Katana
Two-handed katana primary: 3-hit combo, dash slash, plunge attack, 45 upgrades, 32 cosmetics, levels to 30, multiplayer sync. English & Russian. Катана: комбо, рывок, улучшения, косметика.
By Lapagus
CHANGELOG
Changelog
2.1.1
- Progression like a vanilla weapon. 2.1.0 shipped the test setup by mistake. Now the katana is locked in the primary list and is unlocked like the vanilla gun-token primaries: hold Unlock, pay 1 gun token (the price is copied from the game's own primaries). It can also come up in the free first-weapon pick. It starts at level 1, upgrades and cosmetics come only from drops and katana level rewards.
- The test shortcuts are opt-in:
[Upgrades] GrantAllandGrantAllCosmeticsnow default to off, and the new[Debug] UnlockEverything(off) brings back the whole 2.1.0 setup for testing. - Configs that still have the 2.1.0 test default
GrantAll/GrantAllCosmetics= true are switched to false once; setting them to true again afterwards is kept. - Saves are not touched: a katana, upgrades and cosmetics you already have stay.
2.1.0
- Full English translation: upgrades, tooltips, cosmetics, HUD, gear texts. The language follows the game's language
(Russian game → Russian, any other → English);
[General] TextLanguage= auto (default) / ru / en, applied live. Old saved "ru" from 2.0.10–2.0.13 is migrated to "auto" once. - README in English and Russian.
2.0.13
- New
[Debug] DumpCharacters(off): once per session exports all 5 characters — skeletons, first/third-person meshes with bone weights, textures, movement/ability data and every animation sampled at 30 fps — to BepInEx/config/katana_characters/ (for designing a new character; Blender importer: tools/import_characters_blender.py).
2.0.12
- «Мультивселенский грабёж» (vanilla Ouroboros Contraband grid stealer) can now roll for the katana: on the katana it gives +3 columns per copy and takes 1 column from each other equipped grid; stacks («накапливается»), Ouroboros only. It is the vanilla upgrade itself, so the game's own grid math applies.
- New port «Нарушение границ» (940349, Oddity): the katana grid grows by a row or a column; stacks; drops where the vanilla Oddity drops and is the katana's level-32 Oddity reward.
2.0.11
- «Клинок Мурамасы»: EVERY kill by the katana gives a regeneration stack — combo, finisher, dash, plunge, echo, Кайтэн, waves, lightning, Райдзин, Суд клинка, reflected shots, frozen shatter, element DoT; enemies, cores, severed limbs, objects and training targets. Two detection paths (the strike's own kill check + the gun's kill callback) with de-duplication: one stack per enemy per 0.6 s, so 3 enemies killed at once give 3 stacks.
2.0.10
- «Отражение»: short description and a 5-line tooltip (it no longer runs off the screen).
- Katana name/type/description are Russian by default even when the game runs in English
(
[General] TextLanguage= ru / en / auto); the gear description is shorter.
2.0.9
- «Клинок Мурамасы»: regeneration stacks now come from destroyed enemy CORES killed by any katana damage — swings, dash, plunge, waves, lightning arcs, Райдзин, Суд клинка, reflected shots, frozen shatter (Ледяная кромка) and element damage over time. Limbs and objects no longer give stacks. Works for host and client owners (vanilla gun OnKillTarget).
2.0.8
- «Отражение»: the parry stance runs on its own gauge instead of dash charges/cooldown. 100 % (Призрачный шаг +50 %), 10 % entry fee (20–30 % on quick re-raises), drains 40 %/s while held, 8 % per parried shot (perfect parries free, first refunds 10 %), refills 0.12 s after release (empty → full in 3 s; dash cooldown upgrades speed it up). Gauge at 0 while guarding = guard break (usable again from 30 %). HUD bar «Парирование NN%».
- Inspect motions rebuilt on the real arm skeleton (no forearm twist bones): the forearm rolls the blade, the wrist no longer twists. Fixed wrists in «Осмотр клинка» and «Протирка клинка».
- «Вихрь и хват» replaced by «Восьмёрка» (two figure-eights into a seigan point).
- «Ното» and «Иайдо: вспышка» now show a saya (scabbard) in the left hand; the blade slides in and clicks.
- «Иайдо: вспышка» is a legendary-tier show: held breath with a dark vignette, explosive rising draw with a full-view slash band,
white flash, sparks, shake, delayed cut lines in the air that split on the final click.
[Motions] IaidoSlashSize/IaidoVignette/IaidoCutLines. [Debug] DumpMeshes: with it on, F7 → F9 also exports the arm/body meshes and bones to BepInEx/config/katana_rig/.- Offline tests: 219 (anatomical limits for every inspect clip, parry gauge rules).
2.0.7
- All 9 inspect animations (default twirl + 8 Motion cosmetics) rebuilt on a skeleton-checked rig: natural wrists, the handle rolls in loosened fists instead of twisting the wrists, real catches, the left hand slides along the blade (Протирка, Ното), clean start/end on the grip and smooth cancel into a swing. Third-person versions updated. Swings and the v1.9.0 grip unchanged.
- «Отражение» now replaces the dash: RMB = parry stance (tap 0.6 s / hold 1.2 s, perfect first 0.2 s = ×2 + knockback), reflects enemy projectiles into the crosshair target / shooter / nearest enemy, −50 % frontal damage (−100 % perfect), LMB = instant counter. Uses the dash charges and cooldown; dash upgrades trigger on parries.
- «Волна разреза»: 80–95 % of swing damage (was 45–55 %), 20 m, finisher wave ×1.3 and ×1.5 wider, turbo = fan of 3 on every swing (one wave per enemy), blade penalty ×0.9.
- «Клинок Мурамасы»: kills give regeneration stacks (max 5, 1.5–2 % max HP/s each, 6 s), shown in the buff bar; miss damage 1.3–1.8.
- «Тысяча порезов»: 8 marks open «Суд клинка» — 10 slashes in 0.5 s around the target (r 2.5 m) + a final cut, 205–240 × damage.
- «Ледяная кромка»: shatter +3.2 × SlashDamage × katana damage on top of vanilla 200.
- «Пустота»: 0.06–0.09 per empty cell (was 0.03–0.045).
- «Резонанс стихий»: radius 7 m (was 4) + a second hop (60 %, up to 4 enemies).
- Fixed: teammates never saw «Волна разреза» (2.0.6 wave message handler threw on every packet).
- Fixed: a NaN dash refund could stop the dash recharging.
- New
[Debug] SelfTest(off): checks registration, upgrades, patches, shaders, sounds, network, animations and IK in game and writes BepInEx/config/katana_selftest.txt. Offline test suite: 201 tests.
2.0.6
- New base move «Нисходящий удар» (plunge): airborne, ≥2.5 m up, looking down → LMB drives you into the ground, 360° strike r 3.5 m
(finisher ×1.2, up to +30% for long falls), no fall damage, 3 s cooldown. Synced to other players.
[Plunge]config. - 8 inspect-motion cosmetics (4th cosmetic slot, ids 940431–940438): Осмотр клинка, Вращение рукояти, Тибури, Протирка клинка, Вихрь и хват, Ното, Иайдо: вспышка, Жонглёр. They replace the Inspect animation.
- New Epic upgrade «Отражение» (940347): swings and dashes destroy enemy projectiles and fire the hit back (3 per swing, 1 s cooldown).
- Teammates now see «Волна разреза» (new "katana.wave" message).
[Visuals] ShowTeammateWaves. - Teammates' katana dash sound is distance-limited like the other katana sounds.
- Dash refunds: kill refund capped at 1.2 s per strike (
[Dash] KillCooldownRefundCap); one dash can win back at most 60% of its own cooldown; Шаг ветра 0.15–0.22 / 0.08–0.12, max 2 kills per strike. Иссэн still chains. - Swing penalties (Иссэн, Тысяча порезов, Волна) no longer reduce wave and echo damage.
- Dash HUD shows charges and the recharge of the next charge (Призрачный шаг).
[Cosmetics] EffectsLevelfull / reduced (default) / minimal for skins, flairs and crabs, applied live. Crabs on other players' katanas look at their owner. Prism/void flair lines no longer vanish after a weapon switch.- Russian gear name, type and description (auto by game language;
[General] DisplayName/Description= auto). - Experimental
[Feel] CustomSounds(off): synthesized steel swing / clang / sheath sounds through Unity audio.
2.0.5
- Katana sounds are distance-limited: teammates' swing whooshes and the impacts of waves / lightning / bursts fade out and
are not heard past 20 m (
[Feel] SoundDistance). Teammates' swings use the vanilla "Teammate" sound variant. - Every katana kill takes 0.4 s off the dash cooldown (
[Dash] KillCooldownRefund).
2.0.4
- Reworked all 8 katana crabs (краб): sculpted carapace, two-part toothed pincers, jointed legs, patterned shells, new idle/cheer animation. Hermit spiral shell, origami Paper crab, Lantern with a swinging lit chōchin, Ronin with kasa, scarf and a back katana, Golden with engraving and a koban coin, Ghost translucent with a wisp tail and hitodama flames. New crab icons.
- Fixed zero normals on tiny crab faces (broken shading).
- Gear-card icon of the katana is bigger (3:1 sprite, fills the card like vanilla guns).
- Flair (искры) hit/kill/swing particles cut ~3x, one burst per swing instead of one per target, shorter trails.
New config
[Cosmetics] FlairEffects(0..1, default 0.3; 1 = old amount).
2.0.3
- Reworked all 8 katana skins (облик): high-resolution blade/handle/fitting textures, distinct hamon temper lines and engravings per skin, tsuba and wrap patterns.
- Skins now use the vanilla Trim/preset variant rolls and a trim mask, so the dye colours tint the wrap and fittings like vanilla gear.
- Higher-rarity skins get extra effects: glowing temper line, aurora/glint sweeps along the blade, ambient particles.
- New skin icons.
2.0.2
- «Волна разреза» hits work like a swing: edge element (finisher waves stronger, turbo ×1.5), Громоотвод arcs, Резонанс, Хаос-кромка, Тысяча порезов marks, Кайсяку, Cryo shatter / Decay bonus, Чутьё; Жатва on finisher waves.
- Ударная волна, Райдзин, Иссэн trail and the Тысяча порезов burst now apply the edge element, Резонанс, Хаос and Громоотвод arcs too (no loops: arcs never chain arcs, bursts don't add marks).
2.0.1 — Real-data balance (melee risk premium)
- Balanced on the in-game vanilla stats dump (v2.0.3): the katana gets a melee risk premium of ≈1.6× the vanilla primary median single-target DPS (≈238 combo, ≈263 with the dash; vanilla median 148, Carver 152).
- SlashDamage 62, finisher ×1.9, arc 100°, dash 150 damage / 6 s cooldown (untouched old defaults are migrated).
- Ударная волна 40–55, Райдзин 125–155, Тысяча порезов burst 170–200 (rescaled with the base); Клинок Мурамасы heal 1.5–2 per kill and whiff self-damage 1.5–2 (player health is ~36).
2.0.0 — Audit & balance
- Full audit of all 42 upgrades and their synergies (AUDIT_UPGRADES.md, AUDIT_SYNERGY.md) — fixes: no dash-in-dash; Каэси always applies to the first swing after a dash; Иайдо/Каэси take the larger bonus; dash refunds carry over; kills = enemy kills (not limbs); secondary sources (waves, shockwave, Райдзин, Иссэн trail, arcs, bursts) feed Кураж/Нить смерти; a wave hit is not a whiff (Ритм, Мурамаса); Ледяная кромка now shatters frozen enemies; Кромка распада gets the vanilla bonus vs decayed targets; Резонанс at ≥70% saturation, also with Хаос-кромка; Кайсяку uses the whole enemy's health; Кайтэн-гири counts as a dash finisher; 1 s internal cooldown on Райдзин/Ударная волна; Жатва works on the echo; combo-only penalties no longer hit the dash; Вихрь no longer stacks.
- Vanilla systems: grid locked to the shared vanilla primary grid; flags per vanilla rules (Призрачный шаг can be boosted and drop again); unlock costs mirrored from vanilla primaries; scrap/boost/turbo already follow vanilla rarity data.
- Balance vs vanilla (BALANCE.md): SlashDamage 55 → 44, finisher ×1.8 → ×1.9, dash 120 → 100 (migrated if untouched); vanilla flat melee bonuses scaled per strike; 12 upgrade ranges retuned (Эхо, Поток, Стальная стойка weaker; Острая заточка, Нодати stronger; Хаос-кромка without free damage); the gear card shows the real DPS.
DumpVanillaUpgrades = truenow also writes BepInEx/katana_vanilla_stats.txt (vanilla gun/enemy/ability base stats).
1.9.4
- Slash effect is now only a thin tapered ink line (black; coloured per flair, animated for prism/storm); hit flashes are
small ink stars.
[Visuals] SlashStyle = Fullrestores the old band (appears after the first swing). - Third person: real fists — fingers curl around the tsuka every frame, thumb over the index, handle along the knuckles, right fist at the fuchi, left at the kashira.
- Third person no longer touches the pelvis or legs (game animation); torso motion only from the spine up.
1.9.3
- First-person grip, stance and strike animations restored to v1.9.0 (GripPosition/RestAngles and handle thickness migrated back if untouched). The smaller slash effects from 1.9.1 stay.
- «Лунный серп» renamed «Волна разреза» with a new icon: the katana's own slash arc detaches and flies forward (same shape and colours as the swing — diagonal, horizontal or vertical), grows a little and fades; no crescent, no sparks.
1.9.2
- New first-person stance: katana held diagonally from the lower right (v1.8 style), blade rising up-left, handle in the screen plane, both fists visible; the v1.9 strikes start from and return to it (GripPosition/RestAngles migrated).
- Compact two-hand FP grip (left fist right behind the right one), real fists around the handle (handle in the finger
crease, no splay, backs of the hands up); the FP handle is thinner (
FirstPersonHandleThickness0.6) so the short first-person fingers can close around it. - Лунный серп: new energy sword-beam look — narrow bright crescent with needle tips, coloured glow, smeared motion trail, tip sparks, launch flash and shatter burst.
- Third person: the left hand reliably stays on the handle (iterative fist placement, katana moves in when out of reach, look pitch no longer drags the stance).
1.9.1
- Smaller first-person slash effects (≈40% of the screen area they used; thinner band, fainter glow, smaller hit flashes);
new
[Visuals] SlashFxSize(appears after the first swing). - Лунный серп: the wave is now drawn with the slash-arc system (visible, flair/element coloured, grows, afterimages); fixed the launch check that could treat the player's own collider as a wall and kill the wave instantly.
- FP grip: palms sit on the handle surface, fingers wrap the oval handle without gaps, thumb over the index finger; right fist against the fuchi, left fist at the kashira.
- New FP stance: both fists visible on the handle in the lower right, blade diagonal up-left with the flat showing (GripPosition/RestAngles defaults changed; untouched old defaults are migrated).
1.9.0 — First person remade
- FP strikes re-authored on kenjutsu references (kesa-giri from hassō, yoko-ichimonji, shōmen-uchi from jōdan) with smooth Hermite curves: deep coil, very fast cut, hard stop, spring rebound, zanshin, smooth combo blending.
- Dash = forward draw slash (nukitsuke): coil low-left, rising draw to the right-front, held while dashing.
- Always two-handed: left fist at the kashira, right at the tsuba, wrapped fingers, tenouchi wrist roll, natural elbows; the katana shifts minimally instead of a hand letting go.
- Heavier feel: spring-based camera (wind-up pull, cut punch, hit-stop hold, body dip), eased lunge, dash phases, heavier sounds.
- New, more imposing katana model: longer/broader curved blade with shinogi and kissaki, bigger pierced tsuba, woven tsuka-ito relief with menuki, fuchi/kashira; FirstPersonScale 0.55 → 0.60 (migrated if untouched).
- Swing timing slightly heavier: slashes 0.36 s (was 0.32), finisher 0.52 s (was 0.46).
1.8.9 — Footwork, draw slash, weight
- Third-person legs: planted feet in a kenjutsu stance (right foot forward), okuri-ashi slide steps on the diagonal and horizontal cuts (back foot pivots on the horizontal), fumikomi stamp on the overhead chop with a pelvis drop; feet no longer twist with the hips. Only when standing; running/jumping keep the game's leg animation.
- Dash = forward draw slash (nukitsuke): coiled low start, explosive deep lunge, rising horizontal draw from the left hip.
- Heavier strikes: deeper anticipation, very fast cut, short impact freeze, spring follow-through with overshoot, impact bob and knee dip, slight head lag.
- Observers now receive which move was swung ("katana.swing"), so they see the exact strike (incl. the dash).
[ThirdPerson]Footwork, StepLength, Weight.
1.8.8 — Kenjutsu-based third-person strikes
- Strike 1: kesa-giri from hassō — high wind-up above the right shoulder, arms nearly straight at the cut, tip ends in front of the left knee.
- Strike 2: yoko-ichimonji — arms extended, wrists locked, the cut is carried by the hips and chest; blade stays level.
- Strike 3: shōmen-uchi from jōdan with furikaburi — hands well above and in front of the head (head clearance check), straight centreline cut to chūdan with a small tenouchi snap.
- Zanshin hold after every strike; two hands on the tsuka.
1.8.7 — Third-person torso motion
- Third-person stance and strikes are driven by the pelvis and spine: ready stance with the chest turned, slight lean, breathing and weight shift; strikes coil on the wind-up and uncoil through the cut with a lean into the strike, overhead chop crunches forward, dash leans hard; arms follow the twisting shoulders, the head keeps looking ahead.
[ThirdPerson]TorsoMotion, TorsoTwist, TorsoLean, Breathing.
1.8.6 — Third-person katana stance
- Other players see a real katana stance instead of the shotgun hold: both arms posed by IK (two-handed grip at waist height, sword held further out, blade 33° up), two-handed swings with bigger arcs, katana 25% larger in third person.
- New
[ThirdPerson]config: Stance (TwoHanded/OneHanded), ArmPose, HandForward, HandRight, HandHeight, BladeElevation, BladeYaw, Scale, SwingSize, PitchFollow, WristAlign (read live).
1.8.5 — Third-person katana
- Other players see the katana in the character's right fist in a sword stance (blade up-forward, edge forward), following the look pitch, instead of sticking out along the hidden shotgun's barrel.
- Readable third-person swings (wind-up, cut, follow-through) cycling diagonal → horizontal → overhead, with the right arm following the cut and a trail during the cut.
1.8.4 — Multiplayer visibility fix
- Players who join a lobby after the host (or anyone) already holds the katana now see the katana instead of the base shotgun: new explicit network message "katana.equip" + query on join + periodic self-heal; the GunData marker is now actually sent (the base shotgun's SyncData skipped it).
- Removed the harmless "Only the owner can invoke a ServerRpc" error on modded hosts.
1.8.3
- Hosting: the mod re-enables the game's
AllowModJoinoption at startup (the game resets it every launch), so friends with the katana can join your lobby. Config[Multiplayer] AllowModdedJoin(default true).
1.8.2 — Flair-coloured strikes
- The equipped flair (искры) recolours the slash: gradient along the cut (tail → head), soft coloured glow behind the band, coloured rim; animated looks — travelling rainbow (Призма), electric flicker with crackles (Грозовой разряд), heat/frost shimmer and glitter; inverted dark core with a bright rim (Разлом пустоты).
- Hit flashes, the Лунный серп wave and the swing particles follow the flair's colours. Without a flair nothing changes.
1.8.1 — Flairs remade
- All 8 flairs (искры) rebuilt on real Unity particle systems: 3–6 layers each emitting from the blade itself, HDR glow, turbulence, trails and ribbons, flipbook animation (flame, twinkle, petals, smoke, crackle, frost), sub-emitters (embers pop, petals dissolve into glints), detailed 256 px textures, unique swing/hit/kill bursts.
1.8.0 — Cosmetics
- 24 katana cosmetics, 2 Standard / 2 Rare / 2 Epic / 2 Exotic of each type:
- Облик (8): Воронёная сталь, Песчаный путник, Медная окалина, Багровая закалка, Неоновая ночь, Волны дамаска, Северное сияние, Звёздная бездна (painted blade/handle/fittings, glow strips, animated hue, star motes, skin trail).
- Краб (8): Крабик-страж, Речной крабик, Отшельник, Бумажный краб, Краб-фонарщик, Краб-ронин, Золотой краб удачи, Призрачный краб — animated crabs sitting on the guard (the ghost walks along the blade).
- Искры (8): Тлеющие угольки, Пыльца, Лепестки, Иней, Грозовой разряд, Светлячки, Призма, Разлом пустоты — particle effects on the blade with bursts on swing, hit and kill.
[Upgrades] GrantAllCosmetics(default true) gives one copy of each katana cosmetic on load.[Cosmetics] FlairShader= auto | urp | sprites (switch tospritesif flair particles render as squares).
1.7.1
- Лунный серп reworked: every combo swing fires a glowing sword wave out of the blade (grows into a wide crescent, afterimage trail, element-coloured, 14 m, pierces).
- Katana gear level track up to level 30 (rewards from the katana's own upgrades/skins); the katana earns gear XP like vanilla guns.
1.7.0 — 42 upgrades
- 20 new katana upgrades: Standard 9, Rare 17, Epic 10, Exotic 5, Contraband 2 on the katana card.
- New: Тяжёлое навершие, Острая заточка, Порыв, Насечки на кромке, Сагэо, Каэси, Стальная стойка, Кайсяку, Сосредоточение, Поток, Ударная волна, Стихийный клинок, Кураж, Чутьё, Кайтэн-гири, Резонанс стихий, Нить смерти, Райдзин (exotic), Лунный серп (exotic), Хаос-кромка (contraband).
- The Oddity grid grower port («Нарушение границ») was removed from the katana.
- Вихрь: the finisher now visibly spins (flat circular cut + ring FX) instead of looking like the overhead chop.
1.6.0 — Katana upgrades
- 22 katana upgrades on the upgrade grid, balanced against the vanilla numbers (Standard → Exotic), plus the vanilla grid growers («Нарушение границ», «Нечёткий край») for the katana grid.
- Element edges (fire, shock, acid, decay, cryo) — only one at a time, like vanilla elemental pieces.
- New mechanics: Иайдо opener (precision), Ритм клинка stacks, Эхо клинка ghost finisher, Шаг ветра dash refunds, Жатва heal chunks, Громоотвод chain lightning, Пустота (bonus per empty cell), Призрачный шаг second dash charge.
- Turbocharge-able exotics: Тысяча порезов (cut marks → burst), Иссэн (dash-focused build, exploding trail), Клинок Мурамасы (cursed: big damage, whiffs hurt you, kills heal).
- Dash cooldown under the crosshair now shows seconds only (no bar).
GrantAll(on by default) gives one copy of every katana upgrade the save has never collected.
1.5.1
- Dash cooldown bar with seconds under the crosshair after using RMB; flashes "ready" when the dash is back (
CooldownBar,CooldownBarOffset).
1.5.0 — Game feel
- Anime/comic slash arcs drawn along every cut (white core, cool edge, ink rim), synced to the sweep; inked impact stars and sparks at hit points (old thin trail retired).
- Lunge step on every swing with soft target magnetism toward the enemy in front; crisp braking (no sliding).
- Impact camera punch, FOV punch (finisher/dash), stronger hit-stop on finisher hits and kills, blade ring after impacts, wall-hit recoil, whiff follow-through, gamepad rumble.
- Extra layered game sounds for heavy swings, hits and kills (configurable event names).
- New [Feel] config section.
1.4.0 — Better swings
- All first-person motions re-authored for the measured arm reach (shoulders ±0.08 m, reach 0.235 m): higher grip, both hands always on the handle, big wind-ups with blade rotation, fast cuts, follow-through and settle; new equip flourish and inspect spin; sprint/slide poses within reach; soft reach clamps.
- Camera kick along each swing (
CameraKick). - Gear icon now drawn by a CPU rasterizer of the textured model with ink outlines (the GPU render returned black in game).
- Defaults moved (GripPosition, RestAngles, ViewOffset, MotionScale); untouched old defaults are migrated.
1.3.0 — Fist grip & 3D icon
- Arms IK now resolves the real Mycopunk rig (
jnt_*_upperArm_01 > lowerArm_01 > hand_01); v1.2 silently fell back to the vanilla shotgun hold becauseLeftHandpoints at the 1 cmhandRootbone. - Real sword fist: palm centred on the handle, fingers (B–D joints) and thumb curl around it; left hand below the right. If the grip is out of the short first-person reach, the katana moves into the hand instead.
- First-person scale (
FirstPersonScale) separate from the world/menu scale; swing travel compressed (MotionScale). - Gear card / HUD icon rendered at runtime from the textured 3D model with an ink outline (falls back to the silhouette).
1.2.0 — Sword stance & game-style look
- Held like a sword, not a rifle: the handle runs through the fist (blade out of the thumb side, edge forward),
idle stance with the blade raised diagonally at the lower right; third-person stance raised too. Old rifle-style
pose settings are migrated automatically.
SwordGrip = falserestores the old hold. - Rendered with the game's own toon shader (same material setup as vanilla guns) with hand-painted procedural textures: steel blade with hamon, tsuka-ito diamond wrap, bronze tsuba with brass fittings; UV-mapped meshes, smooth normals on round parts. Guard can no longer render black.
1.1.0 — Animations
- First-person arms hold the katana two-handed (procedural two-bone IK) and follow every swing.
- New keyframed swings with real arcs, equip draw animation, inspect twirl (Inspect key), walk/sprint/slide/jump/landing sway.
- Other players with the mod see your swings (third-person swing + whoosh); gun fire sounds suppressed for the katana.
- Late joiners now recognise the katana; infinite-ammo HUD fix in missions; menu preview shows the katana.
- In-game tuner (F7): adjust grip position/angles live, F8 save, F9 dump the arm rig to the log.
1.0.0 — Initial release
- New primary weapon: Katana (appears in the primary weapon list, unlocked automatically).
- LMB: three-strike combo — diagonal slash, horizontal slash, overhead finisher (×1.8 damage, knockback).
- RMB: dash slash that cuts every enemy in its path; 5 s cooldown shown on the HUD in place of reserve ammo.
- Infinite ammo, no reloading.
- Procedural katana model (blade, guard, wrapped handle) with optional swing trail and configurable colors.
- Hits are flagged as melee damage, so character melee upgrades and cryo shatter apply.
- All values configurable in
BepInEx/config/katana.mycopunk.melee.cfg.