Full notes
Full TOOSIN : 투신 update
Read the full published notes in a cleaner layout. The original post stays linked below.
Repeated intro
Hello, to provide a deeper and better combat experience, we are sharing the major system overhauls and balance adjustments made for the upcoming patch.
What changed
- Balance
- Maps
- Gameplay
- UI and audio
0. Demo Version Notice
We plan to release a demo version.
In the demo version, account level and EXP acquisition will be unavailable, and the number of stages you can progress through will be limited.
1. Guard & Stamina System
The guard formula has been completely revised to strengthen the unique characteristics of each weapon, discourage relying solely on parrying, and improve unfairness when defending. Now, the 'Guard Multiplier ' written on weapons is properly applied.
- Shield Guard (Shield)The damage block rate has been significantly increased from the previous fixed 30% to a base of 80% (90% or higher depending on settings). The stamina consumption has also been reduced to about 30% of the blocked damage, allowing for a sturdier defense.
- Normal Sword Guard (Sword)The damage block rate has been increased to a base of 40% (up to 50%–60%), and the stamina consumption has been maximized for efficiency, using only 20% of the blocked damage.
2. Weapon and Attack Slots by Class
Steam post imageSteam post image
Steam post imageSteam post image
Weapon swapping and changing equipped combos can be done using the 1 or 2 keys, as well as the mouse wheel (up/down).
Warrior (Warrior): Up to 2 weapons can be equipped (allocating 1 light attack slot and 1 heavy attack slot per weapon).
Swordsman (Swordsman): Equips up to 1 weapon, and combos switch instantly without any animation (allocating 1 light attack slot and 1 heavy attack slot, for a total of 2 slots).
Fighter (Fighter): Instead of being able to equip weapons (unarmed), this class utilizes a total of 3 slots, including 1 light attack and 1 heavy attack.
Combo Multiplier Applied: A unique multiplier is set for each combo, precisely reflecting the correction value in the final output damage.
3. Combat Presentation & Guard Break
- Probabilistic Guard Break IntroducedNow, regardless of the enemy's remaining stamina, if the player strikes a guarding enemy, a Guard Break will be forcibly triggered at a fixed 10% probability . (* This occurs only during player attacks, serving as a stepping stone for a comeback.)
Enhanced Guard Break Presentation: When a Guard Break occurs, a slow-motion effect is activated just like with parrying, and the opponent is incapacitated (stunned) for 2.5 seconds.
Parry Slow Motion: Upon a successful parry, a momentary slow-motion effect is applied to both the player and all enemies, enhancing the sense of impact and situational judgment.
Melee Attack Knockback: A logic has been applied where the enemy is pushed back according to the direction of the hit when a precise strike lands.
Diversified Enemy AI Patterns: Enemies with depleted health, who previously only repeated evasions, now dynamically defend by choosing either evasion or guard at a 50% probability.
Enemy Trait Removed: The enemy's'Thorns' trait, which caused user stress, has been completely deleted.
4. UI/UX Convenience Improvements
Steam post imageSteam post image
- Main Screen Menu IntegrationThe existing character information panel and owned combo menu have been intuitively improved, neatly integrating into the 'Select Weapon / Equip Combo' menu .
View My Adventure Info: A comprehensive stat viewer button has been added, allowing you to check your growth status in real-time on the contract and perk selection screens.
Steam post imageSteam post image
5. Enemy Balance Patch Notes
Confirmed Enemy Ranks by Stage and Changes in Appearance Probability
Previously, elites were guaranteed to spawn starting from the early stage 11, causing a sharp increase in difficulty. However, the appearance timing has been significantly delayed to ease the difficulty.
Elite (Elite) 11 Stage ➡️ 20 Stage Spawns from 21 Stage • Min 20% ~ Max 80% (increases by 5% per stage)
Epic (Epic) 15 Stage ➡️ 30 Stage Spawns from 31 Stage • Min 15% ~ Max 50% (increases by 3% per stage)
Boss (Boss) 20 Stage ➡️ 40 Stage Spawns from 41 Stage • Min 10% ~ Max 40% (increases by 2% per stage)
Special (Special) 25 Stage ➡️ 50 Stage Spawns from 51 Stage • Min 5% ~ Max 30% (increases by 1% per stage)
Changes in Rules for Granting Enemy Traits and Perks
Previously, enemies took all traits indiscriminately after Stage 30,
but now they are granted flexibly and fairly by interval according to the stage level and DDA (Dynamic Difficulty Adjustment).
Criteria for Granting Number of Traits and Perks by Interval
Stage 50+ (Complete Body): All perks (maximum 3 stacks) + all traits are unconditionally and fully granted.
Stage 45 ~ 49: All perks (random 1~3 stacks) + all traits are granted.
Stage 38 ~ 44: Obtain 5–8 random perks (2 stacks) + 10–20 random traits.
Stage 30 ~ 37: Obtain 3–7 random perks (1 stack) + 5–10 random traits.
Stage 20 ~ 29: Obtain 1–5 random perks (1 stack) + 2–7 random traits.
Stage 1 ~ 19 ( ):
11 ~ 19 Stage: In proportion to the DDA index (difficulty), 1–4 perks (1 stack) + 1–10 traits are granted in a detailed manner.
1 ~ 10 Stage: Only when the stage is a multiple of 3 or DDA is high, 1 perk / 0–2 traits are granted with minimal weighting.
[Remaining Tasks to be Completed]
We plan to complete the following tasks with the highest priority before the official release.
Internal testing and intensive bug fixes
Completing the tutorial menu for novice adventurers
Adding a dedicated montage (animation) for the enemy's stun state after a Guard Break
Demo version tasks
We will return with a more perfect build. Thank you!
Source
Changelog.gg summarizes and formats this update. How we read updates.
