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Sword Hero News

Sunday Hotfix

  • [p]Fixed jump attack breaking combo[/p]
  • [p]Increased base combat-walk speed[/p]
  • [p]Fixed accidentally disabled knockback[/p]
  • [p]Improved creature response to being shot at[/p]
  • [p]Fixed some UI showing wrong after 0.0.14[/p]
  • [p]Fixed poopwalking bug[/p]

Fourth Demo Patch

  • [p]Disabled sprinting while weapon is drawn (balance)[/p]
  • [p]Fixed slow scrolling of Resolution Dropdown[/p]
  • [p]Fixed landing jerk[/p]
  • [p]Adjusted dodging[/p]
  • [p]Adjusted jump[/p]
  • [p]Adjusted jump attack[/p]
  • [p]Fixed bug where thrown item wouldn't deal damage[/p]
  • [p]Fixed wall bug[/p]
  • [p]If target stands still, creatures get an accuracy bonus for aiming[/p]
  • [p]Increased base 2h walking speed by 10%[/p]
  • [p]Fixed creatures no longer capable of Ranged switching to Melee[/p]
  • [p]Fixes in relation to burning active ragdoll[/p]
  • [p]Fixed Ailment Icon leak[/p]
  • [p]Fixed infinite poise bug[/p]

A first peek at the Alpha world!

[p]Hey everyone!

I hope this week is awesome so far for all of you.

This is the same post I did yesterday on Discord, I just wanted to share it here as well.

I promised a sneak peek of the ongoing works, and here it is (looking like a heap of molten candles) - A good chunk of the mountain path and Ironshire outskirts have been designed and are modeled.

The beginning area is a little bit more linear than the rest of the map will be, as this will serve as a sort of introduction to the world as well - But it will already include around a dozen quests (Already drafted) and several secrets to uncover (and a little village full of NPCs to love/terrorize).

(Not counting when someone will jam a Cauldron underneath themselves to launch their body over the mountain in the full game, or swim around half the island but that's part of it too, in a sense)

Next up I'll proceed to modeling Ironshire itself and \[REDACTED] - then I'll move on to texturing, and dressing the scene.

Once I start working on the more interesting parts, I might do instead a weekly/biweekly/monthly video Devlog, let me know if you'd be interested in something like that instead.

[/p][p][/p]

Third Demo patch

[p][/p][previewyoutube][/previewyoutube][p]

Hoping your weekend is great, as always! [/p][p]Work on the level design and quests for the first area are progressing well, everything is noice.[/p][p]Hopefully tomorrow or on Monday I'll be able to provide a little WIP peek at what there is already. It's a lot of fun to be hiding little things in nooks and crannies for you to find. [/p][p][/p][p]Until then, the question of more outlandish Prostethics came up frequently - So here's footage of a more Melee oriented one. [/p][p][/p][p]It allows you instant unsheathing, and you can't drop your weapon + it can't be looted off of you, aside from looking badass. [/p][p][/p][p]And also, I've had the chance to work on addressing some weak points in the combat system, which I'm releasing now in a new patch for the Demo! I still have lots of things to improve on my todo list, but it can be done nicely while the work is happening for Alpha 1. [/p][p][/p][p]Thank you guys for all the awesome feedback this week as well!

0.0.13
[/p]
  • [p]Overhauled Poise system[/p]
  • [p]Enemies won't match rotation during their attacks (enemy tracking)[/p]
  • [p]Displayed Health and Poise bar for focused creature even without lock-on[/p]
  • [p]Displaying Poise for Armor items[/p]
  • [p]Finished object throwing Damage/impact dealing[/p]
  • [p]Updated ragdoll flight mechanic[/p]
  • [p]Finished flying body damage[/p]
  • [p]Reenabled real Kick/Throw strength scaling[/p]
  • [p]Smaller Kick hitbox[/p]
  • [p]Fixed getting stuck in/under a objects if knocked out while interacting with them[/p]
  • [p]Fixed Arena keeper doing weird stuff if being kited into arena[/p]
  • [p]Fixed Radial menu stackable item bug[/p]
  • [p]Attempt to reduce probability of crazy frog bug[/p]
  • [p]Once a torch is lifted, it will be marked for both inside and outside use[/p]
  • [p]Removed stat requirement for lifting weapons from ground[/p]
  • [p]Made rune punches count as normal fist attacks too[/p]
  • [p]Fixed Starting bow costing 0[/p]
  • [p]Accepting a Trade deal won't automatically close the Trading interface immediately[/p]
  • [p]More prominent curative requirement display in Status screen[/p]
  • [p]Disabled radial/hotkey/item usage while crawling - With the icon indicating it.[/p]
  • [p]Improved target hitting when locked on to a specific bodypart[/p]
  • [p]Fixed getting stuck in corners[/p]
  • [p]Fixed endlag of all special attacks[/p]
  • [p]Made mid-combat item usage more defined[/p]

Alpha Roadmap

[p]Phew! What a week - A huge thanks to everyone who tried out the Combat Demo![/p][p][/p][p]It has been incredible to read everyone's feedback. And now that we're 2 patches in - it's time to talk about the near future of Sword Hero.[/p][p][/p][p]As always, feel free to ask ahead anything you'd like - I'll do my best to answer![/p][p][/p][p]Have a nice week everyone.[/p][p][/p][p][/p]