''Copy by the Kratus's Log'' ### BETA 12 ### - Game: Minor fix on "rage cancel" keys causing special cancel wrongly ### BETA 11 ### - Game: One more revision on the fix that corrects the grabbed opponent position in Z axis. - Game: Fixed some crashes related to opponent's life bar. - Game: Minor fix on rage cancel effect. ### BETA 10 ### - Game: Revised the fix that corrects the grabbed opponent position in Z axis. - Game: Fixed some crashes related to opponent's life bar. ### BETA 9 ### - Engine-General: Updated the build version to the latest, fixed minor issues - Game: Adam updates, replaced his rage move, running attack, aerial special and added his original punch with a longer range. - Game: Fixed the SOR3 running type, now is working normally - Game: Minor fix on some Adam's sprites - Game: Added a moving platform at the end of the level sor2 st4b, same as the original - Game: Reduced Zan's blitz attack damage by half and doubled the juggle points cost, now the juggle window will end quicker - Game: Fixed the wrong damage shown for cpu partners when 1-hit kill is enabled - Game: Minor fix on SOR2 intro text - Game: Minor adjustments on enemy/boss movements, added a bit more A.I. randomization to prevent chasing/avoiding players too much - Game: Minor fixes on some SOR2/SOR3 Electra attack boxes - Game: Major shadows revision, adjusted the projected type angle according to every level, color is less dark - Game: Reduced the damage of SOR1 Bongo common fire attack by half - Game: SOR1 Hakuyo update, added the long jumping attack for the playable version as a running attack - Game: Revised and made adjustments on attack rate for all A.I. controlled characters to a better balance - Game: Fixed a bug on Max which allow to cancel the grab attacks into rage even if the opponent is already released - Game: Fixed the bosses A.I. behaviour to allow them canceling some moves into rage - Game: Reduced the juggle limit for enemies/bosses against players to 1/3 of the default limit, now they will do less hits when juggling players - Game: Disabled bosses' rage/counter attacks from their second appearance onwards, only the first appearance in a route is allowed to use - Game: Simplified the loading screens to a faster loading time - Game: Rebalanced rage's damage for all characters, reduced the total damage above 100 (prevent killing full health players too) - Game: Fixed a bug related to all projectiles, in which sometimes make enemies grabbing players by hitting their thrown weapons - Game: Fixed a bug related to all projectiles, in which sometimes make enemies hostile to them and track it - Game: Replicated the same behaviour of SOR1 Adam default combo kick, in which throw enemies against each others - Game: Added an protection system to test the external configuration file used by the game settings (*.cfg) and will replace with a fresh copy in case any empty variable is found - Game: Readjusted the boss's counter attack chance according to every difficulty - Game: Fixed a bug in the "Endings" option at the main menu which wrongly activates the rank name even with no score - Game: Revised the quake effect and made some improvements - Game: Readjusted the chance of bosses to escape using special attacks according to every difficulty - Game: Updated the Abadede blitz attack, now work same as the classic SOR2 performing a initial animation before running - Game: Changed the way the playable SOR2 Jack version throw the knife, now is same as any other character. Added the punch special when holding a knife - Game: Huge update on the special cost system, replicating all the same behaviours and costs from the original games (SOR2/3/4) - Game: Minor fix on SOR1 Jack, fixes the issue which makes him to not lose axes/torches when falling due to player's spawn/respawn - Game: SOR3 Shiva received a nerf in his first appearance at SOR3 route Stage 1, he has no energy moves - Game: Playable Kusanagi update (ninjas), turned the front star into a running attack instead of special move, reduced the star damage by half - Game: Minor delay addition in Zan's last combo attack - Game: Update in SOR3 St4b levels, shortened the delay of all train spawns - Game: Update in SOR3 St4b levels, revised the train's attack box to make it more accurate - Game: Update in SOR3 St4b levels, reduced the train's velocity a bit - Game: Added a invisible platform in sor3 st4b same as the original to protect players and cpu partners at the bottom of the screen, enemies are not allowed to enter - Game: Reduced some ninja spawns and group size in sor3 st4b - Game: SOR2 Jack update, changed the button to spawn a knife from energy to jump, moved laugh to energy, minor offset adjustment - Game: Minor fix on Z positions while grabbing opponents, sometimes the grabber is shown behind the grabbed opponent - Game: Reduced the Z axis velocity for all Galsia holding a knife when performing a dash move - Game: Slowed down the Rocked enemy a bit - Game: Dr. Zero robot arm, shortened the delay between each attack - Game: Allow to block while walking/running if the character has no dodge move - Game: All common enemies, reduced from 25% to 20% and from 50% to 40% the additional health added for every difficulty level above the "normal" - Game: Removed Harakiri from SOR2 route and Jet from SOR1 route, let only the original boss fights - Game: Playable enemies revision, added some running attacks as a cost-free version of specials - Game: Major commands revision, changed rage/running attack commands, removed the alt.modes, revised cancels and command list - Game: Fixed all reported "cheat" bugs related to the main menu and holes - Game: Fixed a bug with bikers which crash the engine when hit - Game: Minor fix on walls at SOR1 St7a, fix weapons hitting walls - Game: Made balance changes on most levels that have lasers on sor3 route stages 6 and 8 - Game: Mr. X update, added a new move to the playable character version that spawn 3 Galsias as allies - Game: SOR2 Shiva update, added two new moves, riseattack and super - Game: Minor adjustment on Vehelits collision boxes - Game: Minor adjustment on Biker's sprites, offsets and collision boxes - Game: Reduced SOR1 Galsia's grab distance, now they need to stay closer to grab players - Game: Disabled enemy attacks if they are off-screen, including throwing projectiles - Game: Reduced the minimum height of all Jet character's propulsion system, now they fly a bit lower allowing to hit them easier - Game: Minor offset adjustment for Harakiri, Mr. X and Robot X - Game: Revised some weapon/item/obstacle spawns - Game: Reduced the random chance of high rank enemies to spawn, low rank now spawn more (common enemies only) - Game: All Jet characters, reduced speed to match the classics and increased range of some attacks - Game: Now enemies can break obstacles if stuck, but they will not be hostile to it - Game: Realigned all Max walk/run sprites and collision boxes - Game: Added a smooth dark effect during rage moves - Game: Activated collision boxes for Ash during his grab run - Game: Fixed SOR3 Jump type not working - Game: Added partial rage/counter option, now both can be enabled only for players and cpu partners - Game: Added easy difficulty - Game: Minor fix on the rage zoom effect - Game: Minor fix on the rage zoom effect - Game: All Jet characters, disabled grabs while in the air (only enabled on rage attacks) - Game: Minor juggle cost adjustment on some Zan's attacks - Game: Added all the Maestro Draven tracks ### BETA 8 ### - Game: Minor fix on Raven's grab attack collision box - Game: Minor fix on Raven's walk animation - Game: Changed the way that playable Raven version does the jumping knee attack, now it can be done as a running attack - Game: Minor fix on bikers preventing from showing 1px of health even when dead - Game: Minor fix on bikers to show the damage received correctly if the hit damage is on, fixed the combo damage and k.o. counter too - Game: Added a black backfill if using original life bar option when the enemy's health is not enough to fill the life bar completely - Game: Minor adjustments on the damage pop ups shown at every hit when activated - Game: Minor adjustments on the hi-score ranking, now it shows what ranking you entered (or nothing if it's the case) - Game: Minor adjustments on the 1-hit kill script to prevent dead character's life bar from blinking due to the huge abnormal damage - Game: Added health/score info for item pick up if the "show info" option is set to hits (cash, food and 1up) - Game: Minor HUD color updates ### BETA 7 ### - Engine-General: Updated the build version to the latest, no impact in the game but is under tests to find possible bugs - Game: Fixed a bug with Sammy which make him to cancel any jump move into rage even if the energy button is not pressed - Game: Finished the implementation of the new life bar type option, can be changed to sorx (percentage) or original (pixel-perfect damage) - Game: Fixed a bug with all A.I. controlled entities which makes the engine crash during grabbing attacks - Game: Increased the collision box in Z axis a bit for some obstacles like roadblocks - Game: Made a small reduction of all regular enemy's attack rate (bosses are unchanged) - Game: Minor improvement on the back attack command precision - Game: Changed the base health to 100 for all players to fit the new pixel-perfect damage based on a life bar with 100px, same as the original sor2/sor3 - Game: Changed all bosse's health to multiples of 100 to fit the new pixel-perfect damage based on a life bar with 100px, same as the original sor2/sor3 - Game: Huge rebalance made on all characters for all attack damages and power multipliers, to fit the new life bar with 100px - Game: Fixed the slowdown at the sor1 st5a level in which sometimes doesn't activate when Onihime/Yasha dies - Game: Minor fix on all Jet characters, now they can grab mid-air opponents but only after landing, will not collide when going down anymore - Game: Fixed an issue when changing the special cost option to sor2 type and then returning to sor4/sor3, the cost did not change - Game: Delayed all robot explosions a bit during death, gives some time for players to escape from take damage - Game: Removed empty collisions during some grab moves to prevent weird opponent's reactions, like Max aerial special pile against targets that are not in the air - Game: Made the options menu accessible directly from the pause screen, no need to press select anymore (but still works) - Game: Minor fixes on some heroe's sprites, mainly related to the bike version ### BETA 6 ### - Engine-General: Updated the build version to the latest, no impact in the game but is under tests to find possible bugs - Engine-Android: Fixed a bug that makes the engine crash if a usb controller is plugged in - Engine-Android: Implemented adaptive icons - Engine-Android: Added an automatic screen adjustment for mobile devices that have the "cutout" feature - Game: Fixed Monalisa projectile movement, now traveling correctly - Game: Disabled the wind force if the player is going back after falling in the last hole on sor3-st3a - Game: Disabled the screen bouncing only for enemies at the last hole specifically in the sor3-st3a - Game: Changed the keys to register a name in the hi-scores, now are the same as the original (left/right to change "letters", attack to "back" and jump to "confirm") - Game: Minor extra menu text changes, fixed translation - Game: Minor spawn adjustments in some levels - Game: Minor bug fix on Max's Rage move while grab an opponent, which activates sometimes even with no energy button pressed - Game: Added the played route icons in the hi-scores - Game: Added a vortex-like feature for Axel Rage move, pulling the opponent during juggle - Game: Added the BK3 option in the dodge type, adjusted both BK3/SOR3 dodge velocities according to the original - Game: Increased the height of launched opponents knocked down by Axel's dragon wing in the same way of the BK3/SOR3 - Game: Increased the juggle cost a bit for Galsia knife attack while walking - Game: Increased the knock back power for Zan's back attack - Game: Moved the shake slam to Zan's back grab, maintained the back throw - Game: Rearranged some Zan's grab attacks on the same way as the original SOR3 - Game: Allow Max to throw SOR1 Bongo during aerial special pile - Game: Allow Max to cancel neck breaker into special/front special - Game: Increased the damage for surrounding enemies during Max grab Rage move - Game: Increased the throw distance for Max air toss - Game: Increased the movement of all bosses, to make less static - Game: Increased the the life bar size from 88px to 100px - Game: Implemented a new option to change between two life bar types, sorx (percentage) and original (multiple bars), not complete and disabled for now - Game: Minor fix on cpu partner A.I. blocking logic - Game: Super armor now completely nullifies the first non-knockdown hit if the guard bar is full - Game: Fixed a bug for Blaze/Sammy in SOR3 bike stages that cause the engine to crash when press any button - Game: Minor adjustment on all "death" animations for all characters and obstacles ### BETA 5 ### ** Main updates ** - Changed the engine build to the latest version, which adds many improvements and fixes - Removed colision boxes from all supers (the star moves while running), now the entire move make the character invincible - Added the SOR1 type in the combo style option, allowing to flip the character during the default combo (don't work for the last combo attack) - Added invincibility during any special move if the SOR3 "OK" BAR is selected in the special cost option, same as the original game - Reduced any special move's cost by 1/3 if the SOR2 LIFE is selected in the special cost option, to compensate the absence of the "zero cost" if hits nothing like the original game - Fixed a bug on the OTG system when off in the extra menu, which temporarily disable hits damage in any throw/slam/bowling attack - Added the original SOR1 behaviour on Adam, which toss the opponent in the second attack of the default combo (upper) - Added presets in the extra menu according to every game (sorx, sor3, sor2 and sor1) - Revised all menus and fixed all the latest reported issues - Added a new code to simulate a mirror effect on some stages, can be enabled/disabled through graphic effects option - Optimized most scripts focusing organization and performance - Added custom touch textures, size and layout options for the Android build - Added infinite juggles/otg in the unlockables menu - Improved the rage cancel by allowing to press Energy and the Special sequentially and quickly ** General updates ** - Reduced the grab distance a bit for Tracker and Ringmaster - Added a "press any button" message in the end of every loaging screen - Minor fix on the wall/edge bouncing while deducting juggle points when juggles are off on the extra menu - Minor fix at the CPU partner select screen, which allowed to change partner colors even if he's already selected - Added two more debug modes (mode 3 = debug grabs / mode 4 = debug projectiles) - Fixed a bug in some elevator stages where projectiles will hit walls above in the Z axis, instead of only hit in X axis - Changed item's behaviour when off-screen, now they will not be removed anymore but will not be detectable by partners/enemies - Minor fixes on some shadow's scripts - Fixed some wrong enemy scores given when defeated - Minor fixes on some spawns on SOR3 route - Added a little randomity on some enemy's actions to prevent them from moving always together - Fixed the Zan's command that throws the energy orb permanently, now instead of throwing knives he will throw away the last energy orb - Minor fix on Yamato, which allows the player to use the "aerial recovery" after getting a hit by a rage move - Fixed bug which allows players to move obstacles using grab moves (SOR1 Onihime "jump down" attack) - Added character's profiles in the SOR1 intro, same as the original - Minor fix on some fonts ### BETA 4 ### - Minor fix on Onihime in the Free for All Survival mode, which forces the game to end the battle instantly - Fixed the grab escape move issue, which sometimes don't change the opponent's animation from "grab" to "pain" - Minor fix on some audio file names - Minor fix on the Fog death's voice in the SOR1 route for the playable version - Fixed the bug that doesn't reset the stage previously changed during a playthrough if both character/route change are enabled - Updated the Tracker's stealth camouflage, now costs 1 energy star, has 10 seconds of duration and can be activated like a "super" attack (while running) - Moved the Maestro Draven and SoR Remake (custom) tracks to inside the main game pak, maintained the "external folder" as an option that works only if the game is unpacked - Added a new static special move for Ringmaster, now the blitz move works as a running attack - Rearranged some Ringmaster attack damages and juggle costs - Fixed some obstacles's shadows (all roadblocks SOR1/SOR2/SOR3) - Fixed the Yamato bug that happens during the level ending and doesn't allow him to go out of the screen - Fixed some Yamato attack boxes - Fixed some SOR3 Jet attack boxes - Minor fix in the "show hit damage" option, now the damages bigger than 999 will not show wrong numbers - Minor fix on some walls on SOR3 stage 3a - Minor fix on SOR3 Big-Ben's grab move - Improved the CPU partner's A.I. to avoid some walls - Improved SOR2 Jet A.I. during SOR1 stage 7 - Reduced the health amount for all Jets - Minor voice volume adjustment for SOR2 Shiva - Added some food spawn at the end of the SOR1 stage 7 ### BETA 3 ### - Minor group spawn adjustments for 3-4 players on all levels - Fixed the default restoration button on the extra menu, which didn't export the current options to an external file - Added a new extra menu option "enemy health level" inside the "unlockables" sub-menu - Added a new extra menu option "enemy amount" inside the "unlockables" sub-menu - Minor fix on the "cheats" menu bugs - Minor fix on SOR1 Galsia and SOR2 Fog grab reset script if no grabbed target is found - Added 1-hit kill to the "unlockables" menu - Fixed the SOR1 double bosses script and spawns ### BETA 2 ### - Ripped all musics again from the original game using Kega Fusion emulator, maintaining the pure quality - Adjusted all music volume - Updated some character and level sprites - Improved the juggle script, now the Y axis velocity is adjusted dynamically during each hit - Added an extra grab distance script to allow bosses to grab heroes from a bigger distance, like the original - Improved the enemy/partner A.I. scripts - Made some balance changes on enemy's health and A.I. - Minor fixes on cutscenes - Changed the default music volume on the engine, now is the same as sound effects - Fixed some stage presentation bugs - Fixed some bugs on computers at sor3 st6b - Reduced the converyor's Z axis velocity at sor3 st8d - Added the remaining SOR3 Sammy and Blaze unused sprites from the original game - Reduced the grab distance for Sammy, Blaze, Monalisa, Onihime and Roo - Allowed weapons to break during a "back hit", like Max pipe - Fixed the super armor script, now knockdown hits will not have the damage halved (as always intended...) - Added a new propulsion system for Jet characters - Added a new aerial grab feature for Blaze and Sammy - Minor gravity script update - Minor update on some bosse's names - Updated all the hi-score icons, now are bigger than before and have the correct colors - Fixed a bug on the level select menu, where allow the players to select other modes without finish the game - Reduced and adjusted some spawns on most SOR1 levels