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Samurai Island Combat System - Patch v1.5.2
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Bug Fixes:

  • Fixed an issue where sheathing to end a duel would break your weapon until reattach.
  • Fixed duel proximity sensor, a duel will now end when players get too far apart

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Samurai Island Combat System - Patch v1.5
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Features:

  • Dueling System:  Now you may challenge someone using our new dueling system.  On the duel being accepted, both combatants will only be able to cause/receive damage to each other until the end of the duel.  A duel ends when a combatant is defeated, a combatant sheathes their weapon and forfeits, or the combatants go out of range of each other.
  • Redesigned HUD:  The new C:SI HUD integrates the old main HUD and inventory into a single more compact and easy to use HUD.  Clicking different buttons on the circle menu will bring up different windows.  Clicking the Duel button will activate the targeting system which will allow to you easily select a target to challenge to a duel (must have weapon unsheathed).  Also under the Options menu you can register for an account on our new website, this is the only way to register.
  • Practice Mode:  There is now an option in the weapon customization that allows you to place your weapon into practice mode.  While in practice mode your attacks WILL NOT cause damage to your opponents, however you will still receive damage from someone who is not in practice mode.  Once set, a weapon will stay in practice mode until set back, practice mode persists between detaching/attaching your weapon.

Tweaks:

  • ***IMPORTANT*** Special Attacks are now performed by holding down the mouse and tapping the jump button TWICE.  This is very useful in preventing accidental specials.

Optimizations:

  • Blocking/Stuns have once again been modified to be more responsive and should reduce the occurrence of hit effects occurring on a block or block effects occurring on a hit

Bug Fixes:

  • Further modifications have been made to blocking and stuns that should completely prevent the occurrence of block effects occurring on a hit.
  • An issue with the security in all weapons that would cause them to sometimes break when the grid was unstable has been addressed

Other:

  • We now include a C:SI Status Tag which allows you to mark yourself as RPing or OOC and shows others when you are in a duel.

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Samurai Island Combat System - Patch v1.4.3
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Features:

  • New Inventory Item:  Throwable Kunai

Tweaks:

  • How hits and blocks are handled has been modified: Blocking should now be more responsive, It is now impossible to knock someone out of a block (getting a vulnerable hit is another matter)
  • Tweak to reduce the occurrence of accidental specials.
  • Kick damage has been modified, kicks are now more effective.
  • The attack speeds on ALL katana have been matched across the board.
  • Inventory gesture buttons have been swapped around (now F2 - F4) for easier use in battle

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Samurai Island Combat System - Patch v1.4.2
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Tweaks:

  • Speed on Ashes Katana’s has been altered to be more balanced.

Bug Fixes:

  • Setup announcer to work in the new Samurai Edo Sim

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Samurai Island Combat System - Patch v1.4.1
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Features:

  • Directional Blocking:  Blocking is now only effective in a 270 degree arc in front of you, an opponent attacking from behind will now BE ABLE to hit you, even if you are blocking.

Tweaks:

  • The sensitivity for causing a dash by double tapping has been reduced by quite a bit.  This should help with people accidentally dashing during a fight.

Bug Fixes:

  • Fixed blade trails which broke due to the latest SL patch.
  • Inventory items are now working again.
  • It should now not be possible to get in hits on a guarding enemy by ramming them and then attacking.

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Samurai Island Combat System - Patch v1.4
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Features:

  • Web Based Scoring:  All scores are now stored on an external server that will allow us to expand the system greatly in the future.
  • Each sim will have it’s own scores separate from the rest of the grid, your HUD will tell you your score in the Sim you are in. Check http://www.combatsi.com for the scoreboard.

Bug Fixes:

  • Fixed a glitch with dashing that would cause you to automatically dash when strafing.
  • Blade trails will now shrink until you go into combat stance, preventing accidental clicks.

Optimizations:

  • Script counts in all weapons and sheathes has been reduced DRASTICALLY, by as much as 90% for some weapons.

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Samurai Island Combat System - Patch v1.3
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Bug Fixes:

  • Security update to ensure tamper resistance of weapons to prevent cheating.
  • Fixed a bug in randomization of damage, previous failed to randomize properly.

Optimizations:

  • Improved blocking/stun stability in lagging sim conditions.

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Samurai Island Combat System - Patch v1.2
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Bug Fixes:

  • Fixed an exploit with teleportation attachments that would cause blocking to stick.
  • Some ArchaTek blades had their damage randomization correctly applied.
  • Added unsheathing functionality to weapons being worn in the offhand for ArchaTek and Ashes blades.
  • The Inventory HUD got an overhaul and should now have no problems with disappearing inventory.

Optimizations:

  • Increased the time allowed between presses to do a dash or double jump.  This should help people experiencing lag to perform these moves much more easily.
  • Optimized some guard code so switching back into attack stance from guard will be faster.
  • Main HUD now updates in 3 second intervals instead of 1, this should make the HUD fairly more responsive.
  • Tweaked some code in the combat stance that would cause a small glitch when a player reached 0 stamina.

Added Functionality:

  • Now when an attacker’s slash is blocked, the attacker will be momentarily stunned and only able to move or block.
  • Implemented personal score keeping into to main HUD, this will also stop the scoreboard from crashing.  (You MUST have the HUD attached to receive credit for your kills, credit only received in Samurai Island sim).
  • Now when someone dies, their killer will receive a 25% health increase.
  • New particle effects when someone is healed via potion or getting a kill.
  • The system now causes real damage on damage enabled parcels.

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