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Pages: (10) « First ... 8 9 [10]  ( Go to first unread post )

 Gameplay Changes
Bleys
Posted: Jul 6 2009, 04:24 PM


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The defender no longer receives a possum repetition bonus when the attacker uses a move affected by Legendary Chops or One More Time (and title specials that use OMT).
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Bleys
Posted: Jul 14 2009, 12:17 PM


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Adrenaline and stun now affect who strikes first in a strike contest.

Adrenaline and stun now affect who has the chance to get up first if both players pick takedown pin from the collar & elbow tieup.

Passing is for Wussies no longer prevents repetition penalties for counters that gain adrenaline.

Headlocks and the options that follow no longer drain/gain adrenaline if you have ALOT more adrenaline than your opponent.
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Bleys
Posted: Jul 17 2009, 02:45 PM


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BLT matches: There are now unlimited tables. Putting someone through a table does not remove table moves from play.
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Bleys
Posted: Dec 29 2009, 11:09 AM


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Yankee Drake - Mass/Strength decreased to 2. Health decreased slightly (still a 4).
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Bleys
Posted: Jan 20 2010, 04:41 PM


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Machine's throat thrust is now limited in collar & elbow.
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Bleys
Posted: Oct 13 2010, 09:29 AM


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Breathers will no longer cause a DQ:

-You still receive DQ points for breathers after the first.
-If you would have been DQ'd for taking the breather under the old mechanic, you will instead lose adrenaline in increasing amounts (5-15) based on how many DQ points you have.

This change is "for review". Feedback is welcomeed and if the majority of players prefer the old DQ rules, it can be changed back.
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Bleys
Posted: Jan 22 2011, 12:22 PM


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Pleading to the ref against catch high/low will no longer cause a DQ. This mechanic is now in line with breathers.
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Bleys
Posted: Mar 4 2011, 01:33 PM


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Injuries have been removed, except in the following situations:

Deathmatch/Hood: 100% chance of injury in ranked match

Guts: 100% chance of injury in ranked matches if match ends by TKO or submission

Cage match: 100% chance of injury in ranked matches if you defeat someone while carrying gasoline.

Last Man Standing: 100% chance of injury in ranked matches if carrying More Guts Than Brains and you have at least one red body part

Exploding Ring Match: 100% chance of injury to both players in ranked matches if timer reaches 0.
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Bleys
Posted: Mar 19 2011, 01:48 PM


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Cowboy has been replaced with a modified, stronger version. He is no longer allowed in the International tournament.
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Bleys
Posted: Apr 1 2012, 11:09 AM


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The way the desperation lowblow and small package specials work has changed. They can now be activated at any time, and will go off immediately when the required conditions have been met. Do not wait to be dragged to feet/caught to use them, or they will not go off. The reason for this change is so that the specials are not affected by lag.

There is no restriction against activating more than 1 of these specials at a time, but only 1 will go off at a time. Desperation lowblow takes priority over small package.

A future update will make similar changes to other interrupt specials (e.g. stalling).
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Bleys
Posted: May 16 2012, 04:39 PM


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Rulebreaker - Chop is now limited to 4 attempts in open facing. American jab added in open facing. Max now gets 2 attempts at half Texas Cloverleaf

Panther - Health decreased from 130 to 125. Stamina decreased from .94 to .96.
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Bleys
Posted: May 23 2012, 07:17 PM


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Old school wrestling - In addition to the original activation effects of this special, every open facing situation has a 25% chance of going to collar & elbow tie-up as long as at least one of the legal players is carrying this special.
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Bleys
Posted: May 24 2012, 10:04 PM


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The Tootin Your Horn and Ice Cream Dreams specials now activate automatically at the start of the match. The restriction for using these specials in mirror matches has been removed. However, if both players are carrying one of these specials, the game will choose randomly which player's special is activated.

If there are any other specials you think should work this way, let me know and I'll consider revising their code.
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Bleys
Posted: May 25 2012, 09:43 AM


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Stuck in the ropes no longer puts both players at ringside, and no longer gives extra slam damage. Instead, it puts the defender down outside the ring.

New special available with freeplay tokens:

Ambush=Heel, turn 1 interrupt - You ambush your opponent as he's coming to the ring! You start the match outside and in control. This counts as a low cost, low damage move.

Flash - moved chair shot and ladder shot to drag to feet clutch. Head scissors takedown now combos to ropehold dropkick.

Flynn Flannery - removed chokelslam clutch and moves (including Celtic choke bomb pin). Added Samoan Roll, apron_forearms, top rope clutch and top rope shoulder tackle, and Schwein

Colossus changes:
added jumping hip smash
added spear takedown
added new finisher - Colossal KO Punch
lowered cost/damage/pin chance on colossus chokeslam, easier to hit in seriously wounded
(max only) added uncount_Colossal_clenched_fist after Colossus chokeslam. This move drains some adrenaline from your opponent and combos to Colossal KO Punch on the next turn.
new special - Supergen_Colossus (cobra backbreaker and fall_back_powerbomb are now supergen only moves)
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Bleys
Posted: Jun 2 2012, 01:07 PM


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Bonus damage from the top of the cage or ladder is now active for more than 1 turn. As long as you're logically "up there", the damage bonus will apply.

For example, let's say you get caught on the cage. The next turn, you counter your opponent's superplex attempt with a superplex shove. You will receive bonus damage. The following turn, you connect with a diving headbutt. You will also receive bonus damage for this move.
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