Full notes
Full Total blade update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Maps
- Gameplay
- Performance
- Balance
🏘️ Town Mechanic Rework
Merchants and recruitable troops now appear outside towns when you approach.
Town boundaries will be clearly defined on the world map in a future update.
If outlaws or hostile forces enter a town’s area, the garrison will sortie and intercept them in a future update.
Old save files made inside towns may cause NPCs to be displaced to unreachable locations.
The old town entry system will be used only for future dungeon content.
⏳ About the Next Update
The next update will take a long time and is planned as a major overhaul.
Planned changes include:
4× world density
Neutral factions
Character appearance changes
Attack animation overhaul
Perk system rework
Starting race selection
New and reworked items
Shader changes and optimization attempts for ~2,000-unit battles are planned, but success is not guaranteed.
Save files will not be compatible after this update.
While quests and the main story will not be expanded, neutral factions require a minimum narrative framework, which contributes to the longer development time.
⚔️ Combat
Infantry now predict the future position of enemy cavalry and enter attack-ready states.
Mounted players can still dominate with superior weapon reach, but taking damage inside infantry attack range now happens because enemy AI no longer misses clear attack opportunities.
Horse size has been reduced.
IK-based hit reactions added:
Applied to humanoid-type monsters only.
Cavalry AI:
Always enters attack-ready state when enemies are nearby.
Attacks are executed using predicted speed and future positions.
In theory, attacks do not miss, but because movement AI and attack AI are separate, attacks can miss if direction or speed changes mid-attack.
Lancer AI is now much stronger against cavalry.
Effective against monsters and shock infantry.
Ineffective against shield infantry unless given a charge order.
Shields:
Blocking does not consume stamina.
Can block continuously until destroyed.
Tactical AI:
Spearmen prioritize shock cavalry.
Other infantry prioritize enemy archers or infantry groups.
Formations that are heavily outnumbered are treated as decoys and deprioritized.
In auto tactics:
Formations do not rotate toward very close enemies.
Non-spearmen do not rotate to face cavalry.
Siege battles:
Monsters target the main gate.
Smaller units use ladders.
Equipment weight:
Only armor and helmet weight are applied.
Heavier gear reduces movement speed but improves impact resistance and reduces knockback.
Current battle maps suffer from poor visibility. → Flat, combat-friendly areas will be added to all biomes in the next update.
⚖️ Balance
World map starting location moved to a valley region.
Reduced cavalry movement penalties in forests.
Players can no longer dodge while airborne.
Battles initiated by the player on the world map now pull in nearby legions.
Weapons and armor now have six quality tiers:
Higher quality slightly increases core stats.
Prices increase significantly.
Only faction leaders can declare war.
Soldier stats have been reworked.
When using old save files, only newly recruited soldiers use the new balance values.
🐞 Known Issues
Humanoid monsters have slimmer hit collisions than their visuals.
Rakseth: collision closely matches visuals.
Anabolic Cat and Vynekin types: large mismatch remains.
🎨 Art
Accumulating blood stains and hit splash effects added (can be disabled in options).
IK-based hit and parry animations added.
Battle map art and layouts updated.
Central areas generally provide good fighting terrain.
Maps do not yet scale based on total army size.
Increased variety in knockback and recovery animations.
Musket smoke visuals replaced.
Performance with large musket formations has not yet
Source
Changelog.gg summarizes and formats this update. How we read updates.
