Full notes
Full Colossal Kaiju Combat™: Kaijuland Battles update
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What changed
- Gameplay
- Balance
- UI and audio
Colossal Kaiju Combat™: Kaijuland Battles changes
Back from the holidays! Back at last from the holidays! As you can see from our build number, we've been working hard all through December, but never had the time to carefully review for a build. Now we're back, so expect frequent builds all through January!
Gameplay fixes:
Magnarok's weapon node position fixed. (Was firing out of his feet!)
All weapon ranges increased dramatically.
New Weapon VFX!
Weapon impact VFX!
Weapons now persist (as appropriate) in the world.
Komododon Bite changed for balance.
Komododon Quick_Toward changed for balance.
Magnarok Overhead_Knockdown anim improved.
Charge turn speed reduced. (It's now hard to miss with a charge, and come back immediately)
Energy use of Weapons overhauled. (See details below)
New Energy System Details:
When you press the POWER button, 1 cell of energy is spent. Hold POWER as long as you like - no more limits based on energy! When you release POWER, your character fires a weak, normal, or strong version of their weapon, and pays an additional energy cost: 1 cell for weak, 2 cells for normal, and 3 cells for strong. To fire a normal beam, a character must build-up at least half way. For a strong beam, a character must build-up fully. If you build-up past the point that you can afford in terms of energy, you will fire the weaker of the two options. (Doing a build-up with just 1 cell of energy will always fire a weak beam, no matter how long you build-up!)
Source
Changelog.gg summarizes and formats this update. How we read updates.
