Combat Arena: Alpha 1.23 Patch Notes


 
 

Okay that’s enough peace time!

This patch adds a new ability that is usable by all characters. Shield. We’re very curious to see how Shield will affect combat overall, since the implications this ability could have on combat are so wide. We’ll keep a close eye on this and continue to make adjustments as they are needed.

GAMEPLAY CHANGES

  • Renamed the Stun crowd control effect to Snared!

  • Added a new crowd control effect called Stunned!

    This is understandably a bit confusing but bear with us here…

    Snare, works exactly the same way you are used to Stun working. It’s just called by a new (more accurate) name now. It’s the effect that you receive when you are hit by Iron Fist and the yellow flashing VFX appears. Nothing new content-wise here, just a new name.

    But we also added a new crowd control effect, which is called Stun. Currently, Shield is the only ability that makes use of this new effect. You can easily tell this effect apart by its red visuals. While stunned, a character can not move, dodge, use abilities, or swap out. However, if they receive damage, the stun will end immediately.

  • The camera will now center itself above Shovlet, instead of off to the side.

New Ability: Shield

  • The user shields themself with a protective bubble. The user is immune to all damage and negative effects as long as the shield is up. The shield remains active as long as the ability button is held down, and will dissipate once they let go. While shielding the user cannot move or use other abilities. When Shield blocks an attack, it takes damage instead of the user. While Shield is not being used, its durability slowly regenerates. Shield’s durability is communicated via the color of the shield. It starts blue and grows redder the lower its durability is. If Shield’s durability is reduced to 0 it breaks, Stunning the user for 5 seconds, or until they take damage.

  • Currently usable by all characters.

BUG FIXES

  • Fixed a bug that caused some servers to become unreachable.

  • Fixed a bug that allowed users to begin dodging while a basic attack animation was still in progress- forcing them to dodge forward.

  • Fixed a bug that caused Rest’s ability visuals to look strange at lower graphics settings.

  • Fixed numerous bugs related to Shield and the new Stunned crowd control effect.

Known Issues

  • Occasionally, players with low ping do not return to the current starting position between rounds.

  • Large AoE attacks currently only damage one minion at a time.

  • On rare occasions, one team member begins the second round with abilities locked.

  • Occasionally attempting to cancel searching for a game sometimes results in the matchmaker locking up.

  • Often times teams can not be edited while searching for a game.

Combat Arena: Alpha 1.22 Patch Notes


 
 

Enjoy the peace while it lasts…

This patch focuses primarily on quality of life improvements and bug fixes in preparation for larger and more impactful changes in our next patch.

GAMEPLAY CHANGES

  • Attacking after dodging has been tweaked to be more consistent!

  • Minions now knock enemies away from them instead of away from the caster.

  • Re-enabled hit SFX on all objects. The lack of impact SFX when striking objects other than enemies felt weird to us so we’ve reverted this back for now. We’ll be adding a special “hit“ SFX for when your ability does make contact with an enemy in an upcoming patch. That way you’re still getting auditory feedback on that.

  • Several changes were made behind the scenes to enable some big features that we originally intended to be in the patch. We’re holding off on including those in the interest of making sure everything is stable right now, but you can expect some exciting additions in the next one!

BALANCE CHANGES

  • Reduced Kodoki, Slyphur, and Shovlet’s Dodge end lag by roughly 15%.

  • Reduced Shovlet’s iFrames by roughly 40%.

BUG FIXES

  • Fixed a bug that caused Angelic Ray to not heal allies.

  • Fixed a bug that prevented enemy kinfolk from being stunned if Dig was active.

  • Fixed a bug that caused attacks to collide with friendly minions.

  • Fixed an issue that prevented Lumala’s rare idle animations from playing.

Known Issues

  • Occasionally, players with low ping do not return to the current starting position between rounds.

  • Large AoE attacks currently only damage one minion at a time.

  • Occasionally attempting to cancel searching for a game sometimes results in the matchmaker locking up.

  • Often times teams can not be edited while searching for a game.

Combat Arena: Alpha 1.21 Patch Notes


 
 

Let’s just get right to the point,

You can STAB now! This update also brings fixes for the ever-annoying teleport swap, and perma-slow bugs, as well as a few others. The changes are more sparse this patch as our team spent most of its time focusing heavily on features that will benefit both the game’s story mode, as well as the multiplayer in the near future.

We’re especially excited to see how one ability in particular will affect the meta going forward. It will likely be a game-changer for some characters.

GAMEPLAY CHANGES

  • Implemented STAB mechanic (Same Type Ability Bonus). Now when you use an ability that is the same type as the Kinfolk you are playing, you get a 10% bonus on the amount of damage that ability deals to its target!

BUG FIXES

  • Fixed a bug that caused the user to teleport to a previous location when swapping characters.

  • Fixed a bug that caused Kinfolk to stay slowed after leaving Quicksand.

  • Fixed a bug that caused Stunnerflies to follow the user after swapping characters.

  • Fixed most instances where players with low ping would not return to the current starting position between rounds.

Known Issues

  • If quicksand is active while the user uses Dig, Dig will not stun the target.

  • Occasionally, players with low ping do not return to the current starting position between rounds.

  • Impact sounds do not play unless a character is struck. We’ll be adding this back in with the addition of a special “hit“ indication sound.

Combat Arena: Alpha 1.20 Patch Notes


 
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Time for some spring cleaning!

We’ve tidied up after April Fool’s, implemented the first pass of our new combat UI, and cleaned up our codebase. While these patch notes may look slim, the visual updates to the game will be hard to miss!

GAMEPLAY CHANGES

  • New Combat UI! The ability bar and team list have gotten a makeover, levels are now displayed, and we’ve moved the stamina bar to sit above the ability bar. We’ll continue tweaking and improving this UI in upcoming patches.

  • Resized enemy nameplates to be more easily visible at a distance.

  • Temporarily removed the Kaiju, Toybox, and Sumo event modes.

BUG FIXES

  • Fixed a bug that caused Dig’s speed to be slower than intended.

  • Fixed a bug that caused Kinfolk to deal damage to friendly targets and allied minions.

  • Fixed a bug that caused projectiles to slow down and drag along the ground when fired from a low angle.

Combat Arena: Alpha 1.19 Patch Notes


 
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Now!


We get a lot of requests like this for new features, balance changes, and out-of-scope additions to the core gameplay of Kindred Fates. So today, we listened to you.

All of you. No questions asked. And took it all very seriously.

So now we’re: Kindred Fates, The Monster Party Battle Souls-Like Action Adventure 3D Platform Collect-Em-All Third Person Open World Cart Racing Fighter. The exact game everyone has been asking for this whole time.

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GAMEPLAY CHANGES

  • Added Toybox Mode! Simply include the word “toybox” when creating a private game and you too can experience a small taste of Kindred Kart Racing!

  • Added Sumo Mode! Simply include the word “sumo” when creating a private game and you too can smash your enemies into the blast zone!

  • Added Kaiju Mode! Simply include the word “kaiju” when creating a private game and you too can crush pathetic acorns below your feet!

  • Added Weather Mode! Simply include the word “weather” when creating a private game and you too can pretend you’re in an open-world monster taming game with beautiful dynamic weather for a moment!

  • Added Dawn Dusk and Night Mode! Simply include either “dawn”, “dusk“, or “night“ when creating a private game and you too can immediately ask us to keep one or more of these changes for real after this event is over!

  • Each new game mode is accessible in Private Games only, so as not to disturb Pexaan and incur his wrath upon us all <3.

  • While playing one of these new modes you might find yourself wondering, “Did they intend this?“ Probably.

  • Feel free to enter multiple game modes at the same time! For example “sumokaiju“ or “kaijutoybox”. We tested most of them but don't blame us if you put too many together and things start to get weird.

BALANCE CHANGES

Armor Up

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Fortify

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Growth

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Meditate

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Ruminate

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Sharpen

  • Focus delay time increased from 2.25 seconds to 2.5 seconds.

Lumala

  • Invincibility frames during dodge reduced by 15%.

  • Special Attack reduced to 60 (from 80).

  • Physical Attack reduced to 50 (from 60).

BUG FIXES

  • We promise a lot was fixed behind the scenes.

  • The party modes are gonna have some bugs though.

  • No seriously, don’t come crying to us if you make a game called “sumokaijutoyboxweathernight” and the game just screams in pain. We warned you.

Combat Arena: Alpha 1.18 Patch Notes


 
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Have you been working out? You look great.

Get buff quick with changes to abilities like Armor up and Sharpen! Two new Passive Abilities are now in effect for the little guys! And as always, enjoy a healthy serving of bug fixes! All this and some quality improvements for melee attacks to help them feel punchier and connect more reliably.

GAMEPLAY CHANGES

  • Player Score has been reset! Your personal best player scores before the reset have been recorded. These can potentially be displayed somewhere in the future.

  • Added hit VFX for melee attacks!

  • Continued tuning the feel of hit-pause.

  • Continued tuning screen shake amounts.

  • Adjusted hit pause duration for Swipes. Characters can no longer walk out of the attack in between hits. Adjustments for Earth swipes will follow.

NEW PASSIVE ABILITIES

Germinate

  • If the user remains motionless for a moment, they will plant their roots and slowly begin to regain health.

  • Root VFX will be animated in a future patch.

  • Useable by Kodoki.

Unaware

  • The user ignores the stat changes of their opponent when dealing damage and receiving damage.

  • Useable by Mechid.

BALANCE CHANGES

Armor Up

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Fortify

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Growth

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Meditate

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Ruminate

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Sharpen

  • Focus delay time reduced from 3 seconds to 2.25 seconds.

Wicked Thorn

  • Damage increased from 20 Physical Damage to 40 Physical Damage.

  • Can now be cast while moving.

BUG FIXES

  • Fixed a bug that often caused fire spin to be unreliable. The attack would often fail to knock back or damage enemies that were clearly hit by it. This fix is expected to have improved the reliability of Spore Dance as well.

  • Fixed a bug that caused Spore Dance to hit twice in a row, instantly waking up the target, if the user rapidly pressed the key while being staggered.

  • Fixed a bug that prevented characters from dying while standing in Angelic Ray.

  • Fixed a bug that caused attacks to sometimes persist between rounds.

Combat Arena: Alpha 1.17 Patch Notes


 
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Fighters in your corners…

One last patch to clean up as much as possible before the tournament today! We held back on a few features this patch in order to ensure the game stays as stable as possible, but we’re looking forward to sharing them soon. For now, we’ve added in support for displaying tournament rewards, added helpful health and damage indicators, and fixed several bugs.

GAMEPLAY CHANGES

  • Added current and max health values above the health bar for the active kinfolk you are playing.

  • Added damage numbers. They appear from the location where you hit the enemy and should be visible basically all the time (through walls, over moves, through trees, etc...)

  • Added support for tournament rewards.

  • Formatting improvements to the party and team list pop-ups.

BUG FIXES

  • Reduced the likelihood of Shovlet falling below the riverside map during Dig.

  • Shovlet can no longer use abilities while using Dig.

  • Fixed a few bugs in the party and team list. Those UI should now be a bit more intuitive to use and kinfolk pictures or names won't randomly disappear under the box you are hovering.

  • Fixed a bug that allowed you to lower your resolution so much that it would be impossible to change it back.

  • Made a change so that if the server cannot accurately determine your player score, it simply does not change your player score for that match instead, of resetting the player score to 0 (which happened to some users).

Combat Arena: Alpha 1.16 Patch Notes


 
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How’s training going?

In preparation for our first tournament on the 27th, we’ve been working hard to fix all of the most outstanding and disruptive bugs currently in the alpha. We’ve also added 2 new abilities in hopes that (so long as no new bugs are found with them) they might shake up the current meta a bit!

We’ve also fine-tuned other aspects of the game in an effort to make hits feel more punchy, controls more responsive, and playstyles more distinct. We’ll continue tweaking all of this, including the feel of the newly added screen shake and hit pause effects until they feel just right.

GAMEPLAY CHANGES

  • Characters can no longer swap to a new party member while stunned.

  • Each ability’s base damage value is now displayed in its description.

  • Added a small amount of screen shake to several abilities to give them a more punchy feeling.

  • Added a very small amount of hit pause to several abilities to give them a more punchy feeling.

NEW ABILITIES

Our QA team spent a lot of time specifically testing these new abilities to ensure they would be bug-free and ready to be included in the upcoming tournament.

If new disruptive bugs caused by these abilities are discovered, and can’t be patched out before the tournament, these abilities will be temporarily disabled to ensure everything still runs smoothly.

Rage

  • A very powerful, short-range, Physical Attack, melee ability that takes a moment to charge up.

  • While using Rage the user is immune to all crowd control effects, such as Stagger, Knockback, Slow, and Stun.

  • If the user takes direct damage while using this attack they still receive the full amount of damage, but their Physical Attack is raised by 1 stage.

  • Usable by Mechid.

Stunner Flies

  • The user summons a swarm of minion flies with 105 health to a target location. When a hostile entity enters their awareness radius, the Stunner Flies will begin chasing them.

  • Hostile entities who enter the cloud of flies take a small amount of Special Attack damage and are staggered every 1.25 seconds they remain within the cloud.

  • Usable by Kodoki.

BALANCE CHANGES

Mechid

  • Movement speed increased by 15%.

Mecha Strike

  • Slightly reduced this ability’s end lag.

Iron Fist

  • Stun duration increased from 3 seconds to 3.5 seconds.

Rock Slide

  • Damage reduced from 80 per-hit to 45 per-hit.

BUG FIXES

  • Fixed a bug that caused the cooldown timer for many abilities to be displayed incorrectly.

  • Fixed a bug that prevented Mechid from being moved when using Rush.

  • Fixed several bugs that contributed to characters becoming unable to use abilities.

  • Fixed several bugs that contributed to characters becoming unable to move.