Full notes
Full Colossal Kaiju Combat™: Kaijuland Battles update
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What changed
- Gameplay
- Fixes
- Balance
Defense Cell Patch!
At long last, they're not just for show! There are a few small changes in this build which will have very big gameplay rammifications. Plus, a whole ton of minor improvements. Please keep submitting your thoughts, suggestions, feedback, and bug reports to our FEEDBACK TRACKER. The more you write, the faster we'll keep improving!
Engineering Fixes:
Defense Cells are now implemented! Regain a lost Defense Cell by roaring. (If you interrupt your roar with a Charge it won't count...) To break an opponent's Defense Cell do one of the following:
Hit them with a full-power weapon attack.
Hit them with a Charge.
Hit them while they are prone.
Fixed front knockdowns, prones, and rolls. All characters now roll in a way that is strategically useful, and properly oriented. This is a critical interaction with Charges, Ground Attacks, Getup Attacks, and Defense Cells.
KO reaction should now always play properly.
Fixed several intermittent bugs related to reactions not playing when they should have.
Fixed various bugs related to (invisible) KO'd monsters in 3 & 4 player matches.
Gameplay Fixes:
Characters without Defense Cells remaining take 150% damage from all sources, and are Knocked Down with any heavy attack.
Light attacks no longer interrupt Power Attacks. So when starting to use your weapon, a jab won't cancel you any more. This is true for all Power Attacks.
Jump Anims adjusted - for better flow & visual flair.
Hop Anims adjusted for Romokomododon & Gigashark.
Robokomododon's Toward + Chain attack had range extended to match the anim better.
Magnarok's basic Chain combo should now hit with both attacks more frequently.
Gigashark's Chain + Down attack should now hit more reliably.
Source
Changelog.gg summarizes and formats this update. How we read updates.
