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Saber Open Beta
Please be sure to leave your feedback for the saber open beta in the thread below!
Changelog
General- Change: Speed lunge once again has the camera unlocked for looking up and down.
- Can now look left/right after you've attacked during the lunge.
- Trajectory is unaffected.
- Added a 250ms delay before being able to attack during the lunge.
- Change: Cartwheels no longer deal damage until the end where the swings actually come out visually.
- Change: Saber v saber sweepkick vs block
- If crouching and moving, will cause a stagger
- If not crouching, requires the opponent to be in an attack to stagger
- Change: Saber v saber side/back kick once again staggers. Requires an opponent to be moving and attacking.
- Change: Thrown sabers now have their pullback timer scale based on how far away the saber is from the owner. Minimum of 1.5 seconds with a maximum of 3 seconds.
- Disarmed sabers still have the maximum time to be pulled back.
- Fix: Special attacks no longer lose damage when hitting the same target multiple times.
- Fix: Fixed autotaunt when acquiring ACM not triggering again unless you lost all ACC on the style you acquired ACM.
- Fix: Some adjustments to crosshair indicators that should fix some missing visuals when spectating players.
- Fix: Force Focus no longer builds when you have an invulnerability bubble.
- Fix: Outlier cases involving BP drains with invulnerability bubbles should be fixed.
- New: BP damage can now be seen with the cg_visualDamage cvar. Requires being in a private duel.
- Can no longer challenge a player to a duel when they have an invulnerability bubble (in order to prevent getting put into a duel by someone who respawns close to you without manually challenging them back).
- Can no longer do melee moves immediately after a duel starts.
- Change: Force Repulse
- Now additionally enabled outside of private duels if a server password is set.
- Now additionally enabled if g_PrivateDuels is set to 0.
- /ignore prevents duel challenges.
- All single styles can now be chosen simultaneously in Duel Mode.
- General
- Doing a special2 move will now reset your swing count instead of carrying it over and potentially locking out attack inputs.
- Back attacks
- Can now also be activated while inputting crouch + only backwards movement + attacking. Manually activated back attacks will be the following for each style:
- Red and Purple styles do the current crouched swing that staggers.
- Duals, Cyan, and Yellow styles do the standard backswing.
- Blue and Staff styles do the standard backstab.
- Slow movement and ability to turn are now unlocked at the end of back attacks.
- Change: Back attacks no longer hit targets in front of the attacker.
- Counter swings
- No longer trigger in the following circumstances:
- If you've passed your style's swing count
- If interrupted (hit in startups)
- When hit during a special2 move.
- No longer trigger in the following circumstances:
- Parry Refactoring
- Change: Window for parrying is now more precise. Hits will now land more consistently (instead of being parried) at the beginning and end of swings.
- New: Parries now deal 10% base damage (body hit damage without ACM bonus).
- New: Parrying and taking more BP damage than the amount of BP you have will cause you to lose your saber.
- Duals' offhand will deactivate if it tries to parry when this triggers while you don't have your mainhand equipped. This is disabled for players in FA/Legends if both do not have at least Saber Defense 1.
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- Fix: DFAs don't trigger in cases where you've been knocked upwards without doing jump inputs.
- Fix: All special moves will now hit the proper maximum amount of times (e.g. downstab will never hit twice).
- Change: Knockback on special moves reduced by 30% (100 -> 70).
- Blue’s lunge attack remains at 100.
- New: Most special moves now cost BP to activate as shown below. Specials activated under these thresholds will deal 25% damage.
- Blue Lunge:
- BP: 7
- FP: Reduced from 35 to 20.
- Cyan DFA:
- BP: 10
- FP: Reduced from 25 to 15.
- Yellow DFA:
- BP: 10
- FP: Reduced from 25 to 15.
- Red DFA:
- BP: 15
- FP: 25
- Rollstab:
- BP: 10
- FP: 25 reduced to 15.
- Dual Forward Jump Special:
- BP: 10
- FP: 25
- Staff Forward Jump Special:
- BP: 10
- FP: Reduced from 25 to 20.
- Staff Left Butterfly:
- BP: 10
- FP: Reduced from 25 to 15.
- Staff Right Butterfly:
- BP: 10
- FP: Reduced from 25 to 15.
- Dual Crouch Kata:
- BP: 15
- FP: Reduced from 25 to 20.
- Staff Crouch Kata:
- BP: 15
- FP: Reduced from 25 to 20.
- Duals Front/Back Stabs:
- BP: 8
- FP: Reduced from 35 to 25.
- Duals Side Stabs:
- BP: 8
- FP: Reduced from 35 to 25.
- Purple Kata:
- BP: 15
- FP: 20
- Red Lunge:
- BP: 15
- FP: 15
- Damage Modifiers
- Change: Damage modifiers relating to blocking/not blocking/running/walking have been simplified to the following:
- If not blocking while running, the defender has a 1.20x incoming damage modifier.
- Change: Incoming damage increase for getting hit while crouching reduced from 1.5x to 1.25x.
- Change: Outgoing damage multiplier for attacking while crouching reduced from 0.80x to 0.75x.
- Change: Consecutive swings now also drop to 0.50x if you've parried your opponent (no longer just after scoring a body hit on the opponent).
- Airborne damage multipliers now exclude hitting someone that's in a special move or while damaging with a special move (since all of the moves these would apply to already have their own damage multipliers).
- Change: Incoming damage when knocked down reduced from 1.35x to 1.25x.
- Change: Special moves no longer benefit from ACM.
- ACC/ACM
- Change: Light styles no longer lose 2x ACM when body hit by non-light styles
- New: ACC modification changed to the following:
- 1 ACC = 1 ACM. Once you hit 4 ACM, you gain the following damage increase:
- Light Styles (Blue, Cyan): 1.08x
- Medium Styles (Yellow, Staff, Duals): 1.10x
- Heavy Styles (Red, Purple): 1.12x
- 1 ACC = 1 ACM. Once you hit 4 ACM, you gain the following damage increase:
- During a combo, If you've already landed a body hit, been parried, or are using Yellow's fast A halfswing, you build partial ACM.
- Defensive Styles (Blue/Staff): 0.25 ACM
- Balanced Styles (Yellow/Cyan/Purple): 0.50 ACM
- Offensive Styles (Red/Duals): 0.66 ACM
- Partial ACM is not drained from defenders unless it’s on a neutral/half swing.
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- Successfully Mblocking vs Duals when it only has its offhand active turns it off.
- New: Failing now has orange blocking crosshair indicator.
- Now adds 1.15x bonus damage on the counter attack from the Mblock. Only applies when matching the PB zone.
- Change: Invisible Mblock cooldown timer reduced from 1500ms to 200ms regardless of failing or succeeding.
- New: Mblock Defense
- Requires doing the correct timing + correct movement vs incoming swing
- Builds/Drains partial ACM.
- 0.75x incoming damage multiplier
- Won't disarm opponent
- Has a yellow blocking indicator for the defender
- Blocking
- Instead of triggering a Perfect Block in the return (if not feinting), now does the following:
- 0.75x damage multiplier
- Has a yellow blocking indicator for the defender
- Can only be done if you've landed any kind of hit (body hit, parry, been blocked, etc) on the opponent already.
- Saber Styles
- General
- Change: Staff and Duals no longer cost an extra 2 points to purchase.
- Change: Consecutive swings are no longer instant across the board.
- Movement speed adjustments for Red/Purple:
- Purple:
- Now has the same movement speed penalty as Yellow/Green/White styles when attacking while moving backwards (0.45x changed to 0.60x).
- Now has the same general movement penalty for attacking while moving as Yellow/Duals/Staff (reduced, 0.7x to 0.85x).
- Red:
- While attacking and moving forward without strafing, now has the same general movement penalty for attacking (reduced, 0.7x 0.85x)
- While attacking and strafing with no other movement, remains at 0.7x speed penalty
- While attacking and moving backwards, penalty reduced from 0.45x to 0.55x
- Purple:
- New: Can now change between styles with Staff/Duals while saber is off..
-
- Offense Rating: 6
- Defense Rating: 55
- Swing count of 4.
- Change: Blue no longer has instant halfswings from all directions
- Perk - Delays BP regen on PB:
- 400ms (equal to 1 tick of normal BP regen) until 4+ ACM:
- Every 2 ACM afterward increases the delay by 200ms.
- Mblock counters now delay BP regen by an extra 200ms on a body hit.
- 400ms (equal to 1 tick of normal BP regen) until 4+ ACM:
- Perk - Mblock counters now grant an extra 0.25 ACM on a body hit.
-
- Offense Rating: 8
- Defense Rating: 47
- Swing count of 3.
- Perk - Deals a minimum of 5 BP damage to opponents on parries.
- Perk - Benefits from ACM on parries.
- Perk - Receives no BP damage on parries. Will not get disarmed if parrying with 0 BP but won't be able to chain an attack after.
- Change: Now has the Stab special move for forward + crouch. Damage multiplier of 0.60x. Costs 10 BP and 15 FP to activate.
- Only gains 0.75 ACM on neutral/half swings instead of 1.0
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- Offense Rating: 10
- Defense Rating: 50
- Swing count of 4.
- Perk - Has its old fast A halfswing. This swing is treated like a consecutive as far as damage and ACM being affected.
- Initially gated to just being able to be done after A/D swings. After passing 4+ ACM, can be done off of any previous swing.
-
- Offense Rating: 8
- Defense Rating: 50
- Swing count of 3.
- Change: Duals’ jump + forward special move can now turn after the initial jump time.
- Perk - Doing a half swing before you’ve reached max swing count resets swing count to 0, allowing for another set of swings.
- Perk - Gain 1 additional max swing count at 4 ACM. Max swing count vs your opponent increases for every 2 ACM you build afterward. At max ACM, you have no swing count limit.
- Perk - Special moves have bonus scaling from ACM
-
- Offense Rating: 9
- Defense Rating: 53
- Swing count of 4.
- Change: Slowdown on spins is removed while moving forward and lessened from 0.5x to 0.75x in other circumstances.
- Change: Halfswings that change sides can now spin. A to D or D to A are exempt from this.
- Perk - Non-special move spinning saber attacks have a 1.75x outgoing damage multiplier.
- Perk - Can use Mblock to trigger PBs without matching PB zones. Won't disarm if not matching PB zones.
- Perk - Can stagger with Mblock vs swingblocked swings when matching PB zones. Requires ACM.
- Can now be thrown. Will be horizontal with both blades active and do the default throw with one blade.
-
- Offense Rating: 12
- Defense Rating: 48
- Swing count of 3.
- Change: Crouch + forward special move changed from the stab to its previous twirl attack.
- Perk - Can fully Perfect Block in returns (still requires holding block).
- Perk - Can continue countering past its swing limit but can’t chain swings after these counters.
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- Offense Rating: 14
- Defense Rating: 48
- Swing count of 3.
- Change: Red hop FP (feint + rdfa combo) drain split from RDFA. Now drains 15 FP instead of the full cost. RDFA still retains the full FP cost.
- Perk - Red can now stagger on hits in certain circumstances. Does not trigger against special moves. The duration of the stagger scales with how much ACM it has:
- On first body hit (excluding attacking from cartwheels) landed in a combo if it hasn’t been parried.
- Any spinning attack.
- Any hit if the attacker’s velocity is at least 225. For comparison, walking is 70, running is 190.
- Perk - On the first swing of a combo, has the following traits if the swing is PB’d:
- Does 50% damage through PB. Will not disarm the opponent. Will stagger the opponent if they have less than the BP required to take the hit.
- Builds partial ACM for the attacker
- New: Now has a crouch + forward attack. Big wind-up swing with large damage that causes stagger and knockback. Requires 15 FP to use and drains 15 BP when activated.
- General
Changelog Legend
New - New feature or addition to the game.
Change - Changes to the game.
Fix - Bug fix.
Remove - Removed feature.
Feature - New feature name.
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