I’ve made significant updates to Swordai over the past few weeks, focusing on gameplay improvements, balancing, and bug fixes. Below is a summary of all changes, along with an exciting announcement for this weekend's events!
[b]The servers will be opened from the 15th until the 22nd of December following our special weekend events![/b]
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[h1]Special Weekend Events[/h1]
Join me for two exciting events this weekend!
[h2]2v2 Tournament: Saturday at [b]1 PM Pacific[/b][/h2]
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[h2]Tower Race Challenge: Sunday [b]at 1 PM Pacific[/b][/h2]
[img]{STEAM_CLAN_IMAGE}/44868685/32c9b162b01d3cf9861948a8c5f78e584a3a7126.png[/img]
[h2]Prizes[/h2]
[b]Winners of the 2v2 Tournament:[/b] Exclusive in-game titles and special cosmetic rewards.
[b]Fastest in the Tower Race Challenge:[/b] Rare item drop boosts and leaderboard recognition.
These events will be streamed live, so be sure to tune in or participate directly!
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[h2]Patch Notes[/h2]
[olist]
[*] [h3]New Features[/h3]
[list]
[*] Preliminary 3rd-Person Mode: Toggle with the Home key (default is now "V" and bindable).
[*] Spectator Mode: Dead players in the tower now spectate the player with the most essence in the area.
[*] Note: Fixes for far-away spectating implemented; further UI enhancements ongoing.
[*] Combat Log Updates: Added options to display the last log line onscreen and toggle damage/essence text visibility.
[*] Barrier Statue Challenge: Added a new tutorial element in "Beginnings" requiring players to deal 60 damage in two hits from different directions.
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[*][h3]Gameplay Adjustments[/h3]
[list]
[*] Animation Improvements: Smoother walk/run/idle transitions; reworked swing animations for down-left, down-right, and upright angles.
[*] AI Enhancements:
[*] Improved AI range and spacing to reduce missed attacks.
[*] Some AI now utilize sprint boosts to chase players effectively (e.g., puppeteers and lost souls).
[*] Adjusted AI difficulty scaling: higher levels are less vulnerable to spacing exploits, while lower levels retain weaknesses for new players.
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[*][h3]Combat Mechanics:[/h3]
[list]
[*] Introduced "perfect blocks," refunding stamina for blocking an attack within 750ms of initiating the block. Plays a unique sound and logs as "perfectly blocked."
[*] Stagger updates: Hits 200ms after a stagger begins will break the stagger.
[*] Removed "on-hit slow" effect; replaced with a "chase" speed buff when sprinting towards another player’s back within 10 meters.
[*] Increased base attack damage by 20% for testing in PvP scenarios (may require NPC rebalancing).
[*] Stamina Regeneration: Increased both idle and running regen rates significantly.
[/list]
[*][h3]Balancing Changes[/h3]
[list]
[*] [b]Rewards and Scaling[/b]:
[*] Increased tower time rewards for defeating golems and scavengers.
[*] Adjusted tutorial flow: the tutorial is now optional, and unlocking features have been streamlined.
[*] Added new freeform and tower modes disabling cultivation upgrades, randomizing load-outs, and preventing item portals.
[*] Equipment Changes: Removed "undying" and "equality" from randomized load-outs as they were incompatible.
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[*][h3]Bug Fixes[/h3]
[list]
[*] Resolved memory leak issues on tower servers.
[*] Fixed spectator mode bugs when viewing players across the map.
[/list]
[*][h3]NPC Behavior Fixes:[/h3]
[list]
[*] Coffin-spawned NPCs now return to their coffins after losing sight of their targets.
[*] Addressed an issue where duel climb AI would fall off levels.
[*] Fixed NPCs holding attacks too long under certain conditions.
[*] Resolved a glitch where hovering over status effects didn’t display their descriptions.
[*] Fixed issues with freeform floor visuals at certain angles.
[*] Miscellaneous UI fixes and improvements.
[/list]
[*][h3]Quality of Life Improvements[/h3]
[list]
[*] Added a reticule animation when targeting valid objects or enemies.
[*] Made the "Enter" key for chat bindable.
[*] Tessellation detection updated to improve GPU compatibility.
[*] Updated UI elements in the tutorial to better convey progress.
[*] Adjusted the moving platform in "Beginnings" to prevent resets regardless of the time taken.
[*] The Health bar now rounds up (e.g., 0.4 HP displays as 1 HP).[/list][/olist]
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[b][h3]Developer notes[/h3][/b]
I’m closely monitoring these changes based on your feedback. The removal of the "on-hit slow" effect and introduction of "chase speed" was aimed at balancing disengagement mechanics, particularly in 1vX scenarios. Perfect blocks and stagger updates are early steps toward enhancing combat depth.
[img]{STEAM_CLAN_IMAGE}/44868685/8926a7fa2a13fcf0ba2b8e55512042e33d9d6dea.png[/img]
[b]Don’t forget to join me this weekend for the 2v2 Tournament and Tower Race Challenge[/b]—your participation and feedback are vital!
As always, please share your thoughts with me on [b][url=https://store.steampowered.com/app/2321890/Swordai/]Discord[/url][/b] or [b][url=https://steamcommunity.com/app/2321890/discussions/]Steam discussions[/url][/b].
Your input is crucial as I continue refining Swordai!
https://store.steampowered.com/app/2321890/Swordai/