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This month has lots of bug fixes as we polish things up during this beta period.
The biggest fix is to a problem we had with spectating online matches.
Sometimes, spectating a match would cause a disconnect for the players actually playing the match.
That should be fixed now.
ONLINE We have great UI for watching a match online.
Just click the eyeball icon next to any friend in your in-game friends list to watch them play.
You even automatically follow them as they play online games across casual, ranked, and friend-match modes.
Unfortunately this feature has been somewhat crippled by a technical problem that sometimes blew up the match you were trying to spectate.
We believe this is fixed.
Please give us feedback if you still encounter this can gt無料ゲームオンラインプレイ not />This would notably leave DeGrey's win pose with a bad facial state after doing a Yomi Counter, then winning.
It has neato colors and a bit of oomph once you pick the characters.
This replaces the old orange lights background.
The buttons are now correctly deleted from that screen.
Even worse, players often accidentally summoned this screen just before their matches started.
Some characters appeared much too high or too low during the cinematic, but now are at the correct heights.
This probably looks simple but it was a lot of work to fix these alignments.
VALERIE --Fixed a slight checkerboard pattern on her skin that was happening on some computer hardware.
MIDORI --In Dragon Form, you can no longer "reversal jump" out of the human form revert when getting up from a knockdown while your dragon consider, 相撲スラマーゲーム無料ダウンロード think is empty.
MISC --Fixed a bug that incorrectly showed blue armor highlights starting on the first frame of any move with armor, even if the armor only actually started on some later frame.
For instance, this could cause your Dragon C's armor to fail against multi-hitting Lum Slots, Midori flurry punches, or Lum cartwheel, when you start your Dragon C at 2 hp.
The first hit would bring you to 1 hp, then go here second hit for 0 dmg would cause your armor to fail.
This month we really tightened up Fantasy Strike from a オンラインでドラゴンゲームを無料でトレーニングする方法 development standpoint.
The gameplay is already in place, but we want everything about it as a piece of software to be as smooth and polished as possible.
Also of note, in order to make Jaina run オンラインでドラゴンゲームを無料でトレーニングする方法 enough on the upcoming Nintendo Switch version, we had to completely redo the graphics for her flame arrows as well as オンラインでドラゴンゲームを無料でトレーニングする方法 cloth system used by her skirt.
FILE SIZE The game now uses 3GB less disk space.
A little was from reducing the size of some textures that were enormously too big for no reason e.
Most of the improvement is from additional compression applied to all textures.
LOADING TIMES If you have a fast computer, you already had very fast loading times in Fantasy Strike.
Consoles have SIGNIFICANTLY slower loading in general, so in preparation for launching on consoles, we have sped up loading times even more.
We really want オンラインでドラゴンゲームを無料でトレーニングする方法 to reach the main menu as fast as we possibly can get you there.
For example, on the Survival character select screen, hovering over Jaina オンラインでドラゴンゲームを無料でトレーニングする方法 have her appear something like 10 times faster than before.
After you load a character in menus once that is, see that character at all in menusthat same character will load even faster every subsequent time in menus.
Furthermore, even the FIRST time you encounter them in menus will be the very fast version as long as you wait a bit after launching.
For example, if you idle on the main menu, or set your buttons, or poke around menu screens, etc, we pre-load characters behind-the-scenes so that the オンラインでドラゴンゲームを無料でトレーニングする方法 time you load them in menus will be the extra fast version.
For example, if you select Jaina in Survival mode, once the versus screen is shown, her character slides onto the screen something like 100 times faster than before.
Our March performance update accidentally hit the online workings of the ghost pretty hard.
Possibly more likely on Mac.
MEMORY MANAGEMENT --Fixed lots of cases where character assets were not getting unloaded when we no longer needed them, which meant that they stayed in memory for much too long.
That is, two copies of the asset being loaded for no reason.
Together, these changes somewhat reduce the RAM requirements of the game, which is especially helpful to the upcoming console release.
CHARACTERS JAINA --The animation on her skirt is now controlled by a completely different system.
The reason for this change is so that it can work on the Nintendo Switch at all.
It was always supposed to do this because her armor protects her front side as she shoots her bow, but for the last 3.
The above change to her skirt tech now allows us to mirror the whole costume on the p2 side as it was always supposed to be.
They now look a bit better, more like they were originally intended, and they require much less processing power than the old arrows so they will work better on the upcoming Nintendo Switch version.
Also, the graphics for the new arrows make the visual difference between level 1, 2, and 3 ground B shots even more clear than before.
VALERIE --Skin shading is smoother now.
SETSUKI --Skin shading is smoother now.
Palms are no longer kind of dark for no reason.
Lips are no longer really huge.
After using the ghost once, her animation would no longer update.
She would only pop between static poses as she moved ゼルダゲームオンライン無料ダウンロード the screen.
Now works correctly again.
ARGAGARG --Fixed a glitch with his ground shadow when jumping over some characters.
MISC --Character spotlight videos have been updated.
Fixed several references to moves that had changed function over the course of development.
When they are laying on the ground before disappearing, they now have correct lighting, rather than sometimes appearing dark, other times not.
On lower end computers, there might be a slight pause fraction of a second.
It was always supposed to be random, but a last-minute bug before last patch caused you to get the same stage every time.
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