Hey guys!
There's a new update for SOR2X version 2.1, that contains a lot of adjustments based on all feedback from the version 2.0. Some of these adjustments are focused on better performance.
The major change is in the game's balance and now there's more differences between each difficulty. Also, some Extra Menu options have changed and a new option is included, is the "Full Energy".
This new option will control at what moment the energy stars will be completely filled. In the previous versions, after beating any stage or losing lives, the player will be spawned with 3 energy stars, but now it's possible to enable or disable according to the player's way.
In addition, after some problems with corrupted files on Google Drive, now you will have the Microsoft OneDrive as an alternative download link.
Special thanks to Pudu, O Ilusionista, Pepodmc and YMB 9 Shinzou for specific tests and suggestions
Here's the changes list:
- Increased enemy's health difference between each difficulty, now is bigger than previous versions
- Increased Barbon's speed attribute by 1 point
- Increased Jump Wall's speed a little
- Decreased enemy's health difference according to game progress, now is lower than previous versions
- Reduced Roo's damage of the front special move, added a collision box too
- Reduced enemy's aggression a little, bosses have not been changed
- Reduced Biker's health in bike stages
- Fixed Rocket's code that doesn't show the damage taken while the "show damage" option is enabled
- Fixed some "spawn partner" codes in partner menu that doesn't allow to spawn a cpu partner sometimes
- Fixed wrong values during "show damage by hit" when super armor is activated
- Fixed Yamato "double slash" move, now he can go out of the screen temporarily until your move is finished
- Fixed arrow routes bug that fill energy when near
- Fixed weapon damage when thrown
- Fixed "guard break" issue that shows the damage even if there are no damage taken
- Fixed "frozen" bug in command list
- Fixed Monalisa bug that stuck in the wall
- Fixed Zan's CPU partner's during shock special, that move the opponent directly to the ground
- Fixed elevator's bug during life recover, continue screen and respawn events
- Fixed Zan's color problem during weapon Rage move
- Fixed CPU partner's idle status bug during continue screen
- Fixed CPU partner's bug that locks the level scrolling after death
- Fixed wrong credits number after "esc" key is pressed during "select screen"
- Fixed the damage shown by "combo+hit" option during Bike stages, now will show correctly
- Fixed bugs during grab attacks when hit some projectiles (Max, Jet, Bongo and Neo X)
- Fixed Max's bug when land during a grab jump
- Improved some codes that protect characters against wall stuck
- Improved cpu partner's logic to escape from the "train" in SOR3 route stage 4 and attack walls in stage 3
- Improved scripts for arrow routes to avoid some small bugs
- Added new Extra Menu option "Full Energy", to enable/disable energy restoration during respawn or in a new stage
- Added more 2 touch layouts
- Added a back slam move for Shiva (SOR2/SOR3) during front grab
- Added a chronometer to show played time in-game
- Added new Rage command, now can be performed by pressing energy+special
- Changed Android Openbor build to 6330 (same as Windows version), this will fix a lot of bugs
- Changed/removed/improved a lot of codes and graphic/sound effects to save memory and cpu
- Changed Harakiri's star projectile, now will hit one opponent and disappear
- Changed "Show Damage" options from "total only" and "total+hit" to "combos only" and "combos+hits", removed the "zero" hit damages from the counter
- Changed Nitrous command in bike stage, now will not need to hold Rage button, only press once
- Replaced Break, Robot Shiva and Robot X death voices by human versions
- Included a code to create automatically the "custom" folder to save custom musics. Also, will create a playlist to see how the musics need to be named
- Removed smoke effect when Break character fall inside any hole
- Removed energy addition during vault
- Made some adjustments in Sammy and Max CPU partner's A.I.
**** GOOGLE DRIVE ****
Downloads section:
https://drive.google.com/drive/u/1/folders/1YhRvW0lV-CNU68BPboJEB-R3VMEQMByF
Windows *.exe:
https://drive.google.com/file/d/1_TshfT2Tl119rBcGDraZiX-6u1Hzqq3f/view
Windows *.zip:
https://drive.google.com/file/d/1nIkK3EXElsfWPmhqZ_eDzgOyEKnyqzo-/view
Android *.apk:
https://drive.google.com/file/d/1bQ03jFPZ1hpr_oXi4-CCGVwiiWlflYWj/view
Game file *.pak:
https://drive.google.com/file/d/1x1O9Awtz28bcZY_aHSS-U-d1pgpC2WJg/view
**** ONE DRIVE ****
Downloads section:
https://1drv.ms/u/s!AnTXKPMHlONnhNRY2xHFdLO7X39WQw
Windows *.exe:
https://1drv.ms/u/s!AnTXKPMHlONnhNU-qvWRKGZLD2bNFw?e=ivc4aT
Windows *.zip:
https://1drv.ms/u/s!AnTXKPMHlONnhNU9hoJfpY19V_kY5g?e=ZjaAzj
Android *.apk:
https://1drv.ms/u/s!AnTXKPMHlONnhNU83u9yITAkYZaJyg?e=8fqd1B
Game file *.pak:
https://1drv.ms/u/s!AnTXKPMHlONnhNU7JiRq2qrDo4W7lg?e=1OPN6o
pepodmc
edit: Adam Stuck in a corner
A lot of the partner's A.I. code has changed and some problems related to lock/unlock "scrollspeed" has been fixed. I didn't find this bug exactly but I think it's solved, but if you find it again please let me know
Sor 2 route stage 6 has arrow routes , if i want to put a webm at the end of that stage i have to do it by script?
Which file i need to modify?
Due to the last problem with webm scenes, now the arrow routes will not lock the keys, you don't need to make any script to unlock any key anymore.
In which file can i find the extra menu text? Because it isnt in "translation.txt"
All "Extra" menu text is in the path "data/scripts/updated" and for both "Route/Survival" menus are in "data/scripts/ondraw"
However, I need to warn you about the variables. The menu will show your original names and if you change any variable name, it needs to be made in all related files. I suggest to use the Notepad++ and searching for all related words inside of each file.
An alternative method (and more safe) is to translate the variable name only for exhibition purpose, and let the original variable intact.
For example:
Code:
void difficult = getglobalvar("difficult");
void dificuldade;
if(difficult == "hard"){
dificuldade = "dificil";
}
drawstring(50, 100, 0, dificuldade);
After seeing your Spanish translation, I had a new idea. It will require some tests before, but I can let the game's structure ready for any translation. I'm from Brazil and some friends asked me to translate it to Portuguese, and in fact I'm planning to do something about it.
The only doubt is about making a complete game with all translation or add a new option to change it in-game. Will be easy to translate my scripts but the only problem is with the file "translation.txt". It can require some "filestream" functions, but I think it is possible to do.