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Game Update: December 2018
Theres now a new profile screen, accessible by clicking the icon in the upper right of the main menu. This screen shows you how much youve played each character, your XP, rank, and progress in 1p modes. You can see the profiles of friend by clicking on them in your friends list and choosing view profile from the dropdown menu. You can also see profiles of any player searching for them on the add friend screen. Thats helpful if youre searching for a particular friend, and several similar-sounding results come up. Looking at their profiles can help you figure out which the person youre really looking for.
--When you have more than level 100 in XP, you now get a bronze star under the level. Level 200+ gets two bronze stars, etc. At level 600+, rather than 6 stars, you get a single silver star, and so on.
--You can now see the rank of your friends on the friends list (as in how good they are at ranked mode, not a rank of how much you like them). You can also see rank of each player in the search results on the add friend screen. --When navigating through the friends list, going left to previous page had the correct behavior (selecting the player in the last column) but going right to next page didn't select the player in the first column. Both work the same way now. --When you select a player on the friend screen, the highlight position now updates instantly, rather than 1 frame later.
MIDORI --Dragons B torpedo is no longer throw invulnerable during the startup. (Was never intended to be.) --Dragons C forward-moving throw no longer causes opponents to go into a blocking pose if they are holding back. (Was never intended to.) ARGAGARG --Slight adjustment to vulnerable boxes during B projectile startup so his head is a little less vulnerable. --Slight adjustment to the vulnerable boxes as his arms extend during f+A so that it better matches the animation (slightly less vulnerable, but still pretty vulnerable). --When you pop Bubble Shield, you can no longer always easily combo a normal attack right after for a second damage. Its possible in edge cases to do it still (which is fine), but in general you cant get the extra damage. It was never intended that Bubble Shield always do 2 damage, so this is a bug fix. --If your character has horizontal velocity from something, like a pushback force from a projectile, that velocity no longer gets instantly cancelled if you got into proximity block, such as when a second projectile is thrown. This is a tiny thing that has no significant gameplay effect, but it works a bit more as youd expect now.
--Fixed a bug when letting the countdown run out on the score screen after a casual online match. If you were previously in the queue for both ranked and casual, letting the countdown run out used to return you just to one queue, but now correctly returns you to both. (It already worked correctly if you clicked ready.) --Desync fix: When you change your input config mid-match (up to jump, throw macro, super macro), it's immediately sent to the online opponent, rather than causing a desync. --When you open the button config during netplay as P2, we no longer accidentally overwrite the P1 side (which are your real local inputs) with the online opponent's settings. (Oops.) --Ranked Score screen: Now, if you press back or escape during the ranked score screen, it will skip to the final state (after all stars were granted/removed). If "Ready", "Change team" or "Leave queue" buttons are pressed before animation finishes, it will skip to the last state and wait a couple seconds before leaving the screen.
--All character now have facial animation during reacts to cinematic moves, such as getting hit by yomi counters or supers. --Removed the debug options from screen from the game, now that were gearing up for release. --Fixed a bug that sometimes caused a phantom button icon called 7 to appear in the practice modes input display when you pressed T or G if those keys were unassigned to game functions. --In practice mode, when you switch between pressing "left" and "right" within a single frame without spending at least 1f in the "idle" direction, the input display now correctly displays the new direction input. --When you switch languages, the text of the main menu characters epithet (such as Wind Warrior for Grave) now actually displays text for the currently selected language. --Fixed the sky in the Fox Dens stage so it doesnt show a giant missing area straight above, which was visible during certain cinematic moves such as the Dragons C throw. --Fixed a bug after Daily Challenge, where mouse clicking on the Escape | Back tooltip sent you to a buggy state. (It already worked correctly if you pressed the escape or back keys on the keyboard or gamepad.) --In the local versus character select screen screen, fixed character voice line overlapping with itself if character was locked in, then back was pressed, then character was locked in again quickly. --When you choose "Skip Opponent" in Arcade mode, that opponent won't be crossed-out in in the ladder screen. You have to really beat them for their name to be crossed out. (From a suggestion on our forums, thanks!)
[ 2018-12-18 02:54:22 CET ] [ Original post ]
This update to Fantasy Strike islive right now. This month, theres a new profile screen, facial animations for characters hit by cinematic moves, and lots of bug fixes.
Profile Screen
Theres now a new profile screen, accessible by clicking the icon in the upper right of the main menu. This screen shows you how much youve played each character, your XP, rank, and progress in 1p modes. You can see the profiles of friend by clicking on them in your friends list and choosing view profile from the dropdown menu. You can also see profiles of any player searching for them on the add friend screen. Thats helpful if youre searching for a particular friend, and several similar-sounding results come up. Looking at their profiles can help you figure out which the person youre really looking for.
--When you have more than level 100 in XP, you now get a bronze star under the level. Level 200+ gets two bronze stars, etc. At level 600+, rather than 6 stars, you get a single silver star, and so on.
FRIEND SCREEN
--You can now see the rank of your friends on the friends list (as in how good they are at ranked mode, not a rank of how much you like them). You can also see rank of each player in the search results on the add friend screen. --When navigating through the friends list, going left to previous page had the correct behavior (selecting the player in the last column) but going right to next page didn't select the player in the first column. Both work the same way now. --When you select a player on the friend screen, the highlight position now updates instantly, rather than 1 frame later.
GAMEPLAY
MIDORI --Dragons B torpedo is no longer throw invulnerable during the startup. (Was never intended to be.) --Dragons C forward-moving throw no longer causes opponents to go into a blocking pose if they are holding back. (Was never intended to.) ARGAGARG --Slight adjustment to vulnerable boxes during B projectile startup so his head is a little less vulnerable. --Slight adjustment to the vulnerable boxes as his arms extend during f+A so that it better matches the animation (slightly less vulnerable, but still pretty vulnerable). --When you pop Bubble Shield, you can no longer always easily combo a normal attack right after for a second damage. Its possible in edge cases to do it still (which is fine), but in general you cant get the extra damage. It was never intended that Bubble Shield always do 2 damage, so this is a bug fix. --If your character has horizontal velocity from something, like a pushback force from a projectile, that velocity no longer gets instantly cancelled if you got into proximity block, such as when a second projectile is thrown. This is a tiny thing that has no significant gameplay effect, but it works a bit more as youd expect now.
ONLINE PLAY
--Fixed a bug when letting the countdown run out on the score screen after a casual online match. If you were previously in the queue for both ranked and casual, letting the countdown run out used to return you just to one queue, but now correctly returns you to both. (It already worked correctly if you clicked ready.) --Desync fix: When you change your input config mid-match (up to jump, throw macro, super macro), it's immediately sent to the online opponent, rather than causing a desync. --When you open the button config during netplay as P2, we no longer accidentally overwrite the P1 side (which are your real local inputs) with the online opponent's settings. (Oops.) --Ranked Score screen: Now, if you press back or escape during the ranked score screen, it will skip to the final state (after all stars were granted/removed). If "Ready", "Change team" or "Leave queue" buttons are pressed before animation finishes, it will skip to the last state and wait a couple seconds before leaving the screen.
MISC
--All character now have facial animation during reacts to cinematic moves, such as getting hit by yomi counters or supers. --Removed the debug options from screen from the game, now that were gearing up for release. --Fixed a bug that sometimes caused a phantom button icon called 7 to appear in the practice modes input display when you pressed T or G if those keys were unassigned to game functions. --In practice mode, when you switch between pressing "left" and "right" within a single frame without spending at least 1f in the "idle" direction, the input display now correctly displays the new direction input. --When you switch languages, the text of the main menu characters epithet (such as Wind Warrior for Grave) now actually displays text for the currently selected language. --Fixed the sky in the Fox Dens stage so it doesnt show a giant missing area straight above, which was visible during certain cinematic moves such as the Dragons C throw. --Fixed a bug after Daily Challenge, where mouse clicking on the Escape | Back tooltip sent you to a buggy state. (It already worked correctly if you pressed the escape or back keys on the keyboard or gamepad.) --In the local versus character select screen screen, fixed character voice line overlapping with itself if character was locked in, then back was pressed, then character was locked in again quickly. --When you choose "Skip Opponent" in Arcade mode, that opponent won't be crossed-out in in the ladder screen. You have to really beat them for their name to be crossed out. (From a suggestion on our forums, thanks!)
[ 2018-12-18 02:54:22 CET ] [ Original post ]
Fantasy Strike
Sirlin Games
Developer
Sirlin Games
Publisher
2017-09-14
Release
Game News Posts:
58
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
🎮 Full Controller Support
Mixed
(2047 reviews)
Public Linux Depots:
- Fantasy Strike Linux [4.98 G]
- Fantasy Strike Windows 64 [4.97 G]
Be an archer with fiery arrows, a colorful painter, a martial arts master who can transform into a dragon, and more! Fantasy meets martial arts in this vibrant world.
- Excellent online play. We are not aware of better networking tech in any other fighting game, and we're sorry about how that sounds. Custom implementation of GGPO networking technology.
- One-click challenges, one-click spectating. To play a friend, go to your in-game friends list and click on the crossed swords by any name to challenge them. Or click on the eyeball to watch them play. That’s it!
- Online quick match. Just pick a character, click ready, and you're playing online.
- Arcade mode. With illustrated, voiced story intros and endings.
- Survival modes. How long can you last in these four sub-modes? Each is a rapid-fire series of opponents with no loading times between them. Opponents get stronger as you go and include Shadow Bosses.
- Daily Challenge. An endless survival mode that you can only play ONCE per day.
See how you do compared everyone else that day.
- Practice mode. Includes dynamic frame data and frame-step features.
- Local versus. Play standard 1v1 and also 3v3 team battle (each player picks 3 characters and plays a special best 3 out of 5 series).
- Tutorial. A quick, 5-minute tutorial teaches you the basics of how the game works.
- Spotlight Videos. Every character has their own spotlight video, a narrated tour by game director David Sirlin. Each video goes though that character's moves and what their general gameplan and strategy is about.
- Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
- Simple controls. All moves are done with a single button press so you can play with any controller.
If You’re New To Fighting Games
Designed to work great on keyboard, no need for a special controller. We’ve streamlined the genre to get you to the fun decision-making part as soon as possible. All moves are just a single button press, combos are easy, move lists are concise. We’ve cut the chaff to focus on the heart of the genre so we can show you why fighting games are awesome.If You’re a Veteran
This game is designed by an ex-Street Fighter dev and hardcore player for play in tournaments. Mixups, rushdown, zoning, and the grapplers seeming too powerful on day 1. It’s got all that. And you can play it with pretty much anyone in the fighting game community, no matter what other fighting game they play, because you can all reach basic competency in Fantasy Strike in minutes and start playing for real. Plus you can play with a joystick, gamepad, Guitar Hero controller, or whatever else you want.Bullet Points
- Excellent online play. We are not aware of better networking tech in any other fighting game, and we're sorry about how that sounds. Custom implementation of GGPO networking technology.
- One-click challenges, one-click spectating. To play a friend, go to your in-game friends list and click on the crossed swords by any name to challenge them. Or click on the eyeball to watch them play. That’s it!
- Online quick match. Just pick a character, click ready, and you're playing online.
- Arcade mode. With illustrated, voiced story intros and endings.
- Survival modes. How long can you last in these four sub-modes? Each is a rapid-fire series of opponents with no loading times between them. Opponents get stronger as you go and include Shadow Bosses.
- Daily Challenge. An endless survival mode that you can only play ONCE per day.
See how you do compared everyone else that day.
- Practice mode. Includes dynamic frame data and frame-step features.
- Local versus. Play standard 1v1 and also 3v3 team battle (each player picks 3 characters and plays a special best 3 out of 5 series).
- Tutorial. A quick, 5-minute tutorial teaches you the basics of how the game works.
- Spotlight Videos. Every character has their own spotlight video, a narrated tour by game director David Sirlin. Each video goes though that character's moves and what their general gameplan and strategy is about.
- Unique throw escape. To escape (normal) throws, simply let go of all your controls! You'll automatically "yomi" counter any throw attempt.
- Simple controls. All moves are done with a single button press so you can play with any controller.
MINIMAL SETUP
- OS: Ubuntu 12.04 and newer
- Processor: Intel Core i5-4302Y @ 1.6GHz. Celeron G1840 @ 2.8 GHz / AMD Athlon II X3Memory: 4 GB RAM
- Memory: 4 GB RAM
- Graphics: GeForce GT 555M. 9800 GTX / Radeon R7. HD 8500
- Storage: 6 GB available space
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