It is now +1 as originally intended, Buffed Rice: Swat now places the opponent slightly further away, to better match the art (Spice Sweep still reaches), Nerfed Rice: Removed ability to cancel Whip Pounce into Swipe, Nerfed Rice: Reduced meter gain on Swat 200 > 100, Buffed Onion: Cackle has been redesigned to lead to more combo opportunities, Cackle now attacks 10 frames after the parry freeze with a lightning bolt, dealing 100 damage and leaving Onion +12 on hit to continue a custom combo at close range, Cackle has the same freeze/startup timing as Beef's Flex, making it viable as an anti-air attack (though still difficult to time), Cackle's animation has been adjusted to fit this new timing and make the lightning bolt more visible, Cackle's attack reaches far, has no pushback on hit, deals 100 damage / 50 chip, and is safe (though minus) on block, Cackle's meter gain on activation has been reduced 200 > 100 (though the followup attack now adds 100 meter on hit), Cackle is vulnerable before the lightning bolt, so you still want to parry multiple times against Frenzy and other multi-hit attacks, Cackle's attack hits once, but acts like 5 attacks for scaling (the followup combo will do much lower damage than normal), Modding: Added "addScaling" to AttackConfig, Buffed Onion: When parrying a multi-hit attack (eg Frenzy) by canceling Cackle into another Feint, the followup Feints have a larger parry window (5 > 10 frames), making those followup parries very easy to time, Training: Change default meter setting to "Refill", Welcome: Fixed bug where the controller config button was visible on the Welcome screen, Mobile: If you connect a gamepad, it will automatically open the controller config menu. They will be removed Saturday morning, October 16. By supporting creators you love on Patreon, you're becoming an active participant in their creative process. (4-back 6-forward, a-light b-heavy c-special). Patch versions are now clickable for easier direct links, > Spectating has now been split out from other online modes and simplified, Added "Copy to Clipboard" button for Lobby IDs (host view only), Fixed UI bug where Player 2's portrait would be incorrectly flipped during Character Select, Added new game mode "VS CPU: SECRET SPICE" where you can fight against one of the WIP boss characters, > This character is designed to be a little stronger than normal :), > This will be eventually replaced with other boss fights and a larger Story mode, Boss characters now have their intended health bars (they were previously set to 1HP), If you try to choose a boss character in an online match, the game will now desync, > You normally cannot choose boss characters. This is a free release to make running offline events easier. Keeps the remote frame within the stage, Modding: RemoteConfig.onScreen removed. It also introduced undesirable play patterns in the form of long, pseudo-true blockstrings against Pork. Played on my laptop for a few hours. Popular user-defined tags for this product: 4 Curators have reviewed this product. Noodle's new animation has been reverted back to the rough beta sprites, > Noodle will be updated once all their sprites are complete, Added menu sound effect when finding an opponent in Casual Match and when finishing calibration, New animation: Noodle's color has been adjusted to match the brighter blue on the Character Select screen, New animation: Noodle's standing, walking, and Slap animations have been fully animated with the finished design, NOTES: We are currently experimenting with updating the art as it's ready. I really hope you enjoy and have a happy modding!Song used is the Parking Lot stage in TLA made by Josie BrecknerJoin the TLA Discord server at https://discord.gg/cAHkMaV7yHYou can play the game at https://toughlovearena.com/And be sure to follow all of my stuff too!Discord server: https://discord.gg/YmpjTZeTwitch: https://twitch.tv/ellingtonrebornTwitter: https://twitter.com/EllingtonRebornMusescore: https://musescore.com/ellingtonreborn https://docs.google.com/document/d/1cOWc5gsOBfJFom0xcKP51tTLfk50aYI4OCJ6IvaYg0Q/edit?usp=sharing. checking SequenceIds and invalid types) will only run in the ModMenu, and not when loading mods. In exchange, they gained more zoning tools, Rice has also lost the Whip loops, but retained big damage via Swat. Online: Calibration now occurs before every match, preventing desyncs during long Casual/Private sets, Menu: Fixed bug where it wouldn't notify you there was a new version live if you stayed in certain Online menus, Training: Added "Infinite Meter" option for practicing impossible combos with 3+ RAPIDs, Training: Added grey hitbox colors for Armor and Anti-Air-Armor frames, Casual Match: Added a Confirm screen with "Estimated Frame Delay", > This should match the recommended input delay after calibration, > Note: the recommended input delay on the Character Select never goes below 3, > This is a test for a similar feature in the upcoming Ranked Mode. Alternatively, you can wait until the mod is finished, as itll be distributed as a Beta Branch of EBF5 on Steam, which would make it very easy to opt-into and install. However, changes that are staying for now include: removed pushboxes near the end of Dash + the beginning of Dash Again AND the Dash Again being 1 frame shorter, Tutorial: Fixed typo in Rice's Swipe tutorial, Menu: Fixed audio bug when choosing Basic or Advanced tutorials, Nerfed Noodle/Rice: Walk forward speed reduced 60 > 45, walk backward speed reduced 40 > 35, Nerfed Beef/Pork: Walk forward speed reduced 60 > 55, walk backward speed unchanged at 40, Nerfed Onion/Garlic: Walk forward speed reduced 75 > 65, walk backward speed reduced 70 > 60, Gameplay: The walking forward animation is now throw invulnerable, Gameplay: Normal throw will still trigger against an opponent that's close and walking forward, but if they continue to walk throughout the active frames, the throw attack will whiff, Gameplay: Normal throw active frames have been increased 2 > 5, Buffed Noodle/Rice: Throw range has been increased 2x, Buffed Noodle/Rice: Whip recovery decreased 20 > 16, Buffed Noodle/Rice: Whip advantage on block increased -7 > -5 (no longer punishable), Nerfed Noodle/Rice: Whip active frames decreased 5 > 3, Nerfed Noodle/Rice: Whip cancel window reduced 20 > 12, Nerfed Noodle/Rice: Whip Pounce no longer re-juggles for 2 hits everytime, now juggles normally for 3 hits, Nerfed Noodle/Rice: Whip Splash launches a much shorter distance, Nerfed Noodle/Rice: Whip Splash can no longer RAPID on hit or block, Buffed Noodle: Added new attack "Grounder" that you perform by pressing Back + Heavy, Buffed Noodle: Whip can now cancel into Grounder by pressing Light, Buffed Noodle: Fist hitbox is slightly larger, Buffed Noodle: Fist can now hit grounded AND airborne opponents, Nerfed Noodle: Fist and its followup Fist Hit has been combined into 1 hit, indirectly nerfing meter gain on hit, Nerfed Noodle: Light/Heavy Fist have been removed, Buffed Rice: Swat has been split into two separate moves. NOTE: According to recent tournament results and player sentiment, Onion/Garlic are a little too strong. More news about this coming soon! Im thrilled for this! Gallery. Please report any bugs, New animation: Hit Sparks have been recolored, New animation: Burst startup is a little smoother, New animation: Rice Swat has been animated, New animation: Rice Swat followups (chip on block vs slam on hit) now look different, New animation: Noodle/Rice Whip Splash has been animated, New animation: Noodle/Rice Jump Attack startup is a little smoother, Removed the "light stripe" color variation due low popularity + visual ambiguity, Removed unused colors from the game files, New animation: Throw startup, recovery, and whiff for all characters, Changelog formatted to emphasize larger updates. (note that you have to delay the tp after the first three, and at other times during the infinite depending on your timing). Please report any bugs going forward! If you are not excited to play this game in its current state, then you This ensures that slower hardware won't start the game a littler late, which can cause early rollbacks, Online: The victory bell sound now plays when you find a match and successfully connect, Online: Added timeout of 10 seconds between when a match is found and the connection is successful, Lobbies: Fixed bug where editing the host message could accidentally trigger keyboard shortcuts, Accounts: Added "Favorite Character". As a workaround, after it reboots to the Welcome/Attract Screen, when you press anything to proceed it will also go fullscreen, Pause Menu: Moved Custom Controls lower down in the options, Event Mode: Reverted needing to hold Pause for non-gameplay menus, Event Mode: Will automatically reboot after idling for 45 seconds on the main menu, Character Select or the Win Screen, Attract Mode: Added quick loading animation when exiting Attract Mode (used to be instant and jarring), Event Mode: Added inner menu where you can choose between 2P or 1P vs Random CPU, Event Mode: You now need to hold Pause for all areas of Event Mode (to reduce accidental pausing), Event Mode: Pressing Heavy at the inner menu takes you to Attract Mode (removed from Pause Menu), Event Mode: Idling at the inner menu for 30 seconds will refresh the app, The refresh will load directly back to the Event Menu and show Attract Mode, Previously, running Event Mode on the desktop version for 3+ hours could randomly crash the game, This refresh mechanism is a workaround while we investigate this difficult to reproduce bug, Adjusted Garlic: Increased Sneak hitstop duration 10 > 12 frames, Gameplay: Successful parry attacks will always face the opponent, fixing interaction when parrying Soup placed behind you, Maintenance: Fixed meta tag for image preview, Maintenance: Phase 1 of rewriting netcode code for open sourcing, Controls: You can now map ShiftLeft and Spacebar, Controls: Functional keys (F1, F2, etc) are now completely ignored, About: Fixed links pointing to events and the Hall of Fame, About: Removed community links (now available at, Maintenance: Fixed meta tags so that sharing TLA on social media will now look nicer, Menu: Music box in the top right now remembers your music preference, Maintenance: Migrated deployment scripts to more maintainable framework, Gameplay: Fixed hitstop on REJECT, now there is a slight freeze when it connects, Gameplay: It is now impossible to combo after a landing a REJECT, Buffed Pork: Caber Toss is now unburstable until the first hit, making Caber > Jump or Caber > Chop guaranteed. All trademarks are property of their respective owners in the US and other countries. It's simple, stays in the spirit of throws (they only work on blocking), and fixes the difficult scenario of consistently avoiding Caber Toss (just hold forward), Throw ranges: These been expanded in proportion to walk speed. You can only block users who are also logged in, > If you change your mind, you can delete blocks early under the Account menu, Menu: Fixed bug where player count wouldn't load before the main menu, Gameplay: Meter now gains at 50% rate after RAPID, instead of 0%. We would like to show you a description here but the site won't allow us. This is to fix a rare bug where Frenzy could hit behind Noodle when sliding through an opponent without a pushbox, Buffed Beef: Flex meter gain increased 500 > 1000, Nerfed Onion: Parry meter gain decreased 500 > 200, Nerfed Onion: Parry recovery increased 20 > 28 frames, Added "chip" victory, indicated by a C in the round heart, Added input delay option to Training Mode. But we think the risk/reward is now too rewarding. Loop has been moved from Key5 to here. 100% Pressing any button to exit Attract Mode will take you straight back to Tournament Mode, Pause Menu: Fixed bug where gameplay would not stop in certain offline game modes, Pause Menu: Fixed race condition during gameplay where the first pause wouldn't require holding the button, Loading Screen: When playing offline, you can now exit the Loading Screen by pressing Escape or using the Pause Menu, Tournament Mode: Removed the Custom Controls gear (you can still edit controls via the Pause Menu), Maintenance: Refactored how Pause configuration (when to show which buttons) is layered and managed, Attract Mode: Renamed all references to Demo Mode > Attract Mode, Pause Menu: Fixed race condition that could prevent the button from reappearing after exiting a game, Maintenance: Rewrote asset loading to limit the number of simultaneous requests, This will make the Loading screen more responsive to inputs (emotes, pause, etc), If you idle at the splash screen for 30 seconds, it will play a demo - an example round between two CPUs, This mode is turned off by default while we make improvements. & # x27 ; t allow US keeps the remote frame within the stage, Modding: RemoteConfig.onScreen removed:. 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