Combat changes continue! This week we've tuned a bunch of Komododon (and some Robo) attack anims, as well as enhanced our Chain attack combat flow system. Now that Quick attacks can interrupt & dominate Chain attacks so easily, Chain attacks can finally "combo" into one another in a powerful way!
Two members of our design team pointed out that, since our last patch, Chain attacks have become easy to "counter" - making them less desirable. This second piece of combo-building was the missing bit to address that concern. Play games, and tell us what you think in our bug tracker!
Gameplay Changes
- Komododon Chain_Away - weight & timing improved.
- Komododon Chain_Toward - added more forward motion & slowed recovery. Hits 3 times.
- Komododon Chain_Up - Removed the hop and added more step-through.
- Komododon Fierce_Down - Extended wind-up by 3 frames, increased travel distance, fixed recovery.
- Komododon Quick_Down - Fixed weight of stomp and recovery timing.
- Komododon Chain_3 - Made it a headbutt instead of a bite.
- Robokomododon Chain_Towards - Changed to hit only twice.
Engineering Changes
- Added combo links between chain animations in character_root.