Thank you for your continued support!
This article summarizes the basic information of Patreon articles.
As I mentioned last week, I'm still swamped with external illustration work, so this week I focused solely on bug fixes.
I may not be able to draw the August comic😰, so to make up for it I will also be publishing the July article on Hellversus to Mortal Tear.
Thanks to justPlainLucky for reporting numerous bugs on our Discord bug report channel. Your contributions are greatly appreciated!
- *Modius's 2B attack doesn't hit at point-blank range:*
- Expanded the hitbox inward to ensure it connects. The range hasn't increased, so this should be fine.
- *Projectile hits cause the attacker to knock back when hitting an opponent in the corner:*
- This was due to the corner hit processing for normal attacks being applied to projectiles as well. It was easy to fix since we had already separated the processing of direct attacks and projectiles.
- *Freezing issue when Modius's giant heart attack hits at the moment it is generated:*
- Found this while investigating the above bug. The initialization process for the projectile's hitbox was causing a null reference error. This was fixed by deactivating all hitboxes associated with the projectile when it is generated.
- *Unusual knockback occurs when a projectile hits a held opponent:*
- This happens with Zdrada's time-delayed tobacco hit. Projectiles will no longer hit held opponents.
- *Dash inertia applied to jumps does not reset when other actions are performed:*
- This was a very subtle bug that I hadn't noticed. justPlainLucky's keen observation skills are impressive! Forward movement inertia from dashing was only applied to jumps, and the flag for this inertia wasn't being reset. This feature was implemented hastily long ago and forgotten. While the original plan was to apply inertia to actions other than jumps, I temporarily removed it due to its incomplete implementation.
- *Modius Swing no longer knocks airborne opponents into the wall:*
- Fixed by resetting the gravity coefficient upon hitting. However, if wall bounces occur every time, it becomes too easy to perform 2-3 loops, making it too strong. I may change the hit specifications.
- *Airborne opponents don't enter a downed state after being hit by a ground slam attack:*
- This bug was difficult to trace but was linked to a deeper issue. The process for obtaining the total number of frames for proper animation playback requires waiting until the second frame due to Unity's specifications. Since the descending loop animation has only one frame, related processing was being skipped. For some reason, subsequent animations also failed to obtain the total frame count. As a temporary fix, I extended the number of frames for the descending animation, but a fundamental change in the system is needed.
- *Throw breaks occur at strange timings:*
- This issue was due to my negligence, as I had implemented it haphazardly and left it unchecked. The current throw break window was set to 500 frames, and it was not resetting even after the throw ended! While I thought fixing the flag and window would be simple, it turned out that the same animation bug as the ground slam was present. It appears that obtaining the total number of animation frames is key, but I ran out of time this week and will tackle it next week.
attack data is upper-center in screen

Previously, combo damage was always 100%, which is uncommon in fighting games. Implemented a system where the base damage scaling value is set by the first hit, and subsequent hits reduce damage by 10% each time. This was inspired by SF6, which I bought at a discount last month. The impact is significant, reducing easy 100% damage combos to 50%. Enjoy the new damage data display in Practice Mode!
justPlainLucky has also been testing various combos. Here are some highlights! While only GIFs can be posted due to Patreon restrictions, you can view the videos with sound in the Discord Patreon channel.


- Complete all illustration work deadlines.
- Fix the bug related to obtaining the total number of animation frames.
That's all for this week. Thanks to everyone's support, we can continue development! Much appreciation.
Have a great weekend!