Katanas, New Camera, 130 max FoV, Keybind Settings, animations and more!

Swordai

Swordai is a melee extraction slasher with massive multiplayer dungeons, directional combat and a deep skill tree. Fight your way through monsters, bosses and other players in your quest to climb the tower.

Alpha 0.3.36 has been released and includes a major overhaul to the camera setup and first person mesh which allows for a higher FoV (with Panini transforms to counteract distortion), and better visibility. In addition, this update has a new WASD based direction input system, definitely check it out and give feedback! Here is a summary of the patch notes, for full details join us on [url=https://discord.gg/YyYnKn9dVP]discord[/url]. [list] [*]Changed the location of the camera so that you can see a bit more of your arms / shoulders / sword while charging a swing / blocking / etc to give more visual clarity [*]Redid the first person mesh [*]Switched the default sword to a katana, redid the "longsword" that was the previous default, and added the capability to switch between swords. Katana's should handle hit less as they have a much smaller cross guard, but they have slightly shorter range. [*]For testing purposes, in freeform only you can do "/weapon katana" or "/weapon longsword" to switch between the two [*]Made some small changes to the idle right, down right block, and overhead swing animations [*]Made a more significant change to the stab animation so that you can see your sword while charging it [*]Changed the default FoV to 110, increased the max FOV to 130. Not that UE5, and Swordai tend to refer to horizontal FoV while Mordhau's FoV number refers to vertical FoV. The exact correspondence between the two varies with aspect ratio but on a regular wide screen monitor, 130 horizontal FoV = 101 Vertical FoV and 110 maps to 78 (https://themetalmuncher.github.io/fov-calc/). If your FoV was at the default 90 before it will automatically go to 110 when you update, otherwise it will stay at whatever you set it at, but I encourage everyone to try values at 100+ [*]Added a new post processing effect that attempts to invert the "fishbowl" effect that you get at high FoV. This is on by default but can be turned off/on under experimental settings in the mouse settings mneu [*]Added the option to use WASD controls for blocks only, attacks only, both or neither. Also made it so that if you are using WASD controls for both, the direction indicator now appears and updates as you move [*]Fixed a UI bug with the buff / debuf display where icons were showing at different sizes [*]The chat window now auto hides / collapses based on feedback from @Mack and @Chastokol There is now a damage notification that pops up a bit below the center of your screen. [*]Some visual updates to Freeform to further performance test some of the stuff [*]A bunch of behind the scenes work on soulwar [/list]