MusashiStory_Data_v1.5.0.zip
What's new
Musashi Story Data v1.5.0 — HQ Environment + Traversal Hotfix
Environment & Terrain Quality
- Added a full high-quality environmental pass around the castle town and surrounding authored provinces.
- Broke up broad rectangular terrain shelves with irregular low banks, softer contour mounds and more natural ground transitions.
- Added region-appropriate meadow and forest-floor treatment instead of leaving large exposed fill planes.
- Added controlled foliage, cedar and cherry growth, fallen logs and additional environmental detail.
- Added a dedicated transition layer around the castle walls so the city remains a constructed authored core while the surrounding terrain blends naturally into the wider world.
- Existing generated worlds now receive the central quality pass once, while outer province quality passes apply as those regions are revisited.
Castle Town Generation
- Replaced the old central grass-mound and pond-based village terrain with a constructed castle-town footprint.
- Added a formal street grid and secondary pathways.
- Added perimeter walls, north and south gates, side gates and corner watchtowers.
- Expanded the city with dense machiya blocks, a market ring, dojo and shrine districts.
- Added a one-time retrofit for existing v1.5.0 worlds so already-generated central village geometry can be rebuilt into the city without resetting surrounding province progression.
- Removed the old central terrain-mound generation path from the authored village region.
Wind Step
- Removed Wind Step from physical style loadouts and hotbars.
- Added cleanup for the previous Wind Step item when Duelist, Lancer or Vanguard loadouts are re-equipped.
- Wind Step now samples player jump input every tick.
- The first grounded jump arms Wind Step.
- A fresh jump press while airborne activates Wind Step.
- Additional airborne Wind Steps can be chained by releasing and pressing jump again while enough Resolve remains.
- Each successful Wind Step continues to cost 15 Resolve.
- Wind Step fails cleanly when Resolve is insufficient.
World-Entry Presentation
- Deferred first-join equipment until after the world-entry cinematic.
- Prevents item and recipe discovery notifications from being queued over the ERAS intro sequence.
- Returning-player loadout restoration remains unchanged.
- The authored 24-second
MUSASHI STORY - WORLD ENTRYcinematic remains intact.
Musashi-Specific DAI Controls
- Disabled the default DAI Grave-key cursor toggle for Musashi Story.
- Disabled the default DAI menu opening from the Grave key.
- Removed Musashi Story's experience-level Companion auto-pairing request.
- The normal Musashi Story resource pack remains fully usable without automatic DAI Companion activation.
Combat & Runtime
- Retains DAI 3.6 technique routing through
dai_skills/skill_cast. - Resolve scoreboard progression remains authoritative.
- Iaijutsu, Gale Sweep and Mountain Breaker preserve the exact casting player as their damage source.
- Directional sword traces continue to deduplicate targets during each swing.
- Enemy kill progression remains tied to DAI's direct killer context.
- All eight authored enemies retain their DAI-controlled behaviors, follow ranges, disengagement rules and special attacks.
Traversal
- Retains the 5-block safe-fall distance.
- Retains the 0.5 fall-damage multiplier for mountainous and dash-heavy traversal.
Requires DAI Engine 3.6 with ERAS cinematic compatibility enabled.
This mod has no additional files

