Patch 0.6.18 is Live! Roadmap, New Map, Duels!
Hey everyone!
Thanks to your feedback, I’ve pushed out 0.6.18, this time you're getting a chunky patch with a whole new map, multiple gameplay adjustments, and QOL improvements:
Patch Notes
[h3]New Playable Content: Ice Cave Map (November)[/h3]
- Ice Cave Map Access: The new Ice Cave map is playable and features the first version of Cave Dwellers and Ice Golem NPCs.
- T1 Map Access: Added some white portals earlier in the map to the existing T1 map





[h3]NPC Improvements & Balancing[/h3]
- Blocking Consistency & Feints: NPCs now track feints more realistically, with blocking behavior adjustments making defense more responsive across all difficulties.
- Early Game Tweaks: Fallen Soldier and Othari Weakling NPCs are less tanky, while Lost Souls in the tower are now more aggressive. This balances the difficulty curve, ramping up gradually for a smoother experience.
- Trial of Initiation Adjustments: Lower damage requirement for grade C in the attack phase, and a slightly easier combat phase overall.
[previewyoutube][/previewyoutube]
- Server and Tick Rate Update: Increased server tick rate for better responsiveness. NPC tick rates remain capped, keeping gameplay fluid.
- Enhanced Damage Display: Displays last hit damage and recent damage streak separately for clear combat feedback.
- Audio & Visual Feedback: High- and low-damage attacks now differ more noticeably in sound and visuals. Combat sounds are prioritized in intense battles, improving audio clarity.
- Fixed dodging issues in higher-tier NPCs, terrain bugs in specific areas, and camera issues on uneven surfaces.
- Passive Buff Caps: Stack limits are set on rage, resilience, and fortified buffs to prevent excessive stacking.
- Addressed multiple UI bugs and improved tooltips for clarity.
- New Tower Content: Two new spawn points, hidden paths, and chests have been added in the Tier 1 tower area, offering more exploration opportunities and secret areas.
- Tower Reward Scaling: Now consistent across floors for a balanced progression.
- Tower Features: The tab menu key can be rebound, with tower rules and stats viewable in the new tower tab.
- NPCs are now less predictable, more aware of distance, and smarter in exploiting openings, increasing the challenge.
- NPCs can kick from ripostes, handle-hit less often, and assess debuffs, making encounters more dynamic.
- UI Customization Test: The health bar UI can be repositioned, testing a future feature for a fully customizable UI.
- Hurt Indicator: The directional indicator shows where the last attack came from, giving better situational awareness.
- Faster Interaction Times: Reduced interaction times for bind stones, chests, and loot crystals.
- New Achievements: Includes NPC and PvP kills in the tower and loot-related goals.
- Health Bar: Added Animations and revamped the UI Element.
- Overhead Swing Tuning: Overhead attacks are slightly slower to aid in blocking at high pings.
- Additional Swing Adjustments: Up-right and up-left swings were adjusted to reduce missed swings due to angle misalignment.
Development Roadmap
The current plans to enhance the Swordai experience alongside playtests and community feedback, here is a first look at the Development Roadmap (Subject to change):

Saturday Night Duels
A quick reminder that every Saturday, our community server comes alive as players duel each other, test out new balance changes, and interact with me directly.
Whether you're a seasoned fighter or new to the game (access will be given upon request on our Discord), our Saturday duels are a fantastic way to sharpen your skills, connect with other players, and experience Swordai’s ever-evolving combat.
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Thank you!
I really appreciate all the support and feedback you’ve been giving.
Thanks again for everything, and I’ll see you in the tower!
– Alex
https://store.steampowered.com/app/2321890/Swordai/