Build #373 Notes (04/29/2015)
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:
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Robokomododon's Fall & Prone anims are now properly oriented.
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Removed extra Defense Cell from Komododon.
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Fixed bug which caused Getup Attacks to break defense cells!
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Fixed bug which caused weapons to give infinite vertical KB.
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Robokomododon's Power+Toward attack is no longer flagged as a weapon.
Gameplay Fixes:
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Normalized damage resistances for all characters.
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Hop links to other actions cleaned up & timed better.
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Implemented Charge_hit anims on charge impact.
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Gigashark has new build_up and fire anims.
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Robokomododon has new build_up and fire anims.
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8-way steps speeded up for all characters.
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Roll speeds normalized & slightly reduced.
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Hop speeds adjusted for all characters.
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Komododon's attacks reviewed for increased knockdown.
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Gigashark has new roar animation.
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Gigashark's Chain + Down and Chain + Toward now connect properly with both hits.
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