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Major update · published by the developer

Tree Jumping Update

On Steam

This is a big one. You can now run across the treetops: climb a tree, walk about on its crown and leap from tree to tree like a real shinobi. The charged leap can now climb onto ledges and trees, with a new aim in your village's element. Behind it all is a major movement update that stops snap-backs and rubber-banding. There's also more: village ceasefires, new Vulkan and Direct3D 12 renderers to try, snow that piles up, a fully draggable HUD and much more


The Charged Leap, Upgraded

  • Leap up, not just across
    A charged leap can now climb onto whatever blocks it: a ledge, a cliff, a tree top. The charge is shared between distance and height, so you can go far or go up. Right beside a tree, nearly all of it goes into height. A leap can climb up to four tiles high.

  • A new aim, in your village's element
    The aim is now drawn in the world, and each village has its own look. Leaf leaves, Sand blows sand, Mist splashes water, and Missing Ninja leave chakra footprints. When a climb comes into reach, the landing rises onto the top you'll land on.

  • Hear it charge
    The charge builds with rising elemental sounds, a cue when a climb comes into reach and a burst at full charge. Female ninja's jump voices are pitched to match.

  • Smoother leaps
    The aim rises smoothly as you charge instead of snapping, and a leap's timing now follows its whole path.

  • Fixed ordinary leaps being refused up ramps and onto slightly raised ground

Speed you can see
Dashing and leaping ninja now smear into streaks behind them, and your own dashes and leaps streak the edges of the screen. Turn the screen streaks off with Dash Speed Effect in Settings > User Interface.


Tree Jumping

Running across the treetops is the most shinobi thing there is, and a top-down 2D world has never let you do it. I've spent countless nights wrecking my brain on how to do this in a way that feels intuitive, cool and fun - here we are. You saw it here first!

  • Every tree gets a canopy We gave trees a crown you can stand on: an invisible platform the shape of its leaves, at the height of its leaves. It only holds you if you're already up there, so one ninja can be running across the treetops while another walks right underneath, on the same spot of the map.

  • No new button to learn Leaping isn't another key to press. Walk off the edge of a tree top toward another tree and you're already flying to it. Marks at the edge show every way you can go, and the landing shows before you jump.

  • Everyone sees the same thing The server checks every step and every leap, so the ninja below see you exactly where you are: up in the trees, not standing on a trunk.

How it works

  • Getting up: a charged leap now climbs onto a tree top (see below)

  • Moving around: walk about the whole crown of the tree. A faint ring marks its edge while there's a tree to leap to.

  • Leaping: walk off the edge toward another tree within about nine tiles to leap onto it. A leap costs 35 to 65 stamina, depending on how far the next tree is.

  • Getting down: jump as you walk off the edge and you'll drop to the ground instead of leaping

  • In combat you can't leap between trees; walking off the edge just drops you

  • Fighting from the trees: up in a tree you can only hit what's at your height, but players below can still hit you

  • A tree that's been chopped down has no top to stand on

  • Not just trees: furniture and other spots on the map can be made jumpable too, so courses across lamp posts, rooftops and more are on the way

  • Make it yours Pick the mark at the tree's edge in Settings > User Interface > Tree Jump Arrow: Bamboo Leaf, Paper Arrow, Brush Chevron or Tabi Footsteps. Show Tree Jump Landing turns the landing preview on or off.

  • Feel the speed While you leap from tree to tree, the world streaks and blurs past you and the view closes in slightly. Turn it off with Tree Leap Speed Effect.


Movement Update: No More Snap-Backs

We rebuilt how the game handles movement the server doesn't agree with. Most snap-backs and freezes are gone.

  • Cut short, not sent back
    When the server can't allow a move (too fast, an obstacle you couldn't see, no stamina), you now go as far as you legally can and keep walking, instead of being reset. A run you can't pay for becomes a walk.

  • Small corrections ease instead of teleporting
    When your position is corrected by a short distance, your character slides back smoothly instead of jumping.

  • You're told when an action doesn't go through
    A dash, leap, jump or attack the server turns down now shows a fizzle and a short label (NO DASH, NO LEAP, NO JUMP, NO STAMINA), and the stamina comes back at once. A refused jutsu shakes its hotbar slot.

  • Fewer lost actions
    An attack or jump pressed just before a knockback or correction now comes out instead of vanishing, and a refused jutsu dash no longer freezes you for seconds and then snaps you back.

  • Other players look right
    Other ninja catch up smoothly the further off they're drawn, and only snap when they're far behind. They no longer walk on past where they stopped, lag behind after a dash, or hang in the air when a stun cuts their leap short.

  • Fairer hits for jittery connections
    Hits are now checked using your usual ping instead of your best ping ever, so players with unsteady connections hit where they see their target.

  • No more server stalls
    We fixed what we believe caused the 4 to 5 second freezes on busy servers. If a stall does happen, you'll no longer be yanked back hundreds of pixels afterwards.


Village Ceasefires

The Kami and Council can now agree a ceasefire with another village. Open the Ninja Card of the other village's Kami or a Council member, press Propose Ceasefire and choose 1, 2, 6 or 12 hours. They have a minute to accept.

  • While it lasts, ninja of the two villages can't harm each other. Healing still works.

  • Duels, arenas, Battle Royale and hosted events aren't covered, and Missing Ninja never are

  • Each village can make one ceasefire a week, and once agreed it can't be ended early

  • See ceasefires in force under Village > Manage > Ceasefires


Guilds

We're trying to make it harder to build giant alliances of large guilds as it's become too much. Guilds with size 50 with 10 alliances each mean 500 people groups. We don't want to hard limit it though, so we're making it still possible to go up to about 250 with 5 maxed out guilds, but highly improbable. We're effectively bringing guilds down to around 20-30 members for most instead of 50.

  • Member Slot now costs more for each rank, and the biggest guilds cost far more to grow

Members

Total points before

Total points now

20

20

20

25

30

35

30

40

66

35

50

128

40

60

251

45

70

499

50

80

993

  • Alliance Slot now has 5 ranks, each costing twice the last (2, 4, 8, 16, 32)

  • Guilds over their Guild Points can't take new members, and after 7 days their bonus perks pause until they're back within their points through levels, members leaving or a perk reset. Chat, the board, the emblem and existing alliances keep working.

  • Guilds with more alliances than their slots allow have 7 days to choose which to end, after which the newest ones end


Bounties

  • A ninja's bounty can now be claimed every time you defeat them, and each claim halves it. Only raising your own bounty by defeating the same ninja is limited, to once every 30 minutes.

  • The Bingo Book's All-Time ranking loads reliably again


Snow

When it snows, snow now builds up over open ground and melts away once it stops. Everyone leaves footprints in it.


Interface

  • Move the bottom HUD
    Drag it left or right by any part that isn't a button; it snaps back to the middle when you drop it near the centre line

  • Remade World Blessing indicator, which you can drag to either side of the screen. The Map Name banner can switch sides too.

  • The minimap's buttons and clock move toward the middle of the screen when you move the minimap

  • NPCs now speak in a classic beige speech bubble

  • Allies stand out: party members and guild allies now show the friendly health bar colour, so they're easy to tell from enemies in group fights. Party members keep their small diamond.

  • The Mission Log's Show on the World Map now works for every mission with a starting map

  • Fixed oversized, overlapping text above 100% UI scale on the event scoreboard, the Uprising HUD and board, and the Village Essences page

  • The Ninja Card's buttons and title fit better


New Look for the Event Boards

The Team Deathmatch and Capture the Flag scoreboard and results have been redrawn, with brush lettering, a VS seal between the teams, the time left in a gold pill and your own row framed in gold.

The results screen marks your team WON or LOST, shows your Event Coupons on a plaque and gives each award its own card.

Tournament brackets and round robin get the same look: a LIVE tab, FIGHTING NOW and UP NEXT, a Champion plate, your team framed, and standings on medals


New Renderers: Vulkan and Direct3D 12 (Experimental)

You can now choose how the game draws: Settings > Graphics > Renderer offers OpenGL, Vulkan and Direct3D 12. Every effect works on all three. The game engine also now has full 3D capabilities!

  • OpenGL stays the default. Vulkan and Direct3D 12 are newer and still experimental, so try them and let us know how they run on your computer.

  • A change takes effect the next time the game starts; press Restart now to switch straight away

  • If the game can't start with the renderer you picked, it goes back to OpenGL by itself and tells you why under the setting


Graphics

  • Find your best settings in 5 seconds
    The game now offers a one-time test that tries each graphics preset and picks the best one your computer runs at 60 FPS or more. Run it again any time with Test My Computer in Settings > Graphics.

  • Faster god rays, water and shadows: god rays now cost about a third as much, and the default water about a third as much, with the same look

  • Water splashes: jumping, landing and dashing on water now make their own splash sounds


Changes and Fixes

  • Fixed fishing getting stuck after cancelling, which blocked jumping and casting again until you changed map

  • Made it harder to make accidental mastery selections
    Awakening a mastery is now a 10-second hold in four steps, each with its own warning: what you're choosing, that it's permanent, whether it will be your first or second mastery, and a last chance to let go. Let go at any point to cancel. Before, a 2.4-second hold could choose a mastery by accident.

  • Organizations: leaders now give a member any role from a Change Role list instead of promoting one step at a time. Roles with a member limit show how many hold them.

  • Substitution now works against projectile explosions, like Maelstrom Technique's pull

  • Cancel Cast on the Charge key now frees your hands as soon as you let go

  • Gifting: items that cost you nothing, like a Gold Ninja's free items, can no longer be gifted

  • NPC blood colours: enemies can now bleed in their own colour, so a slime can bleed green or a spirit blue. Coloured blood dries and tints water like red blood does.

  • Scratch cards: Ryo prizes now show in your Ryo straight away, without relogging

  • Essence Halls: while an event is on-going, it seals them, only the village's own ninja can enter

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