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Gonna issue an update soon - USPECIAL interaction appears fixed now (was doing an other.x and other.y call and forgot to fix this when I was fixing this exact issue several months ago on other attacks)
I'm also gonna wrap in some of the balancing comments regarding the 180 degree BAIR angle (my understanding was it gets overridden by angleflipper but this could very easily be a flawed understanding) and the fix to the FSTRONG spike (which might be going away by next balance update). I'll add the DATTACK change to my bigger balance update list.
- NSPECIAL breaks for other non-Eustace fighters and ends too early
- DATTACK launches too early, and enemy Eustaces get set to the wrong location and can clip through the ground
I'll try to fix these asap too, may or may not come with the incoming update.
DATTACK offset is me being dumb, I did a sprite offset for the hurt HUD sprite per the earlier suggestion and forgot this actually offset the hurt_strip1 sprite lmao
FEAR effect is it actually running too quick, because there's multiple Eustace with(other) scripts ticking the timer down. Working on revising the logic a bit.
EDIT: Fixes have been implemented, thank you!
Unfortunately some jank happened during the upload and the logic for the FSTRONG spiker wasn't removed like I intended. Good news, it doesn't affect the revised hitbox scheme I just implemented. Bad news, it *does* affect the projectile that gets created for its rune Abyss mode. The fix is ready and I'll upload tomorrow (alongside any other bugs that get reported)
While the fix would be fairly simple, I'd need to find the right flags on the Abyss laser to then force damage and/or knock Eustace out of the Chair state. Which may be OBE if the Chair gets nerfed and damage can seep through the state. I'll dig into this, tyty