So here's a double update for both of these critters.
For the most part this update is a balance and mechanical tweak for these two. I didn't get a chance to add in too much in the way of missing animations and attacks, but there is a significant amount of code and testing work that went into this round to iron out how these two play out. I wanted to pump out some more work on them, but, I also don't want to withhold the work. There's always more work at this phase, so it's best I just put them out now.
ON BOTH The pause menu feature has been added.
Feliro:
Feliro got a HUGE nerf in terms of damage output. He was way too strong; Doing much more damage than Gejhi.
I have refined how his ultra Hyper Fen Aura works and it's MUCH cleaner and functional now. The timer itself last longer, but now costs time with each hit confirm on a combo. Different attacks have different tiered cost values. During the aura, his attacks are not effected by damage scaling or use limiters, so as long as he has time on the meter, he can freely chain all of his moves together for any kind of custom combo. Once the timer expires, he can continue his combo, but scaling and limiters will take effect from there, preventing him from going on to infinity.
Feliro's Flippy Double (Up+y) is still allowed to combo from his x button attacks, but the knock back is greatly effected by using it mid-combo, making him end up much higher than the target foe, changing how the combo string works, this is done to make his air juggles more situational. The knock back is still at max when the attack is used to START the combo, allowing him to continue with a full air-juggle from Wind Walker Triple (Air x-button auto combo).
Feliro now has the ability to super cancel Dust Devil Dance (standing Power button) with the super Sand Breaker.
Dust Devil Dance along with damage and meter gain tweaks also had some changes in his body width, so that he can move in closer to the foes he's attacking. I'm thinking of adding in an "EX" action where he can spend 1 bar to cancel it with Twist Gale.
Feliro now has a standard Dash Attack (running+forward+b), which mimics the behavior is his air-2 (y) attack.
Mirage Dash had the command changed to left or right + y+b. I experimented with using other inputs like quarter circles or DP motions, but I didn't like the feel of it along with the ability to angle it up or down, so, I just went with a 2-button input instead.
Aurumo:
Aurumo got a bunch of tweeks as well.
An air version of Glacial Hammer was added, which uses any stored charge from the ground version. It has a slower startup than the ground version and it also a little bit weaker. It also has no armored frames on it. So the main benefit is to have a more mobile version of the attack at the expense of the other attributes.
Aurumo's damage was tweaked on most of his attacks, generally small nerfs to his strength to avoid him being too powerful for how much more "simple" his main combos are, he is still very capable of still putting out big damage when it comes to combos using his Cryosphere.
His Packed Ice Upper (Up+y) had similar styled changes made to it as Feliro's Flippy Double. When used as a combo starter, the knockback forces the foe into a juggle state. When used in a combo after a Jab the attack instead does not launch, but puts the foe into a long-hitstun with the same heavy damage from the base hit. The idea is to allow the attack to be a rewarding combo if a jab hits the foe at close range, sine it's horizontal range is shorter than all of his other attacks. This change works nicely with Cryosphere combos for a high-damage combo to a freeze, where than the player can continue into another combo of their choice (and loop it as long as they have the heat meter for it).
I gave the heat scaling effect back to Aurumo's Pyro Burst so that it can make for a nice combo ender after he is no longer able to use another Cryosphere. I'm also thinking that I'm going to tweak the flame's size/range based on the heat levels.
More tweaks are going to be made to Aurumo. He's honestly been a bit of an undertaking mainly because I was feeling he played too "simple" and was still too rewarding. So I'm working out more stuff for him to make him powerful, but more complex in terms of combo routes for various situations.
My next update I plan to fill in all of the missing animations on both of these critters. I've also already started cleaning up and refining Aurumo's animations.
I also just need to fill in a few missing attacks on them, but I'm gettin closer to being able to call these two finished.
I know the visuals aren't super interesting this time around, but these updates were largely mechanical and code-based in nature.
Thanks so much for the continued support. <3