Patch 0.6.18 is Live! Roadmap, New Map, Duels!

[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/