Patch 3540

November 25, 2014 by urinal-cake

It’s been a few weeks since we’ve patched, but we’ve hammered out a few small things that we want to get out immediately. Everything we’re working on now are pretty big, and it wouldn’t make sense for us to release it all until it’s done. So until that happens, have a small patch. Enjoy!

Gameplay

  • Disabled sheathed sprinting while dueling in FFA.
  • Added an option in the menus for turning your in game health bars on and off.
  • Added extra filters into the server browser, you can now hide/show empty and full servers.
  • Tickets no-longer show up when the round is starting.
  • Added a respawn timer to the HUD that counts down from 5.
  • Remade the wall related parkour animations.
  • Added a new action that plays in-between the wall run and wall slide action to transition between the two.

Graphics/Mapping

  • Added new alternate skin and mask for Pure

Miscellaneous

  • Changed the required percentage to vote kick console variable (bb_vote_kick_required_percentage) to 60% from 80%.
  • Added console variable for enabling or disabling vote kicking (bb_vote_kick_enable)
  • Added console variable for something else but Ryan couldn’t explain it to me well enough, and I really didn’t want to read the crazy forum post about it (bb_vote_gamemode_enable)

Bug Fixes

  • Fixed duels ending in a draw if a player dies from fall damage.
  • Fixed a number of sound-related console errors.
  • Fixed minor typo on a loading screen hint

Patch 3441

October 22, 2014 by urinal-cake

Another small patch, we’re still trying to address some larger issues!

Gameplay

  • Free For All: Players now move faster when they are sheathed.
  • Control Point: Players can now change who they view when dead.
  • Control Point: Music now changes depending on whether or not in combat.
  • Control Point: Spawn times scale based off of players currently playing.
  • Control Point: Players now spawn instantly during starting period and intermission.
  • Control Point: Added in-game health bars.
  • Throwables now require line of sight in order to lock on.

Merged in balance changes from community, see patch notes here.

Bug Fixes

  • Control Point: Fixed a crash that happened if someone was spectating at the end of a round.
  • Control Point: Fixed a bug causing tickets to never stop flashing if points were all capped.
  • Control Point: Fixed a bug causing blue HUD points to replay particle effect after pausing.
  • Fixed a collision problem with the catwalks on free_district

Known Issues

  • Users occasionally receive a “Steam Validation Rejected” issue when connecting to a server using Pure workshop items.
    • Users can work around this by disabling/detaching the Pure workshop items before joining a server from the main menu.

Patch 3419

October 19, 2014 by urinal-cake

We’ve put a small polish and bugfix patch, this should help with some of the most popular issues occurring right now.

Gameplay

  • Control Point mode: Added some awesomeness for winners during the intermission.
  • Control Point mode: Map never changes if bb_scorelimit is set to 0.
  • Control Point mode: Added text for team change and when waiting on more players to join.
  • Control Point mode: Updated all “capture point” localization text to say “control point”.
  • Control Point mode: Number of tickets flash when your tickets are low or all control points have been captured by the opposing team.
  • Timer flashes and produces sound when time is low in any mode.

Bug Fixes

  • Fixed HUD not updating properly during intermission.
  • Fixed Control Point bug related to opposing teams capping two points at the same time.
  • Fixed new attachments becoming invisible when a workshop skin has been selected.
  • Fixed attachments sometimes appearing even when not selected.
  • Fixed wins and losses sometimes showing incorrectly for spectators.
  • Fixed a crash when specific sounds are stopped.
  • Minor adjustments to ragdoll physics.

Graphics/Mapping

  • Material updates for Phalanx, Pure, Ryoku and Knight.
  • Charge textures for all the new character attachments.
  • cp_docks
    • Added more spawn points.
    • Moved blue spawn to better match balance timing and point visibility.
    • Made small changes to various materials.
    • Implemented water solution for players using medium or below settings.
  • cp_terrace
    • Added more spawn points that prioritize center points over non-center points.
  • cp_sequence
    • Added more spawn points.
    • Made small changes to various materials.
    • Implemented water solution for players using medium or below settings.
  • free_temple
    • Added more spawn points.
    • Fixed roof bug, allowing players to climb through. (Sorry guys, had to be done.)
  • free_district
    • Added more spawn points.
    • Fixed various nodraw issues.

Known Issues

  • User’s often receive a ‘Steam Validation Rejected’ error.
  • We’re too damn awesome.

Control Points Patch 3363

October 15, 2014 by urinal-cake

Since the last patch, there have been 580 commits to Blade Symphony from our developers. We’ve been busy.

 

Control Points


This new game mode splits players into two teams vying to hold multiple control points. Players will parkour over shipping containers, fighting over sky towers and arenas to hold these control points from the other team.
3 new maps have been made specially for this game mode: terrace, a map that plays with vertigo; sequence, where chokepoints become important; and docks, an open map with both indoors and outdoors combat.

Improved Character Customization

Each character in the game now have separate attachments that you can install. These cosmetic attachments are integrated with Steam Workshop so players can create their own skins, armor, and anything you can imagine.
To date, players have created 589 pieces of content, including swords, masks, maps, and graphics modifications.

 

Changelog

FEATURES

  • Added capture point game mode.

  • Players can now further customize their characters by adding or removing Workshop skins and attachments.

  • Added ability to team chat (if you have a pre-existing config, you’ll need to bind it manually via the console).
  • If a player is on blue team, their dash cancel will glow blue instead of red.
  • Added kill notifications into the chat window.
  • Fall damage is now applied if a player is falling fast enough after being hit with a shuriken or thrown.
  • Added Control Point game mode to host menu.
  • Added scoreboard header for server name/time left
  • Added server browser details screen.
  • Added chase cam spectator mode for 2on2 and 2on1.
  • Wall flip now uses keyboard directional input to determine direction/velocity.
  • Players can now climb ledges while just holding forward.
  • Added ‘diminishing return’ mechanic to wallruns, being unable to continue after 5 wall runs.
  • Added wall sliding mechanic. If a player’s wallrun ends, they will then begin sliding down the wall.

ANIMATIONS & ART

  • Updated models and materials for all characters.
  • Characters now have individual attachments across 4 slots.
  • Pure now has death animations.
  • Pure’s idles now working.
  • Wall jump animations have been updated.
  • Added new mask for Phalanx, “Agent-A.”
  • Made dropped sword entity play sheathed idle animation by default.
  • Added Deploy and Retract sounds to Stacatto Black Sword.
  • Added attachments on customization screen.
  • Corrected an error with Riot Knight skin self-illumination.
  • If a player is glow in FFA or teamplay, the dash cancel proxy will be twice as strong.
  • Shorter male death animations to prevent ragdolls from flipping.
  • Removing all client tracers in interrupt (except tracer parry) to reduce glitchy looking tracers.

GAME BALANCE

  • Merged in balance changes from community at https://github.com/punyhumangames/bsbalance/commits/master
  • Changed  block knockback from 1.0 to 1.3 seconds
  • Reduced tracer extension for parries from 0.3 to 0.15 seconds
  • Wall flips are now influenced by gravity
  • Wall runs now inherit velocity from initial run
  • Vault lock duration now set to 0.75

See the rest of game balance patch notes here: https://github.com/punyhumangames/bsbalance/wiki/Patch-10-14-14-Balance

MAPPING

  • Added three new Control Point maps: cp_docks, cp_terrace and cp_sequence
  • Added two new FFA maps: free_temple and free_district are both free-for-all versions of their duel counterparts.
  • Added berimbau_capture_point entity, for use in cp_ maps.
  • Added filter_activator_team entity.
  • func_instance is fixed and now works with Blade Symphony.
  • New 2d skybox ‘360clouds’.
  • Added Enable/Disable functionality to berimbau_spawns, so now you can define different spawn zones (i.e. after a control point switches teams).
  • Can no longer wallrun on sky brushes.

TRAINING

  • Added ability to choose training map.
  • Added Bot Training menu, allowing the user to select the desired arena, player vs. player mode,
  • Minor visual and skybox improvements to Tutorial map.

WORKSHOP

  • Added subscribed state for workshop visibility.
  • Added workshop jiggle bone warning, removed LOD warning.
  • Put all new workshop constraints or constraint changes behind a workshop ID check, so all existing times will not be validated against any new rules when they are loaded by the client (current ID is 304077814).

BUG FIXES

  • Fixed custom skins sometimes not being applied when switching between characters.
  • Removed stance speed modifier (it was basically unused, except that it broke move params).
  • Fixed sword not returning to idle anim when attacking from sheathed state.
  • Fixed controlled animation move not reaching 100% on move_x when going backwards.
  • Fixed dash cooldown effect not animating on remote players.
  • Removed cheat flag from kill cmd.
  • Fixed a memory leak issue in the SDK.
  • Added temporary IP ban to vote kick to prevent ban avoidance.
  • Attempted to fix a bug that causes the player to be locked in the air stance.

First non-Valve content pack for 4th Annual Saxxy Awards!

July 25, 2014 by urinal-cake

Blade Symphony Source Filmmaker
 

Sitting around enjoying a delicious cup of tea, steeping in our favorite tea-pot, we had an idea. Community created content for Blade Symphony has been a magnificent, and honestly hilarious, result from our great fans. Why not let the WORLD make cool stuff using Blade Symphony? Well, we had no shiny trophies to offer.. BUT THEN!

Cooperative Saxxy Initiative

Valve approached us for providing Blade Symphony’s content for use in the Fourth Annual Saxxy Awards! How awesome is that? We know that with Source Filmmaker and Blade Symphony, you can create some pretty rad stuff; but now we’re taking it one step further.

This year, hopefuls can download the Blade Symphony Content Pack DLC for Source Filmmaker, putting Judgement and Pure alongside P-Body and Atlas. Let’s hope they get along. The submission deadline for entries is September 24th, be sure to read all the guidelines and stare at the pretty trophies! Just for this sort of occasion, we have a Media Monetization policy that is a quick read.

Since we’re so excited about the use of Blade Symphony in this year’s awards, we’re going to offer a prize of our own. An in-game cape and copy of Blade Symphony will go to the author of the entry with the “Best Overall use of Blade Symphony assets.” We’ll announce our favorite after the Saxxy Award nominees are announced, and hook them up so they can flaunt their swag in-game!

Everyone at Puny Human are big fans of the Saxxy Awards, and think every year has we’ve seen action-packed thrillers or emotional dramas. We wish everyone the best, and can’t wait to see some great results from the universes of Team Fortress 2, Portal and especially Blade Symphony. Happy filming!

Patch 2777

June 28, 2014 by urinal-cake

Charge Dash

We’ve added a charged version of dash. You can perform this by charging to Tier 2 and holding Roll to dash. During the dash cooldown you take 50% extra damage and can’t block stars.

  • charge to Tier 2 and roll to execute a charged dash
  • gave dash a 0.4 locktime so players can use it to cancel into attacks
  • players take 50% more damage during the charge dash cooldown (2.5s) and can’t autoblock throwing weapons
  • charge dash also triggers roll cooldown so rolls (and therefore wallruns) cannot follow charge dash

(charge dash cancelled into a jump)

 

 

Parries

Tracers now extend for 0.35 seconds past the designed period that can be used for parrying.

  • 0.35s tracer extension
  • parries now maintain momentum of the attack
  • reduced overall knockback for parries
  • increased recovery time from equal tier parries from 0.5 to 0.6
  • increased max allowed tracers from 12 to 20 vertices

 

Phalanx

  • upped the speed of Phalanx heavy Tier 1 slightly, Tier 2 a bit more, and Tier 3
  • lock times changed from Tier1 from 1.35 to 1.0, Tier 2 1.2 to 0.9, Tier 3 1.9 to 1.6
  • slight animation fixes for Phalanx heavy t3 and re-recorded tracers

 

Pure

  • making Pure F2T1 move further and stab further (roughly 1 square more range total) to match Fast 3 Tier 1
  • swapping Pure F3T1 with F3T2, including lock times, knockback, but not damage
  • the new F3T2 now does 20 damage instead of 19
  • sped up Pure heavy left Tier 1 by moving its attack earlier in the animation
  • Pure heavy left damage Tier 1 is now 20, Tier 2 24, Tier 3 28 (used to be 34, 36, 38 respectively)
  • reduced Pure’s balanced Tier 1 tracer amount (from ending at 0.8 to 0.7)

 

Scimitar

Overhauled scimitar damage output and special ability

  • Stance Cancel now replaces side cancelling, you can switch stances and attack to cancel the current attack
  • The rules for Stance cancel are identical to side cancelling (can’t cancel the last attack in a string, cancel timing is the same per stance as side cancelling)
  • changed forward multihit scale to 1.0 (now same damage per multihit)
  • increased forward multihit-rate from 0.2 to 0.12 (more multihits, same as Jian)
  • changed damage from 20% global to 50% for forward and 40% for side

 

Rapier

Changed Rapier’s forward attacks to multihit which causes them to combo and work better with balanced stance.

  • forward attack multihits rate now same as scimitar side attacks
  • forward attack multihit scales at -60% per attack
  • forward attack damage is now at 50% (and still modified by attack angle)
  • increased heavy damage from 60% to 70%
  • gave Rapier min tier damage, 4 for Tier 1, 6 for Tier 2, 8 for Tier 3
  • slightly increased movespeed for Rapier Guard

 

Katana

  • +30% faster recovery for side attack parries
  • Katana no longer has its fast attack debuff (80%) and now hit at full damage with fast

 

Jian

  • making Jian recovery bonus on hit activate vs block

 

Blocking (Longsword and Scimitar)

  • added post-attack block cooldown (0.15s)

 

Recovery Attack

  •  sped up recovery attack by 3 frames

 

General

  • Allow changing loadout during duel warmup
  • Added scrollbars to scoreboard

 

Fixes

  • updated libcurl and openssl to latest version
  • fixed prediction errors after attacking
  • added a workaround for a particles related shutdown crash
  • fixed russian parsing in fonts to always be set to true
  • changed rendered tracer fade out to scale the geometry instead of
  • shifting uvs past 1.0 because basically all workshop tracer textures do not
  • clamp uvs and therefore look terrible while fading out
  • improved networking performance of various stance type vars
  • fixed a stability issue with keyvalue scripts
  • hidden training games in server browser
  • fixed 2v2 spawn on District RoofTop
  • fixed 2v2 spawns for duel_monastery so that they aren’t floating over the ground. 4 spawns fixed in the Courtyard, and 1 in the Antechamber
  • fixed parsing multiple urls in richtext control
  • fixed sword anims not playing
  • fixed a potential workshop item update issue for subscribers

 

Misc

  • Stacatto Black now uses animations for deployment and retracting.

 

Community Map

  • added player clip to elevator to stop players accessing no-drawn area.
  • added camera clip to elevator to also stop camera getting jammed up there.
  • added wallrun clip to shutters on ground floor main mall area
  • removed floating glass from art gallery.
  • removed door and retina scan models found inside wall brushes.
  • Reduced light_spot brightness in circular welcome room to 100 from 150
  • Reduced rope thickness of ropes in elevator to 0.5 from 1
  • Reduced rope thickness of monitor ropes from to 1 from 2
  • removed traffic cone prop (wasn’t rendering) from shop window.
  • added go-board plus cushions to shop window.
  • Some other minor bits and pieces.

 

Modding

Blade Symphony World Tournament

June 18, 2014 by urinal-cake

The World’s Greatest Swordsman Shall Be Decided

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Where

http://www.twitch.tv/bladesymphonytv

When

Friday June 20th.

 

North America
9am PST
12pm EST

 

Europe
6pm CET

 

Australia
2am AUS

 

 

The Blade Symphony World Tournament hosted by Blade Rebellion is closing out with the final tournament to decide a winner between 3 world regions, North America, Europe, and Australia.

Each regional tournament produced 3 finalists who will battle it out in the final tournament happening this weekend. Details below:

 

SKELETON

Having lost only one round the entire tournament, Skeleton is NA’s spearhead in this tournament. Skeleton is also the only NA finalist to play more than one character late in the tournament.

Known fighting style: Lightning blocks and relentless punishes

MR FONG PAY

Fong knocked out the #2 North American seed out of the winners bracket causing a major upset. He has the lowest time played according to Steam of all the region’s finalists.

Known fighting style: Hyper aggressive combos and perfect timing

HIMURA

The Battousai himself won 8 duels straight from the losers bracket to take third place in the NA finals.

Known fighting style: Almost all fast stance play and rarely blocks

REIGN

His dominating style kept him in the winners bracket the entire tournament. Known as a master of all characters.

Known fighting style: Superb reflexes and timing, impossible to grab

ECIOH

Known as one of the top Pures and for his extremely defensive play. Pulled out a Judgement against top Ryoku players such as Reign and WhoArts.

Known fighting style: Baits opponents and counters

WHOARTS

With 3 prior tournament wins, WhoArts was largely expected to take 1st place as Ryoku, however lost after using only Pure until losers bracket.

Known fighting style: Adapts quickly to his opponents styles, good at taking advantage of openings and mistakes

SERGEANT STONER

Came into the tournament with a rough start but stayed in the winners bracket the entire tournament. Also helped organize this tournament.

Known fighting style: “Aggressive counter-attacking”

FRIZZY THE PASTAFARIAN

Outed by Sergeant Stoner in the winners bracket and returned again for the finals. Took a set off of Sergeant Stoner before his defeat, taking 2nd.

Known fighting style: Aggressive zoning with defensive parries

NEURONAUTZ

Took two of the less popular character combos straight to 3rd place. Defeated two highly seeded players from the losers bracket.

Known fighting style: Mobile and deceptive play

 

 

Release Anxiety! Panic! Patch 2622

May 5, 2014 by urinal-cake

Oh gods… here’s what I’m feeling right now:

It’s true, a game is never finished. There are always flaws. Patch everything!

Some things I forgot to mention last patch

Modding / Workshop

  • Updated Client Mod support. You can now create workshop items for things like tutorials, menu screens, language localizations, and much more.
  • Maps now properly download again.

Music

  • Added two more spectator tracks from Tom Stoffel

 

Now on to the most recent patch notes

Fixes

  • Shortened many hints so they can stay on-screen
  • Fixed a bug with Hero Mode chase cam falling through the ground in certain settings
  • Fixed a text error in the Tutorial
  • Added female spray animation

Judgement

  • Re-animated Air Forward T1

Patch 2600

May 3, 2014 by urinal-cake

Quality of Life Patch

This patch is mostly a quality of life patch to improve some aspects of the game. Bits of this juice are streaming via Steam to your drive right now!

General

  • Added a news panel on main menu
  • Added hints/tips to loading screen
  • Removed the spinning Blade Symphony logo in the top right
  • Updated credits, now with amazing graphics

Pure

  • Added Balanced Left T3

Bug Fixes

  • Fixed some effects / sounds on remote players being incorrectly skipped when hidden via ffa

Art

  • Winter
    • disabled wallrunning to shed behind water wheel
  • Fixed mesh issues with Katana
  • Fixed mesh issues with Ryoku and Phalanx default masks
  • Added faces to Phalanx skin 2 and Pure skin 2

Workshop

  • Added unrestricted Client-Side modifications

Blade Symphony Release May 7th

May 1, 2014 by urinal-cake

 

We are extremely proud to announce the release of Blade Symphony to Steam and Humble Store. The game will be exiting the Beta / Early Access phase and releasing on May 7th.

A few things will happen on that day:

  • Release party! We’ll have a twitch.tv stream going on our channel http://twitch.tv/punyhumangames so be sure to follow us there. The dev team will be in the servers hanging out and playing with you.
  • Stats reset. The official ladder will be reset and everyone will start from a clean slate.
  • Beta copies will be disabled. If you bought the game, then you don’t have to worry about this. If you know you have a beta copy, be sure to grab a real copy on the Steam Store.

 

In Less Than One Week

This is a personal and humbling moment for myself, and I want to take an aside to reflect on the making of this game.

I started this game project because I was a duelist in Jedi Knight II: Jedi Outcast, and I wanted to share that same experience I had with others, with people who may not be that interested in Star Wars, but were more interested in the sword-fighting. It began as a hobby which turned into a crusade, and along the way I’ve met incredibly talented developers and artists who helped shape this game every step along the way.

It’s rare that a personal hobby project transforms into a full-fledged game. This is only possible because of the people who believed in us, and supported us. Through Kickstarter, Early Access, press and Youtube, you guys helped spread the word, and joined the beta. You advised us on every minutia and spent hundreds of hours playing and testing and creating awesome new content.

Yes, there is so much room for improvement. When I see the game now, I can’t help but see all the flaws, to quote Phil Phish, “[we] have been staring at it >< this f**king close for years”. Releasing a game is the most terrifying thing I’ve ever had to do. Our team has sacrificed some serious blood, sweat and tears. And, I’d do it all again tomorrow.

On May 7th, we’ll have reached a milestone, and even though it’s called “Release”, this does not stop our patch cycle and we still plan on adding at least one more character, and community features that further expand the game.

The community has been extremely patient and supportive of us, and we owe everything to you guys. I’ve never seen such an awesome, friendly, and helpful community in my entire career, and it’s one that I deeply treasure and am thankful for.

It’s not over yet though! You can help spread the word about Blade Symphony on places like Facebook, Twitter, and Reddit.

See you guys on May 7th!

~Flux