Combat Core Update Notes (EarlyAccess.16 12/22/2016)
Just in time for Christmas! "The Offensive Update" 16 includes a slew of gameplay changes and bugfixes that improve offensive mechanics and make the gameplay better than ever!
Want to try out the new characters releasing next month, before release? Hop in our Discord Channel at
https://discord.gg/kWZXTsF and ask about it! It's also a great place to find players to match with online.
Thanks for your support!
Here are the full patch notes:
Gameplay/Mechanics
- Parry active window reduced from .27s to .17s (recovery time is now .33s)
- Roll evasion time reduced to .17s
- Can no longer attack during roll
- If stunned during a failed parry attempt, hitstun parry no longer available until player is no longer stunned
- Shield Energy cost reduced from 1.8x damage to 1.5x damage
- Shield Weapon damage reduction increased from 45% to 50% (in addition to normal shield increase)
Overall these changes should make it easier to consistently deal damage to opponents, and increase the risk of excessive parry usage by requiring
more precision, and also allowing greater punishment for missed parry attempts. Increasing the effectiveness of shields makes it a more
effective option against certain low-damage attacks or projectiles.
General Bugfixes/Menu fixes
- Match Settings can now be changed for both Public and Private rooms by the Room Host (1P)
- Fixed Random Stage selection when using gamepads 2-4
- Fixed a bug that would cause some online players to spawn without their model loading (invisible)
- Player 1 slot no longer T-Poses character at first load
- Fixed grayscale saturation for Game Over countdown
- Fixed a bug that allowed players to use light attacks during Diving Drill
- Throws now properly cause ragdolls in online play
- Can no longer trigger match settings after "Start Match" is pressed, which caused the game to not load characters correctly
- More performance improvements
- Fixed Christmas mode toggle
- Fixed a bug that would cause performance problems/crashes during Online "Ready" screen
- Fixed Timer showing "Off" correctly if timer set to higher than 300 in Match Settings
- Fixed camera zooming incorrectly in character editor
- Fixed instances when Match Settings menu was disabled when it shouldn't be
- Opening "Match Settings" during Stage Select will send you back to Stage Select, instead of the Character Select
- Players can no longer end match in Practice mode with 1 stock
- Fixed performance on Main Menu scene (was rendering multiple cameras)
- Fixed a bug that would cause inactive AI opponents to float in the air in practice mode
- Fixed a loading screen w/ updated information for Core Armor
- Match Settings button changed to "X" to avoid conflicting "E" input with color palette changes
- Fixed a bug that would not start matches even with 2 or more players after changing Match Settings
Visuals
- Some lighting effects (projectiles, etc.) now cast dynamic shadows
- Stage 6 lighting changed (brighter)
- Fixed brightness on Core Armor hit effect
- Fixed weapons sometimes not positioning/rotating correctly while attacking
- Cursor now hidden in practice mode (to change speed, use mouse scroll wheel or gamepad right analog stick)
- New Player status color tips + gameplay speed icons in practice mode
Characters/Weapons
Flash Blade
- Attacks/combo time are now faster (no parry window)
- Sword damage reduced to 30/45/35 (from 35/75/35)
The sword seemed only useful as a projectile weapon due to the slow melee attack speed. This should make the sword a more useful and a good melee option for many characters.
Core Staff
- Combo input time reduced on first X attack (no delay after hit)
- Stun time increased on all attacks (no parry window)
As with the sword, melee attacks with the staff felt too risky and unrewarding. This increases the staff's melee utility.
Skatie
- Tracking for 1st X attack increased slighty
- 2nd Y string attack now has knockdown
Skatie felt a bit underwhelming after her nerf a few patches back. This brings her closer to her original kit, but with less damage and tracking still not quite as good as before.
Jondo
- Shuriken energy cost reduced from 55/55/100 to 50/50/100
Ember
- Y kick startup now .02s faster to match animation speed