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
- UI and audio
- Gameplay
- Balance
Attack Priority Update Patch!
Our last official build was #373 - this is #451. That means we've made nearly 80 significant updates to the game - it's been a long while! This is going to be an active development month on KLB - look for 3 more updates during September. This patch totally revamps our combat priority system. We need a LOT of combat testing to make certain that it's working as intended - please read the notes below, and get playing! Your first game each day is worth 10 Kaiju Coins.
Engineering Fixes:
Attack Params now include combat type - associated with the button used.
Updated characters to include combat type states.
ATTACK PRIORITY CHANGES
Quick Attacks are no longer interrupted by Chain Attacks
Quick Attacks will not interrupt Fierce Attacks
Reaction Priority for Getup Attacks & Charges updated for more consistent behavior.
Charging now reduces all damage by half.
Ducking or Prone monsters take half weapon damage, but full damage from physical sources.
DEFENSE CELL CHANGES
Knockdown weapon attacks remove a Defense Cell.
Physical attacks on a Prone monster remove a Defense Cell.
Connecting with a Charge removes a Defense Cell.
Monsters with no Defense Cells take 150% normal damage from all sources.
Gameplay Fixes:
Komododon's Roar anim updated.
Komododon's Weapon fire anims updated.
Robokomododon's Roan anim updated.
Magnarok's Weapon fire anims updated.
Magnarok's Roar anim updated.
Komododon's Fierce_Basic, Power Down, Power_Toward, Power_Up,
Quick_Toward updated.
Roll anims fixed for Robokomododon and Magnarok
Fixed Magnarok's Charge audio
All Roar audio files updated to match new anims.
We have approximately one week for major feedback on these systems before the next patch. GO TO IT!
Source
Changelog.gg summarizes and formats this update. How we read updates.
