Recent posts by Tough Love Arena. Leaderboard: Added local caching for leaderboard requests (should help with errors), Leaderboard: Added clickable icons on top for faster navigation, FAQ: Added information about Ranked and MMR, Ranked: You can now choose your preferred stage, Leaderboard: Added character icons for better visual parsing, Leaderboard: Added a clap emoji next to your own name, Leaderboard: Replaced "Coming Soon" with empty rows, for Character leaderboards that are temporarily empty, Leaderboard: Fixed bug where character-specific leaderboards never loaded, Stats: Added Ranked view to Account Stats, Maintenance: Updated stats logging to track Ranked play, Ranks are tied to your account. This allows us to open it up for anti-air use (not trivial to use), adds a skill check, and helps distinguish it from Frenzy and Chop with their long armor frames. Custom controls now take priority. We approached this from two angles: nerf the attacker, and buff the defender, > Onion/Garlic can no longer bully Beef/Pork with a Sweep that goes under their Heavy Punch, > Onion can no longer use Hopkick to reset pushback AND get chip from Roundhouse, they will have to choose, > Armor moves were weak to pressure, as the attacker could RAPID to make it safe. Notify me of follow-up comments by email. Dash should now travel the same distance as before when done alone, done out of Sweep or Dash, or when cancelled into a followup. By making the RC worse, the strength is dialed back a bit, while keeping the chip setups. Tough Love Arena Mod Showcase: Astros EllingtonReborn 119 subscribers Subscribe 34 Share 1.5K views 1 year ago This is my best mod i've created this far in the span of TLA's modding history,. As you can see, they're mostly based on weapons that have appeared in various places in the EBF games, but many of them have never been usable. Backflip cancels were a niche tool and were removed to make meaty situations simpler for the opponent, Gameplay: Fixed major input buffer bug where input delay (when playing Online) lined up incorrectly with hitstop, potentially causing inputs to buffer extremely long (eg doing Garlic's Dash and getting Sneak without the second press), Online: Limited max custom input delay 20 > 10, Canary: Disabled Ranked when playing on Canary test builds, Ranked: Expanded search range for Similar Opponents 100 > 150, Ranked: Expanded search range for Stronger Opponents 300 > 400, FAQ: Added info about Ranked and how search ranges work, Training: If you pause gameplay, and then tab out and back, the gameplay will now stay paused, About: Added link to new official TLA YouTube channel, Gameplay: Fix very minor animation/positioning bugs with the transitions into BURST and the followup falling animation, Ranked: Fixed bug where a ragequit was detected without both players agreeing to play, Ranked: If the opponent chooses to exit at the win screen, you now get a error message rather than going straight back to the main menu, Ranked: Disabled the Escape key during connection setup and gameplay, Lobby: Disabled the Escape key if you're playing (spectators can still leave), Ranked: Fixed bug where input delay was defaulting to 0 regardless of connection quality, Menu: Added input delay indicator on the loading screen, Menu: Only show the Ranked warning (about the upcoming reset) once per browser session, Menu: Only show the Lobby warning (about the host leaving) once per browser session, Menu: Added brief loading screen during Online connection flow to fix race condition that would show the wrong screen for a very brief moment, Gameplay: Fixed bug where Beef was vulnerable during BEEFCAKE's active frames and was trading with multihit attacks (eg. Now you can choose to use the gear icon to set custom controls for player 2, Character Select: The gear icon is now visible in Training Mode, Custom Controls: Escape will now exit the popup without saving changes, Gamepad: Added logic to support Razer Panthera fightsticks when set to DP (it no longer works in LS), Character Select: Fixed bug where the gear button wouldn't work under certain circumstances, Gamepad: Add limited gamepad support for the Introduction menus, Gamepad: Plugging in a new controller at any menu will open the button select menu, Local Versus: Added a new gears icon next to Mods that allows you to open the Custom Controls menu without a mouse, Mouse: The mouse cursor will now autohide after 5 seconds of not moving, Mouse: A hidden cursor won't force the menu to stick to a button the way it normally does, Desktop: Fixed bug where replay links were invalid, Replays: Added LOAD REPLAY submenu where you can load replays on Desktop / without restarting the game, Menu: Fixed bug where using the ENTER key to submit a text form (eg Join Lobby) could sometimes temporarily lock out controller/keyboard input if you stayed in the menu, Gameplay: The controls reminder at the bottom of the screen will autohide if you have customized your controls, Local Versus: You can now select skins you haven't unlocked, like Training Mode, Character Select: For game modes were you can select all skins (Local Versus, Training Mode), the skins you haven't unlocked yet now have a little lock icon (they are still pickable), Modding: Updated docs with the new SFX ids, Gameplay: Throw animation on hit increased by 5 frames, to give the new sounds more room to breathe, Sound: Added and re-arranged the sound effects for all characters, Sound: Common attacks like Light and Heavy have a pool of 2-5 similar sounds that are played at random, Sound: Jump, Throw, and Special attacks each have a single, distinct sound cue, Sound: Attacks are no longer randomly silent, they will always make a noise, Sound: Added sound effects when you gain a bar of meter, Animation: Added visual effects when you gain a bar of meter, Animation: Ghost Onion has been reworked to make the legs more visible during Sweep, Animation: Noodle's shoes have been recolored for the Pistachio, Strawberry, and Plaid skins, Removed Halloween Patch. 100% Please report any bugs! NOTE: You still only need the numbers to join. Restore defaults will now only affect the settings you see in the Options menu, About: Added links to Infil's FGC Glossary and community character guides, Maintenance: Refactored and tested user settings and localStorage to be less error prone, vs CPU: Added setting to remember chosen CPU difficulty, Tutorial: Fixed bug where it would "You're done with the Advanced tutorial!" I live 2 hours away and I love this map, Can I use this for machinima? You can enable it manually in Options, Pause Menu: The pause key will require holding while using a text field (eg Account login) and while inside the Modding menu, Emotes: Fixed bug where keyboard inputs could trigger multiple times, opening and closing the overlay instantly, Custom Controls: Fixed bug where changes wouldn't take effect until you refreshed. Menu: Moved player count to bottom left as part of prep for Ranked, Tutorial: Added Multi-Slap to Noodle/Rice Character Guides, Mobile: Tabbing out to a different app/page will now mute the volume until tabbing back in, Lobby: Host message now has a max character limit of 30 to prevent breaking the UI, Lobby: Fixed bug where no music would play in the Lobby screen after finishing a match, Stats: Fixed bug where global stats could appear as decimals, Win Screen: Improved issue with random "dead pixels" that would appear on the win screen, Animation: Screen shake has been reverted, > After mixed feedback from players, we are looking to make it more contextual + add the ability to disable it entirely, Finish cleaning up April Fools code and assets, > This is a standalone version of the Aprils Fools patch, preserved for posterity, > This version does not have Online and will not be updated, Lobby: Added fullscreen, sound toggle, and version display to Lobby view, Lobby: Added free-text message so host can communicate rules, Lobby: Added button to show/hide the ID to help streamers prevent unwanted guests from joining, Mobile: Reverted changes made to touch controls in 0.44.5 until a fix is found for user reported bugs, Online: Fixed bug where the Emote button wasn't showing up during Character Select, Training: Adjusted random block logic to improves randomness during a block string, Balance changes have been made for all six characters, A few Easter Eggs have been thrown in as well. The first hit bonus is down 50% > 20% and the scaling floor is down 40% > 30%, Gameplay: All normal throws have had their proximity range slightly increased, Gameplay: All Light attacks (except Trip) now apply 2 additional scaling when starting a combo, Gameplay: All Jump attacks now apply 1 additional scaling when starting a combo, Buffed Noodle/Rice: Both hits of Slap do 50% more pushback, Buffed Noodle/Rice: Slap's second hitbox extended to consistently hit with new pushback and better match animation, Nerfed Noodle/Rice: Slap can no longer be RAPID cancelled, but this is mitigated by the new cancel options, Nerfed Noodle/Rice: Starting health reduced 1000 > 950, Buffed Noodle: Both hits of Slap can now cancel into Whip Splash with Forward + Heavy, Nerfed Noodle: Trample hitstun and blockstun reduced on all frames but the last, making trades less advantageous, Nerfed Noodle: Frenzy now applies 3 additional scaling when starting a combo, Buffed Rice: Both hits of Slap can now cancel into Swipe or Whip Splash with Heavy and Forward + Heavy respectively, Nerfed Rice: Swipe disadvantage on block increased -7 > -9 to make approaching easier, Nerfed Rice: Teleport hitbox has been removed, Buffed Beef/Pork: Starting health increased 1000 > 1050, Buffed Beef/Pork: Heavy Punch advantage on hit increased +4 > +7, meaning you can now link into Gutpunch, Buffed Beef/Pork: Palm pushback increased 50% and extended hurtboxes removed, making it effectively safe against light attacks in most situations, Buffed Beef/Pork: Palm damage increased 50 > 60, Nerfed Beef/Pork: Heavy Punch damage reduced 90 > 80, Nerfed Beef/Pork: Heavy Punch disadvantage on block increased -4 > -5, Nerfed Beef/Pork: Heavy Punch pushback increased 50% to mitigate combo options with new frame advantage, Nerfed Beef/Pork: Palm disadvantage on block increased -6 > -9 to make approaching easier, Nerfed Beef/Pork: Uppercut damage changed 50,50 > 40,80 (more damage overall, but nerfs total damage in loops, Buffed Beef: Beefcake Juggle limit increased 3 > 9 and has a new launch angle that makes followups easier, Nerfed Beef: Beefcafe now applies 4 additional scaling when starting a combo (matching Onion's parry), Nerfed Pork: Chop now applies 3 additional scaling when starting a combo, Buffed Onion/Garlic: Sweep can now cancel into Trip on both hit and block, Buffed Onion/Garlic: Trip can now be RAPID cancelled, Modding: AttackConfig.addScalingFirstHit added, Gameplay: Timeouts now check the percentage of health remaining (the bar length) rather than the raw number, Pause Menu: You no longer need to hold the pause button if you're playing a single-player game mode, Desktop: Autohide the menu bar on Windows, Private Match: Fixed bug where you could connect despite having incompatible gameplay versions, Loading Screen: Improved load time by prioritizing larger files first to better leverage parallel loading, Options: Added "On Connect Gamepad" setting to change what happens when you plug in a gamepad, Options: Added "Unload Stale Sprites" setting to periodically unload sprites from memory to improve performance (experimental), Pause Menu: Fixed bug where Custom Controls could appear during gameplay, Loading: Fixed bug introduced in 0.90.7 where the error popup wouldn't appear, Event Mode: Renamed Tournament Mode > Event Mode, Event Mode: Removed lock symbols from character colors, Event Mode: Removed replay button from the win screen, Options: Fixed bug introduced in 0.90.0 where the "Custom Controls" button did nothing, Options: Renamed "Custom Controls" to "P1 Custom Controls", Options: Added button "P1 and P2 Controls", Attract Mode: The two characters will now always be different (no more mirror matches), Tournament Mode: You can now go straight into Attract Mode via the pause menu during Character Select. Can I edit this world for personal project? example : DGN | shygybeats (Dank Broccoli #4227) Privacy Policy. Gallery. Changed armor: You can no longer cancel your attack if you hit armor frames, Buffed Pork: Chop grounded armor starts on frame 5, versus frame 6, Nerfed Onion/Garlic: Sweep hurtbox is now full height (it no longer low-profiles), Nerfed Onion: Hopkick can no longer cancel into Roundhouse, Adjusted Onion/Garlic: Jump arc is slightly lower, Adjusted Pork: Caper Toss throw animation to better match normal throws, NOTES: With light attacks being positive on attack, certain pressure sequences became a little too strong. Animation: Added back in screen shake as a setting you can enable in Options (turned off by default), Menu: Parry frames are now counted as Active frames, and other misc cleanup on the Frame Data menu, Canary: Modified UI to better identify footage from a Canary build, Animation: Updated Whip, Gutpunch, and Sweep animation to better match their hitboxes. This version of the game is unbalanced, dumb, and filled with in-jokes. vs Frenzy startup), Maintenance: Rewrote platform detection and behavior for WIP mobile apps, Maintenance: Added more options to asset loading for WIP mobile apps, Gameplay: Throws (including Caber Toss) are now throwable during startup, Buffed Beef/Pork: Heavy Punch damage increased 80 > 90, Adjusted Beef/Pork: Heavy Punch pushback reduced 0.3 > 0.2, Palm pushback increased 0.3 > 0.4, Nerfed Beef/Pork: Heavy Punch advantage on hit reduced +7 > +5 (removes Heavy Punch > Gutpunch link), Nerfed Beef/Pork: Uppercut now slides forward during recovery, making it easier to punish optimally on block, Nerfed Beef/Pork: Uppercut recovery increased 30 > 34 to prevent new forward slide from enabling certain mid-screen juggles, Nerfed Onion/Garlic: Walk backward speed decreased 0.06 > 0.05 (Meat is 0.04 and Carb is 0.035), Adjusted Garlic: Sneak now dives in at an angle, landing closer to the opponent and preventing whiffs, Combo Trials: Beef and Pork have been updated, Lobbies: Added HOST button to allow the host to promote someone else w/o leaving the lobby, Lobbies: The SWITCH button has been removed and replaced with clicking on the status (e.g. To play the latest and greatest version, please click "exit" below. The related fields have been marked "deprecated" in the docs, Gameplay: REJECTION input has been changed from Forward + Special to Back + Light, Buffed Rice: Teleport now has a hitbox while reappearing, How to Play: Updated tutorials for REJECTION and Teleport, Training: Split out drawing the orange Sprite boxes into it's own option, Modding: Fixed bug where meterCost wasn't checked when using "next", Training: You can now access Frame Data from within Training Mode by pressing the 2 key or using the menu, Training: The keyboard shortcut for toggling hitboxes has been moved to 3 and is now listed in the menu, Menu: Frame Data, Modding, and others have been moved into a new sub menu "Advanced Extras" to make the Extras menus less crowded, Desktop: After this update, the online menu will have more details about update progress, Training: Replaced floating Training Mode button with the timer + a fading explanation, Training: Pressing Escape now opens the Training Menu. This should be easier to convert into a combo, but lead to less damage than previous max damage, Buffed Garlic: Sneak now does 20 chip damage on block. Please give this a try and let us know if the matchmaking feels better or worse! This should make people more willing to go for parries, while making the attacker less afraid of them. When they get in, they should be just as strong as before, Garlic's Dash has been reworked under the hood to work the same as before with the new, shorter Sweep. Approach from far away and get some extra damage, Pork: Added "Empty Jump". More news about this coming soon! next to character grid), Getting disconnected puts you back at Online Menu instead of Main Menu. This now works the same as Projectiles, Modding: RemoteConfig.relativeDrawBow added. This should help the other characters fight them without changing their combo structure or gameplan. Fixed bug where default keys controls conflicted with custom controls in menus. Frenzy), Gameplay: Parry attacks now have 10 frame startup after freeze, making them safe-jumpable, Gameplay: Parry attacks now have hurtboxes during recovery frames, Gameplay: Parry attacks are negative on block, but not punishable (-5), Gameplay: Parry attacks can now be armored and parried, Gameplay: Activating a parry no longer causes hitstop, and instead additional freeze frames with animation have been added to the parry attack, Nerfed Beef: BEEFCAKE hitbox reduced to match animation, Changed Onion: Cackle animation now uses Roundhouse to animate the hit, Nerfed Onion: Feint recovery increased 25 > 30, bringing the total duration to 35 (Beef's Flex is still 40), Nerfed Onion: Cackle damage reduced 100 > 50, Nerfed Onion: Cackle hitbox reduced to match animation, Nerfed Onion/Garlic: Trip hitbox has been made shorter so it will no longer anti-air. EBF5 iOS Version: Espaol - Latinoamrica (Spanish - Latin America). Post an announcement to share updates to your community. 4. But what if there was an entry level fighting game that was not. how is that not worth more then a fuckn piece of paper?dunno but i do know a mod is not worth what the game itself is. On top of that, a lot of old weapons have been rebalanced too. Builder like the Los Angeles, so he chose to restore it. They may return later this month stay tuned! The juggle trajectory on hit has been slightly altered to ensure the safe jump still works, Tutorial: Removed chip damage reference from Palm's strategy tutorial, Gameplay: Added "Punish" label above combo counter when the combo starts by hitting the opponent during recovery frames, Hall of Fame: Added YouTube link for the 6 Month Anniversary Tournament, NOTE: A "Punish Combo" does not confer any bonuses (like Counterhit), it is merely cosmetic, Added two new gameplay mechanics: Blue Life and REJECTION, Blue Life is recoverable life that you receive when blocking most Heavy and Special attacks, Blue Life recovers slowly over time, but will be instantly lost if when hit, REJECTION is a new defensive mechanic that costs 1 bar of LOVE METER and is performed by pressing Forward + Special while blocking, REJECTION pushes your opponent away and quickly recovers 100 Blue Life, if present, Gameplay: Chip damage has been removed from all attacks except Noodle Fist, Rice Swipe, and Beef Lemon, Gameplay: Most moves that used to do Chip instead deal a comparable amount of Blue Life, Nerfed Noodle: Chip damage on Fist reduced 40 > 30, Nerfed Rice: Chip damage on Swipe reduced 40 > 30, Training: Added Normal/Refill/Freeze options for Blue Life, Tutorial: Added information about Blue Life to the Blocking section in Basics, Frame Data: Added Blue Life info for all attacks and added REJECTION, About: Added a Special Thanks for shygybeats, the organizer of the Tough Love Gauntlet tournament series, Hall of Fame: Added the Potato Weekly tournaments, Changelog: The changelog is now downloadable in JSON form (scroll to the bottom), Hall of Fame: Added general description and "last updated", Extras: Added "Hall of Fame" page with tournament results and links to brackets + VODs, Gameplay: Added unpushable pushboxes to BURST. Is it achievement compatible? The downloads will be listed under "Assets". I followed your installation guide to a T, so i'm unsure what i'm doing wrong. And hey its a big fuck you to so many poverty sticken gamers who just wanna see how cool your work is. Got a game with friends? It is necessary code cleanup that will make future work much easier and safer. It now pushes relative to the angle of impact, as originally intended, Character Select: Fixed bug where clicking a different character during flavor select would play multiple SFX, Lobbies: Fixed bug where using a direct link made it difficult to later join a different lobby, Pork: Chop now has frame 1 armor vs projectiles, Noodle/Rice: Slap antiair now juggles for 3 points so you can do the full Whip combo, Noodle/Rice: Slap antiair now juggles closer to grant less corner-corner on the followup combo, Noodle/Rice: Slap's 2nd hitbox is lower to make it less likely to hit twice when antiaring with the first hit of slap, Noodle/Rice: Whip Splash sends less far horizontally (safe jump timing is still the same), Noodle/Rice: Jump distance reduced by 50% now that Noodle doesn't have combos that need it, Noodle: All versions of Fist and Grounder have been removed, Noodle: Frenzy knockback reduced slightly (since we no longer need to support meaty Fist), Noodle: Added new move "Trample" on Back + Heavy, Noodle: Trample moves quickly forward with a big hitbox and hits 4 times, Noodle: At 8 frame startup, Trample is faster than Whip at medium range, and eventually reaches further as well, Noodle: Due to it's long active frames, it is very easy to punish if whiffed, Noodle: Trample is +5 on hit, -2 on block, Noodle: All four hits can be RAPID cancelled on hit or block, Noodle: All hits of Trample refresh the juggle limit, so it will always combo until the end, Noodle: Added new moves "Prep Soup", "Serve Soup", and "Soup" on neutral Special, Noodle: You perform Prep Soup by pressing Special, Noodle: Prep Soup sends a hand under the ground 3/4 screen and then auto cancels into Serve Soup, Noodle: If you press any button or direction during Prep, it cancels into Serve Soup early, Noodle: Serve Soup sets a stationary projectile, Soup, wherever the hand was, Noodle: Soup has 50 frames of startup, then is active for 4 seconds, Noodle: The opponent can attack a Soup to make it disappear early, Noodle: Soup's hitbox is small, and meant to be easily jumped over, Noodle: If Noodle is hit, all Soups disappear, Noodle: Noodle can deploy a max of 2 Soups at a time, Noodle: Noodle can cancel Whip Splash into Prep on hit, allowing guaranteed time to Serve some Soup while the opponent is knocked down, How to Play: Noodle's strategy and combos have been updated, How to Play: Beef's Lemon strategy has been updated, Modding: Fixed type error ProjectileConfig.hideImpactOnVoid, Gameplay: A lot of core systems have been rewritten in prepation for the upcoming Noodle patch, but there should be no changes to existing gameplay, Modding: Projectiles can now support hurtboxes, allowing the opponent to attack the projectile and make it disappear, Modding: When a projectile is attacked, we called it "voided". The Caber Toss change should play similarly to the current version, but with more consistent execution, more options, and less corner carry. Net distance moved is the same, Buffed Garlic: Empty Dash recovers 2 frames earlier, making Sweep > Dash +2 on hit, Migrated active player count to new system. Will they be affected by equipment remix and the random equipment locations? Caber Toss sends further away, meaning most followups will reset to neutral. This is to make it more obvious which game mode a shared code is referring to. These changes are merely in preparation for upcoming desync work. Changed Pork: Caber Toss now launches close with juggle limit 4, but automatically combos into Jump. Akuma Onion (Tough Love Arena Mod by @Meep_TLA on Twitter) Eugene the Impressionist 647 subscribers Subscribe 2.6K views 1 year ago I saw this mod for Tough Love Arena by a mate. Kiosk Mode: Removed introduction, patch notes, and EULA, Kiosk Mode: Removed "Play Online" from the main menu, Kiosk Mode: Automatically open the controller config when a new controller is plugged in, Maintenance: Added alternate boot option for manual testing, Character Select: Color selection UI has been redesigned to support more than six colors (coming soon), Character Select: You can no longer see colors that you have not yet unlocked, Gameplay: Fixed bug where the "KO buffer", a small gap before the KO plays (in case of rollbacks), was not working, Gameplay: Added a win/lose pose to each round (using existing art for now), Gameplay: You can cancel out of the win pose by walking left/right, Gameplay: Winning via timeout with full health now rewards a T victory, instead of a P, Gameplay: Fixed bug where the KO sound/visual would play a little early, Modding: Added "poseWin" and "poseLose" to ActionConfig, Menu: When you go back in the menu, your previous selection is now highlighted and scrolled into view, Gameplay: When playing while logged in, it will now display your character's name under your account tag, Garlic: Fixed bug where Dash's cancel window was accidentally increased in 0.62.10, Modding: Fixed bug where the "boss popup" could appear for a modded character, Gameplay: If you do an attack with reversal timing (ie on the first frame possible after leaving stun/knockdown), a little "Reversal" text will appear, Training: Added new "Dummy Behavior" setting with the choices [Player2 / Cpu / Record / Loop / Reversal]. 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