
Reworked the Hit Combo Counter. Previously it counted each Dash individually which often led to only reaching Rank F, sometimes Rank E and the Ranks in general had no real gameplay meaning and were purely visuals. The Hit Combo Count for each Dash reduced the Dash Cooldown, but not the Rank.
Now the Hit Combo Counter starts when hitting an enemy or destroying any kind of destructable object (crates), start a timer that show how long the Hit Combo Counter stays active. New dashes will carry over and increase the Hit Combo Counter and each Rank gives a better Dash Cooldown while the Hit Combo Counter is active. This can be carried over after completing a Fighting Zone into exploration phase and can be continued by dashing MapPilons, SignPosts, Crates, starting RailGrinds. This gives a much more satisfying experience keeping the Hit Combo Counter up and increasing it.
Changed the MapPilon model/ visuals to communicate better that this thing is tied to showing directions. Also added spheres traveling to the next hexagon when the current hexagons fighting zone areas are cleared.
The 2nd Boss now correctly performs its attacks. Starts rotating while firing its laser beams.
Fixed a bug that prevented the 2nd Boss from playing its animations while the procedual walk is active.
Fixed a coop bug that activated the Merchant Upgrade Menu when the controlling player was switched while being infront of the Merchant.
Hope you all like the changes and the game in general. I have a lot more cool and exciting ideas. If you have any fun ideas for this game as well, let me know and I will try them out, and maybe they are in a future patch! Until then, happy playing!