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Sword Master VRNewsBeta version 0.3!
Game update

Beta version 0.3!

Sword Master VR · published 17 Sep 2016, 01:44 UTC

All newsPlayers around this dateRead on Steam

This is a HUGE update and the game hasn't even been released yet! I'd like to give a huge thank you to all the beta testers! You all helped me find all the little bugs and improvements that needed to be made.

Here are the changes for Sword Master VR beta version 0.3:

Major Updates:
-The hilt of the sword now accurately blocks.
-Sword stats have been expanded on and are more balanced now.
-A description of what all the stats do is now in the sword select menu.
-Stab bonus and Slash bonus have been added to sword stats to help with stabs being OP.
-Rotation is now taken slightly into account when applying damage, also helping with stabs being OP.
-Sword collisions to the player's chest will now use the same tracking as the chest you see in the 3rd person camera.
-Dead enemy's swords now cannot hurt you as they are falling.
-"How to Play" has been added next to the select difficulty menu.
-Music off button behind you in the title menu.
-Enemies now switch to walking forward if they hit the edge of the arena. This is to stop them from moon walking backwards.
-5 Extra easy levels have been added to training mode. Now the main 10 levels are only playable on Novice, Expert, & Legendary.
-Added a metallic effect to the armor of the enemies to make it easier to see where they can and can't be hit.

Minor Updates:
-Adjustments to multiple sword swing timings.
-Double stabs should do 1.5x damage instead of 2x damage. Double stabbing was OP.
-The minimum amount of time to restart the round has been increased.
-Moved the "select sword" button more forward to make it more clearly visible.
-Enlarged the font of the message telling you what you have unlocked.
-Increased the minimum swing distance on the giant sword and the longsword.
-Increased the health on about half the enemies because they were being one-shot-killed.
-Bug where you pick up both swords in the same hand
-Added particles to the flames when enemies spawn to make it easier to see when they spawn behind you.
-Hitting the enemy in their armor and sword knock them back like the shield does. This is to help prevent random swinging from working.
-Adjusted the reaction speed time on easier and harder enemies
-Shield also knock away longer. This helps give a strategy to get around the shield.
-The number of combos that enemies do is no longer random, it is locked to the enemy type.
-Adjusted the position of the enemy health bar to make it easier to see.
-The "help" controller that shows you how to pull out the sword appears sooner.
-Some of the 3rd person cameras have been zoomed out a little.
-The outer arena size has been made smaller so enemies can't walk as far away from you.
-Increased the minimum distance that enemies can get within the player.
-3vs1 battles have been changed to 2v1 battles in the first 5 levels.
-The bullet points on the difficulty menu buttons appear sooner.
-Enemy swords delete sooner after the enemy's death.
-The 3rd person camera chest on the player is a little less floaty now.
-Fixed a glitch where you could kill that last enemy after your death and win the match.
-Made the giant swords a little less OP.
-The first enemy to spawn in all the levels now waits a second so you can more easily tell where the first enemy spawned.
-Removed the last two big guys on level 6.
-Fixed info about the hilt of the sword
-Fixed a glitch where sometimes it won't load the sword (hopefully this is fixed, please notify developer if this happens to you).
-Added different sound effects for hitting armor because it was too hard to tell when you hit armor and when you hit shield.
-Adjusted sword and enemy stats for game balance.
-Adjusted combat sound volume levels.
-Increased haptic feedback levels.
-Added light shield tap sounds.
-Novice now checks for blade angle but doesn't require as much accuracy as expert.
-Increased time to wait before pulling triggers to end round when you win.
-Adjusted red screen image position.
-Minor adjustments to rotational calculations to make the sword have weight but not be "floaty".

On side news, it's looking like the release date will be Friday, September 23rd! An announcement will be posted with it's official!

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