Full notes
Full Colossal Kaiju Combat™: Kaijuland Battles update
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What changed
- UI and audio
- Gameplay
- Fixes
- Balance
Combat Update Patch!
We've been really focused on getting feedback from all of you after each game, and we've rolled a ton of that feedback into our latest combat patch. We've started to slow the pace of combat down a bit - let us know how it feels! Gigashark and Robokomododon are getting more animation smoothing, tails are operating more smoothly - lots of small & medium changes! We're also in the process of increasing knockdown distances - to create more interesting interactions between knockdown, Charge, Build_Up, and ground attacks. Please note - many of the animation changes have NOT have the associated sound work finished just yet. Audio will tend to trail by one patch.
Engineering Fixes:
Robokomododon's Fall & Prone anims are now properly oriented.
Removed extra Defense Cell from Komododon.
Fixed bug which caused Getup Attacks to break defense cells!
Fixed bug which caused weapons to give infinite vertical KB.
Robokomododon's Power+Toward attack is no longer flagged as a weapon.
Gameplay Fixes:
Normalized damage resistances for all characters.
Hop links to other actions cleaned up & timed better.
Implemented Charge_hit anims on charge impact.
Gigashark has new build_up and fire anims.
Robokomododon has new build_up and fire anims.
8-way steps speeded up for all characters.
Roll speeds normalized & slightly reduced.
Hop speeds adjusted for all characters.
Komododon's attacks reviewed for increased knockdown.
Gigashark has new roar animation.
Gigashark's Chain + Down and Chain + Toward now connect properly with both hits.
Source
Changelog.gg summarizes and formats this update. How we read updates.
