In this update5
Full notes
Full Katana-Ra: Shinobi Rising update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- UI and audio
Katana-Ra: Shinobi Rising changes
Good morning all!
Happy Sunday to the community and welcome to Update 1.1: The Community Feedback Patch
Our goal with this patch is to polish the launch build and improve the core gaming experience. No new features were added in this patch, but the overall game experience should now feel more polished, less random weirdness occurring, and better paced.
Nearly all the changes today are from community and player feedback - so thank you for that!
Control System
The primary recommended method for playing the game continues to be a mouse and keyboard. Controller functionality is fully implemented and improved in this patch.
In the controller version, the camera is fixed. Camera rotation or "look around" has been implemented but when you move the camera will realign to its designated location. To not set the camera would be a tad weird for a top-down angle game.
A note on Game Difficulty
The game is designed to be hard. We had a lot of pushback at launch on game difficulty. I do not want to dumb down the game into an easy mode - as that is not the goal of this game. I have however done the following to streamline the experience:
Three difficulty levels were added in the last patch - these have been better balanced.
The tutorial section is easier, you will not get two shotted by enemies or suddenly killed during the tutorial phase.
Game and enemy difficulty escalates as the game goes on, giving you time to learn and practice the method you wish to experience the game in.
IN PROGRESS - A feature has been added to the game to fix line-of-sight issues between the character and objects obscuring your view as a player. However, although this works in Unreal Engine when we test it, it has been noticed that in the packaged build of the game (the one you play on Steam), this occasionally fails to work. This appears to be an Unreal Engine issue and we have escalated this to Epic Games to advise on what to do about it. We will issue a hotfix before the end of this month with any solutions they provide.
Changes
The delay timing between Wound and Finish combat animations was too long causing, the stun timer to expire too fast on enemies. This has now been rectified
Visual effects have been improved
Added more ambiance to nature and village night
Unnecessary markers and health widget removed from enemies
Bug Fixes
The background music was suddenly stopping at times - FIXED
Music was not swapping correctly sometimes between non-combat and combat state - FIXED
The Guard Captain movement animation was bugged - FIXED
Sound of gunfire was not triggering nearby guards - FIXED
Death animation on guards was intermittently failing - FIXED
Rotation not facing target when Jin was blocking - FIXED
Guard captain taunt animation bug and hit reaction animations occasionally bugged out - FIXED
The game HUD toggle on load game bugged sometimes - FIXED
During combat on an incline the character rotation would rotate the entire character ay a weird in angle in very specific circumstances - FIXED
Jin's Vanish skill did not correctly remove his combat status - FIXED
Game Enjoyment
We received 6 refunds from people that cited "Game Not Fun" as their reason. Keep in mind that the same was designed as a stealth game where failure in that activity has significant consequences. The game is inherently hard and mistakes are punishing. It's not the kind of game you rush through. Victory and success are given to those that go slow and steadily.
Source
Changelog.gg summarizes and formats this update. How we read updates.
