Nin Online · beta · first seen
Nin Online's movement system has been rebuilt around pixel movement, giving you finer control over where you move and stop. Combat, enemies and world interactions have been updated to work with those more precise positions. Alongside this are expanded controls, hotbar improvements, new weather effects and a range of gameplay fixes.
We understand that this is going to be a substantial change to how the game is played, and it'll almost be like learning a new game for many who have gotten used to the tile-based gameplay we've had for a decade now. I hope for your understanding as we continue to make Nin Online the best game possible in the long-term. Nin Online is an ever evolving game, and in the future we might even be adding even bigger major changes like some form of 2.5D evolution of the graphics. We hope that you'll continue to enjoy, support and love the game through it's entire evolution.
Before, a map was made out of up to 65025 tiles. This is already a huge degree of freedom, but now you can be anywhere up to 66585600 different positions on the largest maps!
Players can move and stop between tiles, giving finer control over positioning, attacks and dodging.
Improved movement along walls, around corners, through narrow passages and across ramps.
Dashes, leaps, knockback, pulls and sliding now work with pixel positions.
Map loading is now almost instant and is less janky overall.
Rebuilt movement synchronization and improved map transitions, reconnects and position corrections.
Combat-locked players stop at map-exit boundaries.
Players can use their remaining stamina for one last ordinary dash when not already recovering.
Improved sitting, footsteps, lighting, animation layering and tile-edge rendering.
Updated Capture the Flag contact checks and Battle Royale storm calculations, warnings and presentation.
Melee, projectiles, targeted jutsu and area attacks check actual positions and hitboxes instead of tile positions.
The combination of all these systems means that Nin Online plays better with or without latency now. Players can expect a larger degree of fairness when it comes to PvP between difference latency ranges. This might take awhile to get used to but you'll see that landing fair hits is a lot easier now - what you see is what you get.
PvP melee & jutsu includes latency compensation.
Valid combo follow-ups continue through movement, turning and the combo’s own displacement.
Fixed channel cancellation, rapid chakra charging and stationary casting while snared.
There is no longer rubberbanding caused by flicker/substitution jutsu.
We can have precise hitboxes for jutsu like this
Flicker and Substitution check for clear landing positions using actual collision shapes.
We are now able to create ANY kind of Projectile and AoE pattern. Including projectiles that move diagonally from your cardinal casting directions. This opens the doors to lots of interesting future jutsu and upgrades to existing ones.
Rebuilt NPC movement, pursuit, wandering and navigation for pixel positions.
NPCs can now be set up to follow advanced tactics like leaping to their target, orbiting their target or attacking and retreating and more!
Knockbacks between Players and NPCs are now smoother, it moves more naturally with a quintic interpolation rather than linear interpolation.
Player profiles now allow you to display achievement icons! Show off your proudest achievements.
An advanced Particle VFX system has been added that we can apply particle trails to Jutsu and place effects around the world like Fire and Smoke! We'll be using this more in the days to come.
Lighting no longer bleeds in the the darkness of the walls
All weather effects have been reworked to be more performant, less annoying and more beautiful. On top of that, we've added new weather types!
New Windy & Hail Weather Types
New Rain Animation (with reflective puddles)
New Sand Storm Animation
New Snow Animation
New Storm Animation
You can now use the mouse wheel to zoom in and out on the World Map!
We've reduced Stamina usage for running a whopping 30%. You can now run across the Leaf village without resting at Level 1.
You can now report offline players.
Fixed cross-server account renames and incomplete account deletion.
Increased the Steam-linked character/account creation limit to 40.
Rebuilt input handling with improved custom keybind support and migration of existing controls.
You can now set keybinds for Controllers!
You can now lock your hotbar. Right-click hotbar menus provide Use and Unbind. Inventory and jutsu menus can bind entries to available slots.
| Depot | New manifest | Previous manifest |
|---|---|---|
| 1674011 | 7008013669974172242 | 7729004526417313098 |