Lastly, Garlic buff is a correction, partially undoing the 0.41.0 nerf that went too far. This is my best mod i've created this far in the span of TLA's modding history, and I want the world to see how saucy the mod potential can really be. You can RAPID before the Jump and do a custom combo for a closer knockdown. Your email address will not be published. On top of that, a lot of old weapons have been rebalanced too. Lemon at close range will still easily combo and be advantageous on block, but reducing chip and stun overall should make approaching Beef a little less difficult, Fixed bug where you could not reset Training Mode position with a controller, Fixed joystick mapping for Qanba PS3 Joysticks, > Scaling now starts on the third hit, rather than the fourth, > Minimum damage is now 20%, rather than 30%, > The pattern is now: 100, 100, 90, 80, 70, 60, 50, 40, 30, 20, 20, 20 20, > Frenzy's damage has been adjusted to still scale to 200 with all five hits, Buffed Noodle: By pressing Light or Heavy (or nothing) during the startup of Fist, you can now Fist at 3 different distances, Buffed Rice: By pressing Light during the startup of Swat, if it did not anti-air, you can cancel the slam down attack, Buffed Beef/Pork: Palm can now be RAPID cancelled, Buffed Beef: Lemon can now be "empty cancelled" by pressing Light during the startup, Buffed Pork: Chop now sends airborned opponents straight down for better midscreen oki, Buffed Onion: Hopkick can now cancel into Roundhouse by pressing Heavy, Nerfed Onion: Chip damage on Hopkick has been removed, Buffed Garlic: The cancel window for Dash has been increased 5 > 10 frames, Buffed Garlic: Dash can now cancel directly into Backflip OR another Dash by pressing back and forward Special respectively, > Special without direction still does Sneak, Nerfed Garlic: Backflip intangible frames reduced 20 > 16 and travel distance significantly reduced, > Punishing Backflip on a read should be much easier now, Rolled back desync disconnects while we look into mitigation options, Fixed bug where, if you were playing online and went back to Character Select at any point, the next round could rematch without you pressing anything, Added Stages to ArtRef (so if you want the stage backgrounds in 720p, they are now much easier to access), If game state gets desynced (due to network issues) and stays desynced for 5 seconds, the game will now disconnect with an error message, Buffed Beef: BEEFCAKE now launches more vertically, making corner combos easier, > This fixes a bug where the recent "freeze time" changes made combo trial #6 impossible, When spectating in a lobby, you can now see the player names while they are selecting characters, Fixed bug where throwing opponent into the corner and then walking into the corner crossed up, Fixed bug where "Player 2" Garlic's Dash could not crossup in corner, Fixed the Frame Data menu for Lemon to show damage/chip/hitstun/blockstun, Fixed bug with how global stats are counted + displayed, Global stats have been reset (account stats should be preserved), Added social + FAQ links to the Main Menu for easier access, Added new stats menu under ACCOUNT > VIEW STATS, where you can view your personal win/loss records + global stats, Added stat tracking for online matches (viewing stats is coming soon), Fixed bug where you could not cancel during the first frame of hitstop, Added character select countdown to CASUAL MATCH. NOTE: The hitbox changes restore the Meats to the original design for their normals. Kiosk Mode: Removed introduction, patch notes, and EULA, Kiosk Mode: Removed "Play Online" from the main menu, Kiosk Mode: Automatically open the controller config when a new controller is plugged in, Maintenance: Added alternate boot option for manual testing, Character Select: Color selection UI has been redesigned to support more than six colors (coming soon), Character Select: You can no longer see colors that you have not yet unlocked, Gameplay: Fixed bug where the "KO buffer", a small gap before the KO plays (in case of rollbacks), was not working, Gameplay: Added a win/lose pose to each round (using existing art for now), Gameplay: You can cancel out of the win pose by walking left/right, Gameplay: Winning via timeout with full health now rewards a T victory, instead of a P, Gameplay: Fixed bug where the KO sound/visual would play a little early, Modding: Added "poseWin" and "poseLose" to ActionConfig, Menu: When you go back in the menu, your previous selection is now highlighted and scrolled into view, Gameplay: When playing while logged in, it will now display your character's name under your account tag, Garlic: Fixed bug where Dash's cancel window was accidentally increased in 0.62.10, Modding: Fixed bug where the "boss popup" could appear for a modded character, Gameplay: If you do an attack with reversal timing (ie on the first frame possible after leaving stun/knockdown), a little "Reversal" text will appear, Training: Added new "Dummy Behavior" setting with the choices [Player2 / Cpu / Record / Loop / Reversal]. NOTES: The recent April Fools patch had a lot of wacky stuff, but some of the changes were experiment balance tweaks. This project is built in Minecraft PE, So the tallest building is only about 120 meters. and these microtransactions like i have a hundred mods should i be paying 300 a month to enjoy gta 4 hours a week? Upgrade to Challonge Premier to remove advertisements from the embed. Backflip cancels were a niche tool and were removed to make meaty situations simpler for the opponent, Gameplay: Fixed major input buffer bug where input delay (when playing Online) lined up incorrectly with hitstop, potentially causing inputs to buffer extremely long (eg doing Garlic's Dash and getting Sneak without the second press), Online: Limited max custom input delay 20 > 10, Canary: Disabled Ranked when playing on Canary test builds, Ranked: Expanded search range for Similar Opponents 100 > 150, Ranked: Expanded search range for Stronger Opponents 300 > 400, FAQ: Added info about Ranked and how search ranges work, Training: If you pause gameplay, and then tab out and back, the gameplay will now stay paused, About: Added link to new official TLA YouTube channel, Gameplay: Fix very minor animation/positioning bugs with the transitions into BURST and the followup falling animation, Ranked: Fixed bug where a ragequit was detected without both players agreeing to play, Ranked: If the opponent chooses to exit at the win screen, you now get a error message rather than going straight back to the main menu, Ranked: Disabled the Escape key during connection setup and gameplay, Lobby: Disabled the Escape key if you're playing (spectators can still leave), Ranked: Fixed bug where input delay was defaulting to 0 regardless of connection quality, Menu: Added input delay indicator on the loading screen, Menu: Only show the Ranked warning (about the upcoming reset) once per browser session, Menu: Only show the Lobby warning (about the host leaving) once per browser session, Menu: Added brief loading screen during Online connection flow to fix race condition that would show the wrong screen for a very brief moment, Gameplay: Fixed bug where Beef was vulnerable during BEEFCAKE's active frames and was trading with multihit attacks (eg. @armaniadnr Could you give me the link to your discord? Firefox), FAQ: Updated sections on improving frame rate, Maintenance: Improved usability of performance debugging tool, Gameplay: Rewrote game loop to save up to 4.5ms every frame, dramatically improving performance on slower devices, Gameplay: Removed RDR counter from the top right of the screen. Tough Love Arena is a web-based, indie fighting game with rollback netcode that's 100% free to play. This project is built in Minecraft PE, So the tallest building is only about 120 meters. Hey guys, the amount of new content in Feit-Neos (aka LightningLasers) EBF5 mod is growing. Tough Love Arena is getting spooky to celebrate the official tournament happening October 28 While the patch is active, the halloween skins are unlocked for all players This patch will be reverted on November 1 0.97.2 2022/10/12 Buffed Rice: Swat now has armor frames 6 - 10, making it more reliable as an anti-air You can enable it manually in Options, Pause Menu: The pause key will require holding while using a text field (eg Account login) and while inside the Modding menu, Emotes: Fixed bug where keyboard inputs could trigger multiple times, opening and closing the overlay instantly, Custom Controls: Fixed bug where changes wouldn't take effect until you refreshed. (note that you have to delay the tp after the first three, and at other times during the infinite depending on your timing). NOTE: Desyncs should occur less often. -(b > b >) 6b sends at high angle, can follow up much better -4b is slower, but has frame 5 armor and deals 0.18 instead of 0.07, with 0.05 chip. Noodle's buff isn't large, but is merely meant to give Noodle more interesting options in an existing scenario. The goal was to create a busted character with exciting changes and attacks that give you a way better combo game, while not trying to over-centralize the character with one move that deals with every situation. Hall of Fame. Animation: Pork has been fully animated and polished, Animation: Pork has new options for alternate colors, Modding: Pork mods made before engine 9 will be upgraded to use new sprites, Modding: Fixed bug where leaving attack.damage undefined would result in game breaking behavior when the attack is armored, Mobile: Fixed bug where you could not type in a handful of menus, Mobile: Fixed bug where holding down a button could accidentally highlight the screen, Menu: Overhauled system for preventing / enabling highlighting and selection, Loading: Added placeholder 404 image to handle rare crashes caused by canvas rendering before the image is loaded, Mobile: Fixed bug where the game would freeze the first time it was started, Mobile: Fixed bug where the user could accidentally highlight the hidden crash-screen text while playing, Loading: Fixed error message to be more readable, Welcome: Shortened the wait for the splash screen by prioritizing what to load first, Loading: Added automatic retry mechanism to all image loading. Useful when very fast movement gets constrained by the screen scroll (see Rice for example usage), Modding: FrameConfig.crossupOnOverlap added. The juggle trajectory on hit has been slightly altered to ensure the safe jump still works, Tutorial: Removed chip damage reference from Palm's strategy tutorial, Gameplay: Added "Punish" label above combo counter when the combo starts by hitting the opponent during recovery frames, Hall of Fame: Added YouTube link for the 6 Month Anniversary Tournament, NOTE: A "Punish Combo" does not confer any bonuses (like Counterhit), it is merely cosmetic, Added two new gameplay mechanics: Blue Life and REJECTION, Blue Life is recoverable life that you receive when blocking most Heavy and Special attacks, Blue Life recovers slowly over time, but will be instantly lost if when hit, REJECTION is a new defensive mechanic that costs 1 bar of LOVE METER and is performed by pressing Forward + Special while blocking, REJECTION pushes your opponent away and quickly recovers 100 Blue Life, if present, Gameplay: Chip damage has been removed from all attacks except Noodle Fist, Rice Swipe, and Beef Lemon, Gameplay: Most moves that used to do Chip instead deal a comparable amount of Blue Life, Nerfed Noodle: Chip damage on Fist reduced 40 > 30, Nerfed Rice: Chip damage on Swipe reduced 40 > 30, Training: Added Normal/Refill/Freeze options for Blue Life, Tutorial: Added information about Blue Life to the Blocking section in Basics, Frame Data: Added Blue Life info for all attacks and added REJECTION, About: Added a Special Thanks for shygybeats, the organizer of the Tough Love Gauntlet tournament series, Hall of Fame: Added the Potato Weekly tournaments, Changelog: The changelog is now downloadable in JSON form (scroll to the bottom), Hall of Fame: Added general description and "last updated", Extras: Added "Hall of Fame" page with tournament results and links to brackets + VODs, Gameplay: Added unpushable pushboxes to BURST. We are only listing it here in the Changelog as any refactoring has a chance to introduce bugs. https://drive.google.com/drive/folders/1H6zu8eijaM9C3-nBCyWj9NwTMHzQiCUC?usp=sharing, https://docs.google.com/document/d/1ANmux3zU-AkKf-DyxJW8R-2oB8Cxmv0SES_86lgtVZA/edit?usp=sharing. Tough Love Arena is a web-based, indie fighting game with rollback netcode that's 100% free to play. NOTE: You still only need the numbers to join. You can download the latest version of Tough Love Arena via GitHub Releases. This ensures that slower hardware won't start the game a littler late, which can cause early rollbacks, Online: The victory bell sound now plays when you find a match and successfully connect, Online: Added timeout of 10 seconds between when a match is found and the connection is successful, Lobbies: Fixed bug where editing the host message could accidentally trigger keyboard shortcuts, Accounts: Added "Favorite Character". We would like to show you a description here but the site won't allow us. As a member, you receive exclusive content, community access, behind-the-scenes updates, and the pride of fueling work that matters to you. The Caber Toss change should play similarly to the current version, but with more consistent execution, more options, and less corner carry. Online: Switched over to new handshake server. Sign in to add your own tags to this product. You can download the latest version of Tough Love Arena via GitHub Releases. Changed Frenzy damage to be fixed to 200. If you would like to support us financially and/or get additional cosmetics, please see check us out on Steam. Events. Press Throw to attempt a throw, All throw active frames (including Pork's Caber Toss) have been increased 5 > 10 frames, Walking forward is no longer throw invulnerable, You cannot be thrown for 3 frames after exiting hitstun, blockstun, juggling, or knockdown, This 3 frame window provides extra time to start an attack and beat a meaty throw, Doing anything besides standing or walking will immediately end this window of throw invulnerability, Therefore, doing an armored attack or parry makes you immediately throwable, Throwable hurtboxes are now tracked separately vs strike hurtboxes, Walking backwards slightly increases the width of your throwable hurtbox, RAPID has been moved from Forward Special to Forward Throw, BURST has been moved from Backward Special to Backward Throw, REJECTION has been moved from Back Light to Forward Throw, Modding: You can use "d" to map inputs to the fourth button (eg "4d": "SomeAttack"), Modding: FighterSetupConfig.commands added (customize the inputs for Throw/Rapid/Burst/Reject), Modding: SequenceConfig.palindromeAnimation added (backfill to make hitstun/blockstun work), Modding: ActionConfig.throwStart active frame duration changed 5 > 10 to make meaty throws easier, Modding: Hurtboxes can now be customized for strikes vs throws, Modding: DefaultConfig.strikeHurtboxes and DefaultConfig.throwHurtboxes added, Modding: SequenceConfig.strikeHurtboxes and SequenceConfig.throwHurtboxes added, Modding: FrameConfig.strikeHurtboxes and FrameConfig.throwHurtboxes added, Modding: SequenceConfig.hurtboxes and FrameConfig.hurtboxes are still available as a shorthand for both strike/throw, Modding: Existing hurtbox changes have been ported to strikeHurtbox so as to not extend the throwHurtbox automatically, Modding: Places where hurtboxes were set to empty have been preserved, Buffed Garlic: Backflip can now cancel it's landing frames directly into Jump or Roundhouse by pressing Light or Heavy respectively, Gameplay: Reduced the height of all jumping attack hurtboxes to cleanly beat attacks not designed to be anti-airs, Noodle: Adjusted Trample hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Gutpunch hitbox height to better match the animation (slight buff to juggles), Beef/Pork: Adjusted Jump Attack (Dropkick) hitbox height to better match the animation (gameplay unaffected), Beef: Adjusted BEEFCAKE hitbox height to better match the animation (gameplay unaffected), Pork: Adjusted Chop hitbox height to better match the animation (gameplay unaffected), Onion/Garlic: Adjusted Flick hitbox height to better match the animation (less disjointed, but still a great anti-air), Onion: Adjusted Hopkick hitbox height to better match the animation (gameplay unaffected), Performance: Added warning to the menu when using a browser with poor performance (e.g. God is smiling down on the modders bringing joy to bored cagey broke ass gamers everywhere by keeping this game fresh and amaziing. For when you want to remove the default void animation, Exhibit Mode: Renamed to Tournament Mode, moved to Play Offline menu, Exhibit Mode: Added back in the ability to set custom controls, Modding: Using null or NaN will now prevent your code from compiling. Builder like the Los Angeles, so he chose to restore it. and the greatest ones keep making quality stuff. In exchange, they gained more zoning tools, Rice has also lost the Whip loops, but retained big damage via Swat. Each player gets 4 new and fully functional weapons. Tough Love Arena; April 23, 2022 at 2:00 PM EDT Daftar: Tutup Organized by In earlier posts I showed off some of the new status effects and new skills, and this time Im showing you some of the new weapons in the mod. This is expected. Now you start watching from the start, but might not see the end, Server Lobbies: Fixed bug where lobbies would crash the game when you tried to leave under certain circumstances, Server Lobbies: Fixed bug where if Player 1 tabbed out on the win screen, the match might never end. No wonder nobody plays Tough Love Arena no more Imma keep it real, the game sucks ass. There is definitely an infinite with the teleport but it's not a super easy move to land so it's still in and I like it. 4. 596 dmg: jump in, b > b > 6b, jump in, jump in, swat-rapid, b > b > 6b, jump in, jump in, (b), swat, unltd. It has the same advantage on hit/block, but now it gives the opponent more time to react to no cancels, Buffed Rice: Reverted 0.83.0 nerf to Swat damage, effectively increasing 20,80 > 50,100, Buffed Rice: Swat juggles higher, making it effectively +9 on hit, Buffed Rice: Swat can now juggle into Slap in the corner, Nerfed Rice: Swat can no longer cancel into Whip Back, Nerfed Rice: Reverted 0.83.0 buff that make Swat scale as 1 hit, now it's back to 2, Adjusted Rice: Swipe now hits a second time if the opponent is close, Swipe used to hit once and was +7 on hit and -9 on block, Swipe's first hit is now -2 on hit and -8 on block, Swipe's new second hit is +7 on hit and -2 on block, Like most 2-hit moves, Swipe's meter gain is now distributed across both hits, Swipe can no longer hit an airborne opponent, making Jump a hard counter to Swipe, Gameplay: You can no longer be hit by other attacks (e.g. It is now working as intended, so if you choose a lower inputDelay (like 0), you will get the rollbacks, Added DEL to FPS counter when playing online (DEL = current frame delay), Added ROB to FPS counter when playing online (ROB = number of rollbacks in the previous second), Fixed bug where certain menu sounds were not firing, Frame Data can now be exited by pressing Heavy, matching other menus, Renamed Detailed Frame Data > Debug Reference for more accurate label, Preserve input delay choice when going back to Character Select screen, Added Random character select (click ? 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