Post-Launch Patch #3 (v1.0.1.0)
Author: bybyblue,
published 2 months ago,
[img]https://clan.cloudflare.steamstatic.com/images//44456438/f1b9e34fee4ece65ddd2a9a2d88c93403fd2f5cc.png[/img]
[h1]The third (and hopefully final) Post-Launch Patch addressing major bugs![/h1]
It took quite some time (given our initial expectations were to have this ready by August 1st), but it's finally ready.
This patch addresses many issues regarding [b]Performance[/b], [b]Netplay[/b], [b]Menu Navigation[/b], [b]Quality of Life Inclusions/Changes[/b], as well as some minor [b]balance changes[/b]. Our aim is to make this the final major bug-fix patch so that we can move forward and prep for things such as Ranked Mode and more. Undoubtedly, there will be more unexpected bugs that arise, but hopefully at least now the game is relatively stable and we can fix the minor bugs in smaller patches.
As mentioned in our previous post, this build (v1.0.1.0) will render all old [b]Replays[/b] incompatible. While this is normal expected behavior as the game state, character interactions, and systems change, we want to investigate methods for allowing playback of outdated replay files at some point in the future.
Additionally, while Dojo Masters isn't officially support on the [b]Steam Deck[/b]/Proton (Nor do we own a Steam Deck ourselves), we will still continue to make an effort to support it to the best of our abilities.
Lastly, on the topic of [b]Ranked Mode[/b]. Admittedly, we are a bit behind schedule due to addressing network issues. With that said, we are still committed to having Ranked Mode up and running before the end of the month. [img]https://clan.cloudflare.steamstatic.com/images//44456438/66aa3e96bfab52b84ffd67a52b02398d7c62cb3d.gif[/img]
[u][h1]Patchnotes[/h1][/u]
[h2]❖ Balance Changes ❖[/h2]
[h3][u]Muay Thai[/u][/h3]
[list]
[*] [b]Forward Jab:[/b]
Hitstop on Parried 20 → 25
Blockstun Reduced from 5 → 3
Recoil OnHit increase from 0 → -1
[*] [b]Forward Kick:[/b]
Hitstop on Parried 25 → 30
Blockstun Reduced from 8 → 5
Recoil OnHit increase from 0 → -1[/list][h3][u]Krav Maga[/u][/h3]
[list]
[*] [b]Total Takedown:[/b]
Can now be interrupted during the Takedown sequence.[list][*] Only really useful in Free-For-All and Survival Modes.[/list][/list][h3][u]Kendo[/u][/h3]
[list]
[*] [b]Dashing Strike:[/b]
Startup increased by 1 Frame to make the attack -5 on Hit.[list][*] This was done to prevent an infinite.
[/list]Hurtbox Updated to better reflect visuals.[*] [b]Weak Death Blow:[/b]
Hurtbox Updated to better reflect visuals.[/list]
[h2]❖ Netplay ❖[/h2]
[h3][u]Stability[/u][/h3]
[list]
[*] Fixed a major bug that would cause the game to unexpected crash while in Matchmaking (And just playing online in general) for Steam Deck/Proton users.
[*] Made further improvements to the handling of returning to Character Select when playing online in slower connections.
[list]
[*] It should now be less likely to desync/disconnect players.[/list][*] Fixed a bug that could lead to a player being stuck at Character Select despite the opponent having already disconnected.
[*] Fixed a bug that could cause players to disconnect from Matches in Matchmaking if the game sent more than one match challenge/request in a short amount of time.
[*] Potentially addressed a bug that would cause Matchmaking Preferences to interfere with Custom Lobby Room Rules.
[*] In the extremely rare case where the game is refusing to send UDP Packets during an online match, it will now fallback to TCP Packets to prevent softlocks and connection timeouts.
[list]
[*]In simple terms: Game will better solve unexpected connection issues mid-match.[/list][*] General improvements to the game state to better prevent desyncs from occurring.
[/list][h3][u]Lobbies[/u][/h3]
[list]
[*] Added a warning dialog prompt that informs a Lobby Host that they are closing the lobby and potentially ending matches prematurely.
[list]
[*] There is also an option to "Warn" the other users that the Lobby will be closing soon.[/list][/list][h3][u]Misc.[/u][/h3]
[list]
[*] "Warrior Spirit" cosmetic should now properly display for your opponent when playing online.
[*] Fixed a bug that allowed players to retain their Win Streak when they lose due to a TimeUp.
[*] Scoreboard/Progression should no longer be reset randomly during Matchmaking while in Local Game Modes.
[/list]
[h2]❖ Navigation ❖[/h2]
[list]
[*] All in-game Menus (Results Screens and Pause Menus) can now be navigated with the Mouse Cursor.
[*] Results, Pause, Character Select, and Main Menu navigation has been standardized and will no longer strictly rely on the mapped inputs for a given Player Controller Slot.
[list]
[*] Keyboard Mapped Controller slots will still use the old behavior as long as no controller is connected to the Player Controller Slot in question.[/list][*] All Local Multiplayer Modes now contain a "Button Remap" Button at Character Select.
[list][*] This should make it easier to remap controls in local gatherings without having to exit out and return to the Settings Menu.[/list][/list]
[h2]❖ Gameplay ❖[/h2]
[h3][u]System Changes[/u][/h3]
[list]
[*] An oversight caused the lockout that was intended to be applied when unsuccessfully attempting a Parry wasn't occurring. This has since been fixed.
[*] Fixed a bug that prevented players from buffering Parries during non-cancelable states.
[*] Fixed an oversight with Tech Animations that didn't uniformly allow all characters to Parry during their descent.
[list]
[*] This previously lead to unfair Tech Traps scenarios, and lead to only a couple characters being able to take advantage of the Air Parry Mechanic consistently.
[/list][/list][h3][u]Tutorials and Trials[/u][/h3]
[list]
[*] The input to progress the Tutorial and Trials dialogue has been changed to [b][Start][/b].
[list]
[*] It even comes with a nifty tooltip indicator if the players takes too long to proceed.
[*] Pausing during a Tutorial/Trial now requires that you hold the [b][Start][/b] Button for half a second.
[/list][/list][h3][u]Results Screen[/u][/h3]
[list]
[*] Added a shortcut offer Kudos at the Results screen by pressing [b][Select][/b]
[*] Navigation no longer wraps around vertically.
[list]
[*] Should prevent players from accidentally overshooting and selecting "QUIT" when they want "KUDOS".[/list][*] Pressing [b][Start][/b] to cancel a Results Screen Decision will now longer rapidly spam.[/list][h3][u]Pause Menu[/u][/h3]
[list]
[*] While playing multiplayer modes, Pausing the game has been changed to a "Hold To Pause" behavior.
[list]
[*] This was done primarily to prevent accidental pausing when attempting to skip Round Transitions.
[/list][/list][h3][u]Arcade Mode[/u][/h3]
[list]
[*] Players can now choose to "Rematch" after a Game Over in Arcade Mode.
[list]
[*] You can also now save the replay of the match that you lost.
[/list][/list][h3][u]Survival Mode[/u][/h3]
[list]
[*] Enemies' Base Stamina has been globally reduced.
[list]
[*] Previously, it would take slightly too long to get kills in Survival Mode. While this wasn't [i]technically[/i] an issue, it didn't fully capture that feeling we were aiming for and have adjusted it to better reflect our vision.
[/list][*] Added a "Crowd Control" behavior to enemy CPU Logic. This causes them to more respectfully swarm players in a slightly less overwhelming manner.
[*] Strong Enemies can now be eliminated with Untechable Attacks again.
[list]
[*] After some consideration, allowing them to recover and respawn was a bit too annoying to deal with once you get to the later stages of Survival Mode.
[/list][*] Strong Enemies now reward more Stamina than a normal enemy when Overkilled.
[*] Overkill Flash has been retuned to be more consistent and rewarding.
[*] Enemies eliminated via Overkill will now gray out and order behind the action to better reduce clutter.
[*] Enemies eliminated via Overkill will now fall at a fixed rate to reward players at a more expected rate.
[*] Every successful Knockout will now skip +1sec of the Revive Timer in Co-Op Survival Mode.[/list][h3][u]Team VS[/u][/h3]
[list]
[*] Fixed a bug that prevented Stamina from carrying over between rounds.
[list]
[*] Previously, the surviving player would start the next round/character-transition with 0 Stamina.
[/list][/list][h3][u]Free-For-All[/u][/h3]
[list]
[*] Due to the new inclusion of a Button Remap Button in Free-For-All Character Select, the "←"(Exit) Button no longer exists, and thus users will now have to hold the [b][Cancel][/b] Button down for half a second in order to exit the menu.
[*] Results Menu Player Icons now animate much quicker to better signal your selection state once a decision is made.
[*] Free-For-All Menu Button's text has been changed from "VS 3P/4P" to "4 PLAYERS" to be more understandable.
[list]
[*] Escape on the Keyboard also works.
[/list][/list][h3][u]BOT VS[/u][/h3]
[list]
[*] Fixed a behavior that could lead to the AI indefinitely baiting each other's attacks and not progressing the match.
[/list][h3][u]Training Mode[/u][/h3]
[list]
[*] Fixed a bug that could prevent users from increasing Stamina Values in Training Mode when the designated Character has more Base Stamina than what is normally expected.
[/list]
[h2]❖ General ❖[/h2]
[h3][u]Replays[/u][/h3]
[list]
[*] Replays older than v1.0.1.0 will no longer be viewable.
[*] Replays should be slightly more consistent and reliable when saving.
[list][*] Meaning: They should be less likely to become corrupted/empty.[/list][*] Replay Takeover Menu was visually disabling the Player Buttons. This has since been fixed.
[*] Replay Takeover now properly functions when attempting to take over a CPU Player.
[*] Replays now tend to adopt the name of the Game Mode when a Player's name isn't given.[/list][h3][u]Misc.[/u][/h3]
[list]
[*] Minor improvement to performance while in Menus.
[*] Game client should more consistently interface with the Steam Client.
[*] Made minor improvements to how the game interacts with steam user folders.
[*] Fixed a typo in the Match Conclusion Text when getting a Perfect KO in Traditional KO Mode.
[*] Added some additional informative popups to the game to better inform players of things they might have missed.
[list]
[*] More of these will make their way into the game in the future. It's a matter of finding the confusing points and tackling them on a case-by-case basis.[/list][*] Added more notifications for the various error cases in the game so that you are better informed as to what might be breaking when things do.
[*] Further decreased volume of the Logo segment when launching the game.
[*] Addressed some localization oddities with the JP translation.
[*] Fixed issues that prevented some Character Select Elements from displaying properly, as well one issues that would cause some elements to remain when they shouldn't.
[/list]
[h2]❖ Achievements ❖[/h2]
[list]
[*] Addressed an oversight that had the achievement for winning 1 with the 10-wins icon and caused the actual winning 10 matches online achievement to not appear in your library.
[*] General improvements to how achievement tracking is checked.
[*] Fixed a bug with the Achievement tied to Traditional KO mode.
[*] Corrected a few typos discovered in the Brazilian Portuguese (PT-BR) achievements.
[/list]
[h2]❖ Steam Workshop ❖[/h2]
[list]
[*] [url=https://store.steampowered.com/app/2570430/Dojo_Masters_Editor/]Dojo Masters' Editor Tool[/url] (Used with the Steam Workshop) now properly has its Steam Page up and running and the tool should be downloadable for all looking to get into Workshop creation.
[*] Added notifications for when you have reached you Workshop File Limit or Storage Space Limit when unsuccessfully attempting to upload to the Steam Workshop.
[*] Doodle Chan has been updated to include all of the recent system fixes as well as to address a small oversight in their Tech Action.
[*] Fixed a scripting bug in Doodle Chan that allowed them to indefinitely cause a Counter-Hit (Visually).
[*] Local Mod Characters and Skins will now be properly displayable at Character selected, denoted by a "!" when usability is allowed but with exceptions.
[/list]