AFPD 0.9.0 is here!


Web build is on hold for now, but 0.9.0 is now available for Windows!

Patch notes:

New features

  • Turbo mode settings have been added!
  • A new stage: The Fight Pit has been added!
  • Bridge of Tossing has been remade! It has slopes! Legacy Bridge of Tossing is still accessible.
  • More combat multipliers have been added!
  • Respawn platforms have been added! (Can be disabled in game settings)
  • Neutral spawns for team battles!
  • Additional SDI options for CPUs have been added.
    • SDI type is set to AUTO by default, which selects SDI type based on what situation the CPU is in.
  • Other AI Improvements
  • Additional UI elements redrawn.
  • Abomination Gallery changes.
  • GameCube (MAYFLASH) Analog triggers now supported.
    • Note: This support works by detecting the associated axis input when binding the trigger buttons in the controls mapper.
    • With this feature analog input past a certain threshold is treated as the corresponding button input.
    • If you prefer to play with trigger springs but without analog input:
      • Bind controls as normal.
      • Exit to main menu, then close the game.
      • Open the settingsData.json in the AppData folder.
      • Set "isGC" to false for the port that you binded.
      • Save the file and restart the game.

Mechanic Changes

  • All fighters now have frame-specific hurtboxes!
  • Terrain logic has been overhauled, Terrain bounces are now reliable!
  • Respawn intangibility 60 frames -> 120 frames.
  • You now only die off the top blastzone if you're in hitstun, instead of just when you have knockback force applied.
  • Positions of moving platforms now factored into camera logic.

Balance Changes

  • Cat Tosser
    • General
      • Cat despawn timers continue to tick while their hitboxes are active, but will not despawn until hitbox is no longer active.
      • Cats spawn with a despawn timer of 300 frames and mantain that value while held.
      • Cat despawn timers are flat set to 90 frames on-hit, or 15 frames on-block.
      • Throw startup 6 frames -> 2 frames
      • Throw endlag 7 frames -> 5 frames
      • A particle effect will now play when performing a Teleport cat pickup cancel or a ground attack cat pickup cancel.
    • GBU/ABU
      • 1 frame of intagibility added on teleport.
      • Cat Tosser will now automatically pick up the target cat on teleport, unless the [B] button is tapped again before teleporting.
      • Startup 8 -> 10
    • GBD/ABD
      • Frame hitbox added (dmg: 5, bkb: 20, kbg: 81, angle: 0) on active frames 1-3.
      • Active length 4 -> 6
      • 2 frames of intangibility added on startup.
    • GAU
      • Endlag 7 -> 14
      • Endlag is now halved if you drop your cat before reaching endlag frame 7.
      • You can now cancel cat pickup by pressing the [B] button before pulling it rather than just after it's already held.
      • Tipper hitbox now has a stun attribute, multiplying hitstop by 2.7.
    • GAD
      • Endlag 5 -> 10
      • Endlag is now halved if you drop your cat before reaching endlag frame 5.
      • You can now cancel cat pickup by pressing the [B] button before pulling it rather than just after it's already held.
    • GAN
      • You can now cancel cat pickup by pressing the [B] button before pulling it rather than just after it's already held.
  • Carpenter Chicken
    • GBU/ABU
      • Ground to air attack transfer now enabled before hammer is thrown and disabled after, so if you platdrop or ledge-slip before the hammer is thrown you'll stay in the attack otherwise it will cancel.
    • GBD/ABD
      • Dynamite now "sticks" to opponents (and crates) on hit!
    • GAU
      • Knockback angle 72 -> 40
      • Base knockback 20 -> 18
      • Knockback growth 100 -> 90
    • GAD
      • Crate spawn hitbox width 110px -> 130px
      • Crates now explode dealing damage to everyone if clipped inside other terrain.
  • ROBOCAT
    • General
      • Weight 0.9 -> 1.1 (floatier)
    • GBN/ABN
      • Molotov Ammo 5 -> 3
      • Javalins can no longer carry crates 😳
      • Lazer active frames 15 -> 25
    • AANF/AANU/AAND
      • Robocat no longer gets a fire-dash charge on double jump.
      • Robocat can now replenish their fire-dash charge by landing AAN or any projectile.
      • A special sound and particle effect now plays when replenishing a fire-dash charge.
      • AANF/AANU/AAND main hitbox active frames 12 -> 4.
      • 4% sourspot hitbox added to AANF/AANU/AAND frames 4 - 5.
      • AAND main hitbox bkb 30 -> 20, kbg 98 -> 30, angle 361 -> 260
    • GAN
      • Knockback growth 58 -> 70
      • Endlag 3 -> 6
      • Startup 5 -> 8
    • GAN2 (Pistol Whip)
      • Startup 9 -> 12
    • GAD
      • Particle effect now plays at position of spawned projectiles instead of on ROBOCAT.
      • Projectiles can now only spawn on the terrain ROBOCAT is grounded on. (Previously all that mattered was if there was any terrain at spawn position, but there's no edge case where this would be useful, new method is faster and more stable.)
      • Fixed an issue where GAD charge could be retained on hit or platdrop.
    • GAU
      • Startup 5 -> 8
    • GAU2 (Vacuum Knockup)
      • Priority class air -> ground, GAU to GAU2 is no longer unblockable.
    • AAU
      • Startup 6 -> 10
      • Endlag 4 -> 9
  • TC-C016
    • General
      • Double-jump sfx and particle effects scales with remaining fuel.
      • Projectile effects now have outlines for greater visibility.
    • GBD/ABD
      • Projectile/Item reflect logic has been improved and projectile hitboxes are re-activated on reflect.
    • GBN/ABN
      • Startup frames 12 -> 16
      • Jump-out-of moved from frame 10 -> 15
      • When performed without charge, startup is increased to 33 frames.
      • Projectile properties are no longer scalar, are instead floored to 4 different power levels.
    • GBU/ABU
      • First hitbox removed.
      • Knockup hitbox knockback angle 90 -> 125
      • First spike hitbox knockback angle 270 -> 305
      • Second spike hitbox knockback angle 281 -> 315
      • Endlag 16 -> 20
    • GAD
      • Hitbox size adjusted.
      • Startup length 10 -> 16
      • Knockback angle 70 -> 60
    • GAN
      • Startup length 25 -> 19
    • GAU
      • Startup length 18 -> 6
      • Active length 15 -> 10
      • Endlag length 11 -> 6
      • Base knockback 50 -> 40
      • Knockback growth 40 -> 45
    • AAD
      • Startup length 4 -> 10
      • Main hitbox knockback growth 95 -> 75
      • Weak hitbox knockback growth 95 -> 55
  • Sputnik
    • GBD/ABD
      • Previously non-functional (now would-be functional) 26 frames of intangibility removed.
    • GAN
      • Main hitbox
        • Damage 7 -> 10
        • Duration 8 -> 10
      • Sourspot
        • Damage 4 -> 6
        • Base knockback 17 -> 15
        • Duration 8 -> 6
  • Prince Slime
    • GAD
      • 2nd hit kbg 97 -> 85
    • AAD
      • Sweet spot duration 10 frames -> 59 frames
      • Bounce logic adjusted.
      • Each subsequent hit of AAD deals 4 less damage down to a minimum of 4.
      • Endlag 33 -> 8
    • AAN
      • Sour spot size adjusted.
      • Startup 5 -> 9
  • Schlopper-Bot
    • GAU
      • Startup frames 8 -> 13
    • ABF
      • Using this attack while fastfalling will now angle it downward.
    • GBD/ABD
      • Disc Lv. 2 & 3 drill hitbox knockback angle set to 180 on disc return.

Bug Fixes

  • Uuuuuh the game is fixed now!

Files

AFPD_0_9_0f0_Windows.zip 300 MB
Mar 17, 2023

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