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Please do not upload file names, URLs, etc. on SNS.
[Download the latest version full set [zip]]
[Download for file differential update [zip]]
[Character high quality file] (Required if you want to set the option to 4k)
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discord (Created by volunteers)- https://discord.gg/u8rKHE8KDB
discord (bug report)- https://discord.gg/RSa8dTgFe7
wiki (Created by volunteers)- https://wiki.gbl.gg/w/E%27s_Laf%2B%2B
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■Game Update Points
This week's update
We received a large number of bug reports this week, so we are mainly fixing them.
-All characters and systems
KO performance: Delayed button skip timing by 60 frames. We will adjust it by playing against actual opponents with a temporary response.
Challenge mode: Set detailed position designation. You can reproduce combo recipes on the spot without moving.
Throw escape [back throw]: Prevents position swapping. There are times when the throw escape effect does not appear, so we will fix that in the future.
Ground front Quick Rise: Fixed a bug where the TG possible timing was different from other ground Quick Rise.
FS [Fixed damage]: Fixed a bug where the fixed damage of FS would start up multiple times if the combo was not connected.
FS: Adjusted so that FS would not be activated multiple times by holding down the button.
Jump: Fixed a bug where some characters would have their jump direction fixed with certain operations.
-Main
Combo Challenge [Beginner 3] Fixed a bug that made it impossible to clear
236D Startup 1F faster
-sisca
Air Throw [Combo] Fixed a bug that caused new voices not to play
-Qdora
Counter Fixed a bug that caused combo time not to increase with some counters
-Alcott Reworked
Since there are detailed adjustments one by one, adjustments to existing moves are not listed
214A Added
-cecil
6DC was too strong, so startup was slowed down (startup is 3F faster than before)
Retreat action weakened
Retreat: Changed Dashslide addition range to 10>6F (Basically it slides gradually, but the upper limit of the inertia has been weakened)
Jump: Fixed a bug where the earth attribute Invincible was not granted immediately after starting the jump
AA/2AA: Dashslide carryover rate 100>95%
AAA/2AAA: Dashslide carryover rate 100>90%
6B: Dashslide carryover rate between 0-8F 100>150%
2D: Movement start timing of character presence hitbox has been advanced by 3F (appearance and hitbox remain unchanged, On (On hit, it sticks to the opponent for 3 frames)
6DC: Startup is delayed by 6 frames
JD: Number of stages limited
236B/214B: Retreat speed reduced to 80%
236BJC/214BJC: landRecovery6>15F
236D: Fixed a bug where the start rate was high so that the opponent's restraints can be released midway even if the cancel starts up due to simultaneous hits50>44%
・yagabi
FS: Jump cancel can now be performed on hit
FSC: Fixed a bug where air jumps could be performed
46AD: Fixed a bug where it became Invincible
46BD: Fixed a bug where it became Invincible
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・ Video and streaming Video and streaming are allowed. Secondary distribution of game data is prohibited.
・ Rollback is implemented. Red letters in VS-NET are rollback rooms.
・A manual is included in the [EslafServerSetup] folder so that individuals can create a network server. It's in Japanese, so please translate it.
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Once we have implemented the following game features, we would like to distribute the game on Steam Early Access.
- Implement Serena Alcott's graphics
- Implement Unbirth (planned final boss)
- Implement arcade mode and associated credits
- Network functionality (technically stable operation may be difficult)
- Steam platform compatibility
After the start of Early Access, we will continue to distribute the latest information on the support site, and if any new systems or characters are added, we will update them on Steam.