Gameplay
- Setting up a good/bad/perfect system
- Modification of special strikes (see below)
- Adding the FailBall
Changes
The game's special strikes have been modified to accommodate the new combo system.
From now on, you have to hit the ball with a precise timing in order to get a critical hit.
There are three levels of special strikes.
Super Smash
- Bad : the ball leaves at 150% of its normal speed
- Good :the ball leaves at 200% of its normal speed
- Perfect : the ball leaves at 300% of its normal speed
Drifting Ball
- Bad : the ball takes a 15° turn towards the inside of the table
- Good : the ball takes a 30° turn towards the inside of the table
- Perfect : the ball takes a 30° turn towards the inside of the table
Cloning Ball
- Bad : the bullet produces a clone
- Good : the bullet produces two clones
- Perfect : the bullet produces three clones
Gatling
- Bad : draws 10 clones
- Good : draws 20 clones
- Perfect : draws 30 clones
Fail Ball
- The ball turns into a chicken for four exchanges and it is impossible to throw other special strikes during this time. It is triggered by too many bad skillshots. After 2 bad skillshots, the next skillshot has a 25% chance of being a fail ball. If the skillshot passes the value increases by 25% to 100%.
Don't forget to check your files, bugs may persist after the update.
If you need help or simply want to exchange with us, we give you an appointment on the Community Hub or on Discord.
- The Iconik Team
