Combat Arena: Alpha 2.4.2 Patch Notes


 
 

A full house.

We’re proud to introduce the 9th and final element type to the Alpha Combat Arena, Air! This patch sees the introduction of the Air type Kinfolk Avieon, as well as several new Air type abilities. We’ve also included a small hand full of bug fixes for issues that managed to slip into the previous patch.

 
 

New Kinfolk

Aiveon

 
 

Aiveon is an Air Type rush down specialist. Its 4 large wings make it capable of immense bursts of speed and power, allowing it to break through even the toughest Earth type defenses.

While Avieon can be a major threat while airborn, it is far more vulnerable when it runs out of stamina, and is forced back to the ground. Here its slow run speed, large frame, and low defenses make it an easy and fragile target.

Even so, Avieon’s wide variety of hard hitting abilities like Thunder Clap, Dive Bomb, Escape Draft, and Wind Bringer-boosted Homing Blast, allow skilled players to quickly burst down their opponents from an equally wide variety of ranges

-assuming their aim is good enough...


Stats
Health - 215
Physical Attack - 130
Special Attack - 140
Physical Defense - 70
Special Defense - 80

Flying Controls

Double tap the space bar to begin flying, and double tap it again to stop flying.
Hold space bar while flying to ascend, or hold Ctrl while flying to descend.
Flying against the ground will automatically land (this will be an optional toggleable setting in a future patch).

Flying constantly consumes stamina. If you run out of stamina while flying you will fall to the ground.

Kinfolk are not able to shield themselves while flying, but they may still dodge and sprint (sprinting while flying will be added in a future patch).

New Abilities

Wind Bringer (Passive)

The user’s Null type abilities become Air type.

Usable by Aiveon.

Air Jab

Air Type - Melee Jab. Base Power 20, Damage Type Physical.

The user strikes in front of them with a short range Air type melee attack.

Usable by Aiveon.

Thunder Clap

Air Type - Skill Shot. Base Power 60-120, Special.

The user charges up before unleashing a blast of sound in a target direction, and dealing more damage the longer it is charged.

Usable by Aiveon.

Razor Wind

Air Type - Dash Attack. Base Power 20, Damage Type Physical.
3 Charges.

The user dashes forward with booming speed, damaging and knocking up all entities it collides with. With precise aim and timing, dashes can be chained together to knock an enemy high into the air.

Usable by Aiveon.

Escape Draft

Air Type - Self Spawn. Base Power 70, Damage Type Physical.

The user swaps out for a team mate with a burst of wind that damages and staggers any entity hit by it. This swap cannot be prevented by other attacks, passive abilities, or swap cooldowns.

Usable by Aiveon.

Dive bomb

Air Type - Dash Attack. Base Power 35-100, Damage Type Physical.

The user dives in a target direction with tremendous speed. The further the user travels before colliding with an entity, the more damage they deal to it.

Usable by Aiveon.

Balance CHANGES

Kinfolk

Avieon: Stamina consumption per second while flying increased from 2 to 5.

BUG FIXES

  • Fixed a bug that caused Fling to have more end lag than intended.

  • Fixed a bug that caused Bounce’s trajectory to change mid flight.

  • Fixed a bug that prevented Lumala from being able to select Reflect from the team customization menu.

  • Fixed a bug that caused Skulken’s rotation to become locked when staggered while using Wither in some cases.

Known Issues

  • 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.

Combat Arena: Alpha 2.4 Patch Notes


 
 

Hope you like new stuff

With this patch we’re introducing the first new arena to the Combat Arena Alpha, as well as several new abilities and features. We’ve also included the standard slew of visual improvements, AI improvements, bug fixes, and balance changes you’ve come to expect. Check out the new stomping grounds, sprint till your stamina gives out, and proc your passive because- oh yeah, everyone has one of those now.

GAMEPLAY CHANGES

New arena:

 

“A musky cave at the foot of the Abernaks. Once a popular sparring ground for local Kinfolk, it has long since fallen out of favor and into disrepair.”

 

With more room to fight, and a greater emphasis on verticality than any existing arena, Cavern introduces several new variables to consider in combat. Its rocky floor provides moderate cover overlooked by 3 central raised platforms, 2 adjoining catwalks, and 2 towers of scaffolding.

General Improvements

  • Added sprinting! Hold the shift key to begin sprinting but keep an eye on your stamina. Sprinting drains your stamina, and if you run out you’ll automatically stop sprinting. Tapping the Shift key still allows you to dash.

  • Added an offset to the camera so that the character doesn’t get in the way of the aiming reticle anymore.

  • You can now hover over a Kinfolk’s portrait in the team customization menu to view details about their Passive Ability.

  • Fixed some bugs in the settings page that made it difficult to bind your keys correctly.

Visual Improvements

  • Some adjustments have been made to the game’s lighting and post FX with the intention of improving color depth and dynamic range. These are still a work in progress, and further improvements will be added in a future patch. As a result, some arenas will likely appear slightly darker than usual for a short time.

  • Improved how Kinfolk with 2D faces change expressions so that transitions between expressions are smoother.

  • Health bars now maintain a constant scale, and are no longer obscured by objects in the scene.

  • Damage numbers also maintain a constant scale.

  • Added a spawning animation, and VFX for the ability Rock Wall. Destruction/time out animations and VFX will also be added in a future patch.

  • Characters no longer run in place while rooted or stunned.

  • Updated the appearance of minion health bars.

  • Reduced the excessive leaning that some characters experienced when attacking or aiming while moving.

Performance Improvements

  • Made several optimizations to ability logic to reduce performance impact.

  • The colliders for cone attacks like Startle and Roar have been simplified. In our testing, we saw that this helped reduce the impact that using these abilities had on performance, without affecting accuracy.

Balance CHANGES

General

  • Stat buffing and debuffing effects now expire after 30 seconds.

  • Stamina now only regenerates while on the ground.

  • Fling: Using Fling while midair now gives the user a slight boost of vertical momentum. This allows Slyphur to throw up to 3 items without touching the ground.

  • Howl: Kinfolk affected by the Fear status now cancel any attack they were aiming when they become Feared.

  • Rage: The user is now immune to crowd control effects during the attack.

  • Stunner Flies: Now finds a path around objects while chasing its target.

  • Slash: Colliders reach higher and lower, allowing the user to more easily hit shorter targets, and nearby airborne targets.

  • Crescent Strike: Colliders reach higher and lower, allowing the user to more easily hit shorter targets, and nearby airborne targets.

  • Rock Wall: The new activation animation and VFX cause Rock Wall to be slightly slower than the instantaneous speed it previously spawned in at.

  • Rockslide: Adjusted the height and timing at which rocks fall in order to be compatible with the Cavern arena. The fall height now adjusts dynamically based on the ceiling height. This also allows the timing to remain consistent regardless of the ceiling height.

Kinfolk

  • Skulken: Received the Intimidation Passive Ability, and exits their shielding animation more quickly.

  • Lumala: Exits their shielding animation more quickly.

  • Shovlet: Received the Survivor Passive Ability.

  • Embear: Received the Spirit of Fire Passive Ability.

New Abilities

All currently playable Kinfolk now have their Passive Abilities.

Spirit of Fire (Passive)

When the user has less than 1/3 of their max health remaining, all their Fire type Skill Shot, Lob, and Spawn attacks become 1.25 times larger.

Usable by Embear.

Survivor (Passive)

Each time the user enters combat, its HP cannot be reduced to 0 in a single hit.

Usable by Shovlet.

Intimidation (Passive)

When the user enters combat, it lowers the Physical Attack of hostile Kinfolk by 1 stage for 30 seconds.

Usable by Skulken.

Reflect

Null Type - Self Spawn. Base Power X, Damage Type X.

The user summons a large mirror prism around themselves, reflecting all ranged attacks, doubling their damage, and bouncing them back in the direction they came.

Usable by Mechid and Lumala.

New ???

And one more thing...

AI Improvements

  • AI Kinfolk now avoid each other while moving and attacking.

  • Made improvements to NPC AI that perform the intended attack more reliably in a wider range of frame rates.

  • AI Mechid is now more accurate with their basic melee attacks.

BUG FIXES

  • Fixed many bugs exclusive to the Cavern arena.

  • Fixed several bugs and unintended side effects caused by the introduction of the sprinting mechanic.

  • Fixed a bug that prevented users from naming their teams in the team customization menu.

  • Fixed a bug that caused many Kinfolk to use the wrong texture when taking damage.

  • Fixed a bug that caused the shielding animation to stutter for some characters.

  • Fixed a bug that caused the camera to have the wrong rotation after using Teleport.

  • Fixed a bug in most cases that caused Kinfolk to rotate and face the wrong direction when using dash attacks.

  • Fixed a bug that caused the spawn and lob attack reticles to jitter while aiming.

  • Fixed a bug that prevented homing attacks from working properly in the basic attack slot.

  • Fixed a bug that allowed Shovlet to fly when using Dig over the edge of a tall object.

  • Fixed a bug that caused Startle and Roar to not apply their debuffs.

  • Fixed a bug that allowed a Kinfolk using Pilfer to steal an item, even if they didn’t deal damage.

  • Fixed a bug that caused AI to sometimes get stuck in their suspicious state.

  • Fixed a bug in spectator mode that caused the spectator camera to spawn outside the map.

  • Fixed a bug that caused Kinfolk to begin floating while in their idle animation.

  • Fixed a bug that caused Kodoki to T-pose while shielding.

  • Fixed a crashed caused by the Soothing Aura passive.

  • Fixed a bug that caused dash attacks to linger longer than intended in certain circumstances.

  • Fixed a bug in spectator mode that prevented the user from controlling the camera and other features.

  • Fixed a bug in spectator mode that caused player two's UI for Kinfolk 2-4 to be backwards.

Known Issues

  • It is currently possible for Skulken’s rotation to become locked in certain circumstance while using Wither.

  • 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.

Combat Arena: Alpha 2.3 Patch Notes


 
 

Fixes. Lots of fixes.

While this patch focuses primarily on some important bug fixes, we hope you’ll also enjoy the improvements that have been made to the feel of combat, and the new passive ability for Lumala.

GAMEPLAY CHANGES

General Improvements:

  • Added an input buffer for combo attacks! Abilities like Swipes and Slash should feel better to use now. Now you can mash the ability’s button as much as you want, and it won’t queue up more inputs than you intended. We’re still tuning the exact timing on this buffer, but we’re looking forward to hearing your feedback on it.

  • Improved how the Hook ability positions Kinfolk who are hit by it. This should be more accurate now.

  • Improved Dodge I Frame timing. I frames should be more reliable and more accurately match the visual.

  • All Kinfolk with ranged basic attacks have had the start up frames of their basic attack animations trimmed. These attacks should feel more responsive now.

  • Improved lean and look rigs. Kinfolk should look slightly less goofy when attacking while moving.

  • The following abilities can now be used while moving:

    • Crush

    • Iron Fist

    • Twister

    • Fireball

    • Scorch

    • Quicksand

    • Caustic Cloud

    • Angelic Ray

Performance Improvements:

Several performance optimizations were made that should improve user’s frame rates. In our testing we saw as much as a 20 fps increase with certain hardware configurations in some areas.

Balance CHANGES

Rock wall:

  • Rock Wall recharge time reduced from 6 seconds to 3 seconds.

  • The placement of Rock Wall rocks has been improved. Rocks now spawn closer together, even when drawing them quickly.

Explosion:

  • Knockback is now based on the center of the attack, rather than the Kinfolk that used it.

New Passive Ability

Soothing Aura

The user cures the status conditions of the next Kinfolk sent out after it.

Usable by Lumala.

AI Improvements

  • AI now responds to crowd control and status effect abilities.

  • AI will avoid damaging area of effect attacks like Scorch and Caustic Cloud.

BUG FIXES

  • Fixed a bug that caused Kinfolk to stay invincible in certain circumstances.

  • Fixed a bug that prevented Kinfolk from using abilities after becoming Stunned.

  • Fixed a bug that prevented Kinfolk from moving after being staggered.

  • Fixed an issue that prevented combo attack cool downs from displaying properly in some situations.

  • Fixed a bug that caused Skulken to turn invisible after using Teleport.

  • Fixed a bug that allowed Skulken to teleport while still using another ability.

  • Fixed a bug that caused projectile attacks to sometimes appear as if they had fired two projectiles at once.

  • Fixed a bug that allowed Kinfolk to dodge while Feared.

  • Fixed a bug that allowed Hook to affect invincible Kinfolk.

  • Fixed a bug that caused the camera of player hit by Hook to rotate.

  • Fixed a bug that caused Kinfolk to teleport back to where they had died if they were killed by Hook.

  • Fixed a bug that cased Explosion to spawn underground in some very specific circumstances.

  • Fixed a bug that allowed Salamurder to be effected by knockback and pulls while using Riptide.

  • Fixed a bug that prevented Kinfolk from falling asleep if the attack that put them to sleep also staggered them.

  • Fixed a a bug that caused Iron Fist to be rotated strangely.

  • Fixed a bug that allowed skill shots to pass through Rock Wall and Damage Kinfolk on the other side.

  • Fixed a bug that caused charges of Rock Wall to not regenerate or be displayed properly after switching Kinfolk.

  • Fixed a bug that prevented Rock Wall from being usable in the first attack slot. It is usable now, but only one rock can be placed at a time.

  • Fixed a bug that prevented Counter from negating Stagger and Status Effects.

  • Fixed a bug that prevented cool downs from persisting in the Practice Arena after swapping Kinfolk.

  • Fixed a bug that caused Kinfolk portraits to be illuminated, even after they were defeated.

  • Fixed a bug that prevented large area of effect attacks from damaging multiple minions at once.

  • Partially fixed a bug that allowed Kinfolk to continue moving normally when the server and client are in disagreement on whether or not a Kinfolk has been Feared. Now the Kinfolk will simply stop moving. A full fix for this will be added in a future patch.

Known Issues

  • Currently, there is no visualization to display how much a Kinfolk’s stats have been raised or lowered during combat. 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.

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

  • 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.

Combat Arena: Alpha 2.1 Patch Notes


 
 

Oops, all improvements!

This time we’ve made improvements to Shielding, Dodging, Dash Attacks, AI, and performance! For the Slyphur mains, there’s a new ability to try out called Counter. To top it off we’ve made balance changes to account for the Dodge rework, and fixed several notable bugs.

GAMEPLAY CHANGES

General Improvements:

  • Shield is no longer an ability! It is now a dedicated button just like Dodge. It’s bound to the Ctrl key by default.

  • You can now enter the practice room while offline.

  • Attacks have received an optimization pass! In local testing, our frame rate went from around 10 while fighting all 7 NPCs in the practice room to over 60. In PvP, you can expect to see improvements while fighting against other players while lots of attacks are happening at the same time.

Dash Attack Improvements:

  • Dash Attacks are now frame rate independent and more smoothly move the character.

  • Dash Attacks no long travel through objects and instead travel along the surface of the obstacle if the angle is shallow enough. They can also travel along upwards slopes without the length of the dash being reduced.

  • Improvements have been made to Bounce so it is more usable from the ground. Players can now aim lower while using Bounce and not stop on the ground prematurely.

AI Improvements:

  • Added path finding so NPCs can chase the player around obstacles/fight in tight spaces.

  • Removed the 6 second AI startup timer so NPCs are now active as soon as they respawn.

  • Increased the speed at which NPCs enter combat after being attacked by the player.

  • NPCs now use line of sight with the player to determine their behavior. Upon losing sight of the player for a short duration, NPCs will now move to the last place they saw the player, until either line of sight is recovered or until their aggro timer times out.

  • Fixed a bug on Slyphur that was causing all of the NPCs to become unresponsive, which forced the player to restart the practice arena to reset the NPCs.

  • AI now illustrates its behavior more clearly by always showing a yellow question mark above its head when it is suspicious, and showing a red exclamation point upon entering combat with the player.

Balance CHANGES

All Kinfolk:

  • Dodge speeds, lengths, and i-frames have all been completely reworked.

Shovlet:

  • Basic attack speed increased by 50%.

Slyphur:

  • Slyphur dodge stamina cost increased from 30 to 35.

Skulken:

  • Skulken Dodge stamina cost reduced from 40 to 35.

  • Skulken Sp DEF reduced from 100 to 95.

New Ability: Counter

Description:

Null Type. Base Power ??? x 2, Physical.

The user assumes a defensive stance for 1 second. If they are hit by either a Physical or Special attack during this time, the user absorbs the attack’s energy and channels it back toward the source with a vicious slash. The slash’s power is equal to 2 x the power of the original attack.

Usable by Slyphur.

BUG FIXES

  • Fixed a bug where the visual effect signifying whether a buffing ability has successfully applied the buff to the character always played, regardless of whether or not the Kinfolk attempting to buff themself was interrupted and prevented from receiving the buff!

  • Fixed most instances of an issue that allowed Slyphur to turn while using Swipes and hit opponents they would have otherwise missed.

  • Fixed a bug that caused AI to respawn with a smaller awareness radius.

  • Fixed a bug that allowed players to use Fling while stunned.

  • Fixed an issue that caused the Embear AI to stun themself very frequently while using Shield.

  • Fixed an issue where Heal, Revive, and Damage beacons weren’t functioning properly in the Practice Room.

  • Fixed an issue where Shovlet’s AI had no name.

Known Issues

  • Currently, there is no visualization to display how much a Kinfolk’s stats have been raised or lowered during combat. 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.

  • 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 results in the matchmaker locking up.

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

Combat Arena: Alpha 2.0 Patch Notes


 
Untitled363_20200208092017234.png
 

It’s finally here!

This is without a doubt the biggest update to the Combat Arena Alpha so far, and with it, comes the long-anticipated Practice Room. We’ve also added 7 new NPCs to train against, made some serious improvements to the game’s performance/stability, added a new Mecha Type ability, updated the music, and more! There’s a ton to cover this time so let’s get right into it.

New Game Mode

The Practice Room:

 
See that Mechid? You can fight it.

See that Mechid? You can fight it.

 

The Practice Room is a single-player arena that can be accessed from the main menu by clicking “Play” and then “Practice.” Here, you can easily try out your Kinfolk’s abilities, improve your skills against the AI, practice combos, experiment with new strategies, and generally get comfortable with the game’s combat outside of online PvP matches.

The room itself also contains many useful features, such as…

Kinfolk NPC AI:

The sparring partners that are always there for you. Scattered around the edges of the room, you’ll find NPCs for each of the currently playable Kinfolk. They’re pretty laid back most of the time, but if you attack one of them they’re more than happy to give you a fight. If you defeat one in combat they’ll respawn right back where they started so you can continue practicing for as long as you like.

 
NPCAI.png
 

Each species of Kinfolk behaves uniquely from others in combat, complete with strategies geared for their particular move pool. You might find that some of the AI are more challenging than others!

With this being the debut of our NPCs and their AI, there are bound to be a few bugs and quirks, but rest assured, we plan to continue polishing these up and making improvements wherever they are needed.

We’re really looking forward to hearing your feedback!

Item Pick-ups:

Head to the upper level of the Practice Room and you’ll find many useful pick-ups to interact with. On the left, you’ll see colored circles with item icons for each of the currently available held items in the Combat Arena. Simply walk into the circle and your Kinfolk will be given the held item.

 
ItemPickUps.png
 

kinfolk Pick-ups:

On the right-hand side you’ll find a similar arrangement of colored circles with Kinfolk portraits above them. Simply walk into the circle and your currently active Kinfolk will change to match the Kinfolk above the circle you walked into.

Keep in mind that at the moment you’re only able to have 1 of each Kinfolk in your party, so stepping into a circle containing a Kinfolk that’s already in your party won’t do anything.

 
KinfolkPickUps.png
 

hurt, heal, and revive:

Between the item and Kinfolk pick-ups, you’ll find 3 more circles. The pink one deals damage, the green one heals, and the yellow one revives any defeated members of your party. These will continue activating as long as you stand in them.

 
HurtHealRevive.png
 

Time of Day controls:

On the opposite end of the room, you’ll see a transparent glass wall with icons for different times of day. To change the time, just shoot at one of the icons with any skillshot, and the time will change to match the icon that was hit.

 
TimeOfDay.png
 

GAMEPLAY CHANGES

Performance Improvements:

Massive optimizations have been made across the board. We took a look at basically all of our code, trimmed the fat where we could, refactored in other places, and in general vastly improved frame rates.

FPS is higher across the board, with some of us having as much as a 200% increase. In one particular stress test relating to character controllers, we saw frame rates go from 3 to 70!

We’ve also identified a few other places where improvements can be made in future patches to continue boosting frame rates even further.

Stability Improvements:

The game is more resilient across multiple matches. Now when you go back to the main menu (from the practice mode or from a normal alpha arena match), you start from a completely clean slate.

This means there should be far fewer instances of you having to restart your client to play again.

Revamped Arena Logic:

The code behind our arena logic is now cleaner and more extensible. This should have relatively little impact on the player-side for now, but it makes coding up new or future game modes (such as 2v2s) much easier.

Aim Canceling:

This seemingly simple improvement has really improved the flow of combat for nearly every character! You can now cancel into other abilities while aiming by simply pressing their key.

For example, when playing as Embear, if you are aiming Scorch and then press the key for Fire Spin, Scorch will immediately cancel aiming and Embear will use Fire Spin. Any ability that has an aiming mode can be canceled into any other ability this way.

This is especially helpful when using aimed abilities that have multiple charges, since it means you’re now able to quickly place just 1 or 2 charges and instantly cancel into another ability without re-tapping the key for the ability that’s currently being aimed.

Stat Changes:

In a recent patch, a change was made that affected how stat buffs and debuffs are reset during combat. This change wasn’t mentioned anywhere in the patch notes previously but it’s something we’re continuing to try out with this patch.

In short, changes to your stats no longer reset when swapping Kinfolk. Some users might have already noticed while playing, but we thought it was probably best we let you know about it here too.

It might finally be time to consider equipping a party member with one of those fancy debuff abilities…

Updated Music:

The Combat Menu and Valley Battle music tracks have been polished and updated to their most recent versions.

The next public update to these tracks will include live recordings!

New Ability: Crush

 
Crush.png
 

Description:

Mecha Type. Base Power 30, Physical.

The user slams down in front of them, crushing their enemy with the weight of their armor. This attack gains 20 Power for each stage the user's Physical Defense has been raised.

Usable by Mechid and Shovlet.

BUG FIXES

  • Fixed many many bugs caused by the addition of the Practice Room before it was introduced in this patch.

  • Fixed many more bugs related to NPCs and their AI before they were introduced in this patch.

  • Fixed broken flower shaders in Forest and Riverside arena.

Known Issues

  • Currently, there is no visualization to display how much a Kinfolk’s stats have been raised or lowered during combat. We plan to add visualizations to address this in a future patch.

  • Occasionally NPCs will stop responding to attacks in the Practice Room. A temporary fix for this is to simply leave the Practice Room and then return.

  • Currently, NPCs are unresponsive for the first 6 seconds upon entering the Practice Room.

  • 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.

  • Shovlet’s NPC has no name. He will no doubt be named Shovelbutt next patch.

  • The visual effect that signifies whether a buffing ability has successfully applied the buff to the character always plays, regardless of whether or not the Kinfolk attempting to buff themself was interrupted and prevented from receiving the buff.

  • 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.

  • 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 results in the matchmaker locking up.

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

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.