Patch 0.5.9 - QoL features, Tower Server Sharding, Ability Loadouts 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.

This patch includes the first portion of a server sharding system that will allow different areas in the tower to be controlled by different server processes, so that the overall number of simultaneous players and npcs in the dungeon can be greatly increased without performance issues. Note that within each regional server there is a single unique dungeon, so you can still control areas, contest the boss, etc. The only change is that now different server processes control different parts of the dungeon which will allow for a very large number of concurrent players. In addition, this patch includes most of the client side features of the new ability loadout system but without the UI. Loadouts can currently only be changed via chat commands. The next patch will contain a set of prebuilt example loadouts that players will be able to switch between via chat commands. In the future loadouts will require crafting, equipping and upgrading abilities but the UI and server side code for that is still in progress. I also implemented a number of smaller changes to the core gameplay based on player feedback from the June playtest. The most impactful of these are making the early release portion of swings blockable and adding a new "block assist" feature that will nudge your mouse input in the direction that blocks a swing of the person you are currently targetting if they are charging an attack or swinging and near you. The "block assist" is just strong enough to significantly reduce the frequency of minor input errors, most of the time you won't even realize it exists. Finally, a significant portion of the server side system for securely managing player inventories is also functional now, but is hidden for the time being. Changes: [list] [*] The tower entrance and the rest of the dungeon are sharded into two processes. A second sharding patch will come later this quarter that will split the dungeon itself across several processes as well. [*] The client side loadout system is implemented but without UI. [*] Implemented a "block assist" that makes it such that if your enemy is attacking with an overhead it is easier to block "up" and harder to block "up right" or "up left" while all 3 of the down blocks are totally unaffected. [*] Changed the way your upper body rotation is replicated / smoothed. I think you should feel like you have significantly smoother control of your character [*] Made attacks blockable during Swordai's equivalent of the "early release" attack phase. [*]Fixed a bug with the overhead swing where the sword was turning off to late and you could hit someone in the shin with the recovery [*]Made the sword turn on later when doing an overhead swing when you are looking up [*]Changed the down left swing animation [*]Made the up right and up left swings slightly floatier to allow for a bit more swing manipulation [*]Added a limited turn cap effect to your camera while swinging so that people aren't confused. The "real" turn cap is enforced server side and is on your character, not your camera and that is unchanged. [*]Completely removed the dead zone for mouse input in drag click mode at max sensitivity [*]Starting a block cancels the hit reaction animation so if you try to start blocking shortly after getting hit it feels more responsive (shouldn't really affect gameplay too much, but might reduce partial blocks when you are getting comboed) and might make 1vX feel a bit better [*]Added visual smoothing to the drag click direction indicator so it looks better at high sensitivities. Your actual mouse input it not smoothed, it just captures the mouse delta of the most recent frame, the change is purely cosemetic. [*]Fixed a bug where if you got kick stunned while jumping you would hover in mid air until the stun ended. [/list]