Release 2.4.4: Candy Survival Knock and backfire fixes
Release / Build & Release (push) Successful in 7m54s

This commit is contained in:
2026-07-09 15:05:15 +08:00
parent 85cdd5e9d4
commit 6506e9f416
9 changed files with 116 additions and 35 deletions
+1 -1
View File
@@ -78,7 +78,7 @@ This document serves as an exhaustive, technical record of all modifications, re
- Fires `try_knock(attacker, target)` when adjacent to an opponent.
- Consumes 1 of 5 starting charges (`player_knocks`).
- *Steal*: If target has candies, attacker adopts target's full stack and color; target is zeroed.
- *Backfire*: If target has 0 candies, attacker loses a charge and both suffer the knock animation state (handled by caller).
- *Backfire*: If target has 0 candies, attacker loses a charge and gets staggered, while any candy stack held by the attacker is transferred to the target.
- **Ghost (Phase-Through)**:
- Input bound natively to `action_grab_tekton` inside `player_input_manager.gd` (bypasses default grab behavior in this mode).
- Consumes 1 of 5 starting charges (`player_ghosts`).