo’d with other teammates. By reducing the damage of the multihit spin, Alice’s loops should give the opponent more time to charge their tag meter. Combined with buffing the landing hit of Croquet Hoop, the corner hit of Croquet Hoop, and Off With Your Head, this should encourage Alice players to actually finish opponents with her finishers.

  • Air Attack Damage (Hits 1, 2, 3): 500 → 300

  • Air Attack Damage (Hit 4): 500 → 1100

    • Total Damage: 2000 → 2000

  • Air Attack Damage Corner Cancel: 700 → 1300

  • Forward Attack (Throw) Damage Hit 4: 2000 → 2500

    • Total Damage: 3200 → 3700

  • Forward Attack (Throw) Total Frames: 231 → 240

Creature

Creature can deal a lot of damage very quickly, and that’s a good thing. However, previously it didn’t take much effort to deal that burst damage, which was a problem. The high damage of his Crouch Attack combined with the ability to cross the stage quickly with Airdash before the paralysis wore off made it incredibly easy to TOD his opponent with whatever follow-up the player chose.

Lowering Creature’s Airdash speed & decreasing the strength of Crouch Attack should incentivize players committing to a tag to complete his paralysis combos. Additionally, the strength of Air Attack was greatly reduced - it should still be worth the risk to fish for it, but it’s not sitting on par with some Supercharges anymore.

  • Air Attack Damage: 5000 → 3800

  • Crouch Attack Damage (Hit 3): 1500 → 1000

    • Total Damage: 3000 → 2500

  • Airdash Forward Speed: 3500 → 2800

  • Max HP: 12500 → 13000

Wendy

It was definitely funny to watch Wendy get one-tapped by most charged moves (and Creature’s Air Attack), but while she’s always had the mobility to play around these strong attacks, the damage of her juggle combos wasn’t worth the risk of a single slip-up costing a third of your team. The increased HP should give players a bit more wiggle room before going down.

  • Max HP: 5000 → 7500

Other Changes

  • CPU opponents are more aggressive. Comes at the cost of some strategy, but should hopefully be more entertaining to fight & watch.

  • Adjusted the volume of some of Alice’s voice lines.

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