Full notes
Full It's Only Money update
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Repeated intro
Hey, everyone!
What changed
- UI and audio
- Events
- Balance
- Gameplay
It's Only Money changes
It's time for another Chapter 3 update, and it's a heavy one! Let's get into the details.
NOTE: As we go forward, please check your controller/KBM bindings as new mechanics and button placements have been set as standard with the new combat pass. We've added Block to the button that would usually be "use item", and changed and added other features.
Combat Overhaul
From the early beginnings of It's Only Money, combat is something we've tinkered in the pursuit of a simple system that rewards players who spend the time to master a few basic concepts. Throughout Early Access, combat usually devolved into spamming one of two combat moves and hammering a ragdolled opponent with no thought behind it.
We don't want to lose the simplicity of our combat, but at the same time, having a fight with multiple enemies was usually an exercise in spamming and praying you didn't get hit. Today we're pleased to take a step forward in giving players the tools to mitigate damage, and have more of an idea what our AI are planning to do.
Blocking & Crushing
Blocking makes its debut in It's Only Money. It's a standard mechanic accessible at all times, meaning it's not a combat move. While holding block, you sacrifice stamina in the place of health, meaning, whatever damage you would have taken to health will eat out of your stamina bar instead. This is also true for AI opponents.
While you block damage, you'll also build up a "Retaliation" score. This represents the amount of damage you've taken. Your next punch, or combat move will add this damage as a bonus, encouraging quick counter attacks.
Getting damaged while at 0 stamina will force either the player or AI opponent to be "Crushed". While crushed, you can't sprint, jump or block for 5 seconds and you'll take increased damage. We find it's now incredibly fun to beat up on a MOVR, crush them, and send them flying with a well placed kick.
Dash
What's more, while blocking you can hold a movement direction and hit the jump button to Dash. This will give you some amount of invincibility frames to completely dodge an incoming attack. A perfect dodge will refill your stamina and reset the cooldown timer on your moves, so players who put in the effort to master this technique will be throwing out a TON of damage.
Reworked and Remade Animations
Punching will now drag your character toward your target, helping you hit your opponents more effectively. Additionally, the attacks have been reworked to make them feel more impactful, and the AI reactions and visual effects have had a huge amount of focus to make the fights super exciting.
Castbars
There's a lot of complexity to our AI opponents that we haven't done a great job of showcasing. With Castbars, you'll now see the thoughts and plans of your opponent as they fight.
A Blue Attack is something you can block. A Red Attack is something you need to dodge (Blocking these will crush you) A Grey Decision is the NPC deciding to use an item, deploy a machine, or loot something off the ground.
We find the castbars really interesting, and a player with a keen eye can now control a fight with a mob that would previously be very overwhelming.
We encourage feedback either here on Steam or on our Discord as it pertains to the new combat
Source
Changelog.gg summarizes and formats this update. How we read updates.
