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Exanima 0.9.5.2g

Exanima · Community Announcements · October 08, 2026

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Another patch with some changes as we solidify the foundations of combat physics and mechanics before larger scale changes.

We've done an overhaul of all attack "targeting" and some related mechanics. By this we mean the adjustments that characters make during an attack to line them up with cursor inputs or to hit their target under different conditions. Thrust motions are improved, they are smoother and target more accurately for many weapons. Overheads better track the cursor throughout their arc. Horizontal swings better adjust to targets at different elevations and of different heights, while also allowing more manipulation with the controls. This means they are less likely to miss completely, but can hit lower or higher due to crouching and other inputs.

Previously we estimated masses of weapons based on a combination of the 3D model volume and the weapon's stats, but these estimates were often off, leading to weapons with abnormal masses. Most often weapons could have very low masses, leading to glitchy physics and weapons feeling unsubstantial. We've now switched to explicitly defined masses for all weapons, giving much more consistent and realistic masses. The mass of most popular weapons has barely changed, but many odd outliers now have proper masses. The weight value on weapons is now also indicative of the weapon's actual physical mass. Keep in mind that these values are specific to the weapon type (one handed, two handed, polearm) and not on a global scale.

We can of course tweak these mass values so give us your feedback on the feel of specific weapons and overall.


Changelog for 0.9.5.2g:

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