[h1]Hey everyone!
[/h1]
Thanks to your feedback, I’ve pushed out[b] 0.6.18[/b], this time you're getting a chunky patch with a whole new map, multiple gameplay adjustments, and QOL improvements:
[h1]Patch Notes[/h1]
[h3]New Playable Content: Ice Cave Map (November)[/h3]
[list]
[*] [b]Ice Cave Map Access:[/b] The new Ice Cave map is playable and features the first version of Cave Dwellers and Ice Golem NPCs.
[*] [b]T1 Map Access:[/b] Added some white portals earlier in the map to the existing T1 map[/list]
[b][i]Ice Cave Preview (Click for Full Size):[/i][/b]
[img]{STEAM_CLAN_IMAGE}/44601843/00d898c2bb027c6c198fedfffb8c6fb6ab337619.png[/img][url={STEAM_CLAN_IMAGE}/44601843/16c431b0be63a884279c7d58b41945d59b5e06eb.png][img]{STEAM_CLAN_IMAGE}/44601843/cc3e5c3db47c67671196d1cccb72d4bd93003293.png[/img][/url][url={STEAM_CLAN_IMAGE}/44601843/44554eb4e7d965c720d5d2441de1418691f4c83a.png][img]{STEAM_CLAN_IMAGE}/44601843/096d4495b5df139b262a7f8add923a749109b4bc.png[/img][/url][url={STEAM_CLAN_IMAGE}/44601843/304886c739af2651945659487d666bbfc465980f.png][img]{STEAM_CLAN_IMAGE}/44601843/85e6f020117a75579ff4859183ee14f1d0b75645.png[/img][/url][url={STEAM_CLAN_IMAGE}/44601843/20dfbaeb6a7fd83bd9373e7c8f7db94114d4dc21.png][img]{STEAM_CLAN_IMAGE}/44601843/91c1f6f28581b84634442b7484c6bceeecba19cb.png[/img][/url]
[h3]NPC Improvements & Balancing[/h3]
[list]
[*] [b]Blocking Consistency & Feints:[/b] NPCs now track feints more realistically, with blocking behavior adjustments making defense more responsive across all difficulties.
[*] [b]Early Game Tweaks:[/b] Fallen Soldier and Othari Weakling NPCs are less tanky, while Lost Souls in the tower are now more aggressive. This balances the difficulty curve, ramping up gradually for a smoother experience.
[*] [b]Trial of Initiation Adjustments:[/b] Lower damage requirement for grade C in the attack phase, and a slightly easier combat phase overall.
[previewyoutube=Y0CZRPJnwUo;full][/previewyoutube]
[/list][h3]Combat & Responsiveness Enhancements[/h3]
[list]
[*] [b]Server and Tick Rate Update:[/b] Increased server tick rate for better responsiveness. NPC tick rates remain capped, keeping gameplay fluid.
[*] [b]Enhanced Damage Display:[/b] Displays last hit damage and recent damage streak separately for clear combat feedback.
[*] [b]Audio & Visual Feedback:[/b] High- and low-damage attacks now differ more noticeably in sound and visuals. Combat sounds are prioritized in intense battles, improving audio clarity.
[/list][h3]Bug Fixes & Stack Limits[/h3][list]
[*] Fixed dodging issues in higher-tier NPCs, terrain bugs in specific areas, and camera issues on uneven surfaces.
[*] [b]Passive Buff Caps:[/b] Stack limits are set on rage, resilience, and fortified buffs to prevent excessive stacking.
[*] Addressed multiple UI bugs and improved tooltips for clarity.
[/list][h3]Tower & Exploration Updates[/h3][list]
[*] [b]New Tower Content:[/b] Two new spawn points, hidden paths, and chests have been added in the Tier 1 tower area, offering more exploration opportunities and secret areas.
[*] [b]Tower Reward Scaling:[/b] Now consistent across floors for a balanced progression.
[*] [b]Tower Features:[/b] The tab menu key can be rebound, with tower rules and stats viewable in the new tower tab.
[/list][h3]AI Overhaul & Predictability Reduction[/h3][list]
[*] NPCs are now less predictable, more aware of distance, and smarter in exploiting openings, increasing the challenge.
[*] NPCs can kick from ripostes, handle-hit less often, and assess debuffs, making encounters more dynamic.
[/list][h3]Quality of Life Additions[/h3][list]
[*] [b]UI Customization Test:[/b] The health bar UI can be repositioned, testing a future feature for a fully customizable UI.
[*] [b]Hurt Indicator:[/b] The directional indicator shows where the last attack came from, giving better situational awareness.
[*] [b]Faster Interaction Times:[/b] Reduced interaction times for bind stones, chests, and loot crystals.
[*] [b]New Achievements:[/b] Includes NPC and PvP kills in the tower and loot-related goals.
[*] [b]Health Bar:[/b] Added Animations and revamped the UI Element.
[/list][h3]Combat Adjustments[/h3][list]
[*] [b]Overhead Swing Tuning: [/b]Overhead attacks are slightly slower to aid in blocking at high pings.
[*] [b]Additional Swing Adjustments:[/b] Up-right and up-left swings were adjusted to reduce missed swings due to angle misalignment.[/list]
[h1]Development Roadmap[/h1]
The current plans to enhance the Swordai experience alongside playtests and community feedback, here is a first look at the Development Roadmap (Subject to change):
[img]{STEAM_CLAN_IMAGE}/44601843/e34d29326b305bb276be9d15b175196e7842b92c.png[/img]
[h1]Saturday Night Duels[/h1]
A quick reminder that every Saturday, our community server comes alive as players duel each other, test out new balance changes, and interact with me directly.
Whether you're a seasoned fighter or new to the game ([b]access will be given upon request on our [url=https://discord.com/invite/JphYq3eh9b]Discord[/url][/b]), our Saturday duels are a fantastic way to sharpen your skills, connect with other players, and experience Swordai’s ever-evolving combat.
[previewyoutube=N1R9KEIg8zo;full][img]{STEAM_CLAN_IMAGE}/44601843/30e228df2263ac387f9fb5b7a22918eff8b7742b.png[/img][/previewyoutube]
[h1]Thank you![/h1]
I really appreciate all the support and feedback you’ve been giving.
Thanks again for everything, and I’ll see you in the tower!
– Alex
https://store.steampowered.com/app/2321890/Swordai/