Fixes and subtle remixes.
This patch we primarily focused on fixing bugs that resulted from updating to a more recent version of Unity and a potential new method for matchmaking. We’ve also added some quality of life features like a rudimentary version of stage selection, new options in the settings menu, and better default keybindings. A few balance changes were also made in an effort to improve the viability of some characters that we noticed were seeing less use than others.
As always, we hope you’ll try these changes and new features out and let us know what you think!
General Changes
A very rudimentary version of stage selection has been added for private matches. As the host, you can select the stage you would like to battle on by including the words, “river“, “cavern“, “forest“, or “ruin“ in the private game name. This is not case sensitive. For example, creating a private game called “forest fight1”, will take you to the Towering Forest arena, and “Ruinsrumble“ will take you to the Ruins arena. This is a temporary implementation of stage selection that will be replaced by proper UI-based selection in the future.
With this update, we’re testing out a version of P2P matchmaking for private matches only. Public matches are unchanged. Most players shouldn’t notice a difference, but responsiveness and ping times may improve for players in some cases. This is our first iteration of P2P, so it’s possible that you’ll experience more bugs in this mode than in public matches. We’ll be continuing to make improvements to this in future patches. Try it out and let us know what you think.
Default keybindings have been updated.
The shield button can now be rebound.
Shielding and dodging can now be assigned to the same button. Pressing this button while moving will cause you to dodge. Pressing this button while not moving will cause you to shield.
An option was added to the settings menu that allows you to set sprinting to toggle instead of hold.
Balance CHANGES
Kinfolk
Kinfolk movement speed is slightly slower while aiming and firing ranged attacks now.
Kinfolk physically collide instead of passing through each other now.
Kinfolk can no longer sprint while slowed.
Lumala:
Special Attack increased from 60 to 65.
Salamurder:
Attack increased from 84 to 92.
Slyphur:
Attack increased from 100 to 110.
Shovlet:
Stamina Restoration Amount reduced from 1 to 0.5.
Avieon:
Returns to terrestrial mode when swapping in and out now.
Made starting and stopping flight more reliable.
Abilities
Crescent Strike: Base Damage increased from 40 to 50.
Rockslide: Base Damage reduced from 45 to 35.
Swipes: The cooldown for Swipes starts at the correct time now. Swipes used to have its cooldown start halfway done if you only used 1 swipe and let the combo time expire. Now if you use 1 swipe and let the combo time expire, the full 1 second cooldown does not begin until the moment the combo expires.
Counter: Successfully countering an attack will now negate any status conditions that would have been applied by the countered attack.
BUG FIXES
Fixed several bugs that caused Kinfolk to become locked up after swapping characters.
Fixed a bug that caused server side projectiles to move much faster than their local counterparts.
Fixed a bug that caused the user to lose stamina when attempting to dodge, even if they didn’t dodge (became staggered, in the middle of current dodge, already dodged once mid air…).
Fixed an issue that prevented Kinfolk from being able to move while falling.
Fixed an issue that caused abilities to sometimes not be destroyed between rounds.
Fixed an issue that caused Kinfolk to frequently fall through the map when swapping.
Fixed a bug with Thunder Clap that caused it’s hurtbox to stay active after colliding with objects.
Fixed a bug that sometimes prevented Reflect from properly reflecting an ability.
Fixed an issue that made it possible to dodge at times that were not intended.
Fixed a bug that caused Shovlet to sometimes become stuck at a slower speed after using ranged attacks.
Fixed an issue that caused many Kinfolk to transition out of their sleep animation much slower than intended.
Fixed a bug that broke public matchmaking.
Fixed a bug that caused the matchmaker to lock up if they canceled searching for a match after they had already begun connecting to an opponent.
Fixed an issue that prevented characters from dodging in the intended direction very soon after using certain abilities.
Fixed a bug that caused characters to float in the air before the start of a match.
Fixed a bug that prevented characters from moving for much longer than intended after using Bite.
Fixed an issue that allowed the user to continue spawning instances of Rock Wall while they are out of charges.
Fixed an issue that caused all terrain textures to become white.
Fixed an issue that caused Avieon to gain the same momentum they had during take off, each time while landing, regardless of their landing speed.
Fixed a bug that sometimes caused the character to become stuck while using Counter.
Fixed a bug that prevented some ranged attacks from firing.
Fixed a bug that caused the homing attack reticle to display incorrectly when the user’s camera is offset.
Fixed a bug that caused party selection to lock up when custom firing was enabled and using an old team.
Fixed an issue that caused Avieon and Salamurder’s damaged and invulnerable materials to not display correctly.
Fixed an issue with Kodoki that caused them to play their sprinting animation after dodging.
Fixed a bug that caused Wicked Thorn’s materials to not display correctly.
Fixed a bug that caused the victory screen bar to be red.
Fixed a bug that caused Fire Spin to become stuck part of the way through the ability.
Known Issues
Lock on incorrectly uses the “keep in view” mode when it should use the “track closely“ mode with certain character set ups. We have not observed the reverse situation to occur.
It is currently possible to become stuck in certain difficult to reach places in the Cavern Arena.
Certain areas of the Cavern arena are currently accessible that are not intended to be.
While a visualization is displayed when a Kinfolk has its stats raised or lowered, there is currently no visualization to display how much a Kinfolk’s stats have been raised or lowered. We plan to add visualizations to address this in a future patch.
When your party is revived after they all die in the Practice Room, the Kinfolk in your first slot is not revived.
Some of the visual effects for Crush are not properly displayed in the Practice Room.
The damage descriptions for several abilities that do not have Tick Damage, show a total Tick Damage amount.
Occasionally, players with low ping do not return to the current starting position between rounds.
Often times teams can not be edited while searching for a game.
Several abilities currently use placeholder VFX and sound effects, or do not yet have sound effects at all.