Attack Priority Update Patch!
Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September.
This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins.
Engineering Fixes:
- Attack Params now include combat type - associated with the button used.
- Updated characters to include combat type states.
- ATTACK PRIORITY CHANGES
- Quick Attacks are no longer interrupted by Chain Attacks
- Quick Attacks will not interrupt Fierce Attacks
- Reaction Priority for Getup Attacks & Charges updated for more consistent behavior.
- Charging now reduces all damage by half.
- Ducking or Prone monsters take half weapon damage, but full damage from physical sources.
- DEFENSE CELL CHANGES
- Knockdown weapon attacks remove a Defense Cell.
- Physical attacks on a Prone monster remove a Defense Cell.
- Connecting with a Charge removes a Defense Cell.
- Monsters with no Defense Cells take 150% normal damage from all sources.
Gameplay Fixes:
- Komododon's Roar anim updated.
- Komododon's Weapon fire anims updated.
- Robokomododon's Roan anim updated.
- Magnarok's Weapon fire anims updated.
- Magnarok's Roar anim updated.
- Komododon's Fierce_Basic, Power Down, Power_Toward, Power_Up,
- Quick_Toward updated.
- Roll anims fixed for Robokomododon and Magnarok
- Fixed Magnarok's Charge audio
- All Roar audio files updated to match new anims.
We have approximately one week for major feedback on these systems before the next patch. GO TO IT!