TOOSIN v1.4 Update — New Main Screen, 3 New Appearances, Better Combat Motion
TOOSIN v1.4 Update — New Main Screen, 3 New Appearances, Improved Combat Motion
Hello, this is TEAM NIRIZ.
Here are the details of the TOOSIN 1.4 update. This update rebuilds the main screen along with the Equipment, Character Info and Options screens, and adds three new appearances (Leonis the Crusader, Vlad the Dark Knight, Maximus the Gladiator) together with enemies of their lineage. Each appearance now has its own base stats, and we refined the forward-stepping attack motions as well as enemy weapons and hit detection. Combat now starts smoothly once loading has truly finished, DLSS Frame Generation offers more choices, and bugs found since 1.3.1 have been fixed.
The notes below list changes compared to 1.3.1.
Key changes: 1.3.1 → 1.4
1. Three new appearances and per-appearance base stats
The three new appearances have been added as Stage rewards. They appear as reward candidates once you reach the listed stage and stay selectable once unlocked. As with the existing appearances, you can play them as a Warrior, Swordsman or Fighter.
Base stats per appearance (HP / SP / ATK / DEF)
In 1.3.1, Isolde and Barto used the same base stats as Hilda. From 1.4, each appearance has its own base values. The values below are before level, account, equipment, perks and other bonuses are added.
- Warrior base DEF: The Warrior class's base DEF has changed from 0 to 1. This is already reflected in the Warrior DEF values above.
- If you played as Isolde or Barto: Their base stats now differ from Hilda's, so please check Character Info. Character Info shows the class base value and the appearance modifier separately.
- Main screen sync: The full-body arena illustration, small portrait and name on the main screen change to match your selected appearance.
- New enemies: Enemies of the Leonis, Vlad and Maximus lineages appear in Stage and Ranked. They use hit, kick, knockdown, stun, execution, parry and guard reactions fitted to their body type, and choose between melee and dash attacks depending on distance.
2. Combat & animation
Attacks and movement
- Forward-stepping attacks: The following attacks now actually move forward as you swing (root motion).
- The base Warrior's 6 shield combos and 6 offensive special abilities
- The first longsword light attack of Hilda, Isolde and Barto (now steps forward about 31 cm instead of staying in place)
- Attacks of the new appearances and of enemies from their lineages
[*]Movement direction: Reduced movement animation jitter at direction boundaries, and fixed the initial direction being off when starting backward or diagonally from a standstill. [*]Foot height: Fixed Hilda's feet sinking about 4 cm into the floor and some enemies' feet floating. [*]Hilda Fighter dodge: Fixed the in-place and backward dodges possibly not playing correctly when choosing the Fighter class with the Hilda appearance, as they pointed to motions for a different body type.
Hit detection and weapons
- Shield weapon combos: Fixed shield weapon combos equipped on the combo screen not being applied in actual combat.
- Longsword hit detection: Fixed unstable hits caused by the longsword's hitbox movement not matching its actual size, and distant enemies being hit first at the very start of a longsword heavy attack.
- Enemy hit detection: Fixed the shield swordsman's hitbox drifting far to the side so its attacks often missed, and the axe and great axe enemies' hitboxes pointing in a different direction from their weapons so they barely touched the actual weapon.
- Enemy weapon position: Fixed some enemies holding axes, maces or swords in the air beside their hand or upside down. Also fixed the axe enemy's axe twisting differently depending on its spawn direction.
- Hit detection cleanup on death: Fixed perk and trait attack hit-detection states possibly remaining when you fall mid-attack.
- Parry sparks: Fixed the spark effect on a successful parry being drawn at size 0 and nearly invisible.
3. Enemy AI and learning records
Enemy AI decision-making and learning work the same as in 1.3.1. This update cleans up how learning information is displayed and fixes related issues.
- AI learning record language: Fixed the AI learning record in the Stage window being locked to the language used at the time of recording. Records gathered from 1.4 onward are shown in the current game language; records from earlier versions remain in the language they were recorded in.
- AI learning status panel: The AI learning status shown while holding the button in combat is now organized as a table of fields and values, with a semi-transparent background so you can still see the fight. While the panel is open, the post-battle "AI Battle Memory" notice moves behind it and its remaining display time pauses.
- AI tendency display: Split the tags on in-combat AI tendency cards into separate cells, and unified learning/insight alerts and enemy rank names to white text on a dark gray background.
- Ranked opponent special abilities: Fixed the same Ranked opponent using a different special ability every time the game was launched.
4. Modes
Stage
- New appearance rewards and new enemies have been added.
- The arena crowd has been rearranged. Instead of spectators in a single pose turning to follow the player, spectators in various poses and cheering front rows now face the center of the arena.
- Combat power and ranking info in the Stage start window is now organized into cells. Fixed "Loading" and "Not connected" being shown at the same time when offline, and placeholder text appearing in the "My Rank" row.
- Fixed long reward names being cut off on Stage reward cards.
- Fixed the "Welcome back" message appearing on relaunch or normal returns. It now appears only when you return to the hub after falling.
- Fixed Steam announcements appearing over the revival appearance selection window when returning to the hub after falling. Announcements are now shown after you finish choosing your appearance and class.
- The round summary window has a new design.
Infinite Mode
- The Infinite Mode window has been reorganized into mode description, best record, leaderboard and rank bonus info.
- Fixed the internal "" label being visible in offline notices.
Ranked Season 2 (full version only)
- Crowd added: Spectators have been placed in the Ranked arena. They can be turned off with the crowd off option.
- Screen cleanup: Faction selection, territory map, Ranked list and confirmation, VS screen and results screen now share the same black-and-white design, with season info, territory summary and scores divided into cells. The VS screen shows all five members of both teams.
- Combat screen: Fixed regular enemy ranks such as "[ Common ]", the previous enemy gauge and temporary text appearing on the Ranked HUD, and English text being hard-coded in the 5v5 status window. The Season 2 notice text is now shown in white.
- Match flow: Prevented combat from failing to start and stalling when the signal for the end of the VS sequence was missing. Also fixed fallen combatants' weapons remaining in the arena, and combatants possibly spawning overlapping the floor when arena data was prepared late.
- Results screen: Fixed "Return to Lobby" not being selectable with a gamepad. Team learning record rows are now shown in cells.
- Settlement: Fixed unlocked general traits being reset and trait point calculation going wrong when settling Ranked results under certain conditions.
Training
- Mock battle removed: The separate mock battle, which had many issues, has been removed. Adjusting the training dummy's HP, DEF and ATK and regular training remain available.
- Equipped slots always shown: The equipped weapon slots are always displayed on the training map.
- Lighting: Added fill light to the training map so characters in dark outfits no longer look like black silhouettes.
5. UI/UX
New main screen
- Four menus on the left — Play, Character Info, Options and Quit Game — and a mode dashboard on the right with four tabs: Ranked, Infinite Mode, Stage and Training. Each tab shows the mode description, records and leaderboard.
- Sand dust drifts over the new arena background, and hovering over the left menus shows a description.
- The whole screen now uses white, dark gray and black, with only the selected tab and key buttons highlighted in yellow. Information such as slot numbers, weapon names, values and status is separated into bordered cells.
Character Info and Equipment screens
- Stats, Equipment, Perks, Traits, Buffs & Contracts and Achievements are organized as tabs with the same design.
- Alongside the final HP, SP, ATK and DEF, you can see where each number comes from: class base value, appearance modifier, equipment and upgrades, perks/traits/contracts, rank bonuses and more. All 14 detailed stats can be scrolled on the same screen.
- Equipment screen: Choose weapons, combos and special abilities by switching tabs on a single screen, check slots, owned/locked status and details, then confirm with "Equip". Cycle tabs with LB/RB on a gamepad.
- Save failure handling: Fixed values changing on screen as if successful even when equipping or upgrading a weapon or equipping a special ability failed to save. If saving fails, the previous state and spent points are restored and a notice is shown.
- Trait tree: Purchasable, locked and unlocked states are distinguished by brightness and text, and detailed descriptions can be scrolled to the end.
- Buffs & Contracts: Both lists can be scrolled separately.
Combat screen and windows
- Weapon swap slots: Slot number, weapon name and light/heavy combo names are shown on a card divided into cells, and the current slot is highlighted with a yellow border. Fixed internal English weapon names or wrong combo names appearing, and shield weapon names being shown with underscores, like "LongSword_Shield".
- Perk selection: The perk selection window has a new design, and long repeat-reward text no longer overflows the cards.
- Event windows: The Blood Contract, Mystic Merchant and Challenge Chest windows now share the new design. Fixed the target reticle appearing over event windows while they are open.
- Arena notices: Fixed stage notices not disappearing automatically, and an earlier notice's timer clearing a later victory or defeat notice.
- Pause, Credits, Patch Info and Loading screens: Unified with the main screen design. Credits are split into three tabs — Backers, Assets Used, and Production & Notices — and the loading screen no longer shows an arbitrary percentage that does not reflect real progress.
- Options exit confirmation: When there are unapplied settings, you are asked "Apply the changed settings?", and both buttons can be selected with a gamepad.
- Class selection: Fixed the bottom guide overlapping the confirm button.
Gamepad and resolution
- Main menus can now be navigated with gamepad focus movement alone, without a mouse cursor.
- Text clipping and overlap on major screens were checked from 1280×720 to 1920×1080, ultrawide (2560×1080) and 4K. UI size adjusts automatically to the resolution.
6. Graphics, performance & options
DLSS and graphics options
- DLSS plugin update: Applied the latest NVIDIA DLSS plugin (DLSS 4.5).
- Frame Generation: The previous 2X and 3X toggles have been merged into one selector. Among Off, 2X–6X and Dynamic, only the modes your GPU reports as supported are shown. Existing 2X/3X settings are migrated automatically, and the selected mode is kept after restarting the game.
- DLSS quality: Only the quality modes available at the current output resolution are cycled. Fixed the selected quality mode reverting to Native when applied, and DLSS using the wrong output resolution in windowed fullscreen.
- Support detection: Fixed the Ray Reconstruction button being enabled on unsupported devices, and removed mentions of FSR (not offered in the game) from the upscaling description.
- Device info and option descriptions: The Options screen shows the GPU name, driver version, graphics API and support status for DLSS, Ray Reconstruction, Reflex and Frame Generation, and the description panel explains each option's effect and requirements. The currently selected value is marked with a yellow background.
Loading and performance
- Start when ready: The loading screen stays up until shaders, animations, resources and streaming are ready and the frame rate stabilizes, and then combat begins. This reduces stutter right after loading; if preparation takes a long time, the game still starts after at most 15 seconds. The arena intro video plays from the beginning after loading finishes.
- Preparation display: The loading screen shows what is currently being prepared, in Korean, English, Japanese, Simplified Chinese, Traditional Chinese and Russian.
- Crowd performance: Added distance-based simplification levels to crowd models. The crowd off option is still available.
- Texture streaming: Increased streaming headroom for high-resolution character textures at the highest texture quality.
Actual performance may vary depending on your hardware and graphics settings.
7. Sound
- New hub BGM: The default hub track has been replaced with a track newly made for 1.4. The hard hub track played from Stage 10 onward is unchanged.
8. Localization
- Text that had remained only in Korean — the Equipment screen, mode dashboard, Character Info tabs, loading text and tips, credits, class selection, perk selection, pause and more — has been translated into English, Japanese, Simplified Chinese, Traditional Chinese and Russian. Missing translations such as tutorial guides and the new appearances' combo names have also been filled in.
- Option mistranslation fixes: Corrected the option category names (English "operation", Chinese "学分", Russian "операция"), the Russian Bloom, Depth of Field, Resolution and Master Volume labels, the Chinese Dodge, Upscaler and On/Off labels, and the Japanese Depth of Field, Foliage and distant shadow labels.
- Status and term fixes: Corrected Chinese Stun ("震惊" → "眩晕"), Dodge Catch ("闪避接球" → "闪避反击") and the mistranslated "Consecutive Slash" combo, and unified the Stage, Perk and Life Steal terms. The Russian Life Steal term has also been unified.
- Wording cleanup: Fixed machine-translated, sentence-style Russian detailed stat labels and mistranslated Training setting labels, and cleaned up the capitalization of English and Russian weapon and combo names. Also fixed key names appearing in English on the Traditional Chinese controls screen, and the "To Character Info" button on the Japanese Traits screen appearing in Russian.
- Clipping fixes: Fixed long translations being cut off or overlapping, such as in the Russian AI learning status panel, Hall of Fame headers and the Training "Max Damage" label.
9. Steam, leaderboards & achievements
Rank stat bonuses now stack
In 1.3.1, only the bonus set of your highest rank among Stage, Ranked Season 2 and Infinite Mode was applied. From 1.4, the rank bonuses from all three leaderboards are calculated separately and added together. The bonus values per rank are the same as in 1.3.1.
- Example: if you are ranked 1st, 3rd and 7th on the three leaderboards, you get Max HP +230, Max Stamina +230, ATK +50 and DEF +33.
- You can check your rank bonuses in the stat sources in Character Info.
Leaderboards and achievements
- Achievement pop-up removed: The on-screen pop-up shown when unlocking an achievement has been removed. Achievement unlocks and Steam achievement records work as before.
- Combat power records: Fixed combat power being uploaded to Steam several times with low intermediate values while the game was starting. The latest value is now uploaded once, after it settles.
- Offline rankings: Fixed Ranked rankings getting stuck on "Loading" when offline or before Steam stats were ready. They now reload once ready. When not connected to Steam, all leaderboards show the same notice.
- Leaderboard cleanup: Rank, name and score are divided into cells, and your own record is highlighted with a yellow border.
10. Stability & bug fix summary
Issues found in 1.3.1 that were fixed in this update:
Combat
- Shield weapon combos not being applied in actual combat even when equipped
- Unstable longsword hits because the hitbox movement did not match its actual size, and distant enemies being hit first at the start of a longsword heavy attack
- Perk and trait attack hit-detection states possibly remaining when falling mid-attack
- Shield swordsman, axe and great axe enemy hitboxes not matching their actual weapons
- Some enemies holding weapons in the air beside their hand or upside down
- Initial direction being off when starting backward or diagonally from a standstill
- In-place and backward dodges of the Hilda-appearance Fighter possibly not playing correctly
- Feet of Hilda and some enemies sinking into the floor or floating
- Parry sparks being drawn at size 0 and nearly invisible
Modes & progression
- Unlocked general traits being reset and trait point calculation going wrong under certain conditions during Ranked settlement
- The same Ranked opponent using a different special ability on every launch
- Combat possibly failing to start and stalling after the Ranked VS sequence
- Fallen Ranked combatants' weapons remaining in the arena, and combatants possibly spawning overlapping the floor
- Regular enemy ranks, temporary text and hard-coded English text on the Ranked HUD, and gamepad issues on the results screen
- AI learning records being locked to the language at the time of recording
- Long names being cut off on Stage reward cards
- The welcome message appearing even when you had not fallen, and Steam announcements overlapping the revival appearance selection window
Saves & Steam
- Weapon, upgrade and special ability equips being shown as successful even when they failed to save
- Stat calculation possibly freezing when corrupted save data contained an extremely high upgrade level
- Combat power being recorded to Steam several times with intermediate values while the game was starting
- Leaderboards getting stuck on "Loading" or showing different connection notices at once while offline, and an internal label showing in the Infinite Mode notice
Screens, options & localization
- Internal weapon names and wrong combo names in the weapon swap slots, and underscores in shield weapon names
- Long text overflowing perk cards, the class selection guide overlapping, and the reticle overlapping event windows
- Arena notices not disappearing or clearing other notices
- DLSS quality mode reverting to Native, wrong DLSS output resolution in windowed fullscreen, and the Ray Reconstruction button on unsupported devices
- Dark character silhouettes on the training map
- Many mistranslations in options, statuses and combo names, and long Russian text being cut off
We look forward to your bug reports and feedback
Since this update makes broad changes to screen layouts and combat motion, there may be issues we have not found yet across the many combinations of appearances, classes, weapons and modes.
Pressing the in-game "Send Feedback" button takes you to the discussion board through the Steam overlay. When reporting a bug, please tell us the appearance, class and weapon you used, the play mode and stage, your graphics settings, and the situation in which the problem occurred. This helps us a lot in finding the cause. If possible, please attach screenshots or videos as well.
We will keep improving the game based on your reports and feedback. Thank you.
TEAM NIRIZ
Posted by the game’s developer or publisher to its Steam community hub and published by Valve through Steam’s public news API. Sifter reproduces it unedited and writes none of it.