Full notes
Full Sword Hero update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hey hey Everyone!
What changed
- Balance
- Gameplay
- Events
- UI and audio
- Fixes
- Compatibility
Update 2 is here at last!
The first few Spells, Scrolls, Damage Types, overhauls to existing systems, dozens of fixes and updates based on feedback - Check out the full changelog below!
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I'd like to take this moment also to introduce someone new to the project - some of you might already know him. The composer for the full Sword Hero OST will be Adam Dziezyk, creator of incredible works such as the soundtrack of the Gothic 2 mod, Goddess Heart and more! You can already hear a small taste of his work in today's video.
The next Update is going to be about Crimes, Laws and NPC reactions
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Finally, a bit of BackerKit PSA, as usual :). There are still 485 backers who did not claim their order along with their account where their rewards will arrive, including the Alpha Key. If you personally know someone who backed, but haven't yet filled out their Survey, please ask them to do so. If any help is needed, my DMs are always open.
Have great rest of the week everyone! UPDATE 2 - Scrolls & Damage Types (v.0.0.12)
NEW
Added Option to toggle off button prompts on highlighted objects
Enabled D-pad up/down to cycle between enemies during lock-on
Added full rebinding of controls
Added gamepad rebinding
Added explicit control scheme switch option (PC/XB/PS)
Doubled interactive foliage distance
Added Master audio slider
Added cheat to teleport to specific locations
Overhauled Spell/Ability casting to be hold-based (tap still works too)
Completely detached player control from player characters
Added dev cheat to take over other creatures
Implemented mechanics for Transformation/Possession
Mealbug tunnels feature
Transform into Mealbug Spell
Implemented Scroll item type
Implemented Scroll selection and using
Made chosen Spell/Ability/Scroll be saved
Glide Spell
Phantom Hand Spell
Made Psi be Saved
Added Range stat to Runes
Added test Rune as spawnable
Implemented Damage types (Sharp: Bonus against flesh, penalty against armor) (Blunt: Bonus against armor, penalty against flesh) (Pierce: Balanced)
Separated Buildup types (Fire, Poison, Curse)
Overhauled Buildup logic
Made fires damage props
Removed auto-decapitate on kill (Bodyparts actually need to get to 0)
Archery improvements batch
Smaller world model adjustments/fixes
Made Oxygen level be saved
Added new Ailments: Cursed, Scorched, Poisoned, Transformation Sickness, Cold (WIP), Fever
Added Perks temporarily for testing in Character Creation: Arrow Recover, Psi Regen, Hardy I., Agile
Added new Perk: Transformation Mastery
UPDATES
Fixed fish speed being tied to framerate
Fixed character slightly drifting when paused
Further backwards compatibility fixes - however previously existing buffs/debuffs will appear weird
Adjusted ragdoll collision damage threshold
Buffed climb late-grab damage
Fixed being able to initiate conversation with NPCs who want to beat you up
Fixed lock-on deactivating by itself under certain conditions
Added pathfinding to locked rooms in Ironshire
Adjusted Retro filter
Fixed leaders doing their hand wave animation with weapon drawn too
Fixed existing suspicions progressing if target is downed/dead/ragdolled
Fixed overlapping barks interfering with each other
Readjusted gamepad deadzones
Fixed camera getting offset when forward movement intent is present but can't move
Fixed corpse moving slightly when loading a game
Fixed strange leg movements just after loading
Improvements to dialogue camera to make it less likely to clip into walls
Fixed NPCs being alerted of "crimes" by corpses
Fixed being able to interact with certain objects when downed
Fixed NPCs not attacking when interacting with a bed
Made Post usage be interrupted by taking damage
Fixed becoming wet from rain under roof
Fixed fires not burning during rain, regardless of roof above
Fixed Chicks being called Mealbugs
Made hurting livestock count as vandalism
Updated cloud/horizon shader
Climbing fluidity adjustments
Added sideways compensation for legs during climbing
Fixed some physics elements staying active when paused
Made dialogue option selection behave better with cursor+explicit navigation
Fixed bodyparts occasionally disappearing near the edges of the screen
Fixed loot/lift prompts appearing for creatures that are ragdolled but otherwise not dead/downed
Fixed attack deeds having only 1 meter distance
Improved audio culling
Fixed chandeliers occasionally falling through the ground
Fixed chandeliers killswitch only starting to count down after a successful damage
Fixed arrows appearing afloat after destroying a breakable
Fixed candelabra collider
Work on pathfinding validation tools
Upgrades to NPC reactions to sounds and explosions/spells
Made it so that NPCs don't need to see a murder directly to register, if they share a target with the victim
Fixed NPCs stepping in place between dialogue animations
Made Dodge input buffered
Fixed missing blood effects
Fixed footsteps occasionally not playing when going up slopes
Lowered minimum damage to 1
Made visual wounds be generated differently based on Damage Type
Fixed jerking when refreshing player look in Tournament view
Paired all damage sources with whether they are of physical or magical origin (Stat requirement for damaging certain objects)
Unified trajectory calculations
Improved projectile collisions
Fixed being able to shoot through hugged walls
Fixed dev console help window displaying commands multiple times
Fixed lag spike when camera enters water for the first time
Updated Perk tracking
Updated Ailment tracking
Disabled wetness mechanic in Tournament to avoid catching cold
Source
Changelog.gg summarizes and formats this update. How we read updates.
