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Finally got around to finishing all the stories on the PSN version and it was fantastic! Absolutely fantastic, one of the smoothest and nicest to play fighters that I've played in a long time. The animation was top notch too. Love me some Lilia and Valentine <3
Last edited by sabin1981 on Tue, 30th Jul 2013 01:31; edited 2 times in total
3DMGAME-Skullgirls.Beta.Cracked-3DM 650MB compressed, 1.2GB installed. This is the full game and is one version outdated -- but that's okay because the "latest" version of the beta has removed story mode Amazing game and well worth buying though Oh! and, possibly first time ever, but;
PC version is the definitive SKU at first, since it will get all the DLC characters prior to consoles, something to do with a contract but after six months all versions will be equal. The beta already contains the first character from the recent IndieGogo campaign; Squigly. The rest will come at intervals and since it's on Steam and noDRM, there's no costs or issues for patching the game - just put out the patch and be done with it. Unlike XBLA/PSN where patches get caught up in certification blackholes.
I might have misunderstood you but according to the changelog on the Steam forums for this beta version of the game the story mode was actually removed a few patches back since the beta game is updated so often.
EDIT: Yeah I checked the 3DM website and the game was uploaded on August 2nd so it's a few patches behind but it has the story mode.
EDIT:
Quote:
General
- Netplay is now final, barring any major problems! Tries to connect in new-groovy way, if that fails connects with old-boring way. You should be able to connect with everyone like before, but experience better play with the majority of people. (And no, "I had some lag and lost to mashing" does not qualify as a major problem. :^)
- Disable Story Mode for now. Ya rly. :^( I will ask about enabling Arcade Mode instead to at least allow some play vs the AI, but it's done in the Beta for now. Go online, I guess...
- Unlock all stages since you now can't play story mode to unlock them.
Gameplay
- Tags and DHCs properly place you in IPS stage 5.
- All normal throws (not command throws) place you in IPS stage 5.
- Hitting with a super now counts as "having hit" in that IPS stage.
Double
- Fix Hornet Bomber to fully connect at certain ranges where it wouldn't before (cr.LK->s.MK->s.MK->cr.HP xx HK Bomber vs Filia, for example.)
Fortune
- Rekka -> El Gato is now +1 on block instead of +5.
Painwheel
- Remove Buer Thresher x3 troll after KO. You can now do zero of them. Heh.
Squigly
- Fix air knockdown arc position, things should work on her like they do on everyone else (Filia juggle cr.HP xx LP drill, etc.).
- More cleanup and VO fixes.
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8-3 Beta patch notes
4 AUGUST 2013 - MIKEZ
An online issue prevented us from making a build last night, so to make up for it why not go get yourself a cookie before you play?
General
- Enable Arcade Mode, now you can play against the CPU again. Not only that, you can finally fight CPU Squigly, who has AI from our original AI programmer even though he took another job long ago! Thanks, Mr. Amazing.
- Meridian Rooftops updated with NPCs (nice pigeon characters), reactions, etc. The beautiful gets beautiful-er.
- That's it, everyone else is busy with finishing up Lobbies.
Gameplay
- Throws put you in IPS Stage 2.
- IPS fix, projectiles no longer up the IPS stage during attacks like Peacock's HP Bang. Projectiles should work "like they used to" plus fixes, with one remaining bug for Parasoul.
- ARMOR UPDATE, reworked how armor reacts to things. Double's slide, the 1st hit of Fortune's c.HK, Painwheel's charged c.HK, and Squigly's Daisy Pusher now break armor properly. Also much easier to understand on the script side, but nobody needs that except me. (^.^) If you notice any armor bugs, please point 'em out!
Filia
- Opponent can pushblock in the middle of Hairballs now.
Painwheel
- Lv3 improvements: Visuals/sfx, 1 hit of armor post-flash, better damage, final hit returns 120% of stored Hatred damage (190% when Installed).
- Death Crawl now has faster startup, 8f freeze means now unblockable at point-blank after the flash. No longer throw vulnerable after the flash before she is fully vulnerable. Increased the number of hits so it feels nicer but the total damage is roughly the same. Install version is much more damage, especially at minimum scaling. Increase recovery to allow better punishment as well as prevent Crawl x2 due to startup change. :^P
- Charge hold frames for s.MP decreased from 20 to 12, bringing the total frames for a fully charged s.MP in line with cr.MP.
Parasoul
- Egret Charge only stops if Parasoul is hit out of the summon animation, hitting her after it finishes will no longer stop the bike. Summons 4f earlier (on 2f instead of 6f) to make supercancels and backthrow->bike easier. Parasoul’s summon recovery +7f.
Peacock
- Can now choose taunt as an asisst, with Up+LK+MP+HK.
Ciscokid's team synergy +150%. :^)
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8-4 Beta patch notes
5 AUGUST 2013 - MIKEZ
Yet another midday update. (^.^)
- Fix save data startup crash. Hopefully. This also involves re-initializing everyone's savedata, so byebye settings. If it isn't fixed for you, try disabling Cloud savegames, delete your savedata/button config/video settings, and run the game. Then re-enable Cloud saving if that's your idea of fun. :^)
- Move "2D backgrounds" option to Video Options menu. Don't forget to Apply the options!
- Return damage on Parasoul's Lv3 to normal, rather than 2x by accident. 6,000+ no thank you.
- Improve physical extent and hitbox on Valentine's Lv3, should combo in more DHC situations now.
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8-4 Beta patch notes
4 AUGUST 2013 - MIKEZ
Too tired to do nice formatting.
- More work on Meridian Rooftops.
- Fixed unsweepable frame in Cerebella's run.
- Updated Painwheel's Lv3 again.
Goodnight...
Quote:
8-5 Beta patch notes
5 AUGUST 2013 - MIKEZ
Known Issues
- CPU Squigly can crash the game with a Daisy Pusher.
- Online has a random crash, probably the same issue.
- Oh yeah, and your savedata may get wiped today, and it may get wiped again tomorrow but for a good reason!
General
- Rooftops improvement again!
- Move 2D/3D Backgrounds option to Video Options. This means it'll get reset, so those of you who want 2D backgrounds go set it again.
Gameplay
- Add assist and offscreen-point-character markers. I HOPE YOU LIKE THEM.
Painwheel
- Death Crawl no longer hits low. This was actually in yesterday's Death Crawl update, I just forgot to list it. Heh.
Peacock
- Taunt assist now plays the whole voice clip, as well as acting like it got hit and preventing you from calling assist for a bit afterward. :^)
And once more, everyone else is still working on lobbies. Me, I was working on those assist indicators. Heh.
8-6 Beta patch notes (you want to read these, I promise!)
6 AUGUST 2013 - MIKEZ
General
- Force clear savedata again. WHY? Well...
- Unmap Player 2 keyboard controls completely, except for Backslash "\" being Light Kick. Now Player 1 can easily map to ALL THE KEYS (except Backslash)! If you want to remap Player 2 keyboard to something useful, just go to button config and hit Backslash.
(Player 1 keyboard defaults remains ASDZXC + arrow keys.)
- Some tutorial improvements, lots of tutorial remaining-the-same-ments. :^)
Valentine
- Fix poison load occasionally putting her into air hitstun instead of ground hitstun. Heh, how did that get missed for so long?
Wait juuuuuuust a little longer, O Ye Faithful...there was some major progress on The Feature That Cannot Be Named today.
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