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v0.14.4.17 - Melee Combat Balancing

This is a small patch to improve melee attack handling, to address a specific scenario where customers would spawn in larger groups than intended, and to slightly improve AI pathfinding around doors.

We anticipate that this will be the last patch before our next content update. We're currently in the testing phase of the next patch, so hopefully we'll be able to release it next week!

[h3]➡️ Changes[/h3]
  • Melee attacks will now push enemies away from where you're facing for more consistent melee gameplay (you can choose where to push NPCs much more easily now, especially with a large pole or furniture weapon)
  • Melee attacks deal more stagger to NPCs than to players
  • NPC lunge behavior tweaked to be more subtle
  • Spinning rotation removed from melee lunges
  • All self damage on melee hits reduced to 1 (previously it would be as high as 20 for some items)
  • Sword and katana movesets are now faster
  • Sword and box movesets now have more pushback to avoid awkward fights that are too close up
  • Reduced delay between switching weapons as client especially when using the mouse scroll wheel
  • Added new quest accepted and quest completed sounds
  • Quest notifications will now queue up quest accepted/completed UI instead of only displaying quest updated UI
  • Crab hitbox adjusted to be taller so that they're easier to hit
  • Updated Rune and Totem sounds
  • Apex combat behavior changed to leap less often
  • Updated some crafting VFX
  • Improved several cutscene camera angles in prologue
  • Improved AI pathfinding in prologue


[h3]🛠️ General Fixes[/h3]
  • Fixed a rare case where customers would spawn in a large group upon returning to the shop
  • Fixed a few more cases where enemy AI would pass or chase through doors when they shouldn't
  • Fixed melee weapon XP curve being incorrect, causing leveling up in later levels to be harder than intended
  • Fixed player eyes being closed when in cutscenes
  • Fixed camera spinning when starting lockpicking minigame
  • Fixed player turrets not respecting factions properly

Hotfix v0.14.4.16

This is a small hotfix to improve AI pathfinding.

[h3]➡️ Changes[/h3]
  • Improved player building detection for disallowing enemy spawns
  • Reduced chance of NPCs phasing through walls and doors in multiple scenarios (we are still looking into a final case, which we will push after more testing)
  • Doors should now properly cut nav mesh pathing in player built structures even outside the shop
  • Relaxed enemy spawning rules when teleporting into an enemy infested area


[h3]🛠️ General Fixes[/h3]
  • Adjusted some LOD pop in Zena's Stronghold trenches
  • Fixed a rare case of items not saving attributes properly

Hotfix v0.14.4.15

[h3]➡️ Changes[/h3]
  • Enemies should no longer spawn inside player built structures even if they are constructed outside of the shop plot
  • Added a small boost to near visibility at night
  • Increased base customer budget amounts
  • Customers take less time to use ATMs
  • ATMs now give 6x starting budget instead of 1x starting budget to customers that use them
  • PVP invasions are set to off by default temporarily as we balance them
  • Death boxes will no longer have physics enabled so that they don't roll down hills or fall through terrain
  • You can now continue attacking beyond the last hit of a weapon melee combo without needing to wait for the animation to end
  • Improved bullet trail interpolation and impact positioning


[h3]⚙️ Optimizations[/h3]
  • Optimized some meshes in Zena's Stronghold trenches


[h3]🛠️ General Fixes[/h3]
  • Fixed being unable to block if it's the last hit in the melee combo in certain situations
  • Fixed more cases that would make employee simulations inaccurate
  • Fixed some floating and scaled props in Zena's Stronghold trenches
  • Fixed some mesh LOD issues in New Bedstone
  • Removed Revenge encounter for several quest NPCs
  • Fixed edge case crime scenario that caused police to stand still
  • Fixed a case where a random encounter NPC was not wearing the proper clothes
  • Fixed Garand and Sawed Off turret names being incorrect in research tree
  • Fixed Kazai Village food shop selling consumables at higher rarities than intended
  • Fixed gray water in world map
  • Fixed a few missing icons in character customization UI
  • Fixed various code exceptions

Hotfix v0.14.4.13

[h3]➡️ Changes[/h3]
  • Added 21 Runes to New Bedstone
  • Updated NPC shop UI
  • Updated mop clean up VFX
  • Reduced price of Coastal Table in NPC shops
  • Added loot drops to some types of wooden crates in the world


[h3]🛠️ General Fixes[/h3]
  • Fixed one case where customers could potentially get stuck outside the shop plot
  • Reduced chance that customer would constantly rotate in place
  • Fixed case where when returning to a shop that simulated customers wouldn't move fast enough into the shop for simulated sales
  • Fixed one case of inaccurate employee simulations (more fixes coming soon after we test them)
  • Fixed NPCs sometimes not re-enabling their interactables after a fight
  • Fixed one case of NPCs not grounding properly
  • Fixed many UI issues with NPC shops
  • Fixed NPC shops sometimes loading in with the item in the displays having popped out of the container thus allowing you to grab them for free
  • Fixed some NPC shopkeepers in Kazai Village not opening their shops properly when you talk to them
  • Fixed containers not closing when you walk away if you've pressed right click when using them
  • Fixed edge cases when the item of a crime encounter was destroyed
  • Fixed rarities not being allowed to randomize in New Bedstone NPC shops
  • Fixed doors not opening to NPCs in New Bedstone
  • Fixed issues and disconnect with Farming Plot type items unintentionally being able to see their contents
  • Replaced deprecated toilet items being used in tutorial prologue level with real toilets
  • Fixed Shepherd being able to start revenge encounters when not intended
  • Cherry Blossom seed material being pink

Small Patch v0.14.4.11

We've heard lots of feedback on melee combat and made some changes!

This patch aims to make melee combat against NPCs feel more consistent on par with ranged weaponry through various fixes and changes to stagger/knockdown/attack states.

It also addresses a save issue causing Pop Pop not to spawn in some player's worlds after completing part of his quest line as well as an issue blocking the Miner Setback quest to recover the Chilling Bell.

[h3]⚔️ NPC Melee Combat Changes[/h3]
  • ⭐Enemies that are staggered will no longer move towards you while staggered
  • ⭐Enemies will stay in the knocked state for longer depending on the type of knockup/knockdown

  • Enemies that are knocked down will no longer be able to move around while knocked
  • When enemies are knocked down, they will no longer rotate to face directions of melee attackers
  • Fixed status effect timers ticking inconsistently which means stagger and knockdown should now be consistently longer than before
  • Fixed NPC enemies being able to move when their attack data shouldn't allow them to (for example when a Ronin performs a charge attack, they should be vulnerable after)
  • Balanced large box, large pole, medium box move sets to account for stronger knockdown/stagger
  • ⭐Significantly smoothed camera when attacking (previously you'd sometimes see jitter when you attacked rapidly while moving the camera)


[h3]➡️ Changes[/h3]
  • Adjusted some grass and tree materials
  • Changed Stone Furnace and Charcoal Oven VFX
  • Humanoid NPCs' eyes will now close when they are stunned or dead
  • Added Lighting and Workstation as possible shop specialties
  • Increased damage of one shot shotgun quest reward
  • Changed medium box and large box equip animations to not clip through the head as much
  • Moved pick up animation to its own left hand layer so that they don't accidentally animate the right hand if holding something
  • Changed Tall Crate and Short Crate to be large box attack moveset
  • Building pieces now take 0.1x damage from Slash, Pierce, Blunt, and Bullet damage types
  • Base HP of building pieces increased from 350 -> 600
  • Increased Metal Wall HP from 1000 -> 2000
  • Kitchen Knife now deals Slash damage
  • Quest NPCs will no longer play their idle animations if they are holding something to avoid item clipping issues


[h3]🛠️ General Fixes[/h3]
  • ⭐Fixed rare edge case in Pop Pop's questline where he wouldn't appear if you save and loaded at a specific time of day in one of the quest steps
  • ⭐Fixed a case where Pop Pop would not show up at his house at night when he should
  • ⭐Fixed Chilling Bell quest progression and also restored missing water in the location
  • ⭐Fixed several issues with the customer item request system in multiplayer
  • ⭐Fixed Self Checkout Machine working in simulations even though the shop was closed
  • Fixed cases where more than one player could speak to the same NPC at the same time
  • Fixed rare case where camera could be stuck when interacting with certain NPCs (such as Elman Klepto)
  • Fixed clients being unable to see plant needs
  • Fixed farming crop plot not showing its interactable
  • Fixed uncollectable runes in Kazai Castle
  • Fixed being able to swim on the edge of the Sky Lobby water in Airstrafer base
  • Fixed edge case with being able to teleport out of the Airstrafer base in certain situations
  • Fixed not being able to see items placed inside of Plate and Food Tray (this will fix other items with this issue too)
  • Fixed player customization UI having no UI if you back out with an empty player name
  • Possibly fixed player's eyes sometimes being stuck closed
  • Fixed items that can stick to walls floating in the air if they were placed on a table and the table was picked up
  • Fixed some items not falling down if you picked up an item below it
  • Fixed some dialogue that incorrectly referred to Shepherd Cores as Ancient Cores
  • Fixed various art issues in the desert's Flooded Cave
  • Fixed several unobtainable Runes in Kazai Castle and Ronin Battlefield areas
  • Fixed Pinon Nut localization issue
  • Fixed crash related to putting a container inside of itself using drag select
  • Fixed various weird behavior relating to Plant Pot type items such as no physics, UI, or proper hold animations
  • Fixed pink material sometimes showing when damaging objects
  • Fixed being able to jump when movement should be frozen
  • Fixed various disconnect exceptions