It's been a while since we've updated the build (and even longer since we posted an announcement!) but I've rolled up all the latest changes and feel like everything's gotten a lot smoother. Windows and Mac builds are updated, and here's a rough list of some of the changes:
- Knockdown changes
- Previously there was a single cooldown time for knockdowns, which protected you from too many in a row but was clunky. Now you can get more knockdowns within combos, or follow up a knockdown with a slide attack and not feel restricted.
- Less walking through knocked down opponents
- Throw cooldown shorter, and can press directions while throwing to change arc of opponent (press away for a farther throw, or up to throw straight up and attack while they're in the air)
- Some special attack changes (example, lightning attack is linear and stuns you strongly)
- Previously grab could interrupt supposedly uninterruptable attacks like power moves. Fixed.
- Jump back and jump could be combined if you're fast, leading to giant moon jumps. Fixed.
- Blazing & poison powerups could create way too many particles if you take extra damage while enflamed/poisoned. Fixed.
- Powerup buttons now work while stunned, so while you can't counterattack you might be able to fight back with a powerup
- Better indication of hurt/stun state (flashing white, plus star effects for bigger stuns)
- Block completely reworked
- Blocks 100% of damage until block is broken.
- If your block gets broken you get staggered temporarily.
- Grabs now get through block entirely
- Attacking while blocking leaves you vulnerable during attack anim
- Not ducking while blocking still protects more of your body, but still vulnerable to low sweeps and low attacks
- Some projectiles can't be blocked, like mcrainbows' dragon
- Knockdowns are now predictable. Previously a lot of attacks had a percentage to knockdown. Went through all attacks to make a hard decision on whether it knocks down or stuns or just does damage.
- Added stagger effect as alternative for some knockdowns.
- In-air special attacks (GremBot antenna, IronMoose ghost and headbutt, KrumbleJack bitebear, Krunchy cane, MonsterGirl spin and flip, ZombieZak puke), so you can have more control over when to pull them off.
- Some attacks now have max damage and higher per-second damage to be more useful and predictable. This includes projectiles. So now bigger attacks have a better guaranteed damage amount without game breaking stuff that might completely kill an enemy in one attack.
- Some attacks faster (base standing attacks, low attacks).
- More control over air knockdowns (whether or not getting damaged in the air causes you to get knocked to the ground). Some force it, some don't, some depend on damage.
- More control over in-air punch/kick. Can start a little sooner, and can hold down early to queue it. Also will have some air control while attack is active.