Another bonus game update! Once again, there is an option to download the bonus game without the sound file, so you can download it quicker. Move the sound file from a recent version of the bonus game into the sound-less one to complete it. All future updates for the bonus game will have 2 links like this:
https://www.mediafire.com/file/09ccygybzzwkg04/SoR2Ver40.zip/file - With sound file
https://www.mediafire.com/file/swv8czsuoz7epbc/SoR2Ver40NoSND.zip/file - Without sound file
Changes:
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1. Big-ben's and Bongo's Fire-breath attacks are no longer considered "Projectiles" (the flames are actually explods, Big-ben/Bongo have a CLSN1 box on them to actually hit) Fixes problems with certain Reflection/Absorb moves that affect projectiles causing weird effects on those two enemies.
2. Bongo's Elbow Drop start-up time reduced.
3. Adjusted Nora's CLSN1 hitboxes on her attacks to reduce chance of them hitting when they shouldn't, missing sprite for Nora's whip attack added, and she also can now use a "Low Whip" that is faster than her normal whip (can still be blocked standing). The low whip is only used from her feint state.
4. Akaiho's Sliding Palm attack has had it priority reduced and it CLSN1 boxes shrunk a bit. Should make it less annoying.
5. Y.Signal now has his SoR3 look. Name changed to "Signal". (All attacks & stats are the same as before)
6. Enemies that aren't ready to attack will now walk forwards 50% slower, reducing chance of them simply walking into your range. Applies to Jet-Type enemies as well, but not to enemies that don't have normal "walk" states such as Zamza and P1. Most enemies can now perform a "juke" backwards when they are almost ready to attack and you are attacking, in an attempt to dodge your attack.
7. Enemies that can block no longer randomly bring up their guard when close to you and you aren't attacking. They only attempt to guard when you attack or they are in Guard distance.
8. Fixed some enemies not attacking when you are extremely close to them.
9. In Ranked Mode, enemies have more life each rank. Also, enemies can't block in Ranked mode anymore.
10. Cleaned up and simplified the state controllers that make enemies attack. Makes it easier for anyone to edit enemy attack rates.
11. Infinite lives option removed. Not needed anymore since enemies can't score a "Real" KO anymore.
12. Shiva can now use the Aerial version of his Breaker attack, and can block in the air. As a result, he no longer gets a defense boost in the air.
13. Fixed an issue where an enemy can sometimes be seen for a split second right as the round ends. Happens more often in IKEMEN Go.
14. Fixed a major problem where an item could become un-obtainable if they were close to another when you picked up one. Seems to only happen in IKEMEN Go.
15. All my SoR characters can now break out of Pummel-type grabs with their Y-Defensive Special. Pummel grabs are the ones where enemies hit you over and over again. Only Pummel grabs can be escaped this way, since other grabs can be escaped with Back+Y or Forward+Y before any enemy throws you. The one exception is Shiva; since his grab is almost exactly like a normal SoR character grab, you can escape his grab with Y at anytime except if he is vaulting over you.
16. The stun time for an enemy when you escape their non-pummel throw with Back+Y or Forward+Y has been reduced from 2 seconds to 1.5 seconds.
17. Fixed problem with characters getting stuck in custom states for a bit when Shiva uses his Pummel attack.
18. Fixed rare issue of Shiva losing hold of a character with his back grab, and still performing the slam attack with nothing.
19. Jet MKII's Base Life reduced by 300.
20. Added an option that makes enemies take 65% less damage if no player is very close to them. If you have characters with many long-range attacks that make the Bonus Game too easy, try turning this on. Also added option to make enemies have Super-Armor and a 50% damage resistance* to projectiles. These two effects can be combined. Do note that the projectile super-armor option will prevent an enemy from falling below 1 life from projectile damage.
21. Enemy Block Type default setting set back to 0. While using the normal Guard system allows for more accurate reactions to attacks, it seems to not always work correctly.
22. Reverted Change #8 from Mini-Update 4. It was too easy to reach the damage limit with just short combos.
23. AI of Major Bosses adjusted so they won't use their attacks that can avoided by crouching if the player is crouching.
24. R.Bear's Dash Punch and Uppercut can hit crouching opponents now. Jack's Strong Punch also can now hit crouching opponents.
25. No enemy can take more than 500 damage from a single hit anymore. This is aimed at various throws/custom state attacks some characters have that deal extremely large amounts of damage compared to their other attacks, often taking off more than 1 life bar worth of life from a SoR Enemy, or more for certain attacks such as Supers. Do note that this is not adjusted for the Damage Multiplier setting like some other settings, so with default settings any hit that deals over 250 damage to a SoR enemy (which would become over 500 before this change) will have that damage reduced to 500.
This setting shouldn't affect your typical combo, since the damage limit is for a single HIT, not a whole combo.
*Gets stronger if hit back-to-back with projectiles in a short amount of time. Laser-like projectiles will quickly lose power against the enemies. Extra defense goes away 0.75 seconds after being hit by a projectile.
This update mostly fixes various issues with the Bonus Game. The option to give enemies resistance to long-ranged attacks and/or projectiles should prevent characters with large amounts of those attacks from breezing through the bonus game.
There is also a character update of sorts: https://www.mediafire.com/file/nqdqmxn8d6v5fn5/12Char4StagePack3.zip/file
Only Ash and Mr.X actually have been updated. Ash had some sound effects added to his Forward+Y attack and his win pose, plus the AI will now use the short version of his Lv.3 if in Simul mode. Mr.X has a single, but important change for IKEMEN users: his Lv.2 super wouldn't ever end if he was in Tag mode. Now it'll end after 2 seconds. (This doesn't make Mr.X IKEMEN only.)