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Steam News17 November 201411y ago

Build #270 Notes (11/17/2014)

Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts!

Full notes

Full Colossal Kaiju Combat™: Kaijuland Battles update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

1 fix0 additions7 changes0 removals
  • UI and audio
  • Gameplay
  • Balance
changedOur Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still functions normally - you can tap Roar, then tap it again at the proper moment to Charge. But now you can simply press & hold the button to begin Charging - much simpler to describe! There can be tactical reasons to delay your Charge, but we'll leave that as an exercise for advanced players.
fixedGameplay Fixes:Many animations cleaned up (Magnarok knockdowns, Robokomododon's Idle)
changedGameplay Fixes:Robokomododon's Hop Back improved
changedGameplay Fixes:Robokomododon's basic Chain attacks reduced in damage.
changedGameplay Fixes:Robokomododon's fist collision spheres increased in size.
changedGameplay Fixes:Robokomododon's two-fisted attacks updated with better collision timing.

Colossal Kaiju Combat™: Kaijuland Battles changes

changedOur Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still functions normally - you can tap Roar, then tap it again at the proper moment to Charge. But now you can simply press & hold the button to begin Charging - much simpler to describe! There can be tactical reasons to delay your Charge, but we'll leave that as an exercise for advanced players.
fixedMany animations cleaned up (Magnarok knockdowns, Robokomododon's Idle)
changedRobokomododon's Hop Back improved
changedRobokomododon's basic Chain attacks reduced in damage.
changedRobokomododon's fist collision spheres increased in size.

Our Tuesday & Thursday play sessions were VERY successful - we hope to continue seeing such great turnouts! The data & ensuing discussion led to a number of specific fixes - particularly the jump tweak & Charge input change. Note that the previous Charge input still functions normally - you can tap Roar, then tap it again at the proper moment to Charge. But now you can simply press & hold the button to begin Charging - much simpler to describe! There can be tactical reasons to delay your Charge, but we'll leave that as an exercise for advanced players.

Gameplay Fixes:

  • Many animations cleaned up (Magnarok knockdowns, Robokomododon's Idle)

  • Robokomododon's Hop Back improved

  • Robokomododon's basic Chain attacks reduced in damage.

  • Robokomododon's fist collision spheres increased in size.

  • Robokomododon's two-fisted attacks updated with better collision timing.

  • Charge input adjusted - now simply press & hold roar to Charge!

  • Jump values adjusted - jumps are now slightly higher, to allow jumping over tall characters.

Source

Steam News / 17 November 2014

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