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. . |
| P r o u d l y P r e s e n t s |
| - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| |
| Title : Fantasy Strike (Update v17874) |
| |
| Publisher : Sirlin Games Platform : Nintendo Switch |
| Developer : Sirlin Games Origin : eShop |
| Genre : Fighting Title ID : 0100944003820800 |
: Date : September 2019 Format : 13x50MB / NSP |
.__ //|
| /---------------------------------------------------------------------/_:
|// .
| R e l e a s e N o t e s |
| - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| |
| Fantasy Strike is a colorful fighting game where fantasy meets |
| martial arts. It focuses on depth and strategy rather than |
| difficult execution. It's designed for tournament play, but also to |
| welcome you to the genre if you haven't played other fighting games |
| before. Online play uses the excellent GGPO networking technology. |
| Includes several single player modes. |
| |
| Languages: English, French, Spanish and Japanese. |
| |
| Update/Patch Notes: v17874 (v393216) - Firmware: 8.1.0 / Mkey 7.0. |
| |
| * This month, we have lots of bug fixes for you, all aimed at |
| making things work even more smoothly. There is a new feature for |
| music that allows you to sit in silence in the menus while |
| waiting for an online match, but then still have music when you |
| actually play. Also, Setsuki has one balance change, that fixes |
| an accidentally-too-good thing about her air C (Flying Fox) that |
| she's had for the last few months |
| |
| * ONLINE |
| |
| * If your Master Rank changes when the tournament ends, the score |
| screen now shows the change correctly. It used to wrongly show |
| your same rank on this screen only (and update everywhere else) |
| if your rank changed |
| |
| * After spectating a ranked match, you now correctly see your own |
| player data on various UI screens such as the rank shown in the |
| online play menu. Before, you'd wrongly see the data of the |
| player you previously spectated |
| |
| * Now we actually show the correct player names on the character |
| roulette screen when spectating a friend match involving a team |
| battle |
| |
| * In the rematch menu for casual online matches, if you choose |
| "Next opponent", your opponent now immediately moves on, rather |
| than waiting for the full 10 second countdown to finish. We now |
| realize this bug has been happening for the last 10 months. Now |
| fixed |
| |
| * [Switch] Fixed a serious bug accidentally introduced last patch |
| that occurred when playing a second (or more) ranked match per |
| session. When you did, the character roulette screen would |
| sometimes suddenly send you to the main menu, ending the match, |
| or perhaps send you to a black screen forever if your opponent |
| suffered the "sent to main menu" bug. (Note, this was hotfixed |
| already on Steam/PS4, but Nintendo Switch patches take up to 20 |
| days for approval so for that period of time, the Switch version |
| had this serious problem. Thankfully Valve and Sony allow for |
| immediate patches.) |
| |
| * When your previously-sent challenge gets accepted right after you |
| would start a casual online or ranked online game, during the |
| short "Here comes a new challenger" animation, we now drop the |
| challenge and continue with your queued online match. The queued |
| match got there first. This fixes you getting stuck in a black |
| screen, your casual online opponent having their online match |
| interrupted as it starts, and your friend match opponent being |
| set in a silent bad state where mysterious bad things happen |
| |
| * MISC |
| |
| * New music option. In addition to music on or off, there is now |
| "gameplay only". When this is set, there will not be music in the |
| menus, but there will be music in gameplay. An example use of |
| this is idling (in silence) in the menus while you wait for an |
| online match, while getting to hear music during your actual |
| match |
| |
| * Setsuki's air C (Flying Fox) has a little more upward force. This |
| fixes an issue accidentally introduced many months ago that |
| allowed Setsuki to do air C towards the opponent, let it finish, |
| then do it again (the same direction) and be so low that she |
| cancelled the rest of the move by landing and ended up at +12 on |
| block. In much older builds, she would pull up at the end which |
| made her unsafe, rather than land instantly. This change restores |
| it to more like it was meant to be. Note that if you want to make |
| the opponent block air C, then have a lot of frame advantage, you |
| still can. Just do air C -> A (divekick). But this sequence |
| triggers only one point of flashing block damage (from the air |
| C), rather than two (from air C x 2). Alternatively, you can |
| STILL do air C -> air C and end up at frame advantage, but only |
| if you do it from a precise, far away distance or if you do it |
| from close on the way down from a jump. Either way, you can no |
| longer repeat that sequence as a lockdown |
| |
| * Fixed a bug with the tutorial dummies in the section about |
| combos. When you press B to combo a projectile into them, if you |
| happened to hold B for a certain number of frames, the dummy |
| would have no hitbox and the projectile would pass through. Rare |
| because of the specific timing involved, but now fixed |
| |
| * Fixed buggy controls for the top-right menu when on the 1p |
| character select screen (e.g. Arcade Mode's character select) |
| |
| * [Steam] Fixed a bug on the friends list screen where dropdown |
| menus could appear partially off screen at certain resolution |
| settings |
| |
| * [Switch] When using detached joycons, pressing the analog stick |
| in no longer calls the Friends screen |
| |
| * [Steam] Fixed a category of bad states when you use a secondary |
| monitor and attempt to use a fullscreen resolution that's not |
| supported for that monitor. (Instead of getting stuck in a loop |
| of either refreshing the list of resolutions every frame (merely |
| breaks the resolution dropdown UI), or remembering an incorrect |
| resolution for next launch, or actually setting an incorrect |
| resolution every frame (disaster!), the game now accepts the |
| resulting lower resolution than what it attempted to set.) |
| |
| * Fixed a memory leak with arcade mode. This particular issue also |
| caused the game to crash if the leak happened, then you later |
| entered arcade mode again |
| |
| * Fixed a crash that could happen when DeGrey's ghost deals block |
| damage that wins the round (meaning, when the opponent loses |
| their last hit point to this block damage) |
| |
| * Fixed a camera bug introduced last patch where the camera would |
| not scroll up enough when both characters jumped. Now reverted to |
| how it always was |
| |
| * Fixed a camera bug introduced last patch having to do with moves |
| that briefly lock the camera in place. This issue was barely |
| noticeable in most cases, except for Setsuki's B ninjaport |
| kick/throw, where the camera issue was very noticeable and buggy |
| (too jerky) |
: |
.__ //|
| /---------------------------------------------------------------------/_:
|// .
| G r e e t i n g s |
| - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - |
| |
| Abstrakt . Anthrox . Capital . Caravan . Complex |
| Dual Crew Shining . Duplex . Echelon . Eurasia . Kalisto . Legacy |
| Lightforce . Menace . Miracle . Mode 7 . Money . Mystic . Napalm |
| Nightfall . Oldskool . Paradox . Premiere . Project X . Protocol |
| Quartex . Quasar . Rising Sun . Scoopex . Sneakers . Triforce |
| |
-:-------------------------------------------------------------------------:>
| |
. VENOM - Fighting with strategy! Since 2001. .