Combat Arena: Alpha 3.0.3 Patch Notes
Combat Arena: Alpha 3.0.2 Patch Notes
Combat Arena: Alpha 3.0.1 Patch Notes
Combat Arena: Alpha 3.0 Patch Notes
Alpha Public Servers Notice
Hello again everyone, sorry for the radio silence regarding the Alpha, we’re full steam ahead on our current internal milestone at the moment. Once that finishes, we’ll have a ton of very exciting things to show (many of which will make it into the Alpha!). Unfortunately for the time being, we have to shut down the public servers for now.
You will still be able to play in the practice room and use Private matchmaking, so this isn’t the end of the Alpha! We’re extremely sorry that we can’t continue to keep the public servers running, but the expense can’t be justified with the amount of active players currently. Again, we apologize for how long it’s been since the last update and for the need to take the public servers down, but please trust that we’re doing everything we can to make Kindred Fates the absolute best it can be. Thank you to those of you who have spent so much time playing the Alpha!
Combat Arena: Alpha 2.6 Patch Notes
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.
Combat Arena: Alpha 2.5 Patch Notes
Time to dust off that gamepad.
This patch brings some much needed improvements to controller support, the feel of melee combat, and even how smoothly you can string abilities together! We’ve also given the settings page a complete overhaul with new settings, art, and improved key binding. Last but not least, we’d like to introduce you to Lock On 2.0, a new version of the lock on mechanic that aims to improve the feel of combat while correcting the shortcomings of its previous incarnation.
Try out combat on controller, tinker with the settings page, and find the configuration that works best for you. We’re looking forward to hearing what you think of the new changes!
General Improvements
Improved Controller Support
Camera and character movement speed is now based on how far you push the control sticks in a direction, rather than being a constant speed when a stick is moved at all. This greatly improves the feel of gameplay on a controller.
Button bindings displayed in the combat UI are now updated in real time depending on which controller the player is currently using. Supported controllers include:
Xbox family of controllers
Playstation family of controllers
Nintendo Switch Pro controller
Most generic gamepads
Keyboard and mouse
In order for controller support to work properly we strongly recommend you do not use 3rd party programs that enable the use of controllers like DS4 Windows.
Improved default key bindings for controllers.
Input from keyboards and controllers are now allowed at the same time.
Button bindings are now displayed slightly larger in the combat UI.
Party combat UI now displays button bindings.
New Settings Page
The settings page has received a complete rework with brand new UI!
You may now bind up to 3 different inputs to a key binding.
New setting that when toggled on, allows the user to press the same button to fire an ability that they pressed to activate it (this setting disables canceling an ability while aiming). This setting is very helpful when playing on controller.
New setting that when toggled on, allows the user to press a button to activate an ability, continue holding the button to aim it, and release the button to fire it. This setting is very helpful when playing on controller.
Improved duplicate key binding handling.
Lock On 2.0
With this patch we’re introducing a new and completely revamped version of the lock on mechanic. We took your feedback to heart after the initial version of lock on was removed, and have made many improvements to correct the mechanic’s previous issues. We hope you’ll give this new version a chance, and let us know what you think of it!
By default, lock on is bound to middle mouse click, or L1 on controller.
Tapping the button will enable lock on and cause the camera to track the Kinfolk your cursor is nearest to. Tapping it again will unlock the camera from the target.
The camera’s lock on the target will be broken if your view of the target is obscured for more than 3 seconds. Once you can see the target again you may press the lock on button to lock back on.
Some abilities, like Teleport, will automatically break the camera’s lock on the target. This allows you to still sneakily warp behind your opponent and catch them off guard or hide behind an object, even if they were locked on to you.
While the player has no ranged basic attack equipped, lock on will track the target very closely. We found that this significantly improved the feel of melee combat.
If the player has a ranged basic attack equipped, lock on will keep the target in view, but will not track it closely.
While the player is aiming any non-basic attack, lock on will keep the target in view, but will not track it closely.
Other
New impact VFX have been added to basic melee attacks.
Impact VFX are now properly rotated to match the direction of the attack.
NPC AI now faces the player more often in combat.
Added Avieon beacon to practice room.
The auto-land when near ground setting has been temporarily disabled due to a bug. Double tapping the Jump button while flying will still cancel flight.
Balance CHANGES
gENERAL
Kinfolk can now act before an attack animation has fully completed. The point at which Kinfolk are able to begin a new action during the animation depends on the ability that is being used, and the animation of the Kinfolk using it. Most abilities however, allow the user to act after 80% of the animation has completed. This new action could be using another ability, shielding or dodging.
By giving you better control over your character’s actions like this, we found it significantly improved the fluidity of combat and overall game feel.
Kinfolk
Slyphur: Swipes combo speed increased due to faster animation transitions listed above.
Shovlet: Earth Swipes combo speed increased due to faster animation transitions listed above.
Stamina required to jump has been set to 0 for all Kinfolk. We plan to make further improvements to jumping in the future.
Abilities
Crescent Strike: Added more wind up time to the first strike. 2nd and 3rd, strike combo speed increased due to faster animation transitions listed above.
Dive Bomb: Improved collision detection and momentum after collisions.
Shield: The user now only becomes invincible once the shield VFX is displayed.
Hook: Shield Damage increased from 30 to 100.
BUG FIXES
Fixed a bug with Shield that caused the Kinfolk’s animator to become stuck sometimes.
Fixed a bug with Reflect that allowed the reflected projectile to still damage the user.
Fixed a bug that caused the user to move during dash attacks before the animation had started.
Fixed a bug that caused Poison and Burn status effects to continue triggering while the Kinfolk was not swapped in.
Fixed a bug that allowed the user to swap Kinfolk while Snared.
Fixed a bug with Scorch that caused the Scorch projectiles to rotate in strange ways.
Fixed a bug with Iron Fist that caused the projectile to rotate in strange ways.
Fixed a bug that prevented minion projectiles from expiring properly.
Fixed a bug that caused Escape Draft to expire before the character swap had occurred.
Fixed a bug that caused Thunder Clap’s animation to not complete properly.
Fixed a bug that required Kinfolk to be damaged twice before waking up from sleep.
Fixed a bug that caused Embear’s “out of sleep” animation to take an abnormally long time to transition back to idle.
Fixed a bug that caused Lumala’s rare idle animation to play while moving.
Fixed a bug with Avieon that caused them to slowly drift upwards while hovering in place.
Fixed a bug with Salamurder that caused them to become stuck in their animation for a short time after using Howl.
Fixed a bug that caused the frame rate to fall through the floor when the settings menu was displayed.
Fixed a bug that caused Fear to not affect terrestrial Kinfolk.
Fixed a bug that prevented ranged attacks from being animation canceled within their intended cancel windows.
Fixed a bug that allowed players to move before a round had officially started.
Fixed a bug that allowed players to easily leave the bounds of the arena.
Fixed a bug that caused lock on to behave differently when used on a gamepad.
Known Issues
The new animation transition changes have introduced instances where it is possible to dodge at times that are not intended. We will continue to improve this in future patches.
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.
Occasionally, attempting to cancel searching for a game results in the matchmaker locking up.
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.