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Steam News11 November 20257mo ago

Battle Code Rewritten

The battle system has now reached the level originally aimed for in the official version. The uploaded video showcases a full-scale battle conducted entirely under AI command.

Full notes

Full Total blade update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes1 addition8 changes0 removals
  • Balance
  • Gameplay
  • Maps
  • UI and audio
changed⚔️ Battle System RewrittenAiming time directly affects accuracy and projectile speed. Bows and javelins fired without full draw will wobble weakly and lose power. Crossbows and firearms retain damage and projectile speed even when fired from the hip, but their aim will deviate sharply .
added🏃‍♂️ Movement and Projectile DynamicsThe shooter’s movement speed now directly adds to the projectile’s velocity. → This means if your projectile is too slow or your character moves too fast, you can’t rely solely on the crosshair — you must account for speed and distance.
changed🏃‍♂️ Movement and Projectile DynamicsExamples: Sprinting forward and throwing a javelin backward will make it drop straight to the ground. AI units experience the same physics with perfectly calculated aim.
changed🏃‍♂️ Movement and Projectile DynamicsProjectile damage now depends on the relative speed between the projectile and the target. Running head-first into a slow-moving javelin can cause instant death-level damage. However, for fast bullets, your running speed has almost no effect on incoming damage.
changed🎯 AI and Projectile BehaviorAll non-explosive projectiles embed themselves into the ground and remain there until the battle ends. Up to 50,000 arrows can remain on the battlefield without major performance issues (although this extreme case has not yet been stress-tested). Projectiles appear visibly larger while in flight — this is intentional for readability. They revert to normal size upon impact.
changed🎯 AI and Projectile BehaviorUp to 10,000 corpses can accumulate on the battlefield without issue, though each corpse requires its own mesh variation — a future update will address this.

The battle system has now reached the level originally aimed for in the official version. The uploaded video showcases a full-scale battle conducted entirely under AI command.

⚔️ Battle System Rewritten

  • The bow and throwing mechanics have been completely rebuilt and are now flawless as a game system.

  • Aiming time directly affects accuracy and projectile speed.

    • Bows and javelins fired without full draw will wobble weakly and lose power.

    • Crossbows and firearms retain damage and projectile speed even when fired from the hip, but their aim will deviate sharply.

🏃‍♂️ Movement and Projectile Dynamics

  • The shooter’s movement speed now directly adds to the projectile’s velocity. → This means if your projectile is too slow or your character moves too fast, you can’t rely solely on the crosshair — you must account for speed and distance.

  • Examples:

    • Sprinting forward and throwing a javelin backward will make it drop straight to the ground.

    • AI units experience the same physics with perfectly calculated aim.

  • Projectile damage now depends on the relative speed between the projectile and the target.

    • Running head-first into a slow-moving javelin can cause instant death-level damage.

    • However, for fast bullets, your running speed has almost no effect on incoming damage.

🎯 AI and Projectile Behavior

  • At excessive range, AI units will automatically stop ranged attacks.

  • However, monster-type units use artillery logic, meaning they have no range limit.

  • All non-explosive projectiles embed themselves into the ground and remain there until the battle ends.

    • Up to 50,000 arrows can remain on the battlefield without major performance issues (although this extreme case has not yet been stress-tested).

    • Projectiles appear visibly larger while in flight — this is intentional for readability. They revert to normal size upon impact.

  • Up to 10,000 corpses can accumulate on the battlefield without issue, though each corpse requires its own mesh variation — a future update will address this.

  • Arrows also visibly stick into horses.

🔊 Additional Combat Changes

  • Doppler effects and sound reworks have not yet been implemented.

  • Ranged units that run out of ammo will now charge at the enemy.

  • When a side has overwhelming power, AI units skip marching formations and charge immediately.

  • Monster units attack relentlessly whenever possible — if enemies are nearby, they will ignore player orders until the target is dead.

🌍 Upcoming Schedule

  • The goal is to release a playable world map within 10 days.

  • However, if the system feels unnatural during testing, the update may be delayed for polish.

  • Regardless of timing, all core game content (excluding story mode) will be completed within this year.

  • Until then, save files will not be compatible between updates.

Source

Steam News / 11 November 2025

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