[img]https://clan.cloudflare.steamstatic.com/images//44539871/f83051520ed8c48403a12c518f55b38faa48964c.png[/img] The second major update was just released! This update represents a major milestone in Crackpots development, because the [b]Story Mode is now finally complete[/b]! That's not all! We've also added the brand [b]new core game mode: Push[/b], and all sorts of other types of features and additions, new options, cosmetics, and QoL changes! [h2]Introducing Push mode[/h2] Push is a brand new type of ruleset that can be selected as a Game Mode instead of Crackpots or Score. In Push Mode, the giant bottles are replaced by massive totems, and the red barrier is replaced by a huge pillar. [img]https://clan.cloudflare.steamstatic.com/images//44539871/3454c52e2acf33c350a3cd9a8453ab6e4c6f663a.png[/img] The general objective is the same: Hit the object behind the opponent while protecting yours. However, rather than filling up that object with magical energy, every time you successfully hit the totem, the center pillar will move! Score hits to [b]push the pillar into the opponent's side[/b], stealing space from their play area! When you fully push the pillar into their totem, your opponent gets flattened and will explode in a flash of magical energy, and you win the round! Of course, your opponent can also push the wall into your own area! This mode is a real tug-of-war where both teams constantly push the pillar until either team gets squished! Push is available in both Versus and Online mode, so please try it out! [h2]Story Mode[/h2] This is it. The [b]final chapter[/b] in the story of The Amazing Crackpots Club. The members of the club will have to face countless trials! Do they have what it takes to be recognized as champions and carve their names into the club's history? Or will their attempts be thwarted by an unexpected foe? Only one way to know! But of course, before that, it's time for [b]Breezedemus's story chapter[/b]! Join him and Clarence as they finally find some time to catch up over a cup of tea. Some truly exciting stuff. [h2]Masks[/h2] As a fun way to celebrate the spookiest season of the year, we're introducing a new cosmetic customization feature: [b]Masks[/b]! As you continue to play the game, you'll find a variety of floating masks spawning on the field. After collecting them, a new option will appear in the Character Selection screen that displays a list of all masks you've collected. [b]Choose any mask for your character to wear[/b] during the match! They have no impact on gameplay, but they're a new way to [b]show off your style[/b]. Collect them all and choose your favorite! [img]https://clan.cloudflare.steamstatic.com/images//44539871/3aefefa6a909a1e1b076916cf4ff11630e03fe27.png[/img] If you haven't been able to collect a mask through random pickups, you'll also be able to [b]steal it from another player[/b] during online matches! If you stun someone wearing a mask, there's a chance that the mask will go flying towards your side of the arena, letting you collect it just like a normal mask! If someone steals your mask, you'll lose it for the rest of the match. But don't worry! You'll be able to safely re-equip it from your mask collection like normal. Note: Masks are a very experimental feature, and we're still debating how to treat them going forward. Currently, all masks can spawn randomly during gameplay with equal odds, but we'd like to expand on this system in the future and find ways to make them more rewarding and fun to collect. We'd love to hear your ideas! [h2]And more![/h2] We've added some additional extra features. You'll be able to find [b]new options in the Advanced Rules[/b] menu to customize games even further, and also a few QoL changes. If you prefer to play with no distractions, you'll probably appreciate the new [b]Stage Hazard Toggle[/b], which removes all the unique stage gimmicks from each stage while retaining their platform layout. [h1]Full Changelist[/h1] [h2]New Features[/h2] [list] [*] Breezedemus Story Chapter is now available! [*] The Final Story Chapter is now available! [*] New basic Game Mode: Push! Score bullets to push the wall into the opponent's field! [*] Added Stage Hazards Toggle on Stage Selection. [*] Added new Defeat Animations. [*] Cosmetic Masks can now be collected and worn in-game. [/list] [h2]Characters[/h2] [h3]Kiyumi & Kitsuro[/h3] [list] [*] Fixed an issue that allowed Kitsuro to hit bullets multiple times with the same attack [/list] [h2]Rules[/h2] [list] [*] New advanced setting: Gravity. Affects character gravity, changing how much they can jump and how fast they fall to the ground. [*] New advanced setting: Bullet Booster. Multiplies the speed of bullets every time they're struck. [/list] [h2]Lobbies[/h2] [list] [*] The match will no longer be canceled if a Spectator leaves the game [*] Fixed an issue where the consecutive wins counter would not reset upon a loss. [/list] [h2]Misc.[/h2] [list] [*] Music settings on Stage Selection now don't reset after each match. [*] Added an option to continue on loading with a button press. Great if you have a fast PC but want to read those tips. (For local matches only) [*] Improved Mothilda and Breezedemus CPU behaviour so they strike their own bullets more consistently. [*] If you pick a Random character while using a profile, the character will now show up with that profile's palette. [*] Adjusted the color of the frozen status effect. [*] New non-intrusive tutorial messages were added to character minigames. [/list] [h2]Bugs Fixed[/h2] [list] [*] Fixed an issue where difficulty settings in the Gameover Screen would fail to apply until the next match. [*] Fixed an issue that allowed characters to use their Ultimate when time was stopped. [*] Fixed a bug where bullets would sometimes get permanently frozen inside a Sadie vortex. [*] Fixed a bug that would cause the lobby info screen to scale with stage size, displaying some information outside of the screen. [*] Fixed a bug where the match would crash when the Freezer tried to freeze a player with a number larger than 4 [*] Fixed a bug where the Ultimate Charged VFX would sometimes appear in the wrong spot in 4 player matches [*] Fixed possible bullet desyncs caused by the shield spirits in Kiyumi's stage. [*] Fixed a bug where the main Crackpots theme would loop incorrectly. [*] Fixed an issue where the timing of the pause version of Shaken Stirred and Served was different from the normal version. [/list]