#updates

1 messages · Page 1 of 1 (latest)

neat saffron
neat saffron
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New Mini Update!

  • Removed 30 fps fix (which I accidentally left before)
  • You can Switch between 30 and 60 fps in Options (120fps breaks physics too much rn)
  • Thrust is on Double Click now
  • You can drop a weapon on "Q" Key
  • You can spawn a new sword on "1" Key
neat saffron
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Update 2 (Preview 1)

Main changes:

  • New Bugs!!!
  • Physics broken in ways I could not even imagine!
  • WTF

Minor changes:

  • New Armor and clothes! (WIP)
  • Dismemberment! (WIP)
  • Getting Up! (WIP)

Build is extremely fresh and needs some more love and care. You can expect... "minor disasters"
But "the game runs surprisingly well" as wise man once said.

I will be fixing problems and adding new features throughout the week!

(((Enjoy!)))

neat saffron
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Update 2 (Preview 2)

  • Less Unintentional Dismemberment
  • Less Crazy Physics
  • Less Damage
neat saffron
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Update 2 (Preview 3)

  • Added Damage Settings
  • Added Slow Motion
neat saffron
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Update 2 (Preview 4)

  • SOUNDS (with an option to turn them off)
  • Layered Armor
  • More Helmets
  • Alt now switches SloMo
  • Dismemberment and cutting "improvements"
neat saffron
neat saffron
neat saffron
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A Hotfix released!

  • Floppy Swords fixed
  • Dismemberment type depends on weapon
  • Slightly better performance
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You need to unpack 2 archives again. Will upload a single archive link soon

eternal dawn
neat saffron
neat saffron
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Our roadmap!

https://trello.com/b/TN5AbCGk/half-sword-roadmap

How to read cards:
Yellow - in review
Orange - approved
Green - finished

Cards with pictures— Major features

neat saffron
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this will come in next update

neat saffron
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<@&1062249374979203112> Fixed weapon collision in the moment of Penetration. Now it's much more sMoOoOoTh.
You will see it in the next update (this week (((i hope))) )

neat saffron
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<@&1062249374979203112> A snippet. Update soon... Week still not ended yet!

neat saffron
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Dear Friends!

An Update!

Half Sword: Gauntlet ver 0.2.1.0 ---- Now we are labeling versions like this

What`s new:

  • UNLIMITED BLADE WORKS! We have over a Million of potential bladed weapons variations now! They fall under those categories -- Daggers, Arming Swords, Bastard Sword + Longswords and Gratswords! These are all straight double edged blades, the rest will come later.

  • Gameplay settings! Now you can adjust NPC damage, Player damage, Dismemberment lighsaberness and BLOOD!

  • New Game Modes! Team Buhurt, All vs All, All vs One and, of course Cutting Test, where you can cut brainless enemies that wont fight back!

  • Loadout Customization!

  • Better Cutting!

  • and other features, oh damn, gotta run, janitors are closing the school

https://knives-frank.itch.io/halfsword

itch.io

Physical medieval combat simulator

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<@&1062249374979203112>

neat saffron
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<@&1062249374979203112>
Hotfix 0.2.1.1 is out!

  • Audio Bug Fixed!
  • Navigation Bug Fixed (if you even noticed)
  • Swords collisions fixed! No more phasing through! (less of it at least)
  • Thrust only blades added! From needle to estok size! (25 - 100cm)
  • Damage system rebalanced! Now Maces are as OP as everything else!
  • FOV settings!
  • New Alternative Thrusting System! Hold down Alt and control your thrust by moving mouse up and down. For Gamepads it`s left stick hold down. Double click still works as before. Slomo moved to E key for now.
  • Win/Lose conditions are now determined by mortal wounds. You don`t have to finish everyone off. But you still can, of course.

I think, that`s all for now.

Sorry, you have to download the whole file again. Still figuring out how patching works on itch

neat saffron
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Super sorry, just found out that I messed up one of the blade types sharpness property . It became dull although it was not supposed to. Uploaded fixed version 0.2.1.1.1 <@&1062249374979203112>

neat saffron
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<@&1062249374979203112> Update 0.2.1.2

  • Added on-screen damage indicators. You can turn them off in menu (“HUD” slider)
  • Fixed awkward two handed weapon spawning position
  • Getting up is faster and easier. Now you need to just hold space instead of smashing it
neat saffron
neat saffron
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<@&1062249374979203112> 0.2.1.2.1
fixed a minor bug..sorry....

neat saffron
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<@&1062249374979203112> 0.2.1.3 is out

  • New thrust controls for gamepad users: hold down right stick and use analog triggers to control arm stretch out.
  • Nerfed maces a bit, they turned out to be too OP
  • Nerfed insane limb damage from previous update. But now it is also more apparent during gameplay
  • Rebalanced pain system. Now you will not lie paralyzed on ground for minutes because of pain. You will probably do it because of other reasons though
  • SUPER IMMERSIVE FIRST PERSON EXPERIENCE IN HELMETS. Only works with sallets rn
neat saffron
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<@&1062249374979203112> 0.2.2.0 is out!

  • No more running around in underwear! Added doublets and shoes! And most importantly Gambeson! This is lightly padded armor that is supposed to be worn under something more substantial. So do not expect it to save you from a well placed cut. But it’s better than nothing!

  • Improved armor layering. Now every layer matters (we have 2 so far)

  • New map! A small map taken from unreal marketplace. Just to add some diversity.

  • Added screen resolution settings

And some other changes.

Working on another cool systems simultaneously. Another update should be out soon

neat saffron
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<@&1062249374979203112> First of all --- Sorry, still could not wrap my mind around how patching works on itch. So you will need to download a whole game again.

Now, good news! Update 0.2.3.0 is out and it`s a big one!

Behold! Cool and Improved Combat System!

  • PARRYING! Now you and NPC can parry! (or at least try). Point your weapon approximately in the direction of the threat and your character will try to deflect it! If you have weapons in both hands, hand that is not active at the moment will try to deflect whatever comes from the front. System is too rough so far, but functionality is there, now I will just improve it! Highly reccomend to wear your gauntlets (which we don`t have yet)

  • Advanced AI (first steps). Now NPC will not just run into your swords! They will try to flank you, spread around, defend themselves, use both of they hands to parry and stab! They are also more aggressive now and will try to take the initiative!

  • Auto lock camera on closest enemy! Now if you hold down mouse button (any) or gamepad triggers, camera will be softly locked to the closest enemy! You can adjust the strength of sof lock in the menu (or turn it off completely)

  • New track from Good Malware!

  • Gurgling sounds by The God of Clowns! (you`ll hear them when the throat is slit)

  • Some other stuff!!!

As always, you can get it all here!

https://knives-frank.itch.io/halfsword

itch.io

Physical medieval combat simulator

neat saffron
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<@&1062249374979203112> You can use itch app https://itch.io/app to download updates now! No more need for manually downloading the whole game every time now. You will need to install it once again using the app though.

So first time: Install our game (even if you installed it using the app before)

On the next update: Go to the page of our game using the app, click on the cog in the right lower corner, click on Manage, then Check for Updates. And game will be patched. Fast and easy.

I also made 0.2.3.1 update just to check. It works!

  • Now doublets are grey
  • Pressing F will toggle camera lock
  • A new slapper from Good Malware!
neat saffron
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<@&1062249374979203112> released patch 0.2.3.2
fixed some bugs (:

Now I can do it every 5 minutes and everyone will be fine with it)))))

neat saffron
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<@&1062249374979203112> Update 0.2.4.0 is out!

  • Improved Locomotion System! Now you can run! (sort of).. Movement is much more responsive and stable. Animations are still cursed, but less. I am working on that. And what`s probably more important to luckiest of us, now locomotion should work fine on any FPS!
  • Unlocked FPS cap! Now you have 120 fps option as well as uncapped fps!
  • First Person Camera is now much more stable as well!
  • Rebalanced and reweighted swords! Now they weight and balance more accurate to real ones! Also there Greatswords are now better (they used to be up to 4kg... oops)
  • And some other changes

There is actually more coming soon! We are working on several cool features and assets! But I wanted to upload what we made so far.

neat saffron
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<@&1062249374979203112> 0.2.4.1

  • Arm muscles stiffen up while swinging, parrying and thrusting.
  • Tweaked self balancing and getting up.
  • Fixed some bugs, including sound bug when in slo mo

We will not have big updates for a while, maybe only small bug fixes like this.
We are preparing for a REALLY BIG ONE

neat saffron
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<@&1062249374979203112> 0.2.4.2

  • Tweaked self balancing a bit more. Same with getting up.
  • Tweaked weapon impact.
  • Minor bug fixes

Just a small little patch, but fighting should feel better

neat saffron
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<@&1062249374979203112> 0.3.0.1

  • Added Autosave that saves your progress if you crash. Next time you open the game you start with same gear, health and body condition. All the generative parts of the gear will change, but you will get approximately the same items as you had before crash.
  • Added Give Up key. Its "G". Hold down "G" to give up an restart run with 1/2 of your previous score but no gear.
  • Added Score that you can check after you die or give up. Score determines equipment tier that you find in loot points or on opponents, also it increases number of enemies you can encounter at once.
  • Now you only get score if you defeat enemies (killing is not necessary). Just running forward will give you very little score.
  • You can skip intro disclaimers by clicking.
  • Some blood decals tweaks
  • Some other stuff

Hey guyz! Fatal Error is still somewhere around the corner, but now you have one little weapon in your arsenal ---- Autosave! While were fighting that beast, you can at least load after you crash without losing your progress!

We go back to fight now

neat saffron
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YO GUYS! I think, fatal error is not fixed yet... I just came home so I didnt have much time today))) BUT we now know whats the source of it... BUT while I was fixing that I also fixed several other nasty bugs (that u prolly didnt see, but they were nasty) and we are uploading an update now. Also my firend here is gonna stream Half Sword NOW so im pushing all the bug fixes I did so far. While she streams Im gonna fix fatal error) I hope its gonna be cured today! Im gonna post the link to stram in the General channel so that it doesn tlook like a cheap advetisement)

Anyway! Changelog:

<@&1062249374979203112> 0.3.0.2

  • Fixed some nasty bugs
  • Changed weapon dismemberment capabilities. Now not all weapons will disassemble pleople to peices. You actually need a scythe for that)
  • Scythes are rare loot now (while I was typing it I understood I forgot to delete it from NPC weapons list hehehe)))) So NPCs will still have it)) till tonight.. I will fix it in next update...
  • Its easier to explode heads now, I changed the logic so that you just need to deal enough blunt damage (with a weapon that is rigid enough, so not the mallets)

this is it so far.. actually I made i lil change to the source of fatal errors, but its probably not a cure yet, but you can try hehe))

If u wanna see the stream head to general) weeb alert though

neat saffron
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Hello, <@&1062249374979203112> guys!

WE REACHED 4k MEMBERS! 🎉 🎉 🎉 🎉 🎉

Welcome new ones! Thank you, the old ones (:

ALSO!

We reached 400 followers on Kickstarter!!!!

AND WE NEED 4k THERE TOO! so subscrib)

https://www.kickstarter.com/projects/halfsword/half-sword-gauntlet

Now the main course: new update!

Update 0.3.0.3 is live!

This is semi-big one!

  • Added Boss fights! Now in the end of every tier you will need to defeat a boss to get to next tier! It will also make more sense when we add Arena mode
  • No Arena mode yet (:
  • Some new weapons! And some old and beloved weapons are having comeback! ( I mean Great Axe, but now it has new and better design )
  • Reworked Progress. Now its much faster to get from tier 0 to tier 2. You may also find some rare higher-tier loot even on lower levels.
  • Enemies will now carry secondary weapons and use them if they are disarmed.
  • Enemies now can pick up weapons from the ground. Be careful, if you leave a surrendering guy behind, he might take closes knife and stab you in the back!
  • Reworked Dismemberment logic, its now harder to dismember people, but if you try, you can still cut off limbs in one clean swipe.
  • Settings now apply immediately and are saved across the game sessions.
  • Fixed Fatal Error!
  • Then it returned....
  • Fixed some other nasty bugs, and those are gone for good!
  • Some other stuff I forgot about... This update is HUGEish, so... enjoy)
neat saffron
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<@&1062249374979203112> ok, I fixed it a bit hehe 0.3.0.3.1 is live now!🎉

  • now not only the bossfights
neat saffron
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<@&1062249374979203112> , hi (:

I was semi-afk for couple of days now, but I'm back with a lil lukewarm fix for the last update

Update 0.3.0.3.2

  • Fixed AMD graphics card green/purple light glitch
  • Fixed Weapons on belt, now they won't affect character's bodies
  • Weapons should not get stuck between your legs now
  • GalaxyHighMarshal's new blood particles
  • Fixed Music. Now it plays during whole gameplay, but bosses have their own theme. It will be refined later, when every boss has his own theme. Now they just use their old themes, which are just regular gameplay music assigned to them (:
  • You can grab guts and brains now
  • Tables and weapon racks flip and fly much less often. But when they do, result is even crazier hehe
  • Slowed down progression a little bit
  • Nerfed spear. Now you need to try harder to get through the gambesons
  • Some other stuff

ok, now I slep (:

neat saffron
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Hey, <@&1062249374979203112> folks!

A little early Monday update!

Update 0.3.0.3.3

This is mostly just bug fixes

  • Fatal Error finally fatally fixed. I hope. At least the main issue is solved. Error might still occur, but much much less.
  • Auto-save disabled. No more fatal errors - no more crash saves. I saw what you did with those saves 👁️ (items spawned using broken save files are not supposed to be used by players yet, they may break the game even more)
  • No more flights to stratosphere because of weapons' physics glitch. I am sure you will find another way to get to stratosphere (:
  • No more flying on your weapon like its a harry potter broom.
  • Sheathed weapons less broken. Now they wont collide with anything except other weapons.
  • New VO samples. Option to turn off voice/screams separately.
  • Hinged chests are easier to open>
  • Some other stuff

Next time - content update!

neat saffron
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<@&1062249374979203112> ATTETNTION! hi (:

Dropped an update to Play Test!

Tried to address some of your feedback. So now ---

  • Stamina burns slower
  • Hit impact spawns dust (yes, still no bluud)
  • Swinging weapons is snappier
  • Pitchfork alt grip fixed (one weapon at a time (: )
  • Are walls still invisible, AMD people?
  • Is optimization better?
  • some other smol changes

Also --- build is now 4gb... not sure why (: but I was in a hurry so I uploaded it as it was.. if you dont have 4gb on your drive, wait till tomorrow, maybe we can fix that unnecessary size.

Also this is SUPER experimental build, coz I just ported everthing to a new version of engine and idk if something broke (:
but its a playtest, isnt it (:

and again --
NO BLOOD - THIS IS SPECIAL TOKYO GAME SHOW BUILD THAT WE ARE TESTING NOW ---- IT HAS NO GORE AND BLOOD COZ KIDS GONNA SEE IT

have fun (:

neat saffron
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<@&1062249374979203112>

Updet!

This time built correctly (: I hope............

Changes:

  • Peasant tools Alt grip fixed
  • Blunt trauma x1.25
  • AI less coward. Now they dont give up the moment their butt touches the ground
  • Getting up easier. But if you are in full armor and get smashed over head.. thats your problem, I guess (:
  • Some other smol changes

Does it still crash when entering menu?

Opening the gates (:

neat saffron
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<@&1062249374979203112>

Playetest Update!

Todays update featuring:

GAMEPLAY STUFF

  • Made arms armor somewhat lighter and much less restrictive. It shold make swinging weapons in armor more fluid and also cut down stamina usage even more.

  • Reduced rigidity and "stickiness" of auto parry animations. Also reduced effect of "immunity" after parry. After weapons clash they deal reduced damage (because its very hard to actually stop small and fast objects in time on collision in physics engine - so we need some more layers tricks when parrying). Anyway, reduced the influence of that system. Now you should score hits more often.

  • Reworked polearms attack animation arcs.

  • AI wont continue fighting after player wins the match. Funny thing, in previous update if you KO'd enemy, they didn't recognize they lost (coz they were sleeping)), and once they woke up they tried to fight back (:

CRASHES

  • As I cannot replicate those crashes on my machine (looks like my new laptop is just too powerful hwheuhehehhe) all I can do is just blindly change some variables and see if it helps when update releases. Good thing we have playtesters ((:

  • Did it change anything?

  • Is it better?

  • Is it worse???

Have fun (:

neat saffron
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<@&1062249374979203112> !!!

Play Test Update!

  • Tweaked auto parry. Now it's even less sticky and loses influence faster as you move the mouse.

  • Unsheathing secondary weapons should be easier + Fixed bug with shoulder shield not detaching.

  • Getting up reworked. It uses placeholder animations now, will make better working animations later.

  • Tweaked pollards attack curves more. Should be more snappy when hitting from left - right and up - down. Long halberds are still floaty though.

  • Strapped helmets are now strapped better (: they still fly off if you hit like a truck though. Hats will still fly off from a gust of wind (:

  • Some high grade armor didn't have mirror polish. Fixed that

  • Reduced "impact sensitivity". Now stroking someone's head doesn't send them to KO. But, hopefully, with fixed auto parry you will be able to land heavy hits more often.

  • Some other smol fixes

enjoy (:

neat saffron
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<@&1062249374979203112> !!!!!!!!!!!!!

A new week - a new Playtest Update!

Today we are having:

  • Switching hands with polearms will now switch the sides, instead of putting it in one-handed grip. This is a WIP thing for now, as we were planning to add it later with the next big weapon handling update.. but, well, added a raw version of that functionality now))) don't complain if it sends you to outer space)))

  • Pausing game now hides the text on the screen. Photos without "Press G to Win" are now possible (:

  • Just noticed that I forgot adding actual straps to helmets (: So them flying off so easily is now logically explained (:: Added straps back.

  • Fixed some other sheathing/unsheathing issues. That system is hell...

  • Some other smol changes (:

Also a note: We switched from DX12 to DX11 several updates ago. Looks like the game runs much more stable on DX11, but looks much worse. Some environment assets are just not working properly, as well as lighting. We will be adding an option to switch between DX11/DX12 in game options soon

neat saffron
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<@&1062249374979203112> hi (:

Playtest update!

Today on the menu:

  • You can switch between DirectX 11 and DirectX 12 in the settings. For some players Dx11 gives much more stable experience and better performance, for others Dx12 is smoother AND better looking. If you are not experiencing constant crashes and low fps on Dx12 I'd recommend to stick with it, if not play with Dx11. Default option is Dx11, restart the game when you change.

  • You can switch hands with all the two handed weapons now (X key)

  • Tweaked physics. It affected all the aspects of gameplay, so had to fine tune everything. Some things might end up more broken than before (: BUT Now handling weapons SHOULD feel better. Especially long and heavy ones.

  • Had to make some weapons shorter and/or lighter than irl before, because they didn't handle well with their original weight and size. Returned the historically accurate weight/size to them now.

  • Negan's bat is a menace

  • Flags on the Playtest map are now period accurate. Windows do have interiors (:

  • Choosing tier now also randomly assigns you 1 out of 4 factions. Enemies will belong to one of the other factions. Yo will see it on the coat of arms on the shields and color of the clothing (:

  • You can choose a "Play Card" before every fight now. Choosing left card will send you into single combat (same as before), choosing right card will start a group fight. Sorry for the optimization (: will work on this later after TGS.

  • Some other smol changes

neat saffron
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@everyone

Good people of the Half Sword Channel!
WELCOME back to our Playtest!

Soon has finally come! And with it we bring you the first major update for the Half Sword Playtest!

This update has more small and big changes than we can remember but here is a rough list:

COMBAT SYSTEM

  • Added Kicking! (Space Bar)
  • Tweaked Parrying! Now you have more control over it
  • Nerfed blunt damage and boosted armor defense against it
  • Improved grip switching! Now you will not do One Punch Man punch every time you grab your weapon... not every time...

GAME

  • Added practice dummy! Perfect for sharpening your skills before you face human opponents (when ingame, hold the G key to skip this part).
  • Tweaked physics, as we always do.

SOUND

  • Added new juicy slashing and crushing sounds!

and a pinnacle of this update...

BLOOD AND GORE

  • Added new blood particles (WIP)
  • Added new blood effects including blood running down from the wounds
  • Blood pooling is back!
  • Armor and clothing damage!
  • Bruises!
  • Internal organs!
  • And finally.. first time since 2013 (might be untrue)... DYNAMIC SLICING!!!
    Yes Yes! You can split em wide open wherever you slice ! And As many times as you want! WIP WIP WIP WIP!!!!
    This system is still very much work in progress and is not stable yet. You WILL encounter lots of bugs with it.. duplicated bodies, slices not appearing... If you can imagine a bug related to that system -- you will definitely encounter it ((:
    But we are working on this system to bring the best slicing since Metal Gear Rising to our game and eventually it will work properly (:
    Now you can enjoy it in its Playtest form.. as this is still a playtest (:

We will be adding gore and blood settings soon -- now you are free to enjoy a default brutality (:

We are aware of numerous bugs and issues you may experience in this update and we will be releasing fixes for them constantly in nearest future...

For me the game crashes on the first launch after update, but its good after that (:

If you encounter any... abnormalities... please report them on our official Discord—you can find the link in-game.

Thanks for your continued support!

LOWER THE GATES!

neat saffron
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<@&1062249374979203112>
BLOODLETTERS!

Update is here!

  • Added gore and blood presets and settings in the menu
  • Removed body density and bone snapping settings. New dismemberment system doesn’t use them
  • Fixed body duplication on dismemberment bug
  • Settings now are saved across play sessions properly
  • More blood decals
  • Can’t slice metal armor
  • Some other changes
    ❤️
neat saffron
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<@&1062249374979203112> mini update!!!!!!!!!!!!!!!!!!!!

Minor bug fixes

  • fixes photo mode going blue
  • death and KO UI is hidden when entering photo mode
  • severed limbs don’t resurrect and start kicking when you pick them up
  • environment decals don’t show up on severed limbs
  • tweaked physics a bit more
  • optimized blood particles a bit more
  • kicking burns a bit of stamina
  • spelling (:
neat saffron
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<@&1062249374979203112> another smol update (:

  • fixed settings saving over game sessions EVEN MORE. Should be working now (:
  • fixed hands releasing 2h weapons when held over head
  • enemies do not drop their weapons the moment you grab their arm
  • (re)fixed thrusting with polearms
  • kicking is more stable now
  • fixed unsheathing weapons
neat saffron
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<@&1062249374979203112>
aannd another little update!

its a small one but you gonna like it!

  • Changed how level restarting works. Now going back to menu will not take ages!
  • Blood now disappears gradually between fights
  • Was told post processing was not working right. Changed that too
neat saffron
#

hotfix

neat saffron
#

secret update!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

fixing some collisions and physics stuff

neat saffron
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<@&1062249374979203112>
Update!!!

NPCs act a little bit smarter now!

  • NPCs use halfswording more tactically. The more armor their opponents have the more often they will use halfswording.
  • NPCs kick
  • NPCs grab
  • NPCs give up if you hold your weapon at their throat. Especially if they are on the ground.
  • Enabled collision between weapons and their owners. Hopefully they will not get stuck between legs and under armpits too often.
  • Training dummy can be switched off in settings
  • Physics and stuff
neat saffron
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Hotfix!

  • NPCs release you if you hit them hard enough
  • Some old bugs fixed
  • Forgot to mention last time -- two handed polearms stab distance is increased, one handed spears are a bit more stable
neat saffron
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@everyone Losing progress in Free Mode on death is a bug. Will be fixed by tomorrow. We are sorry.

neat saffron
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<@&1062249374979203112>
hi)

  • Free Mode ranks are now permanent
  • Final rank Ultimate Challenge works properly
neat saffron
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<@&1062249374979203112>
Hello (:

  • First 7 ranks are always available in Free Mode (just like in good old two days ago)
  • Knock down auto surrender time for player is now 30 sec, used to be 10 sec.
  • Gauntlet Progression works properly now... Hopefully (:
  • Bosses can be defeated without killing them (like the regular NPCs)
  • First Boss is easier now. You get more loot on the ground, AI is easier, you can beat him into submission.
  • In Gauntlet, if player is defeated, but not killed, you lose only the amount of points that the current fight is worth (usually 1 or 2 points)
  • Abyss button is added to main menu. You still can just kill your character if you want though.
neat saffron
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<@&1062249374979203112>
yoo

an update!

  • Some usual stuff. Combat, physics, AI. Won't get into details there, we change them all the time.
  • New fog for Abyss. Can swap it back in Game Settings (might help with fps drops).
  • Simplified collisions on some Abyss props (might help with fps drops).
  • Made shorter version of Abyss. It has twice less NPCs to kill and only the final boss of your current level. It kicks in when you die in Gauntlet (not in menu). In all the other cases you play usual long Abyss.
  • Some other stuff

Have fun!

neat saffron
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<@&1062249374979203112>
yo
update

  • FPS drops SHOULD be fixed
  • EVEN SHORTER Last Chance Abyss (when u die in Gauntlet)
  • Regular Abyss is endless now
  • Once you get to Ultimate Challenge, you wont lose progress after death
  • 2H Axes handling tweaked
  • other small changes

Good luck!

neat saffron
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<@&1062249374979203112>
a hotfix

  • Changed the way corpses despawn in Abyss and Ultimate Challenge, hopefully it fixes the crashes.

ALSO! If you want your progress not to be lost after death in Ultimate Challenge, you need a save file BEFORE you reached Ultimate Challenge. If you use an old save file with Ultimate Challenge already unlocked it will not work properly.

🫀

fresh narwhal
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<@&1062249374979203112> Patch Notes

Here's a small update addressing some of the frustrations you mentioned in the previous build:

  • Characters stand on ground firmer, its harder to fall down,
  • Faster getting up from the ground,
  • Rebalanced damage, more damage to vital organs, less to non vital,
  • Improved stabbing with polearms, they don't fly away from your hands now,
  • Slightly rebalanced certain weapons, nerfed warstaff's damage against armor (sorry, it was too overpowered)

About Fatal Crashes:
We’re aware of the fatal crashes, especially during the Baron fight. These issues stem from a third-party Unreal Engine plugin we’ve been using for some of the blood and gore effects.
While we initially tried to debug it, we’ve hit its limitations. That’s why we’re now developing our own in-house solution, which will be ready for the Early Access release — offering both improved stability and next-level wounds for you to inflict on poor Willie.

Thanks again for the tremendous support, we still can’t believe how big Half Sword has gotten, and it’s not even out yet!

Half Sword Games & Game Seer

fresh narwhal
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<@&1062249374979203112>

  • FIxing blood pooling issues for AMD GPU owners

Hello guys!

We are actively looking at your feedback and we see that there is a lot of preformance issues. Rest at ease, we are looking in to solving this as good as we can with our tiny team. We are now pushing our first update to resolve some AMD issues. We will then go trough the feedbacks and gather as much information that we can gather on how to get some better performance. Playing the game with poor performance sucks, lets fix that!

Give us some time to get it out to you all, we didnt expect that so many of you would jump on and play our game the first 2 hours!! Thank you so much for playing our game, it means the world to us and everyone involved!

fresh narwhal
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<@&1062249374979203112> Hotfix 2: Character Creation & starting Slums optimization

  • Partial Slums map foliage optimization, more to come soon.,
  • Retirement bug fix (Constant new character creation window),
  • Forged weapons weird physics bug fix,
  • Ball crushing nerfed (still OP) and sound effect added.,
  • Liver hit added
kind pond
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<@&1062249374979203112>

Hi everyone,

In this hotfix we focused on the outdoor maps, as it seems to cause you a lot of troubles, and did some more blood optimization on performance. In this third hotfix you could find:

  • Further foliage optimization, notably on Forest and Slums map
  • Blood optimization
  • Slums map colliders set up correctly. Now you the round end properly when you go out of map
  • You can talk your enemies into submission via the taunt mechanic, NPCs will react
  • Minor bug fixes

We're aware that some of you still have the blood splatering issue on AMD cards and are working on it as fast as we can.

And of course, we continue the work on other fixes, tunning, and feedback implementation.

Thank you again for your support and patience,
Half Sword team

fresh narwhal
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<@&1062249374979203112>
Hi everyone,

In this hotfix we started looking at your feedback on physics + rolled some additional fixes on the AMD blood pooling, as it seems some AMD GPUs were still impacted:

**Physics **

  • Lowered character physics substepping intervals. Expected results: better physics precision. Character control and combat should feel better.,
  • Disabled collision between character and their weapons. Weapons should less get stuck during combat and longer weapons shouldn't cause wielder to fall over when stuck.,
  • Kicking is now possible when you are on the ground,

**Blood **

  • Lowered gravity effect on blood particles, now they fly around more dramatically and are more noticeable.,
  • Reworked decals spawning,
  • Fixed more AMD blood polling bug.,

**Optimization **

  • Cleaned up various materials,

Localization

  • Fixed special characters in various languages which weren't part of the font,

Let us know on how you feel about those changes, and in the meantime we will continue working on improving the game,

Thank you again for your support and patience,
Half Sword team

kind pond
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Hi everyone, <@&1062249374979203112>

In this quick hotfix, we focused on some bugs that appeared with the previous physics changes:

**Physics **

  • Muscle progression wasn't always triggered when spending stamina; it is now fixed
  • Stealing an enemy weapon was sometimes not updating for the weapon's owner, and this forbade you from hitting the enemy with it. It is now fixed.
  • Unsheathing your weapons now should feel less janky

**Optimization **

  • Applied more foliage optimization to outdoor maps

Balancing, Weapons & Armors

  • Added gambesons to the Peasant tier

Sorry for the inconvenience, and we shall see you very soon for more fixes and tweaks.

Thank you again for your support and patience,
Half Sword team