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Steam News4 February 201511y ago

Build #311 Notes (02/04/2015)

Jump Patch! Patch #311 is now live on Steam - and it brings big changes to jumps!

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

3 fixes0 additions3 changes0 removals
  • Balance
  • Gameplay
fixedEngineering Fixes:Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only.
changedGameplay Fixes:Knockdown times & blend times have been normalized for all characters - in anticipation of a major pass on knockdown distances next week! This means that reaction times when you are being knocked down have changed slightly. Reaction times to overhead knockdowns have been reduced 18%, to help reduce the abusability of moves like Magnarok's overhead slam.
fixedGameplay Fixes:Komododon's Toward + Quick move now counts as a duck, so it will slide under high enemy attacks properly.
changedGameplay Fixes:Jump recovery times have been normalized at 20 frames (1/3rd of a second) for all characters. This means that while the jump land animation is the same length, a player's ability to interrupt the landing animation have been dramatically increased.
changedGameplay Fixes:Jump forward distance scalar has been nearly doubled. If you are running full speed and still holding the stick in that direction, your total jump distance will be significantly larger. Since this is a scalar, the effects are reduced if you are moving slower - all the way down to zero (pure vertical jump) if you are not moving at all. Combined with the recovery time, this makes jumping a much stronger evasion option.
fixedGameplay Fixes:Do you like these changes? Hate them? What do you want to see next? Please sumbit bug reports / feeback via our official bug tracker: http://kaijucombat.com/bugs/

Jump Patch!

Patch #311 is now live on Steam - and it brings big changes to jumps! We've been carefully looking at jump timings - we've actually been using very different jump timings for each of our three characters, to see how that changes player behavior. And based on that data, we've unified jump timings for all our characters. See the notes below for details:

Engineering Fixes:

  • Fixed a NASTY bug, where non-consecutive player IDs could generate potentially infinite damage. This should fix most of the bugs that were filed for local matches only.

Gameplay Fixes:

  • Knockdown times & blend times have been normalized for all characters - in anticipation of a major pass on knockdown distances next week! This means that reaction times when you are being knocked down have changed slightly. Reaction times to overhead knockdowns have been reduced 18%, to help reduce the abusability of moves like Magnarok's overhead slam.

  • Komododon's Toward + Quick move now counts as a duck, so it will slide under high enemy attacks properly.

  • Jump recovery times have been normalized at 20 frames (1/3rd of a second) for all characters. This means that while the jump land animation is the same length, a player's ability to interrupt the landing animation have been dramatically increased.

  • Jump forward distance scalar has been nearly doubled. If you are running full speed and still holding the stick in that direction, your total jump distance will be significantly larger. Since this is a scalar, the effects are reduced if you are moving slower - all the way down to zero (pure vertical jump) if you are not moving at all. Combined with the recovery time, this makes jumping a much stronger evasion option.

Do you like these changes? Hate them? What do you want to see next? Please sumbit bug reports / feeback via our official bug tracker: http://kaijucombat.com/bugs/

Source

Steam News / 4 February 2015

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