May 02, 2018
Visual Updates & New Mechanics: We've added shield tilting and have modified how Shield Gust works. We've also made some long awaited changes to footstep SFX. Check out the changes below!
Folks who have been in our beta for a while will remember untechable spike bounces from a few months ago. We disabled them because we didn’t have a good means of limiting the amount of times they could happen in a single combo, nor did we have a way of communicating that they were untechable. We feel like we’ve made good progress and are re-enabling the mechanic. Spikes should now be quite potent for comboing both grounded and airborne opponents, while feeling better for opponents.
Part 1: Higher Risk and Reward
Prior to this patch, we’ve been a bit disappointed with how flat shield gusts have felt and we’re taking some steps to make the mechanic a bit more skill intensive and have clearer success and failure cases. These changes effectively make it so that a shield gust is active for a much shorter window, making a failed gust much riskier, while also allowing a successful gust to be canceled quickly to capitalize.
We are still testing these mechanics and iterating heavily, so we’re communicating them primarily through temporary visuals and sounds. These will get updated as we get closer to the finalized mechanics, but we want your feedback before we lock this down.
NOTE: A successful Shield Gust is any Shield Gust that blocks an attack, pushes someone away or reflects a projectile.
Part 2: Simplifying the Cost of a Shield Gust
The old model for Shield Gust cost was a bit counterintuitive, so we’re making some steps to simplify it this patch. Previously, a Shield Gust would always set you to the same shield health after use, which meant it was effectively much cheaper to use when already low on shield. This had some bad side effects (namely punishing players very hard for trying to reflect projectiles when already full on shield), so we’re moving over to a flat cost model.
Part 3: Actually Push Back Grounded Opponents
Shield Gust has been feeling appropriate in terms of push back against aerial opponents for awhile, but has felt incredibly weak against grounded opponents. This patch, we’re introducing new values to use against grounded opponents to actually give the guster some space when they hit an opponent on the ground.
Shield Tilting: Players can now change the position of their shield via tilt inputs.
Shield tilting is something many players have been asking for for a while. We feel like shield tilting is an important aspect of making the degenerating bubble-style shield found in this genre interesting, allowing players to cleverly prevent shield pokes by moving their shield to better cover their character when a shield is low on HP. There’s a great deal of animation work involved in making this feature feel as good as it can be, but we’re exploring this in a temp, mechanics-only state to see what impact it has on gameplay for now.
Check out our Visual Updates blogpost for more information on the artistic improvements made in this patch.
Main Menu background updated.
Kidd and Raymer now have new models.
Character Shaders updated, including improved rim lighting for better clarity in game.
Post process motion blur added in game.
Combat Lab now has its own music track.
Revised footstep SFX to be unique per character.
New gun shot SFX on all of Raymer gun-related attacks.
Stage beautification pass:
Zenith has been renamed and updated to Cryostation to give it a more unique and polished look.
Lighting updated on all stages.
Wavedash Arena geometry updated.
Combat Lab background updated.