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STREETS OF RAGE 4 - BALANCING PATCH
Greetings everyone,
We will always be grateful to the community for sharing feedback since the game launched. Even when we don’t reply, we read your comments, your opinion, and feedback (no matter if it’s positive or negative) so everything counts.
Today we are glad to announce that your feedback helped us to bring more than eighty enhancements to the game. The patch notes will be quite long but worth taking some time to be read carefully.
Streets of Rage 4 balancing patch brings enhancements and several fixes to the game including
Online improvements: better fluidity and stability, less latency.
New online stats display options available on the HUD section.
Balancing improvements for all main characters.
Major gameplay improvements for all stages.
Various bug fixes.
Fixed rare random crashes.
[GENERAL GAMEPLAY ENHANCEMENTS]
Specials and star move can interrupt any hitstun state on ground
Specials can interrupt hit freeze
Faster jump start for SOR4 characters
[SOR4 CHARACTERS: FIXES AND ENHANCEMENTS]
AXEL SOR4:
Faster move speed
Better recovery on-air special
Added additional invincibility frames on grand upper start-up
Added grand upper on the ground (OTG) property
Grand upper travels farther
Added neutral special OTG property
Neutral special has less hit freeze
Pipe swing has a less recovery
Air special: all hits connect when OTG + ignore weight class
Denfsive cost lowered
Rescaled damage on grand upper
Forward special has a bigger hitbox
Buff charge kick wall damage
Infinite stun-lock on enemies are removed
Special pipe goes farther
Better recovery on combo
Better damage on normal combo and star move
Charge attack goes a little farther
CHERRY SOR4:
Cherry can jump cancel after uppercut combo and grab uppercut
Added 2 frames stun on punches
Flying punch from combo is fully invincible
Cherry’s charged flying punch is invincible before hit
Full invulnerability during fall is removed
Special forward is faster
Damage Buff
Back throw works in corners
Pogo kick can hit OTG
Cherry damages are rescaled on normal combo
Infinite head stomping fixed
Cherry knee loop slightly nerfed
FLOYD SOR4:
Floyd’s attack x3 infinite is removed
Neutral special life costs adjustment
Floyd can no longer reset his grab move counter by jumping
Special take less HP
Floyd has now a slower animation throwing a butcher knife like all SOR4 characters
BLAZE:
Reduced vertical speed on juggle neutral special
Reduced vertical speed on juggle back attack
Blaze’s back attack has a high bounce
Jump cancel on combo kick 1st hit
ADAM:
Fixed Infinite loop
Added neutral special OTG property
[RETRO CHARACTERS: FIXES AND GAMEPLAY ENHANCEMENTS]
AXEL SOR1:
Added invincibility on headbutt
BLAZE SOR1:
Hitting behind with flip kick
ADAM SOR1:
Combo feels more like the original
Added body hit property to his last kick in combo as in original SOR1
Infinite fix
AXEL SOR2:
Fixed Star Move not recovering green health
MAX SOR2:
Atomic drop recovery is now shorter and bigger AOE
SKATE SOR3:
Damage nerf on blitz
AXEL SOR3:
Infinite removed
Increased run speed (+10%)
Fixed Star Move not recovering green health
Punch range is better
Jab recovery is shorter
SHIVA SOR3:
Blitz damage nerf
Fixed hitbox on Star Move
[BOSS: FIXES AND ENHANCEMENTS]
Diva:
Bug fix Diva never going in phase 2.
Diva charge is slower.
No armor on kicks.
Electric area disappears faster.
Diva has longer preparation for snake bite.
Diva snake bite has less depth.
----
Commissioner Stage 2:
Balancing.
Commissioner has longer charge punch time + lower dash grab hitbox.
----
Estel:
Police attacks are easier to dodge.
----
Barbon:
Barbon kicks can hit another player after impact.
----
Shiva:
Smaller hitbox on palm moves.
Shiva double has a chance to align with the player (instead of being full random).
----
Commissioner Stage 7:
Fewer armor moves.
----
Riha & Beyo:
Beyo is a little faster.
No more armor moves for Beyo.
Armor finishes sooner for Riha's moves.
Less fire pond (lesser time and bigger cooldown).
Riha fire aoe moves are slower.
----
Max:
Throw aoe damage nerf.
Some AI fixes.
Can't combo the player anymore with 3 shoulder tackles.
----
Ms.Y:
Mr.Y is now harder to defeat
Elite Shadow reinforcements during the fight.
----
Mr. Y:
MrY stage 11 harder.
MrY stage 12 evades more.
----
Robot:
Mr.Y and Ms.Y final fight lasts longer (before the robot appearance)
Some robot hitboxes are smaller.
Legs positions have changed.
Twin getting into the robot regains full life.
Additional damages on the robot.
Fixed a bug preventing Mr.Y from throwing grenades.
Spider robot now has the same attacks in phase 1 & 2.
Fix a bug with Ms.Y not grabbing in stage 12 last fight.
STAGES / ENEMIES:
Nerfed Galsia weapon hitbox
Stage 9:
Apple added in the changing room.
Added a roasted chicken.
Stage 12:
Less green life at the beginning.
Fixed Pheasant and sparrow rising move.
Shorter electric vial time.
Reduced steam hazards hitbox.
Lots of enemies rising armor moves removed/nerfed.
Karate:
Longer parry recovery time.
Massive punch is easier to dodge
Caramel and Candy:
Headbutt nerf: hitbox + hitbox depth nerf.
Lower hp.
DIAMOND / palettes:
Jump kick track less.
Slap is slower.
Dylan:
No armor.
Raven / palettes:
Slower kicks.
Slower knee while rising.
Turn towards the target when rising.
Taser Cop:
Slower start up.
Smaller hitbox height.
Less HP.
Bronze enemy is not armored anymore during his attack.
Donovan and palettes have a slower jab punch.
Lower nb of hits to destroy bikes : 3.
Big Ben / Gourmand:
Gourmand jump attack tracks less.
Gourmand doesn’t do 2 hits anymore with an air attack.
Armor removed on Big Ben fire attack.
Elite Cop:
Slower shield regeneration.
Slower attack.
Boss Rush:
Barbon clone bug fixed.
Signal R & D:
Faster walk speed before grab.
VARIOUS
Deactivated special burst in Battle Mode
Enemies hurtbox while jumping on-screen is bigger.
You can pick up an item that is in the air if it is in your character height.
All characters can hit at point-blank.
You cannot charge a move while doing a charged move.
Forward specials are not triggered when pressing up or down.
Wall bounces increments the combo counter.
A character that is in « Body Hit » mode will collide more easily with other characters.
Nora palettes aren’t armored anymore.
Donovan can hold a hammer.
Gold reinforcements on stage 10 boss.
Stage 11 more score items on the plane.
Stage 12 ninja floor changed a little (removed spike ball, added Big Bens).
Faster transition on stage 1_2.
Donovan with a hammer on stage 3_1.
Boss Rush Mr.Y & Ms.Y robot trigger threshold as in Story Mode.
Bikes are now breakable in Stage 6.
Walking upward in front of Roo makes spawn 3 vials.
Score: combo bonuses don’t have a point limit now.
Better reinforcements spawn code preventing some reinforcements from spawning out of bounds.
Combo counters stay alive when hitting shields or guards.
Falling into holes breaks the combo.
Lowered Koobo control weapons number (2 flying at the same time).
Fixing Grenade throwers on roff throwing their grenades out of bounds.
Damage reduced on players when comboed by enemies.
Fixed a bug where you could infinite combo an enemy and refill his life.
Fixing pickup bug when several items overlap.
Weapons start flashing in red at 1/3 life (instead of 1/2).
Sledgehammer freeze reduced a bit.
Fixed input bug when canceling blitz by fwd special near a wall.
Fixed some scripting issues in the 5-2 bar fight.
Better reinforcements spawning.
Throwing knives do 36 damage instead of 35 preventing some weird 0hp enemy situations.
Some K-washi shield issues fixed.
Retro Shiva boss fight reworked.
Added 10 frames of stun after vault jump.
Pummel moves fix preventing some infinite.
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