Soulmask

Developer Update: Weapons Optimization & New Weapon Mastery

Greetings players:



We are community managers, Peter and Maggie, primarily responsible for community operations in Soulmask (you might encounter us rushing past a llama in the game). News from the developers has been somewhat quiet, as there is a lot of content we're eager to showcase, but we are deeply immersed in development iterations. Today, we want to share the latest iteration plans and exciting designs.

We have carefully reviewed past feedback and conversations, and it's clear that everyone is very interested in combat, creatures, tribal management, and construction. Based on your feedback, the developer's roadmap contains hundreds of design elements, including new ideas, iterations, and optimizations.

So, in the days to come, I will share with you the progress of our designs in the order of your concerns, as well as some small details that you might not think about and are often easily overlooked (I find them quite interesting), and I hope you all enjoy it.

Combat has always been one of the most important aspects of Soulmask. Our original intention was for combat to be realistic, allowing players to focus on each opportunity for attack and managing stamina. We will discuss this aspect in detail in a future article.

From the past trial events, we have received a lot of feedback on combat. Here are some interesting comments that I have selected.

I think that(combat system) needs to be the number 1 priority they fix in this game. But yeah, if they can improve upon the combat and the suggestions you(Shizai) provided, I think they're going to have a real fun game on their hands. Had a blast playing it.——from General Lee Stoned |StUn|

Fighting needs smoothed out seems to jerk sometimes——from mikesmithiii


There are many similar comments, so for this issue, I want to share some of the latest combat details with you.

Combat will become smoother


In the past, there was feedback about the combat needing to be smoother. Based on this issue, we spent several days making adjustments, and we believe there will be a significant improvement in the combat experience in the future of the game. Now, we can show you some progress:

*Note! This is not the final product; we are still working hard to improve!

Dual-blade

Visually, we have significantly enhanced the swinging effects of the dual blades. Compared to the previous feeling of being like wooden clubs, they now resemble truly deadly weapons. At the same time, we were not satisfied with the smoothness of the character's skeleton structure from before. Adjustments have been made to the transitions between normal attacks, making our control feel smoother and more agile.



Hammer

The great hammer must deliver a deadly blow, but that doesn't mean it has to be overly cumbersome. We have re-evaluated the recovery time of the great hammer's normal attacks, allowing for interruptions during the lifting process, which greatly increases the hammer's output frequency. Additionally, players can choose to quickly reposition themselves after retracting the great hammer, enhancing their survivability.



Giant Sword

Similar adjustments have been made to improve the fluidity of the basic attacks with the Giant Sword. Of course, this doesn't mean the Giant Sword will feel lightweight, but rather the movements are now more seamless and less rigid.



The New Weapon Mastery will be very interesting.



Maggie has already lost count of how many Bush Dogs she has slain with the Quadru Tornado Slash technique. Mastery always seems to come to our chieftain's aid at their most difficult moments. However, the designers felt that the masteries were still not numerous enough! We have recently added Mastery to every weapon. It's time for some carnage! I'm very excited to share a few exciting Mastery with everyone

Hammer

The hammer in the game revolves around the concept of "Heavy Strikes," and this is also the core of our new Mastery design. It involves a three-stage charging mechanic, and while it requires some patience to charge up, once fully charged, you can deliver a heavy blow to your opponent (gut punch). Just like Soulmask, you may need a little patience, but then you will embark on a fantastic journey in the game.



Giant Sword

Regarding the Giant Sword, our lead designer Royce once envisioned a scenario: a fierce black panther pounces towards you, and you raise your weapon, close your eyes, and pray. Then, you crouch down and slide, with the blade intersecting the vulnerable belly of the beast. When you open your eyes, all you see is blood and entrails scattered on the ground.

Yes, he has implemented this action in the game.Using the Giant Sword, you can perform a slide maneuver to hit the target's abdomen, causing additional damage. Moreover, during this process, you are immune to the charge and pounce of wild animals (perhaps the black panther scenario has left a strong psychological impact, but that's a good thing, isn't it?)



In addition, I have also obtained Mastery for several other weapons and can share them with you.







Is that all?



Of course not! The next issue of the combat-related content will be unveiled in a few days. New fun stuff is on the way! We hope you enjoy this issue. We are Peter & Maggie, and we will see you again very soon!



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