The Harmonious Prelude update is delayed

April 12, 2018 by urinal-cake

I’m typing this out after two days of no sleep, so please excuse if my stream of consciousness is not very well formed.

The Harmonious Prelude update is the pre-cursor to Blade Symphony going free-to-play. It is intended to be an update that will transition the existing game toward the goals of the free-to-play release, by including a Mac and Linux version, more translations, a separate SDK, management of all items through the Steam Inventory service, and many new features that will strengthen the release. Unfortunately, it will not be coming out today.

I won’t make excuses and state that this is the result of somebody else’s work, or lack of it. This is my fault. I have not done a good enough job at prioritizing my work and those that work with me. I have not hired a large enough team to reach this ambitious milestone in a timely manner. I became involved in feature-creep. I became complacent with our progress. I underestimated our remaining work.

This is an extremely embarrassing blow for not just me, but this entire company. In my 9 years of helming this studio, we have never had to delay a significant release in this matter. This is also something that is demotivating and depressing, but I am going to do my best to not let you down.

Over the next three weeks, we will set out to accomplish our original goals as we had put them together, by doing the following:

  • Finding an additional programmer to assist with source development.
  • Having a release quality candidate available on the Blade Symphony Beta; Windows 32-bit game, dedicated server and SDK, 64-bit game SDK, OSX 64-bit game, and Linux 64-bit game and dedicated server.
  • Open up the testing of this release quality candidate to a wider audience. Those active in our Discord and on our forums.
  • Completely re-compile shaders and solve crashes preventing full re-compiles.
  • Finishing the summary screen (end round,) to a degree that matches the original concept and offers a positive experience.
  • Recompiling all maps and fixing brush related issues.
  • Fixing sword, character and item materials that were broke due to the engine migration.
  • Integrating the proper translations for the game.
  • Transitioning the workshop into a vote-based system for item curation.
  • Transition specific quality workshop items to curated items.
  • Implementing item pictures for color items, emblems and unseen character masks.
  • Properly testing the free-to-play API and backend.
  • Properly testing the Win/Linux dedicated server and shipped tools.
  • Properly testing the game client across all platforms.
  • Complete the Harmonious Update release trailer.
  • Finish the Discord RIch PResence integration.
  • Properly market this update.

While I am ashamed to admit that this has been a colossal failure on my part, I am committed to releasing this update and seeing its success. Please join us on our Discord over the next three weeks as we work to tackle these issues. On or before three weeks from today, we will know when the release date for Harmonious Prelude is.

The Future of Free-To-Play

March 10, 2018 by urinal-cake

I broke my own rule by not keeping our community updated often. Given some recent changes to our plan and the game, it’s a great time to update you.

What Hasn’t Changed

Let’s re-iterate some points from the last post, because they’re note-worthy, or particularly difficult for some to stomach.

  • We have to part ways with the stats system on this website. While it’s an impressive system and has lasted 5 years with minimal updates, it’s costly to run, has numerous bugs, expensive to maintain, and crashes often. We’ll try to provide a data dump of statistics, but no guarantees it will be immediate.
  • Ladder ranking and leagues will be replaced by a level progression system, that allows players to earn experience based on various factors during the duel and receive rewards at certain levels. Some rewards are things not previously in-game, like background emblems, sword glow types and glow colors.

vanguard-levels

  • Blade Symphony is still releasing for Windows 64-bit, Linux and Mac OSX. These have all proven to run extremely well on our test systems, and we’re pretty excited.
  • This new version will release releasing with more languages than just English, Japanese and Russian. We really need help with translations, however, so please lend a hand if you’re multi-lingual. Here is our current status:

Translation Progress

What’s Changed

Here’s an update on the new things we’ve put in since the last update:

  • We’ve implemented a multi-match system. Currently, if there are three arenas to a map, then only six players can play at once. This is a little silly, considering some servers may have another 10 – 12 players, sitting and spectating. This new system will allow for multiple duels to take place in the same arena. We do this by hiding the characters, effects and sounds of any other players in the same arenas you and your opponent. You can hold Tab and choose the arena you want to duel in or spectate:

multimatch

  • Heaps of animation, network and interpolation fixes. Not only were there numerous issues noticed and fixed prior to the engine update, but updating to the CS:GO version of the engine allowed us to improve things even further.
  • Faction specific music that has been shipped with the game, but never hooked up, will play on the customization screen now.
  • We’ve replaced the loading screens with the art we use for our trading cards. So, along with minor UI tweaks, adding loading information, we felt like this art was too awesome not to show off:

loadingscreen

  • We’ve had a lot of trouble with compiling shaders for this update. Along the way, though, we made Blade Symphony feel a bit more saturated and colorful in bright areas, and low-light in dark areas. Much of the current color palette is leftover from the “visceral, shaded” feel that both Half-Life 2 and Dystopia had. We feel this gives Blade Symphony a bit more of a unique palette.

Monastery PaletteDistrict Palette Winter Palette

  • We’ve enlisted a fantastic local artist, to create an exclusive item set for owners of Blade Symphony. Here are some screenshots, still very work-in-progress, not in-game, so material properties haven’t added to make it pop. In total, a skin, mask, four attachments, sword and sheathe, and cape all need a name. Feel free to suggest one for the set.

nature-armor
nature-capenature-sword

 

What’s Left

The game is finally stable, but needs lots of bug fixing. The last feature to work on is something to better communicate level progression, which is incredibly important for all games that have a leveling system.  We’re scrapping the idea of an overlay, and instead creating a familiar experience similar to the Customization Screen. At the end of a round, this new Summary Screen will display information experience gained. This is just a concept, so no notifications for gaining new items or going up a level, yet.

summary-screen

Release Plan

To get over the funk of working on this update for so long, we took a break to release an update to our first game, Dystopia. After enjoying the game with so many old friends, we decided it would be best to shift our release plan to release our work sooner, rather than later, and iterate on it (like we did with subsequent Dystopia updates.)

We are going to modify our release plan, so that we have a better strategy for the game going free-to-play in 2018. All of the work from the last year will be released in what we’re calling the Blade Symphony: Harmonious Prelude update, which will also see the price of the game drop significantly. Doing so will enable us to:

  • Generate a little more revenue before free-to-play. Revenue will be put into more items that will be unlockable or paid, once the game goes free-to-play.
  • Have a much larger pool of available testers to help us find bugs. At the moment, only Patreon Supporters have access to the game, but we need more players.
  • To break down the stats system and prepare a new website for Free-To-Play.
  • Work with translators to put the game in more languages, we REALLY need more help with this!
  • Allow fan made maps and items to be recompiled or fixed for the new engine version, and play with the new separate SDK.

After we feel confident in the state of the game, that bugs are fixed, and we’ve added sufficient marketable items for purchase, we’ll release the game as free-to-play.

Community Help

I’m going to say it again, we really need help with translating the game, so please jump into our Discord and find out how you can lend a hand.

Release Date

This release wouldn’t be difficult unless it had one more final obstacles; conferences. In late March and April, there will be some big game trade-shows/conferences going on, sure to have plenty of large announcements and releases. It’s suicide for an indie developer like us to release during that time, so we’re pushing out the date for Blade Symphony: Harmonious Prelude to Thursday April 12th, 2018.

Blade Symphony is going Free-to-Play

October 5, 2017 by urinal-cake

This is the official announcement; Blade Symphony is going Free-to-Play (F2P.) We just recently solved some major problems with developing this, so I figure it would be a good time as any to actually talk about it. What all of this means is that a game that is currently sold for $4.99 on Steam and Humble Bundle, will be reduced to $0, and we’ll need to make money in other ways. Before I begin this diatribe of information for all of you, let me preface it with this, our goal is not money, it is players. I’ll check back with you at the end, and see if that point sticks out enough.

When We Started

There has been some confusion about when development on the Free-To-Play effort started; some people think that we started as early as mid-2016, or earlier. That’s wrong. We’ve been talking internally about Blade Symphony becoming a free-to-play game since as early as 2013. However, after implementing achievements in December of last year, we did not start development of Free-To-Play until March 11th, 2017., as illustrated by the number of changes per day from the middle of last year to the middle of this year:

commits

Who’s Working On It

I’ve detailed this in a Puny Human blog post, but we’re not the 15 person team we used to be when developing this game. There’s 6 of us working on some other games for another studio, full time, and only one person working on Blade Symphony Free-To-Play part time. I first engaged this developer in late November of 2016, and he’s already done some amazing stuff. Let’s get into it.

What’s Changing

Engine Upgrade

One of the first thing’s that was done, was that we upgraded the engine version from the Portal 2 version of Source, to the Counter-Strike: Global Offensive version of Source. Doing this was a no-brainer, as it meant we wouldn’t need to write code for things we wanted, like porting to other platforms, better optimized maps and lighting, etc.

More Platforms

Our goal for Blade Symphony Free to Play is to have more players, not make money. We’ve received quite a bit of feedback from people who would like to play Blade Symphony on their Mac or Linux computers, so we put in the time and effort to ensure it runs native on those platforms!

Blade Symphony on Mac

Blade Symphony on Linux

More Languages

We’re positive there have been people who refunded Blade Symphony because it didn’t support their language. Who wants to learn through a tutorial, when you can’t read one of the three languages Blade Symphony supports. So in addition to English, Russian and Japanese, we’re going to translate Blade Symphony into as many European, Western Asian and Eastern Asian languages as possible. We’re crowd sourcing this effort, so if you’d like to help, stay tuned.

Better Performance

The engine upgrade allowed us to get some better frame rates on our maps (omitting duel_box.) This should also affect overall performance of the game, in menus and popups.

Level over Rank Progression

This was a contentious point for us. The system of giving people a global rank based on ELO, placing them into a ladder on global rank, and prescribing a league based on their ladder position will have to go away. This system is powered through this pretty expansive website that communicates with the game. While we love this website and how it can do that for the game, it’s a pretty big dependency that is showing it’s age. I detail more about that here. Replacing it, is something that 90% of can be managed by Steam, a level system.

It’s simple; as you play a character, you gain experience points (XP.) You get a big XP bonus based on whether you won the duel or if you won any round at all. You also get XP modifiers based on a grade we give you in areas such as Stance Diversity, Tier UsageMobility, and Hit Redirection. This is to encourage use of the breadth that Blade Symphony’s tactical sword fighting gameplay offers. Finally, we’ll be handing out some bonuses based on whether it’s your first time playing of the day, the week or whether a special event is running.

endroundscreen

A concept for an end-round screen.

Progression Rewards

It wouldn’t be much fun to progress in Blade Symphony if you weren’t given rewards for doing so. As such, we’re going to reward players based on their level by unlocking things like swords, masks, armor attachments, capessword glow typesintro backgrounds, foot step colors, sword glow colors, armor colors, scoreboard name color and in-game chat colors. Sword glow color, armor color, scoreboard name color and in-game chat colors will be specific color items that you unlock such as Phalanx’s sword glow color Greater Wing Royal Red, Pure’s armor color Hokuten Assassin Recruit Green, or Judgement’s armor color Murai Knight Executor Blue.

cxGJ5HU
An example of the ‘Pulsing’ Sword Glow.

Marketplace Content

In addition to rewards based on your level, we’re also going to sell some content on the new Blade Symphony marketplace. Everyone who owns the game will get all of the in-game developer-made swords, masks, attachments and skins, and any capes unlocked with notes. This does not include capes given to those who won them under special circumstances; that’s exclusive to them. In addition, we’ll be adding intro backgrounds (named above, also unlockable,) and potentially intro emblems.

What’s Not Changing

Understand that the list of the following is not set in stone. Instead of having a third ‘maybe changing’ category, I’m putting everything into two bucks of “definitely changing” and “maybe or not changing.” This is the latter bucket.

New or Changed Moves

Sadly, new moves (attacks, blocks, emotes, bows, rolls, shuffles) mean new animations. We don’t currently have a developer that can animate and implement these. In addition, we would need an animator to properly balance the gameplay related moves (attacks, blocks, rolls and shuffles,) for each character. That’s a lot of time, a lot of expense, and nobody to do it.

New or Changed Characters

Some of the characters have some obvious graphical issues, and our sixth character was never completed. Because new characters in Blade Symphony aren’t as easy as making a new model, and adding it to a list, a sixth character would only happen if Free-To-Play does well or we get some kind of Kickstarter for it. Changes to characters are equally time consuming and expensive, because any time we change the mesh of a character, the UV map, texture, mask and attachment points and animations all either have to be modified or re-exported. That’s a chain of three different people right there.

New Maps

We don’t have any level designers that are free to work on Blade Symphony. Even if we did, creating a new map also takes a few months. It’s unlikely we would do a new level at all, and it’s more likely we will touch up the ones we have for performance (stated above.) I’ve given thought into having a mapping contest, in the past, but when we did these for Dystopia we ended up having to significantly touch up the winning maps to meet the quality bar of the developer made maps.

When’s It Releasing

Hopefully, with Blade Symphony’s price being $0, it being available on two more platforms and in many more languages, our hope is that this will drive more players. As I said earlier, the goal isn’t to make money, but it helps things go faster.

There is no easily predictable timeline for Blade Symphony Free-To-Play, but we’re going as fast as we can with a single developer working on this. We’re going to shift one of our previous artists to help us with some much needed art related tasks on a part-time basis, and I hope that means that we can meet our current target. Our current target is End of January 2018.

Playing Free-To-Play Early

We need to be able to support the one, soon to be two, developers that work on Blade Symphony. In exchange for certain rewards like in-game icons, your name in the credits, a weekly live-stream from the developers and access to what we’re working on, you can support our Patreon here. Doing so will get you a key to the Blade Symphony Beta. As more people play the Beta, the more we can find and solve critical bugs, and release on time.

Become a Patron!

How You Can Help

We could really use some talented level designers or artists to help us make some new items, touch up our levels, animations or characters. I already know the perfect candidates for most people, because they’re the people who did it for us in the past. However, I can’t pay them in wishes and dreams. If you’ve already bought the game, and want to help out, consider telling a friend that we’re going Free-To-Play so that they may purchase it.

Lastly, if you can’t support us financially, consider joining our Discord and be a part of the community. There are weekly active pick-up games, some upcoming tournaments and a pretty chatty bunch of players.

Patch 3877

June 3, 2015 by David Ilsley

After a busy beginning to the year releasing Galacide, we took a break to bring you a new Blade Symphony patch! Hope everyone enjoys!

Characters

  • Vanguard, Pure, Phalanx and Ryoku have been updated with new heads.
  • All character skins and masks have been updated.

newhead_judgement

newhead_ryoku

newhead_phalanx

newhead_pure

Headlining this patch, the dated faces of the Blade Symphony characters have been overhauled completely! We hope that these new, beautiful looking character heads will allow for more magnificent masks from our wonderful Workshop community! All of the updated character models and their skins are provided for free on our Github for content creators to create content around. All previously created masks will appear broken until their authors have updated their content, so please get the word out!

Animation

Ryoku, Phalanx and Knight

  • Reduced feet sliding and improved arm motion in grab animations.
  • Improved body posing in grab deflection animation.
  • Improved feet contact positions, body velocity and motion in shuffle animations.
  • Reduced feet sliding and strengthened anticipation posing in throwing animation.
  • Improved feet motion in jumping animation.
  • Changed Ryoku’s reverse stance idle animation back to the state it was prior to Patch 3765.

Pure and Vanguard

  • Added a female specific grab animation.
  • Removed 20 frames at start of Pure’s Heavy Right, Tier 3.
  • Improved feet contact throughout grab animation.
  • Improved feet contact positions, body velocity and motion in shuffle animations.
  • Improved upper body posing, feet motion and feet contact in jumping animation.

Bug Fixes

  • Allowed Vanguard to be picked randomly as an opponent in AI duels.
  • Fixed a bug causing the player to be stuck in Air Stance.
  • Fixed a bug causing Ryoku to not use his idle turn animation in Fast stance.
  • Fixed a bug disabling horizontal scrolling if having 7 or more character attachments.

Maps

  • Added Capture Point Map: cp_parkour
  • Added 16 more spawn points to free_temple
  • Added 16 more spawn points to free_docks
  • Added 16 more spawn points to free_winter
  • Added 16 more spawn points to free_district
  • Fixed players being able to access free_docks 2D skybox
  • Fixed areas on free_temple not having soundscapes
  • Added soundscapes to cp_terrace
  • Added soundscapes to cp_sequence
  • Added soundscapes to tut_training, practice_box and duel_practice_box
  • Changed sky texture for tut_training, practice_box and duel_practice_box
  • Lowered the volume of water sounds on duel_temple and free_temple

cp_parkour

Swords

  • Added the Twisted Percussion sword
  • Added the Dusk Tacet sword

Twisted Percussion and Dusk Tacet

Balancing

Vanguard

  • Changed Fast String 1 Tier 1 damage to 12 from 13, knockback scale to 0.2 and locktime to 0.37 from 0.4.
  • Changed Fast String 1 Tier 2 damage to 18 from 16 and locktime to 0.43 from 0.6.
  • Changed Fast String 1 Tier 3 damage to 20 from 19 and locktime to 0.6 from 0.8.
  • Changed Fast String 2 Tier 1 damage to 14 from 12, locktime to 0.5 from 0.4 and knockback scale to 0.8 from 0.75.
  • Changed Fast String 2 Tier 2 damage to 18 from 14 and locktime to 0.4 from 0.5.
  • Changed Fast String 2 Tier 3 damage to 20 from 18 and locktime to 0.7 from 0.6.
  • Changed Fast String 3 Tier 2 damage to 18 from 17 and locktime to 0.7 from 1.0.
  • Changed Fast String 3 Tier 3 damage to 20 from 19 and locktime to 0.8 from 1.20.
  • Changed Fast Left Tier 1 damage to 14 from 15, and locktime to 0.65 from 0.6
  • Changed Fast Left Tier 3 damage to 18 from 17, and locktime to 0.3 from 0.75
  • Changed Fast Left Tier 3 damage to 20 from 19 and locktime to 0.8 from 1.20.
  • Changed Fast Right Tier 1 locktime to 0.5 from 0.65.
  • Changed Fast Right Tier 2 damage to 24 from 17, and locktime to 0.6 from 0.75.
  • Changed Fast Right Tier 3 damage to 20 from 19.
  • Changed Balanced Stance rotation speed to 300 from 150.
  • Moved Balanced String 3 Tier 1 animation to Balanced String 1 Tier 1.
  • Changed Balanced String 1 Tier 1 damage to 19, knockback scale to 0.20, and locktime to 0.75.
  • Moved Balanced String 3 Tier 2 animation to Balanced String 1 Tier 2.
  • Changed Balanced String 1 Tier 2 damage to 22, and locktime to 0.8.
  • Moved Balanced String 3 Tier 3 animation to Balanced String 1 Tier 3.
  • Changed Balance String 1 Tier 3 damage to 28, and locktime to 1.07.
  • Moved Balanced String 4 Tier 1 animation to Balanced String 2 Tier 1.
  • Changed Balanced String 2 Tier 1 damage to 17, knockback scale to 0.20, and locktime to 0.6.
  • Moved Balanced String 4 Tier 2 animation to Balanced String 2 Tier 2.
  • Changed Balanced String 2 Tier 2 damage to 22, and locktime to 0.9.
  • Moved Heavy String 1 Tier 1 animation to Balanced String 2 Tier 3.
  • Changed Balanced String 2 Tier 3 damage to 28, and locktime to 1.5.
  • Moved Balanced String 1 Tier 1 animation to Balanced String 3 Tier 1.
  • Changed Balanced String 3 Tier 1 damage to 16, knockback scale to 0.5, and locktime to 0.65.
  • Moved Balanced String 1 Tier 2 animation to Balanced String 3 Tier 2.
  • Changed Balanced String 3 Tier 2 damage to 23, and locktime to 1.07.
  • Moved Balanced String 1 Tier 3 animation to Balanced String 3 Tier 3.
  • Changed Balanced String 3 Tier 3 damage to 27, and locktime to 1.8.
  • Moved Balanced String 2 Tier 2 animation to Balanced String 4 Tier 1.
  • Changed Balanced String 4 Tier 1 damage to 18, knockback scale to 0.25, and locktime to 0.8.
  • Moved Balanced String 2 Tier 1 animation to Balanced String 4 Tier 2.
  • Changed Balanced String 4 Tier 2 damage to 25, and locktime to 0.8.
  • Moved Balanced String 2 Tier 3 animation to Balanced String 4 Tier 3.
  • Changed Balanced String 4 Tier 3 damage to 29, and locktime to 1.6.
  • Changed Balanced Left Tier 1 damage to 18 from 15, locktime to 0.6 from 0.75, and knockback scale to 0.75 from 1.25.
  • Changed Balanced Left Tier 2 damage to 23 from 19, and locktime to 0.85 from 1.07.
  • Changed Balanced Left Tier 3 damage to 28 from 23.
  • Changed Balanced Right Tier 1 damage to 20 from 17, knockback scale to 0.25 from 0.75 and locktime to 0.7 from 0.85.
  • Changed Balanced Right Tier 2 damage to 22 from 20, and locktime to 0.9 from 1.07.
  • Changed Balanced Right Tier 3 damage to 25 from 23, and locktime to 1.7 from 1.2.
  • Moved Balanced String 4 Tier 3 animation to Heavy String 1 Tier 1.
  • Changed Heavy String 1 Tier 1 damage to 14, knockback scale to 0.43 and locktime to 1.6.
  • Moved Heavy String 1 Tier 3 animation to Heavy String 1 Tier 2.
  • Changed Heavy String 1 Tier 2 damage to 28, and locktime to 1.2.
  • Moved Heavy String 1 Tier 2 animation to Heavy String 1 Tier 3.
  • Changed Heavy String 1 Tier 3 damage to 30, move scale to 0.6 and locktime to 1.3.
  • Changed Heavy Left Tier 1 Damage to 19 from 24, knockback scale to 1.13, and locktime to 0.85 from 1.0.
  • Changed Heavy Left Tier 2 knockback scale to 1.1, and locktime to 0.95 from 1.20.
  • Changed Heavy Left Tier 3 damage to 33 from 34, knockback scale to 1.1 and locktime to 1 from 1.43.
  • Changed Heavy Right Tier 1 damage to 26 from 23, and locktime to 0.9 from 1.0.
  • Changed Heavy Right Tier 2 locktime to 1.1 from 1.3.
  • Changed Heavy Right Tier 3 damage to 25 from 29, locktime to 1 from 1.65, and run speed scale to 0.2 from 0.5.
  • Heavy Right Tier 3 will now move the player’s position.
  • Changed Forward Air Tier 1 locktime to 1.1 from 1.0, landing locked duration to 0.5 from 0.4 and knockback scale to 1.2 from 1.0.
  • Changed Forward Air Tier 2 locktime to 1.0 from 1.5, landing locked duration to 0.5 from 0.4 and knockback scale to 1.0 from 1.5.
  • Changed Forward Air Tier 3 damage to 17 from 14, locktime to 1.0 from 2.0, landing locked duration to 0.5 from 0.6, and knockback to 1.0 from 2.0.
  • Changed Air Left Tier 1 damage to 18 from 12.
  • Changed Air Left Tier 2 damage to 20 from 18.
  • Changed Air Left Tier 3 damage to 22 from 20.
  • Changed Air Right Tier 1 damage to 18 from 12.
  • Changed Air Right Tier 2 damage to 20 from 18.
  • Changed Air Right Tier 3 damage to 22 from 20.
  • Improved Balance 4 Tier 2 Tracer.
  • Improved Heavy Right Tier 3 Tracer.
  • Improved Balance 3 Tier 3 Tracer.

Scimitar

  • Changed chargerunx to 1.6 from 1.25.
  • Modified charge time to be 0.5 from 0.65.
  • Tier 3 can now break block.
  • Tier 3 can now break parry.
  • Made it so Scimitar can side cancel.

Miscellaneous

  • Attachments now shows in Item Type list of Workshop.
  • Folder clean-up, removed any .psd  and .tga files.
  • Added Russian translation, note these are partial and work in progress (big thanks to EHOT!)
  • Added Japanese translation, note these are partial and work in progress (big thanks to TurretNo.9!)

Capes

  • Added North American Tournament Cape. (Created by Jester)
  • Added European Tournament Cape. (Created by Jester)
  • Added Control Point Tournament Cape. (Designed by Jester)

Chase Grants and Thank You!

We’re racing to be eligible for a $100,000 grant from Chase, and need your vote! Please click here, it costs nothing and takes less than 5 minutes! Finally, thank you for following and supporting our efforts, giving us feedback and being awesome! We certainly would have never made it this far without your help!

Patch 3765

February 1, 2015 by urinal-cake

Gameplay

  • Added heavy and reverse taunts for Vanguard
  • Added heavy and reverse taunts for Pure
  • Male and female taunts are now of similar length
  • Updated Pure’s heavy attacks:
    • String 1, Tier 3
    • String 2, Tier 3
    • Left Tier 3
    • Right Tier 3
  • Added female flourishes for Reverse, Balanced, and Heavy stances
  • Updated Ryoku’s reverse stance idle
  • Added Vanguard’s missing Balanced String 3, Tier 2 attack

Tutorial

  • Improved the tutorial by altering and merging elements of it with Taz The Tanzanian Devil’s community made tutorial

Bug Fixes

  • Fixed a bug causing air canceled attacks that ended before you hit the ground to not let you change to the desired stance.
  • Fixed spawning issues on free_monastery
  • Fixed player clipping issue on cp_docks which allowed players access to 2d skybox
  • Fixed Pure’s skin 3 exponent color tinting issue
  • Fixed free_docks not being listed in the maplist.txt
  • Fixed an exploit with the script command

Balancing

Longsword

  • Reduced forwardAttackDamageX from 80 to 70
  • Reduced sideAttackDamageX from 90 to 80

Jian

  • Reduced damageX from 75 to 70

Katana

  • Increased damageX from 80 to 85
  • Reduced parryDamageX from 2.0 to 1.5
  • Increased chargerunX from 60 to 85

Scimitar

  • Reduced multihitscale from 1.0 to 0.75
  • Increased multihitRateForwardX from 0.12 to 0.15
  • Increased multihitRateSideX from 0.038 to 0.05
  • Reduced chargetime from 0.75 to 0.65
  • Increased chargerunX from 1.0 to 1.25

Vanguard

Are you ready for this? Take a deep breath!

  • Updated act_bb_a_c1_t1.bst tracer
  • AirString1 Tier1: Reduced Damage from 18 to 10
  • AirString1 Tier1: Reduced Knockbackscale from 1.5 to 1.0
  • AirString1 Tier2: Increased lock_duration from 1.0 to 1.5
  • AirString1 Tier2: Reduced damage from 20 to 12
  • AirString1 Tier3:Increased lock_duration from 1.0 to 2.0
  • AirString1 Tier3: Reduced damage from 25 to 14
  • AirLeft Tier2: Increased lock_duration from 1.0 to 1.5
  • AirLeft Tier2: Reduced damage from 16 to 14
  • AirLeft Tier3: Increased lock_duration from 1.0 to 2.0
  • AirLeft Tier3: Reduced damage from 20 to 16
  • AirRight Tier1: Reduced damage from 12 to 11
  • AirRight Tier2: Increased lock_duration from 1.0 to 1.5
  • AirRight Tier2: Reduced damage from 16 to 13
  • AirRight Tier3: Increased lock_duration from 1.0 to 2.0
  • AirRight Tier3: Reduced damage from 20 to 15
  • BalancedString1 Tier1: Increased lock_duration from 0.75 to 0.9
  • BalancedString1 Tier1: Reduced damage from 24 to 17
  • BalancedString1 Tier2: Increased lock_duration from 0.8 to 1.0
  • BalancedString1 Tier2: Reduced damage from 26 to 22
  • BalancedString1 Tier3: Increased lock_duration from 1.07 to 1.1
  • BalancedString1 Tier3: Reduced damage from 39 to 25
  • BalancedString2 Tier1: Increased lock_duration from 0.6 to 0.7
  • BalancedString2 Tier1: Reduced damage from 24 to 18
  • BalancedString2 Tier2: Increased lock_duration from 0.9 to 0.95
  • BalancedString2 Tier2: Reduced damage from 28 to 21
  • BalancedString2 Tier3: Reduced lock_duration from 1.5 to 1.125
  • BalancedString2 Tier3: Increased damage from 18 to 24
  • BalancedString3 Tier1: Increased lock_duration from 0.68 to 0.7
  • BalancedString3 Tier1: Reduced damage from 24 to 14
  • BalancedString3 Tier2: Reduced damage from 32 to 18
  • BalancedString3 Tier3: Reduced lock_duration from 1.8 to 1.3
  • BalancedString3 Tier3: Reduced damage from 36 to 23
  • BalancedString4 Tier1: Increased lock_duration from 1.0 to 1.1
  • BalancedString4 Tier1: Reduced damage from 20 to 16
  • BalancedString4 Tier2: Increased lock_duration from 1.0 to 1.3
  • BalancedString4 Tier2: Reduced damage from 30 to 20
  • BalancedString4 Tier3: Reduced lock_duration from 1.8 to 1.5
  • BalancedString4 Tier3: Reduced damage from 33 to 22
  • BalancedLeft Tier1: Increased lock_duration from 0.6 to 0.7
  • BalancedLeft Tier1: Reduced damage from 22 to 15
  • BalancedLeft Tier2: Increased lock_duration from 0.85 to 1.0
  • BalancedLeft Tier2: Reduced damage from 30 to 19
  • Balancedleft Tier3: Increased damage from 18 to 23
  • BalancedRight Tier1: Increased lock_duration from 0.7 to 0.8
  • BalancedRight Tier1: Reduced damage from 28 to 17
  • BalancedRight Tier1: Added knockback_scale 0.75
  • BalancedRight Tier2: Reduced lock_duration from 1.2 to 1.0
  • BalancedRight Tier2: Reduced damage from 30 to 20
  • BalancedRight Tier3: Reduced lock_duration from 1.7 to 1.2
  • BalancedRight Tier3: Reduced damage from 33 to 23
  • FastString1 Tier1: Increased lock_duration from 0.37 to 0.4
  • FastString1 Tier1: Reduced damage from 16 to 13
  • FastString1 Tier2: Increased lock_duration from 0.43 to 0.6
  • FastString1 Tier2: Reduced damage from 20 to 16
  • FastString1 Tier3: Increased lock_duration from 0.6 to 0.8
  • FastString1 Tier3: Reduced damage from 22 to 19
  • FastString2 Tier1: Reduced lock_duration from 0.5 to 0.4
  • FastString2 Tier1: Added knockback_scale 0.75
  • FastString2 Tier2: Increased lock_duration from 0.4 to 0.5
  • FastString2 Tier2: Reduced damage from 24 to 14
  • FastString2 Tier3: Reduced lock_duration from 0.7 to 0.6
  • FastString3 Tier1: Reduced damage from 18 to 15
  • FastString3 Tier2: Increased lock_duration from 0.7 to 1.0
  • FastString3 Tier2: Reduced damage from 24 to 17
  • FastString3 Tier3: Increased lock_duration from 0.8 to 1.2
  • FastString3 Tier3: Reduced damage from 28 to 19
  • FastLeft Tier1: Reduced lock_duration from 0.65 to 0.6
  • FastLeft Tier1: Increased damage from 14 to 15
  • Fastleft Tier2: Increased lock_duration from 0.3 to 0.7
  • FastLeft Tier2: Reduced damage from 20 to 17
  • FastLeft Tier3: Reduced damage from 24 to 19
  • FastRight Tier1: Increased lock_duration from 0.5 to 0.6
  • FastRight Tier2: Increased lock_duration from 0.6 to 0.7
  • FastRight Tier2: Reduced damage from 24 to 17
  • FastRight Tier3: Reduced damage from 24 to 19
  • HeavyString1 Tier1: Reduced lock_duration from 1.3 to 1.1
  • HeavyString1 Tier1: Reduced damage from 29 to 25
  • HeavyString1 Tier1: Reduced knockback_scale from 1.2 to 1.1
  • HeavyString1 Tier2: Reduced lock_duration from 1.52 to 1.4
  • HeavyString1 Tier2: Reduced damage from 32 to 30
  • HeavyString1 Tier3: Increased lock_duration from 1.5 to 1.7
  • HeavyString1 Tier3: Reduced damage from 46 to 35
  • HeavyLeft Tier1: Increased lock_duration from 0.76 to 1.0
  • HeavyLeft Tier1: Increased damage from 26 to 24
  • Heavyleft Tier2: Increased lock_duration from 0.8 to 1.2
  • HeavyLeft Tier2: Reduced damage from 36 to 29
  • Heavyleft Tier3: Increased lock_duration from 0.85 to 1.4
  • HeavyLeft Tier3: Reduced damage from 40 to 34
  • HeavyRight Tier1: Increased lock_duration from 0.9 to 1.0
  • HeavyRight Tier1: Reduced damage from 26 to 23
  • HeavyRight Tier2: Reduced lock_duration from 1.3 to 1.1
  • HeavyRight Tier2: Reduced damage from 30 to 26
  • HeavyRight Tier3: Increased lock_duration from 0.87 to 1.6
  • HeavyRight Tier3: Reduced damage from 40 to 29

And… breathe.

Miscellaneous

  • Updated credits, also included community contributors.

Patch 3712

January 8, 2015 by urinal-cake

We released a small patch, fixing some issues caused by the last patch. We also fixed an issue with health bars that were around.

  • Fixed parries seldom occurring.
  • Stored FFA health bar visibility option in session.

Patch 3700

January 7, 2015 by urinal-cake

You guys are going to just have to figure out a way to deal with the fact that we just released a new patch. I hope you can live with that.

endless-deal-with-it

 

  • Switching stances in the air now properly applies the chosen stance upon landing
  • Bug fix for timer staying red when duel ends in timeout
  • Timeouts now award the round to the player with more health
  • Draws now count as a win (i.e. Lose/Draw and a Win/Draw now awards the match to the latter player)
  • Rolls and shuffles can now be canceled earlier.
  • Parry tracer bloat and extension removed
  • Jian intercept is harder to hit, but more effective
  • Increased speed/accuracy of throwable weapons
  • Vanguard heavy left t1 less spammable

Patch 3689

December 27, 2014 by KindredPhantom

First of all everybody here at Puny Human would like to wish you all a Merry Christmas and a Happy New year!

We recently released a new patch (3689) which added a fifth character to the roster, Vanguard. In this patch we also added new animations and fixed a few outstanding bugs.

This is the final patch of 2014. We would like to thank everyone who has bought and played Blade Symphony this past year, thank you guys and gals! We hope to see you all on the other side!

 

 

Gameplay

  • Added new wall climb and side animations
  • Added new female jump animation
  • Added new character, Vanguard with two alternative skins and masks
  • Added bb_hud_team_showhealthbars to disable health bars
  • Improved the sprint animations for all characters
  • Reduced the block knockback scale to 80%

Graphics/Mapping

  • Added map free_docks
  • Cleanup of various outstanding and minor issues on the following maps: cp_docks, free_winter, duel_winter, free_temple and duel_temple

Miscellaneous

  • Removed stun when hitting wall
  • Added missing Whistle sounds to Pure and Vanguards back sheathing animation.

Bug Fixes

  • Fixed a bug causing servers to not be added to favorites
  • Fixed a bug that was causing the low timer warning to play every second if the duel rounds were set to infinite
  • Fixed a bug that made it so you couldn’t jump during moves that allowed full character movement
  • Fixed a bug with air cancelling
  • Fixed a crash caused by typing anything other than character names after the console command vs_character

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.