Game Update: January 2019
For the last year and half, an insidious matchmaking bug has killed our online population, and we have only recently discovered this and deployed a fix. The problem is that if you would be matched against certain kinds of bad connections, the match would not be made (thats good, you wouldnt want to matched then anyway) but you would be secretly removed from the matchmaking queue, while appearing to still be in it on your screen (oh no!) and you were given no indication that any of this happened. In other words, a single player with a bad connection could poison the well by causing more and more currently online players to no longer be able to find matches (until they restart the game). Those players would all think they are waiting for matches, but actually they werent. They would then wrongly believe no one else was even online. This belief would cause them to give up, which then ACTUALLY caused fewer people to play online. It seems that this didnt happen all the time (hence it being so hard for us to pin down), but enough that it really tanked our online population. This issue is NOW FIXED. Separate from the matchmaking situation, the underlying netcode for online play is extremely good in Fantasy Strike, and has been for a long time. So its extra heart-breaking that this matchmaking issue may have prevented some people from even realizing that. Please invite your friends back to the game and try some casual or ranked matches this week, in honor of us now having fixed this matchmaking bug.
Last patch, we said that we added facial reactions to the game, meaning when a character is hit by something such as Graves super or Jainas yomi counter, etc, that the victims face is actually animated. There was a problem with this tech and we quickly disabled it via a hotfix immediately following last months patch. This time, the facial reactions really are in the game.
VALERIE --Valeries yellow attack (both neutral and forward versions) have 1f faster startup. This is the attack you get by pressing either B or forward+B after you do the B,B (cyan -> magenta) sequence. --Valeries neutral yellow attack is -6 on block instead of -12; the forward version is -13 instead of -12. --Valerie Cs first hit now hits 5 frames later than before, though the 2nd and 3rd hit and total move duration are unchanged. Developers note: the purpose of the above changes is give more of a reason to do the neutral (non-crossup) yellow attack after doing the B,B (cyan, magenta) sequence. After doing B, B, you can end with either a C or a third B, but the C choice was very fast and only -1 on block, which is pretty good. The C is still -1 and still good, but doing it now gives the opponent more time to attack before the C reaches them. Meanwhile, doing the B (yellow) ender is still fast, and actually 1 frame faster than before. That is just barely fast enough to beat throws now during its startup, like the C already does anyway (the C beats throws because its off the ground). If the opponent blocks the neutral yellow C mentioned above, youll be at -6, which is better than the -12 you used to be. Youre probably safe because of the pushback. Theres a tradeoff now in that the rainbow ender ends at -1 on block (good), but its slower startup means more things can possibly beat it. The neutral yellow ender is fast enough to beat all normal attacks and normal throws when done after B,B, but its -6 on block. Thats worse than -1 on block, but better than before this patch when it used to be -12. This leaves the crossup yellow ender. Its 1f faster so that its startup matches the non-crossup version, and it has 1f more recovery so that it can be hit back a bit more easily when blocked correctly (for example, Lums forward+A punch can now hit it back after he blocks, but barely couldnt before). SETSUKI --Fixed a bug that could cause the kick ender in Setsukis B attack to auto-correct when it shouldnt (turn around suddenly to face an opponent who got on the other side of it). This same fix might also make her hold-B throw face the direction it should in rare cases where it might have thrown the wrong way. --Setsuki's B teleport kick no longer completes the dash part for no reason while time is stopped from Geigers Time Stop. GEIGER --Slightly improved the shading on his face, and changed his overall skin tone to not be so shiny, which used to result in his hands looking too plasticy. DEGREY --Fixed graphical issues when DeGrey appears in menus where his clothes intersected his body at the waist and shoulders. --Fixed DeGrey's ghost suddenly popping to a different position on the final frame of his winpose. MIDORI --Removed a stray 1f of invulnerability when Midori reverts to humanform on the ground, at the very start of the vulnerable recovery. LUM --Fixed a graphical tech issue that made his eyeballs sunken too far into his head.
--Performance improvement. Depending on the speed of your computer, you might have experienced intermittent framerate spikes. For example, even if you can maintain 60fps, every so often it might drop to 40fps or something for a fraction of a second, then back to 60. Weve greatly reduced this issue, such that these framerate spikes are less frequent and less severe if they do occur. --Fixed a crash that could happen in survival mode if you beat an opponent really fast after they enter the playfield. --Slightly improved the load time of the score screen at the end of survival mode (its fast anyway). --Fixed Survival Results screen to be a blue background instead of accidentally being white. --Updates for text in the in-game move list: DeGrey's f+A "Overhead kick" -> "Elbow lunge" Grave's air B "Hurricane" -> "Whirlwind" --The voice over in survival for the announcer saying Metal Boss and Shadow Boss is now the same voice actor as the rest of the game. Also, a more dramatic take of him saying "sudden death round" is in. (Sudden death round happens in ranked and team battle when both players need one more round to win and they then have a draw round.) --Adjusted the sound mix. Story voice over is louder now (was getting lost against the music before), the versus screen fanfare music is a littler quieter so it matches the rest of the game, and the announcers various lines also better match the loudness of the rest of the sounds. --The CPU opponents now have a better idea what their own thrown ranges are and will not attempt to whiff normal throws outside of that range. It was especially egregious for Argagarg, Rook, Midori, and Dragon who often whiffed their throws over and over from far away for no reason. Also, the CPU will no longer try to throw airborne opponents or mash the throw button while airborne. --Fixed an issue where pressing accept to start watching a character spotlight video had a short window of time where pressing accept again would put you in a buggy state. --Deleted the tiny squirrels from Midori's stage because it gives +2fps on Dojo (the worst fps stage) on both medium and high graphics on computers roughly the strength of a PS4. --During the tutorial, you can no longer enter frame step mode. --When exactly two controllers are plugged in, the help text throughout the game no longer constantly reverts to keyboard mode for no reason. --Fixed a bug where victory poses (such as Jainas, Graves, Rooks) could sometimes show their secondary objects (sword, bow, birds) moving around in the wrong place, disconnected from the character. --The profile screen was wrongly showing NUMBER of Daily Challenges attempted, but now correctly shows the best result youve achieved this season. --On the move list, fixed the position of the word "Super" when the resolution is different than 1920x1080. The lower the resolution, the lower this word would accidentally appear on the screen. --When selecting "Online" in Main Menu while trying to connect to server, if the connection fails, a pop-up now appears (instead of nothing).
[ 2019-01-29 03:49:01 CET ] [ Original post ]
This update to Fantasy Strike is live right now.
Disastrous Matchmaking Problem Now Fixed
For the last year and half, an insidious matchmaking bug has killed our online population, and we have only recently discovered this and deployed a fix. The problem is that if you would be matched against certain kinds of bad connections, the match would not be made (thats good, you wouldnt want to matched then anyway) but you would be secretly removed from the matchmaking queue, while appearing to still be in it on your screen (oh no!) and you were given no indication that any of this happened. In other words, a single player with a bad connection could poison the well by causing more and more currently online players to no longer be able to find matches (until they restart the game). Those players would all think they are waiting for matches, but actually they werent. They would then wrongly believe no one else was even online. This belief would cause them to give up, which then ACTUALLY caused fewer people to play online. It seems that this didnt happen all the time (hence it being so hard for us to pin down), but enough that it really tanked our online population. This issue is NOW FIXED. Separate from the matchmaking situation, the underlying netcode for online play is extremely good in Fantasy Strike, and has been for a long time. So its extra heart-breaking that this matchmaking issue may have prevented some people from even realizing that. Please invite your friends back to the game and try some casual or ranked matches this week, in honor of us now having fixed this matchmaking bug.
Facial Reactions
Last patch, we said that we added facial reactions to the game, meaning when a character is hit by something such as Graves super or Jainas yomi counter, etc, that the victims face is actually animated. There was a problem with this tech and we quickly disabled it via a hotfix immediately following last months patch. This time, the facial reactions really are in the game.
CHARACTERS
VALERIE --Valeries yellow attack (both neutral and forward versions) have 1f faster startup. This is the attack you get by pressing either B or forward+B after you do the B,B (cyan -> magenta) sequence. --Valeries neutral yellow attack is -6 on block instead of -12; the forward version is -13 instead of -12. --Valerie Cs first hit now hits 5 frames later than before, though the 2nd and 3rd hit and total move duration are unchanged. Developers note: the purpose of the above changes is give more of a reason to do the neutral (non-crossup) yellow attack after doing the B,B (cyan, magenta) sequence. After doing B, B, you can end with either a C or a third B, but the C choice was very fast and only -1 on block, which is pretty good. The C is still -1 and still good, but doing it now gives the opponent more time to attack before the C reaches them. Meanwhile, doing the B (yellow) ender is still fast, and actually 1 frame faster than before. That is just barely fast enough to beat throws now during its startup, like the C already does anyway (the C beats throws because its off the ground). If the opponent blocks the neutral yellow C mentioned above, youll be at -6, which is better than the -12 you used to be. Youre probably safe because of the pushback. Theres a tradeoff now in that the rainbow ender ends at -1 on block (good), but its slower startup means more things can possibly beat it. The neutral yellow ender is fast enough to beat all normal attacks and normal throws when done after B,B, but its -6 on block. Thats worse than -1 on block, but better than before this patch when it used to be -12. This leaves the crossup yellow ender. Its 1f faster so that its startup matches the non-crossup version, and it has 1f more recovery so that it can be hit back a bit more easily when blocked correctly (for example, Lums forward+A punch can now hit it back after he blocks, but barely couldnt before). SETSUKI --Fixed a bug that could cause the kick ender in Setsukis B attack to auto-correct when it shouldnt (turn around suddenly to face an opponent who got on the other side of it). This same fix might also make her hold-B throw face the direction it should in rare cases where it might have thrown the wrong way. --Setsuki's B teleport kick no longer completes the dash part for no reason while time is stopped from Geigers Time Stop. GEIGER --Slightly improved the shading on his face, and changed his overall skin tone to not be so shiny, which used to result in his hands looking too plasticy. DEGREY --Fixed graphical issues when DeGrey appears in menus where his clothes intersected his body at the waist and shoulders. --Fixed DeGrey's ghost suddenly popping to a different position on the final frame of his winpose. MIDORI --Removed a stray 1f of invulnerability when Midori reverts to humanform on the ground, at the very start of the vulnerable recovery. LUM --Fixed a graphical tech issue that made his eyeballs sunken too far into his head.
MISC
--Performance improvement. Depending on the speed of your computer, you might have experienced intermittent framerate spikes. For example, even if you can maintain 60fps, every so often it might drop to 40fps or something for a fraction of a second, then back to 60. Weve greatly reduced this issue, such that these framerate spikes are less frequent and less severe if they do occur. --Fixed a crash that could happen in survival mode if you beat an opponent really fast after they enter the playfield. --Slightly improved the load time of the score screen at the end of survival mode (its fast anyway). --Fixed Survival Results screen to be a blue background instead of accidentally being white. --Updates for text in the in-game move list: DeGrey's f+A "Overhead kick" -> "Elbow lunge" Grave's air B "Hurricane" -> "Whirlwind" --The voice over in survival for the announcer saying Metal Boss and Shadow Boss is now the same voice actor as the rest of the game. Also, a more dramatic take of him saying "sudden death round" is in. (Sudden death round happens in ranked and team battle when both players need one more round to win and they then have a draw round.) --Adjusted the sound mix. Story voice over is louder now (was getting lost against the music before), the versus screen fanfare music is a littler quieter so it matches the rest of the game, and the announcers various lines also better match the loudness of the rest of the sounds. --The CPU opponents now have a better idea what their own thrown ranges are and will not attempt to whiff normal throws outside of that range. It was especially egregious for Argagarg, Rook, Midori, and Dragon who often whiffed their throws over and over from far away for no reason. Also, the CPU will no longer try to throw airborne opponents or mash the throw button while airborne. --Fixed an issue where pressing accept to start watching a character spotlight video had a short window of time where pressing accept again would put you in a buggy state. --Deleted the tiny squirrels from Midori's stage because it gives +2fps on Dojo (the worst fps stage) on both medium and high graphics on computers roughly the strength of a PS4. --During the tutorial, you can no longer enter frame step mode. --When exactly two controllers are plugged in, the help text throughout the game no longer constantly reverts to keyboard mode for no reason. --Fixed a bug where victory poses (such as Jainas, Graves, Rooks) could sometimes show their secondary objects (sword, bow, birds) moving around in the wrong place, disconnected from the character. --The profile screen was wrongly showing NUMBER of Daily Challenges attempted, but now correctly shows the best result youve achieved this season. --On the move list, fixed the position of the word "Super" when the resolution is different than 1920x1080. The lower the resolution, the lower this word would accidentally appear on the screen. --When selecting "Online" in Main Menu while trying to connect to server, if the connection fails, a pop-up now appears (instead of nothing).
Fantasy Strike
Sirlin Games
Sirlin Games
2017-09-14
Indie Singleplayer Multiplayer EA
Game News Posts 58
🎹🖱️Keyboard + Mouse
🎮 Full Controller Support
Mixed
(2044 reviews)
http://www.fantasystrike.com/
https://store.steampowered.com/app/390560 
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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