TRAINING ARC 0.33.2
The islet is now THE STUDIO. A lot has changed since the last build (0.26.0). Here is all of it.
The Studio
- Your home base is a run-down warehouse by the river. As you play, the crew turn it into a TV studio: a scrappy set first, then a real studio, then a whole studio lot. Your save loads straight in, with all its progress.
- Every station has its own room behind a signed door: the Control Booth, the Powerhouse, the Stage, Wardrobe, Master Ponzu's room, the Kitchen, the Trophy Room and more. Rooms open a couple at a time, and the call sheet walks you to any of them.
- Later in the season the front door opens onto the Lobby, and the Backlot is beside it. Boats, fishing, the koi and the News Chopper are out on the dockside.
- The Stage room is laid out like a real studio: the stage at the back, the audience in rows, the cameras in between. It grows with the Stage's level, up to an arena.
Time away counts now
- The Training Yard (on the Backlot): the fighters you aren't playing train on their own, even with the game closed. The stronger your bench, the more PL your main fighter gets from every K.O. (TEAM STRENGTH).
- Your fighter keeps farming while you're away, on the deepest zone it has beaten. It never takes a new zone or a story boss. Anything it earns past the next zone's door is stored and pours in when you beat that boss.
- Departments collect themselves once they're levelled up a bit.
- A new WHILE YOU WERE AWAY card adds it all up when you come back.
The Prize Machine
- Late in the season a capsule-toy machine gets wheeled into the Lobby, with more tiers on the way. Turn the crank for relics found nowhere else, prize gear sets, dyes and titles. A relic you already have levels up, and every tier promises something good within a few pulls. Earned Rin only.
Balance
- From zone 6 on, fights are tougher and fairer: you meet each zone close to its strength instead of far above it. Later zones come quicker than before.
- Grunts you've outgrown still sting, bosses always hit hard, and from zone 9 mashing jabs stops working: guard, counter, launch or use Ki. Ki blasts cost more, and healing is toned down.
- Old saves get a one-time PL top-up so your current zone doesn't suddenly hit back.
Fights
- Jumps are fully animated for every fighter and form, and worn gear stays on through jumps, landings and hits.
- Boss fights turn their acts like a show, and the final blow cuts to a comic close-up.
- Every K.O. has a finish, in each fighter's own style: suns, leaves, rain clouds, confetti, nuts and bolts, ink smoke. Heavy blows can splat a foe against the TV glass. The last foe of a wave gets a CLEAR! clapper, and several foes in one blow call DOUBLE K.O.! and up.
- New-move lessons pause the fight. Pick LEARN IT to practise the move, or SKIP.
- The Solari has three new moves: Sundown (Down + X), Morning Glory (Up + Y) and Lens Flare (Down + Y).
- The flurry can be cancelled, and Golden Hour no longer drops you out of your form. A few moves were brought in line (Flicker Cuts, Spin Kick, Rapid Rivets, Weather Balloon, The Big Freeze).
- Foes' stage entrances got proper art: parachutes, ropes, trapdoors, crates, a stage dolly.
Story
- Every fighter who joins you shows up in earlier episodes first, so you already know them when they join. The villain is around from the start.
- Lines about your own fighter are skipped when you're playing as them.
- The Special Guest Stars talk now, each in their own voice.
Relics and skills
- Every relic has its own art, drops out of foes in a beam of light, and lives on a shelf in Pause > Relics. Relics level up with no cap, and six new OFF-AIR relics come from the idle side (departments, fishing, the garden, Auto-Battle, time away).
- Mentors & Skills is easier to use: every skill you know, what it does, and which button fires it. A new skill can go on a button in one or two presses.
Music and sound
- Six new songs for the first couple of hours: the title theme, the home base, zones 1 to 5 and the bosses.
- A fresh install no longer starts so quiet. New menu sounds, reward sounds, and each early zone has its own background sounds. Low health muffles the music.
Looks and menus
- Going in and out of an episode now feels like flicking a TV channel.
- The title screen, menus and the results card all animate now (a NEW BEST! sticker when you beat your grade). The fighter select is a line-up on a stage, and every achievement has its own medal.
Settings
- Charge Ki can be Hold or Toggle (Settings > Controls).
- Subtitle size and Reduce motion in Settings > Accessibility. Colour-blind help does more.
- If your PC or Deck goes to sleep mid-fight, the fight waits in the pause menu.
Fixes
- The Titans and the sparring dummy aren't drawn stretched anymore.
- The studio no longer shakes behind the While You Were Away and Previously On cards on fast screens.
- Holding Charge while walking no longer makes your fighter flicker.
- A foe could be knocked out twice by one blow and pay out twice.
- Every achievement can be earned now.