This update comes with important quality-of-life changes and developer upgrades for coming content.
Responsive Turn Keys
We know how important turn keys are to some players, so this update, we've made them smoother than ever before. Not a moments delay between pressing the key and your character turning. Furthermore, if you hold down a turn key while you're running and release the movement key, you will face that direction.
Redesigned the Command Prompt boxes
Aka. the "Are you sure?" boxes
Show remaining ammo casts for Jutsu
New Projectile Motion Mechanics
We won't reveal all of it right now, but we've added 9 new motion mechanics and jutsu control mechanics that will be used to create new jutsu as well as rework existing ones. But imagine you controling your jutsu with your movement keys and more!
Added Casted Player Poses for Jutsu
Previously, we could only pose characters while they were charging jutsu, but the moment the jutsu began, they stopped. Now we can make the characters do all sorts of things! Including spin for whirlwind kick.
Added Keyboard controls to Mastery Selection and Advance Mastery Selection
Updated Asoki Shop
Cloaked Ninja can now pass through other players and NPCs
Experience bar now hides once you reach max level
Reduced god ray dust speckle coverage
Adjustments made to player targeting outlines
PvP Mode Outlines are more transparent
Target outline is now thicker than hover outlines
Made the EXP bar less extravagant in color and glow
Added New Projectile Art for Poison Senbon
Added New Sound Effect when placing Bear Traps
The old sound was the same audio as Cloak of Invisibility.
Added New Cast Animation + Sounds for Mud Pull
(Backend) Made accounts that haven't been accessed for over a year move to an archival state where login will take longer for the first time again, but this will speed up logins for everyone else and be more sustainable!
(Devs) Improve projectile and AoE inspectors and pattern controls
Knockbacks no longer cause Snares
Knockbacks were originally not supposed to snare enemies, however, due to the limitations of our old movement system and networking, applying a knockback to a player who was moving would cause a Desync (and in turn rubberbanding), the solution to this was adding a short snare. However, with our new updates, this is no longer an issue. A lot of the game was balanced around this mechanic, and as such, expect there to be a lot of balance changes coming soon.
Tighten bonus melee range
Melee range while running is slightly decreased
Suspend out-of-range player movement instead of dropping interest
This was causing the "After Image" bug
Fixed failed fixed-position NPC spawns to retry after one configured delay and restore every configured slot
This was causing mobs to not respawn in their full numbers
Improved NPC hazard avoidance using actual body footprints
Fixed OpenGL context and window stability, with improved crash diagnostics
Added graphics diagnostics coverage and crash-investigation notes
Improvements to server authoritative stamina
Fixed house guest management not working under some circumstances
Reporting DMs and Global Messages now work
Require pit floor contact before applying trap damage
Fixed misalignment in hotbar and jutsu slots
Rain splash density now scales to visible world area when zooming
Fixed using active weapon overrides for attack jutsu and movement queuing
(Devs) Persist mission objective completion settings
(Admin) Fixed /fakelogin command