
Hello. I am the developer of TEAM NIRIZ.
First, I would like to thank everyone who played the game and left detailed feedback.
While reviewing your feedback, I found that the balance between risk and reward I had intended sometimes felt different in actual gameplay. I also found that AI learning, the most important part of TOOSIN, was not as noticeable as I had hoped.
In this developer note, I would like to explain the changes planned for the 1.1 update and what will come next.
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Blood Contracts were designed as choices that require you to accept a major disadvantage in exchange for slightly greater power. However, I received feedback that some contracts impose debuffs that are too severe, or offer benefits that are almost equal to their drawbacks, leaving little reason to choose them.
I will take another look at contracts such as Mark of Death, Frenzied Beast, and Glass Cannon, which are either Legendary contracts or intended for aggressive builds but currently feel worse than other options. I will also consider the current progression system, which allows critical hit chance to reach 100% even without contracts.
In version 1.1, I will compare the positive and negative effects of every contract again and adjust them so that the benefits remain worthwhile even after accepting their drawbacks. If a contract’s actual values change, its description will be updated to show the same values and prevent confusion.
I have also confirmed an issue where contract events continue to appear even after the player has acquired every Blood Contract. If there are no more contracts available to obtain, the event itself will no longer appear.
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Offensive abilities such as Sword Wave carry an inherent risk because enemies can parry and reflect them. Defensive abilities such as Auto Parry, Time Stop, and Aegis Shield, however, currently make it too easy to eliminate that risk, even after choosing contracts that greatly increase damage taken.
I will preserve the identity and effects of these abilities while reducing the duration of all three so that a single use does not provide an excessively long window for safe attacks. Rather than making them too difficult to use, I will adjust them so they need to be timed around an enemy’s major attack or the player’s own decisive attack.
I received feedback that, during shorter play sessions, only a few patterns seemed to change and it was difficult to tell whether the AI was actually learning.
I consider AI learning to be the game’s greatest strength and its most important identity.
If players cannot properly feel this while playing, I believe TOOSIN also loses part of what makes it unique.
For version 1.1, I will make the AI identify the player’s ratio of light to heavy attacks, combo habits, guarding and parrying behavior, hits taken, dodge directions, movement, and preferred engagement distance more quickly.
I will review the behavior tree and decision-making structure as a whole so that players can tell which habits the AI has identified even during a short battle, and so that the results of its learning are more clearly reflected in its guarding and dodging choices, attack timing, distance management, and lateral movement.
However, I do not want the AI to read player inputs and always respond with the perfect action.
The results of learning will be made more noticeable, but when the AI has observed only a small sample, its confidence will remain low and it will still be able to make mistakes depending on its personality and the current situation.
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While reviewing player feedback, I found cases where translations were broken or sentences overflowed their designated areas depending on the selected country and language. I therefore plan to overhaul the entire UI, and I would appreciate your patience while I work on it.
I found especially frequent issues in Chinese, Russian, and Japanese. I will address these as quickly as possible and include the fixes in the next patch.
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New actions will not be added in the upcoming 1.1 update, but are instead planned for the following 1.2 update.
One example I am considering is a shield bash performed by left-clicking while guarding, which would stun the opponent and have a chance to knock them down. As I add new actions like this, I also plan to expand both the range of behaviors the AI can learn and the actions it can choose during combat.
Version 1.1 will focus on making the learning results more clearly visible through the existing actions. Version 1.2 will then add new choices on top of that foundation.
There are still many areas that need improvement, but I am reviewing every piece of feedback you send. If you experience any inconvenience while playing or notice anything that feels unbalanced, please continue to let me know. I will review it as quickly as possible and work to incorporate it in a better direction.
Thank you.
- TEAM NIRIZ -\