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Blade & Sorcery is a built-for-VR medieval fantasy with full physics driven melee, ranged and magic combat.

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Changelog

Khar-Tib 1.3.1 released

Added
  • Added new force impact mechanic to long maces, long axes, greatswords, and ballista bolts where enemies can be staggered through shield blocks if impacted with enough force
  • Added the Azure star and the Oron planet to the Khar-Tib map skybox
  • Added out-of-bounds fader to Sentara Ship, Home, and Shop
  • Added the Khar-Tib Desert to the Crystal Hunt arena levels pool
  • Added Dalgarian tools to the Crystal Hunt Shop
  • Added missing level variants to Spectator and QA Menus
  • Added an item despawn zone on the ocean underneath the house to despawn any items that clip through the floor
  • All items now have VFX Meshes, meaning the telekinesis VFX will now appear on all items and at the correct size
Changed
  • Expanded the utility of OutOfBoundsFader
  • Optimised Khar-Tib desert zones
  • Optimised Hair 10 for both genders
  • Added a scale curve to the molten beam
  • Spell bombs can now be armed using the TK spin input, lightning bombs chain-trigger any bombs in their radius
  • Changed floating effect scaling mode
  • Increased the skill tree music volume to match the level of the other musics
  • Changed Falchion's shopkeeper dialogue expression from angry to intrigued
  • Updated the fire bomb's stick targets to ensure it includes golem and modded thunder entities
  • Adjust jump links in Khar-Tib desert map to reduce NPCs getting stuck on ledges
Fixed
  • Fixed Weightless Kinesis NRE

Hello mates, Baron here with a small bugfix patch from the Blade & Sorcery team!

Though the main goal here was bugfixing and optimization, there were some additional little goodies that squeezed in nonetheless. Notably, a small feature was added where larger weapons can now stagger enemies through shield (and weapon) blocks if they are hit with enough impact, better representing the transfer of force.

There is also a neat visual addition to the Khar-Tib map; the addition of Oron and the Azure Star to the skybox! Maybe some of you guys noticed and wondered about their absence, and the truth was we totally forgot to add them until it was too late lol. So we went ahead and released 1.3 without them, but knowing we would simply sneak them back into 1.3.1. ːlunar2019piginablanketː

Full changelog below!


1.3.1. Changelog
FEATURES
  • \ Added new force impact mechanic to long maces, long axes, greatswords, and ballista bolts; Enemies can be staggered through shield blocks if impacted with enough force

  • \ New force impact mechanic loading tip

IMPROVEMENTS
  • \ Expanded the utility of OutOfBoundsFader

  • \ Included invalid values in logging to make it easier to debug the AnimatorParamController

  • \ Added the Azure star and the Oron planet to the KharTib map

  • \ Added out-of-bounds fader to Sentara Ship, Home, and Shop

  • \ Optimised Khar-Tib desert zones

  • \ Adjust jump links in Khar-tib desert map to reduce NPCs getting stuck on ledges

  • \ Optimised Hair 10 for both genders

CHANGES
  • \ Added a scale curve to the molten beam

  • \ Added Dalgarian tools to the Crystal Hunt Shop

  • \ Spell bombs can now be armed using the TK spin input, lightning bombs chain-trigger any bombs in their radius

  • \ Changed floating effect scaling mode

  • \ Increased the skill tree music volume to match the level of the other musics

  • \ Changed Falchion's shopkeeper dialogue expression from angry to intrigued

  • \ Updated the fire bomb's stick targets to ensure it includes golem and modded thunder entities

FIXES
  • \ Added missing level variants to Spectator and QA Menus

  • \ Made MapData use its own category to prevent it from merging with other data types

  • \ Fixed Weightless Kinesis NRE

  • \ Fix modded skills missing when loading through the main menu

  • \ Reload level if the player calibration was done inside a level to make sure all the level components are properly initialized

  • \ Your hand no longer slides down the weapons on the pedestals of survival mode

  • \ Fixed missing localizations of Crystal Core, Wrist Blade, and Sword of Naa shopkeeper dialogue lines

  • \ Fixed Khar-Tib armor leg occlusion to only hide upper legs

  • \ Sync Genie Lamp visual and sound effects

  • \ Fixed player spawner spawning at origin then teleporting the creature, rather than spawning it at its target position immediately, which was causing the infinite gravity effect on the Senate

  • \ Added the Khar-Tib Desert to the Crystal Hunt arena levels pool

  • \ Show error window if we receive an invalid Mod Manager TOS

  • \ Fixed static creature ungrab event not firing

  • \ Mod menus no longer overlap each time the mods are loaded on the main menu

  • \ Fixed skill tree orb destroying child effects

  • \ Fixed Weightless Kinesis breaking skill orbs

  • \ Disabled kinematic on ballista bow string for 0.1 seconds when the wave starts to allow string lock

  • \ Fixed missing damagers on Khar-Tib Ballista

  • \ Renamed and fixed unassigned handle on mercenary headband

  • \ Fixed Falchion's shopkeeper dialogs not having been properly updated

  • \ Added an item despawn zone on the ocean underneath the house to despawn any items that clip through the floor

  • \ Disabled the Genie Lamp vfx playing when the item is created

  • \ Fixed locomotion issues on the stairs of the Museum level

  • \ Fixed incorrect lighting on the debris of the destroyed teleporter room door in the Home level

  • \ All items now have VFX Meshes, meaning the telekinesis VFX will now appear on all items and at the correct size

  • \ Reduce the in game debug console scroll speed and make it configurable

  • \ Fix for Khar-Tib Warpick handle having an imbue,

  • \ Fix for misalignment of the VFX on imbue for Nailclub and Hatchet,

  • \ Fix for both dual-blade weapons having misaligned imbue audio & TK effect affecting parts of the weapon

SDK
  • \ Various SDK fixes

  • \ Made it easier to set up compound collider Zones

  • \ Ensure that advanced audio containers are saved after changes

  • \ Have collidergroups create the imbue mesh in the same folder as the prefab

  • \ ColliderGroup-created Imbue meshes are now created as a .asset file

  • \ ColliderGroup-created imbue meshes now overwrite the previously created imbue mesh when generated again

The Khar-Tib Update is now available!

Added
  • Kharese themed weapons including double-headed labrys axe with independent dual-side imbuing, one-handed scimitar and two-handed khopesh-inspired blades, dual-bladed dagger, war-scythe inspired weapon, and dual-bladed staff
  • Spiked Kharese shield with offensive spike functionality
  • Kharese automatic crossbow weapon category that shoots bolts automatically from a top-loader and can be used single or dual-wielded
  • Kharese themed T2 armor set made from desert creature carapaces available in Sandbox and Crystal Hunt modes
  • Three Kharese bomb variants: fire bomb with proximity trigger and wall-sticking capability, lightning bomb with assisted seek feature that homes in on targets, and gravity bomb that launches targets and player upward
  • New Khar-Tib enemy faction available in Sandbox and Crystal Hunt modes with dedicated faction map
  • Kharese Fortress map set in desert mountains with climbing and parkour opportunities
  • Interactable ballistae in the game
Changed
  • Wrist blade now can be activated to extend and retract using the alt-use button
  • Wrist blade can now be imbued in hand while holding it with a spell equipped, allowing dual wrist blades to be imbued simultaneously without unequipping

Hello mates, Baron here! Update 1.3 is now released and this is number 3 of 4 in the series of free Byeth Updates, with the goal being to canonize some of the extended lore of Blade & Sorcery through additional content and maps.

But of course it wouldn't be a Warpfrog release if I wasn't able to tell you that as per usual, the update completely derailed off plan and in a typical pattern of self-flagellation we ended up scope-creeping like crazy. ːsteamlaughcryː

But the good news is that's extra content for you guys!

Welcome to Khar-Tib

The desert nation east of Eraden and across the Khemenet Sea is known for its blazing sands, unorthodox weaponry and unique armour crafting.

Update 1.3 brings canonical lore content from Khar-Tib to the base game, and a couple of new features to boot. This was a fun update for the design team as they were able to work on stuff that was more unorthodox than usual.

Now, let's get into what's new!


Kharese Themed Weapons

All Byeth Updates come with faction themed weapons, and Khar-Tib is no different.

The Kharese make use of the unique resources available in the desert, crafting unusual weapons of bone reinforced steel. This makes Kharese weaponry quite unlike anything else seen in Byeth.

For the first time in Blade & Sorcery, we have a double headed axe.

This labrys inspired weapon has a cool feature in that it can be imbued independently on both sides, so each blade can have a different magical function.

For sword enthusiasts, we have one-handed scimitar and two-handed khopesh-inspired blades, with a Khar-Tib spin.

Both of these weapons have unique bone reinforcements crafted along their spines.

For stealth fans, a new entry to the dagger category is this unusual little dual-bladed dagger.

In larger weapons, we have a war-scythe inspired weapon and dual-bladed staff.

The staff can be imbued with magic on both sides (like the labrys) but it is not a magical staff that sorcerers use, it is just a regular weapon.

Next up, another unusual first for the Byeth updates; a spiked Kharese shield.

The spike can be used offensively, giving the shield some extra function.

Retractable Blade

And finally, a little bonus tweak was added to the current wrist blade in the game.

The blade is visually unchanged, but now it can be activated to extend and retract the blade using the alt-use button.

While holding it with a spell equipped, you can also imbue it in your hand like you can with arrows. So if you had two wrist blades equipped, you could imbue them both in your hands without needing to unequip one hand to imbue the other.

Automatic Crossbow

A brand new weapon category for Blade & Sorcery: introducing the Kharese crossbow!

The crossbow is small and versatile, and can be used single handed as a nice offhand weapon, or with both hands.

It shoots bolts automatically from a top-loader, which is great for speed and convenience, but the top-loader would need to be reloaded once empty. Similar to the regular bow, you can also retrieve bolts from the ground to load back into the crossbow, since the bolts are physical.

The automatic crossbow carves out its own little niche to separates it from the traditional bow and Sentari firearm. It's not as punchy as the larger longbows and nowhere near the explosive power of the Sentari firearm, but it is fast and reliable.

With dual-wielding crossbows, a player could pepper the enemy in a shower of bolts before they even got close.

Kharese Themed Armour

The Khar-Tib update introduces a new armour set. The Kharese make their unique looking armour from carapaces of desert-dwelling creatures.

The armour is a mix of leather, cloth and hard carapace, making it a mid-tier T2 armour.

It will be available in Sandbox and Crystal Hunt mode, appearing in the shop as a T2 item to purchase in the latter.

Kharese Bombs

Another brand new weapon category is being introduced in 1.3: Kharese bombs. The Kharese use a mixture of physical components and crystal dust to craft devastating bombs.

Whereas the Sentari potions were mostly about utilitarian function, the Kharese bombs are most certainly intended for offense.

There are three variants:

Fire Bomb

A proximity-based trigger will detonate the fire bomb and engulf the area in flames, making it a good chokepoint weapon.

As a nice bonus, it can be stuck to things like walls or objects, so you can get a bit creative with your devious traps.

Lightning Bomb

This bomb embeds itself into the target before unleashing electrical mayhem. Similar to electrical imbued arrows, this bomb has an assisted seek feature that enables it to hone in on a target when you throw it.

Gravity Bomb

Throwing this bomb creates a pocket of gravity where all those caught in the vicinity are flung with a springboard effect, including the player. All targets will get launched up in the air, followed by a less elegant landing.

If you are a creative player you could potentially use the gravity bombs for dungeon traversal, such as leaping wide chasms or tall ledges, but be careful!

Khar-Tib Enemies

To accompany the new armour in the game, a new Khar-Tib enemy faction has been added to Sandbox and Crystal Hunt.

In Crystal Hunt the faction can be encountered in their own faction map, or they can be spawned in Sandbox dungeons as one of the selectable factions.

New Khar-Tib Themed Map

Presenting map number 3 in the Byeth series:

The Kharese Fortress is tucked away deep in the desert mountains of Khar-Tib. Now abandoned, the site exhibits evidence of a previous battle.

This ended up being a very large map, with lots of nooks and crannies to explore, as well as climbing and parkour opportunities.

When designing the Khar-Tib environment, it was unlike our other very European-influenced Eraden maps in terms of architecture and art direction, so the team got to go all out in giving this place an exotic feeling.

Interactable Ballistae

A cool feature of the Khar-Tib map is that it contains elements of interactivity.

There are several ballistae dotted around the Khar-Tib map that can be interacted with and fired.

Though slow-firing, the ballista bolt is devastatingly powerful and will easily skewer armoured enemies.

One nice QoL feature is that the ballista will adjust to height, so it should be comfortable for everyone to use in VR.

Traps

Continuing on the topic of interactive elements, the Khar-Tib map also contains triggerable traps which are positioned about the map in strategic areas and chokepoints.

Hitting the activation button will spring the trap and release spinning blades that can sever enemy limbs.

Town Square: Daytime Map

Big dawg is back. The return of a classic!

A daytime version of Town Square has been added, to resemble the map as it was before 1.0 release.

You can now select a day or night version from the mapboard when selecting the map.

When we converted Town Square to the night version for 1.0, we were really surprised by just how many players felt an affinity for the daytime version. This was tricky for us because we had already made deep changes by converting it to nighttime, so offering an alternate version was not super easy because of how the lighting works.

However, with a little work we were able to recreate the map and we are now happy to be able to offer this old version as an option.

Dungeon to Arena Maps

Continuing with the map madness in 1.3, a large new feature is the conversion of many dungeon environments to standalone arena maps!

Ten maps have been converted from Outpost and Dalgarian dungeons, and can be found on the sandbox mapboard under new tabs.

These maps can be played in regular sandbox mode where you can spawn any weapons or waves, etc, but what is also super cool is that they all work with the new Survival Mode from Sentara Update!

That means they will also work perfectly with any modded Survival modes too.

Some of the maps will be very familiar to you as they were selected from the pool of most iconic of the dungeon rooms.

These would be really classic rooms that you will have surely encountered in dungeon runs many times before, such as the Library, etc.

However some of the Dalgarian dungeon rooms may surprise you, as they are much rarer, less often generated rooms.

These would be dungeon rooms like the Dalgarian Senate, Dalgarian Forge, etc.

New Khar-Tib Faction Music

A new music track has been created for the Khar-Tib faction map by Glamdok, author of the Blade & Sorcery OST.

If you want a little preview, check it out here:


Phew! Well that's it for the Khar-Tib Update, folks!

The B&S team are likely going to be spending the next few weeks working on any 1.3 bugs that pop up, and then after that it will be on to the final Byeth Update: Madlu.

Have fun, and bye for now!


The Khar-Tib Update - Full 1.3.0 Changelog

FEATURES
  • \ Added Khar-Tib Desert level

  • \ Added Khar-Tib Weapons

  • \ Added Khar-Tib Armor

  • \ Added Khar-Tib Waves

  • \ Added Shopkeeper Khar-Tib Items voice lines

  • \ Converted 10 Dungeon rooms into Arena maps (5 Outpost + 5 Dalgarian)

  • \ Added retractability to wrist blade

  • \ Implement Spell Modules

  • \ Added Market Day/Night level variants

IMPROVEMENTS
  • \ Climbing rope has be separated in to segments to allow multiple light volumes to affect it

  • \ Improved the Infuser room's river underwater fog

  • \ Improved rotation event linker functionality

  • \ Improved logging on FxModifierCollision

  • \ Optimized bundles to reduce duplicate assets

  • \ Optimized Sentara Ship scene island with HSR bake

  • \ Cleaned up the navmesh of many levels

  • \ New bird particles

  • \ Tweaked background smoke effect on the Citadel map

  • \ Improved some text translations

  • \ Improved achievements initialization

  • \ Added Exposure transitions and new exposure profiles for the Canyon map

  • \ Removed audio PCM data generation at runtime, allowing us to compress audioclips to reduce memory usage

  • \ Added candles on some item/wave books which automatically light up when you are close to help you see the books in darker areas

CHANGES
  • \ Updated falchion lore to indicate its Sentari origin instead of Kharese

  • \ Updated Bladed Staff and Wrist Blade lore

  • \ Disabled the "Equip" button for wearable items that the player is currently already wearing

  • \ The spell menu now closes when pointing at a menu

  • \ The swimming tutorial will no longer repeat in Dungeons if player has already completed it

  • \ Our birds have been retrained to squawk in a more copyright-safe manner

  • \ Now only allow damagers to be used with a collisionHandler, so they dont require an item component

  • \ Blunt damage requires less velocity to register, which makes pommel strikes possible. this is a noticeable balance change across all weapons

  • \ Adjust breakable rock settings (make rocks harder to break)

  • \ Fixed terrain physics material on Home map

FIXES
  • \ Fixed Canyon ambiance audio being included in the scene bundle instead of being loaded via addressables

  • \ Fixed various SFX which were normalised are no longer normalised.

  • \ Fixed how ItemData sets its file name string, to prevent it replacing all underscores with item type

  • \ Adjusted the damage multiplier on the shopkeeper's head to fix him surviving a stab through the head

  • \ Made LevelModuleResetSpawners take parent spawners into account to avoid spawning out of order

  • \ You can no longer select the Main Menu buttons while the Warpfrog intro is playing

  • \ You can no longer open the player menu while the game's ending and credits are playing

  • \ You can no longer skip the credits with a single trigger press (to prevent accidental skipping)

  • \ The Crystal Musket hammer now moves at a proper time scale

  • \ Character selection's "Death Penalty" option description is now localized

  • \ Fixed haptics triggering when NPCs cast spells

  • \ The first bookmark is now selected for the default map when the world map is initalized

  • \ When another world map is selected, the previously selected location is now deselected

  • \ Fixed a point caches NRE when vfx PositionMap, NormalMap properties didn't exist

  • \ Ignore trigger colliders when computing the item bounds

  • \ Do not spawn multiple inventory devices if spamming grab + release

  • \ The inventory orb no longer spawns multiple times if spam-grabbed

  • \ The NPCs no longer show their inventory device when spawned

  • \ Fix being able to blast a hole in your own chest with lightning beam

  • \ Make ragdoll parts inherit the locomotion velocity of a creature when the state changes

  • \ Missing haptics on sfx for some effects

  • \ Fixed missing Fence Wall 4x4 collider.

  • \ Fixed missing collider on Metal Pile Ingots_Piles_03_Divider

  • \ Fixed LOD1 unlit asset on Dalg_House_20x12

  • \ Fixed lighting on tent LOD in DalgarianGate

  • \ Adjusted Lighting of Floor_Ruined_06

  • \ Fixed missing physics materials on MetalPottery 1/2

  • \ Fix rack not loading in build

  • \ Fixed incorrect reflection of some meshes in Observatory

  • \ Fixed lighting problems in several levels

  • \ Fixed a hole in Citadel

  • \ Fixed hole in the river of the Golem Infuser Room

  • \ Adjustments to Out of Bounds colliders in DalgarianGate and Golem Arena.

  • \ Removed Z-Fighting on the roof of the TwoFloorCorridor dungeon area

  • \ Fix for bubbles going over the player's hands while underwater

  • \ Made walls in Arena map have thicker colliders to prevent items phasing through them

  • \ Fixed "Meshes cannot create physics mesh due to triangles being too large" error in Tower scene

  • \ Fixed Cut stone pieces in Dungeons having no physics material

  • \ Fixed lighting issues around the barrel area in FallenCorridor dungeon area

  • \ Fixed Cutstone Trim material

  • \ Fixed missing colliders on Town Square Towers

  • \ Fix creatures teleporting due of death animations when ki

Sentara 1.2.1 released - bugfixes

Hello mates, Baron here. The guys are already busy working on the next Byeth release - The Khar-Tib Update. However, that hasn't stopped the team finding and killing the bugs that had popped up in the Sentara Update.

The team have a Sentari bugfix patch for you today. Notable bugs that have been addressed are things like the discombobulate skill not working, or being able to skewer right though enemies with a spear, which was super buggy (the unintended behavior was being caused by the skill that allows arrows to pass right through enemy).

Heads up, if you were experiencing any very strange issues in 1.2.0 that are not mentioned below in the changelog, such as enemy with invisible faces or spell wheels not working, etc, be aware that what you have there is a mod bug! In those cases, you would need to just update your mod to the latest Sentara version, and if the mod issue persists, make a new character.

That's it for now folks. There is always the possibility of another small Sentara patch, but other than that, the guys are deep diving into Khar-Tib.

Bye for now!


Sentara v1.2.1 Change Log
CHANGES
  • \ Allow igniting torches with the flamethrower

  • \ Buff Airstrike skill

  • \ Disable Ranged Expertise on all spears

FIXES
  • \ Fix Sentara Ship NPCs navmesh issues

  • \ Avoid NRE during Release Areas

  • \ handle NRE when ragdoll is destroyed while force is being applied

  • \ Fix NRE in EffectModuleDecal

  • \ Fix EffectAudio NRE

  • \ Fix needing to double click some survival options

  • \ Remove JsonIgnore from PushBehaviour merge key and reserialize to fix overriding brains

  • \ Fix survival reward spawning and equipment despawning

  • \ Reduce mesh duplication by not static batching single meshes

  • \ Fix issue causing discombobulate to no longer work after changing levels

  • \ LevelDatas failing to load due to a concurrency issue with level options

  • \ Fix NRE in PIDController

  • \ Fixed Trappdoor Collidergroup

  • \ Pine tree branch damager

  • \ Flintlock LOD dupe fix

  • \ Sewer wood collider

  • \ Fix missing colliders on Sup_pillar2.prefab

  • \ Female Officer helmet clipping fix and torso skin weight adjustment

  • \ Performance issue with the globe in the sentara ship

  • \ Avoid multiple items being highlighted in the item book after switching category

  • \ Fix Female Officer neck dismemberment

SDK
  • \ Improve Catalog Editor usability in modding

  • \ Override catalog path methods for MapData, ModOptionData

  • \ Changed dropdowns in a number of components to use AppendToField

  • \ Fix TextData JSON saving and catalog editor open folder button

  • \ Catalog Editor considers overrider JSONs as being not drawn and shows a note

  • \ Change UpdateAllExpressions signature in AdvancedAudioContainer to fix the inspector

  • \ Prevent NREs from GameData related dropdowns in Catalog Editor

  • \ Fix overriders drawing overtop each other in the Catalog Editor tree view

  • \ Fix LootTable UI in catalog editor by unstripping methods for buttons and labels

  • \ Fix custom categories, category groups, and factions not showing up in dropdowns

  • \ Make sure catalog data types that have generated merge keys always get a key

  • \ Fix error from removing element from list

  • \ Fix multiple jsondbs being exported

  • \ Improved clean destination support for android and windows exports. Improve adb command feedback

  • \ Fixed multiple jsondbs being exported with a mod. Added functionality to rename mod folder and move catalog/bundles with it

  • \ Allow modders to rename the mod name different to the folder name

  • \ Update Protomap board

  • \ Fix currencies dictionary not drawing in GameModeData InventoryStart lists

  • \ Expose LootTable AddLevel method and button for SDK

  • \ Fix copying json when exporting to game folder

The Sentara Update is now available!

Hello mates! Baron here, and the Sentara Update is officially upon us!

Update 1.2 is now live, and it wraps up everything we’ve been previewing over the last couple of news posts into one big Byeth release. This marks the 2nd of 4 free Byeth Updates, with the goal being to canonize some of the extended lore of Blade & Sorcery through additional content and maps.

Of course I say that was the goal, but then as usual the update spiraled into a bunch of unplanned scope creep... ːamadeus_happyː But luckily things didn't get so out of hand that the ThunderRoad framework exploded, so it's all good, lol.

Now, let's get into it!

Welcome to Sentara

Sentara is a small maritime nation west of Eraden, known for its sailors, traders, pirates, and general seafaring shenanigans. We tried to incorporate those themes throughout this update, with the weapons, armour, maps, and even how water behaves.

New Sentari Weapons

The staple of every Byeth update: a full batch of new themed weapons.

Sentara is loosely based on the aesthetics of Mediterranean maritime nations, so we took inspirations from pirates, sailors, and privateers.

The full weapon list includes a classic cutlass, stiletto dagger, a boarding axe, a harpoon, a dueling sword, and quite a lengthy sabre.

But of course… it wouldn’t be a pirate update without something extra.

Sentari Firearm

We did it boyz; guns in Blade & Sorcery. But... not gunpowder.

Rather than opening the can of worms that comes with real life musket simulation and long, complex reload procedures, we went with a lore-friendly, crystal-based firearm. It works by imbuing a base crystal with an element, then striking crystals together to unleash powerful effects.

Different imbues have different unique effects.

A fire imbued firearm can set enemies ablaze and create zones of fire.

I love all the imbues, but this one really rocks because it feels totally gnarly to shoot.

A gravity imbued firearm does exactly what you probably expect, and hits enemies like a truck, blasting them and all surrounding objects in the cone of fire away.

If you catch an enemy with enough force, you may also blow off a limb!

The lightning imbued firearm is the most insane of the three, in that it flat out gibbs enemies on impact, lol. Quad damage time!

Also, to preemptively answer a question I know folks will have - if you are wondering if the imbue retains when you holster the weapon - yes it does!

You can keep multiple firearms charged and holstered, ready to fire just like real life pirates did.

This is likely the point at which you may be thinking, "But Baron, these look wildly overpowered??"

The rule of cool was very much in effect here, as is often the case with Blade & Sorcery design. The Sentari firearm was designed to be flashy, powerful, but most importantly, fun. Lyneca worked on this firearm, and he and I are very much each others enablers when it comes to circumventing game balance for the sake of cool, lol.

However, jokes aside, I think you will find it is not as overpowered as you might expect. A good balance was struck between having a musket experience that was something between a real life 20 second reload simulator, and a magic boomstick. Feedback received was that the imbue reload on the firearm was just right for Blade & Sorcery gameplay.

Sentari Concoctions

The bottles that some of you guys pointed out from previous news were not health potions; they were a whole big scope creep.

Sentara introduces three new concoctions, designed to be playful, situational, and occasionally chaotic, just like the Sentari themselves.

Feather Draught

Temporarily makes you weightless, letting you “swim” through the air. Just remember, when it ends, gravity comes back.

I guarantee there will be community posts about people falling to their death from this lol.

Burning Draught

Causes the drinker to belch flames and briefly glow, which can be useful as a byproduct to temporarily illuminate dark areas of the dungeons if you have no torch.

Shocking Draught

Triggers a short-term magnetism, pulling nearby metal objects into orbit. This is a very contextual and utilitarian concoction, since you can imagine how useful it would be if you are surrounded my metal-clad opponents wielding metal weapons. YOINK!

For the design of these concoctions we tried to go a direction that was not pure damage tools, since there is already a ton of that in Blade & Sorcery. So the idea here was that they are more utilitarian, and open up creative and emergent gameplay moments.

But we were also aiming for just plain fun.

Sentari Armour Set

Sentara’s faction armour leans more toward mobility and style than raw protection.

The full outfit includes light cloth attire - a shirt, jacket, trousers, boots, hat, and some decorative jewellery. It’s practical for life at sea and has a bit of flair to it.

Sentari enemies will wear mix-and-matched variants of this armour, and players can equip the full set as well.

The jewellery pieces are cosmetic only, for those wondering.

New Faction Maps

One the very first Byeth announcement we stated that we were at risk of breaking our game framework (ThunderRoad) if we were not careful about the content we add in these updates. As such, you may remember me saying NO MAPS because maps are one of those risky things.

But it just didn't feel right!

We knew before Rakta release, and we surely knew after, that there was a hole missing there and it left us uneasy to be adding lore elements from different parts of the world yet you don't even get to see what that part of the world looks like.

We felt this omission would be something that would disappoint the players, and that made us feel bad. So here we are in 1.2 and we are releasing faction-specific maps. (plural!)

Sentara Map

Being a maritime nation, you surely guessed the Sentara map would involve some sort of ship!

The enviro team had a lot of fun making and designing this environment.

A Sentari ship, marooned against a crumbling lighthouse, cracked open to reveal a mysterious crystal.

The lighthouse has some fun effects for you to discover, but I will let you explore it yourself!

The map is a lot bigger than you probably realize, as it includes the ship deck, a captains quarter, a below deck, and a small island with the lighthouse.

There are fun parkour opportunities as well since there are lots of rigging, sails and things to swing on.

Crazy design detail note: the window frames on the ship are designed to mirror the Sentari flag. Absolutely insane attention to detail by the one and only Kaou from enviro team.

Rakta Map

The Rakta are a highly magical and martial people, with their aesthetic being loosely based on an amalgamation of east-Asian cultures.

This new map is a Raike dojo, located deep in the southern tropics of Rakta, where their fierce warriors train for warfare.

This map was an interesting lore expansion for us. Up to now, the only mention of the Raike are from the perspective of the shopkeeper, who describes their homeland as a snowy and mountainous.

But with this Rakta map we wanted to expand on the idea that the Rakta Empire is quite large and expansive, much like Eraden, so this map is located in the southern reaches of the empire which crosses into a more tropical climate.

Both maps are playable in Sandbox, and both can appear in Crystal Hunt as special opportunities to fight for money.

For lore logic, the faction maps lock enemy types - Sentari in Sentara, Raike in Rakta - but Sandbox still lets you mix and match freely, because why not. Sandbox is always a great for "what if" type scenarios in my opinion.

Each future Byeth update will include one faction map, but 1.2 gives you two since the Rakta map is a retroactive bonus.

Before you ask, yes you can ring the gong! This was a critical inclusion, lol.

There are also mounted katana all along the walls of the dojo; great for when you need a weapon quick.

Mapboard Rework

To support these lovely new locations, the mapboard has been redesigned.

The new layout is cleaner, more readable, and introduces tabbed world maps. You can now switch between Eraden, Rakta, Sentara, and future regions via the nice little icon tabs, with the background map updating to match the lore.

This system is also modder-friendly!

Space has been reserved so modders can add their own tabs and custom regions if they want. Hypothetically, a modder could add an entirely new region and have all their location icons neatly grouped there.

Survival Mode Rework

A little scope creep that went out of control; introducing the new and improved Survival mode, which has been completely reworked.

In summary, the new system is highly customizable and progression-based. There are tons of goodies you can tweak, but to give an overview, some of the things that are new:

  • Earn skills as rewards

  • Unlock armour sets or full themed bundles

  • Retain and accumulate power across waves in a roguelite fashion. Will you focus on becoming the ultimate glass cannon fire mage, or will you diversify your skillset?

  • Play a chaotic roulette-style mode where you pick one reward per wave, which resets after every round. One round you may be blasting with a meteor and the next you are reduced to a rusty dagger.

However as I say, the beauty of this new Survival mode is that it is highly customizable, so you can tailor it however you want and by doing so create new scenarios.

For example, perhaps you would like to unlock only weapons as rewards, disabling skills and magic.

Or perhaps the opposite, maybe you wanna do a mage run only where you accumulate magical power with each incremental reward.

Maybe you want to tweak it so you can or cannot take enemy weapons.

For true freedom, there is even an option to allow you to enter the Survival with sandbox equipped gear and skills, in case you wanted to do a very specific custom build run or even if you just wanted to give yourself a starting boost.

Our main goal in the redesign was to give players who have played Blade & Sorcery to death a new way to experience the game. We also wanted to provide a little structured challenge to those who crave it, yet without telling anyone how they should play or have fun.

Another beauty is that the Survival mode works on all maps, including the new faction maps. And best of all, we made it so it’s very easy for modders to plug their own content into the reward system. That means you could play the Survival mode where you are unlocking modded weapons and spells!

Buoyancy Simulation

Sentara wouldn’t be complete without water behaving properly.

What started as a small "I wonder" project evolved into full buoyancy simulation, based on weight and material, and yes, that includes bodies!

New Music

Two beautiful new tracks have been added to the Byeth faction maps, composed by our very own Glamdok, the same composer behind the original soundtrack.

This will be case for the future Khar-Tib and Madlu maps as well.

You can check out the full game soundtrack in this Blade & Sorcery OST playlist over on YouYube.

Survival Achievement Change

A small QOL change, but worth it's own section because of how annoying this achievement was.

Those of you who achieved the the “Wildfolk Stamina” achievement: I salute you. For everyone else who tried and gave up, you surely experienced how incredibly draining the achievement was, as it required you to last 50 rounds in one sitting.

The main gripe here was not even that it was too hard, it was that it was too boring and grindy, which is something we are always looking to avoid. Even if you sat there spamming the "kill all" dev cheat, you are still gonna be sitting there for about 30 minutes.

With the 1.2 change, surviving 50 waves no longer has to be done in a single run. Progress is now cumulative across play sessions, so you can earn it over time without losing everything on wave 49. This makes it much less of a chore.

To those who already broke their backs unlocking the achievement the old way, you get the 0.1% bragging rights!


That’s the Sentara Update, folks!

As always, thank you for playing, modding, and being part of the Blade & Sorcery community. And of course, thanks for all the positivity. It really boosts the team to read all the kind support!

We hope you enjoy exploring Sentara, but for us, we are on to the next Byeth update!

Next stop: Khar-Tib.

Bye for now!


The Sentara Update - Full 1.2.0 Changelog
FEATURES
  • \ Add Rakta Dojo level

  • \ Add Sentara Ship level

  • \ Add Sentara Weapons

  • \ Add Sentara Armor

  • \ Add Shopkeeper Sentara Items voice lines

  • \ Overhaul survival mode with multiple presets for roguelike mechanics, plus options for customization

  • \ World map region tabs to view maps for other regions

  • \ World map level options board redesign

  • \ Implement water physics, including simulated wave mechanics, drift, undertow, orbitals, plus buoyancy on items and ragdolls

  • \ Implement AI for NPCs to be able to swim when dropped into water, allowing them to return to land

  • \ The survival achievements now tracks waves done over multiple sessions instead of just in one session.

IMPROVEMENTS
  • \ Various cpu and memory performance improvements

  • \ Audio memory usage optimizations

  • \ Improved memory usage on imbue vfx point caches from 8MB > 64KB per item imbued

  • \ Player menu optimizations

  • \ Improved localizations

  • \ Improved and reduce logging

  • \ Improved wrist stat placement with thicker clothing

  • \ Improved imbue transfer vfx

  • \ Rebalancing/Handling Changes to some Rakta Weapons

  • \ Emissions rework on Rakta Weapons

  • \ End Tower lighting improved greatly and reduced lightmap memory and disk usage

  • \ Improved lightmap quality across various assets

  • \ Reduced asset bundle size

  • \ Improve azure start visuals on Nomad

  • \ Switched to optimized ladders on citadel

  • \ Added improved azure star reflections in the ocean

  • \ Improved Flamethrower vfx

CHANGES
  • \ Added damagers to corks

  • \ Add voice volume slider to options menu

  • \ Added rakta pottery loot tables

  • \ Add chicken drown sound effects

  • \ Make chickens easier to drown

  • \ Update throwing star bag and Throwing Dagger quiver tiers to T2 to match their contents

  • \ Adjusted holster rotation for some single edged weapons

  • \ Made all branches available to be put in all slots

  • \ Using focus will no longer have a fixed minimum cost when activated before it starts to tick down

  • \ Added zipline wheel to sandbox player containers

  • \ Reduced minimum velocity needed for axes to damage

  • \ Added hat-covered blendshape to all hairs

  • \ Slashing staff can now dismember on its stab

  • \ Add expiry time to projectiles

  • \ Add amplitude curves for voice audiocontainers for lip syncing / haptics

  • \ Add spinning blade puff vfx

  • \ Show the male and female variants for the battlemage gloves on the one picture on the book

  • \ Updated Apple item preview image on the item book

  • \ Buffed the imbue stats for the Ancient Dalgarian Tool weapons - the Gravity imbue will last longer and the weapons are easier to handle

FIXES
  • \ Fixed npcs getting stuck on amphora spawn points in Metal Storage 1

  • \ Fixed a baked shadow issue on beach stairs in home

  • \ Fix shopkeeper clippin

Rakta 1.1.2 released - mod manager improvements

Hello mates, Baron here! The last patch of the year is here, but it is also the last of the Rakta patches. After this, the next update you will see is the Sentara Update, which is shaping up lovely by the way! I should be able to drop a sneak peek of that just before Warpfrog break for Christmas.

But for now, check out what we have in store with patch 1.1.2 - this small update contains a bunch of fixes for Rakta, but the more juicy news is that it actually brings a whole bunch of great QOL improvements to the mod manager.

The most notable change is that overall loading and previewing will be dramatically faster. This is due to a variety of changes we made for how mods display, including dynamic loading of previews, which as well as being faster will also give a boost in performance for weaker machines.

Check out this comparison gif to see how it stacks up to the last update:

Full video of the demonstration here:

(thanks Wully for the video!)

If you have a ton of mods, your loading time may still be longer than the video, but nonetheless it will still be dramatically faster than your 1.1.1 loading times.

As well as this, the mod manager has gotten plenty of general improvements in stability and functionality, so overall it should simply play nicer. ːlunar2019piginablanketː

For a full list of changes in 1.1.2, the changelog is below!

Full Rakta 1.1.2 Changelog
Additions
  • Mod previews now dynamically load, providing a major performance increase

  • Mods are now culled when no longer in view, increasing performance

  • Thumbnails are now loaded when you can see them, speeding up scrolling and loading times

  • If a mod fails to download, the mod manager will now re-attempt 3 times before giving up

  • Updated to modio v2025.10.1, bringing improvements and fixes

Fixes
  • Fixed large mods freezing your game while installing

  • Fixed stability when cancelling mods downloading

  • Fixed the report mod button not working

  • Fixed mods needing to be moved around causing frequent layout changes

  • Fixed like/dislike button showing both as coloured

  • Fixed inconsistent mod manager font sizes

  • Fixed uninstall/install not updating the mods display

  • Fixed the mod manager not refreshing mods properly to keep their state up to date

  • Fixed uninstalling mods sometimes not properly unsubscribing/removing

  • Fixed an issue with mods (especially larger ones) getting stuck on ~99%

  • Fixed an issue where the error window could overlap the mod browser window

  • Fixed a potential race condition when cleaning mods up during install

  • Fixed potential errors that could occur when mod displays are removed

  • Fixed a visual bug where like/dislike counter could overlap on mods with huge numbers

  • Fixed skill tree ring vfx not showing

  • Fixed infuser lightning video

  • Fixed blood not showing on Guandao weapon

  • Fixed draw cuts on axes

  • Fixed some vfx showing green/NaN

SDK
  • \ Fixed missing custom snap method implementation

  • \ Expose pierced spawner pierced method

  • \ Expose Load, ClearLinkedHolders, LoadFromContainerId, and LoadFromPlayerInventory methods

Rakta 1.1.1 released

Hello mates, Baron here! Patch 1.1.1 is here and it is a nice one, with some new goodies to compliment the recent release of The Rakta Update.

Rakta Faction in Dungeons

The most notable addition is Rakta enemy can now be encountered in Sandbox mode dungeons. ːpraisesunː

We knew even for 1.1.0 that players would want this and honestly their absence never felt right to us! But the issue we had was it was impossible for us to add a new faction into Crystal Hunt dungeons without rewriting the code for how factions spawn in Dungeons because it is all tied to the progression system.

Doing major code rewrites at this stage would have been way too risky and almost guaranteed to have broken the game... so you can see how this would have been far from a "small content" addition which was our self-imposed requisite when making the Byeth Updates.

It also would have needed to be shoehorned into the lore to provide some explanation as to why Raike soldiers are running around Eraden dungeons unchecked. This would have also meant new writing, journal stuff, icons, QA and dungeon spawners - all stuff that quickly adds up in scope creep.

However, a good compromise we found was to add the Rakta faction into the Sandbox mode dungeons. Since sandbox is just for fun it doesn't really matter if it makes lore sense, and makes it a nice "what if" scenario.

You will find the Rakta faction under "Enemy Factions" on the Sandbox mapboard in both Outpost and Dalgarian dungeons.

The cool things is we will now be able to do the same with the upcoming Sentari, Kharese and Madene enemy when those factions release. ːlunar2019piginablanketː

As another bonus, you can now find the previously missing Outlaw faction in Dalgarian sandbox dungeons.

Rakta Categories

A nice QOL improvement - Rakta weapons and armour appear in their own custom categories.

A surprising number of people messaged me after the update to say they didn't get the new content in 1.1.0, but the explanation was that they just didn't realize the new weapons were buried in the normal categories.

To make it more neat and tidy and to give a distinction to the special new Raike content, you can now find all the new weapons in their own unique Rakta category with the Raike flag icon.

Rakta armour is also in its own special category, under Apparel. This should make it much easier to see all the components of the armour set.

More Rakta Waves

In Sandbox mode you can now find Rakta waves under their own special categories.

As well as that, we added more variants of Rakta waves, such as "melee only", etc.

To go with these new waves, there are now more Raike loadouts too. Sorcerers will have the Raike dual-crystal staff, and archers will use the T3 bow and arrow.

There are also dangerous Raike spellswords, who will fight with magic and katanas.

Raike Hip-Draw

If you are a lore enthusiast you might recall the shopkeeper mentioning the Raike have a strange way of drawing arrows from their hip. It was originally just a little lore flavour line for fun, but now it is a reality!

New animations were added for Raike archers so they can draw arrows from a hip quiver.

Bugfixes

There are a variety of bugfixes added in this patch which you can read in the changelog below, but the most notable fixes which deserve a shout out are the Rakta chest plate which was not blocking stabs, and the dual-staff which was not firing each end independently.

Both of these issues have been addressed!


That's it for now folks. The guys are already deep into the development of Update 1.3: The Sentara Update, which is expected to be ready sometime early next year, possibly around February.

When I have some nice previews of that I will be sharing them in the news. In the meantime, enjoy the Rakta Update!


Full Changelog - Rakta 1.1.1
Additions:
  • Added new item book icons for Byeth updates.

  • New Rakta enemy loadouts.

  • Additional Rakta waves.

  • Added Rakta Elite to Progressive 1v1 duel.

  • Add Rakta as faction option for Outpost dungeon.

  • Add Outlaw as faction option for Dalgarian Dungeon

  • Add animation for Rakta NPCs to draw arrows from hip-holstered quiver.

Changes:
  • Reward items (chosen from the pillar) remain in player hands + holsters when the wave ends.

  • Rakta items are now in their own categories in the item book.

  • Rakta melee items no longer have ranged weapon data which caused weird behaviour.

  • (Modding) Make brain modules merge in brain data.

(Modding) Make LightManager public to expose it for modding access.

Fixes:
  • Fix Rakta chest plate not blocking incoming attacks.

  • Fix Rakta dual-crystal staff sides not activating independently.

  • Prevent telekinesis targeting items while merging spells.

  • Fix achievement logic trying to run load method before it loads.

  • Fix errors caused by unloading achievements.

  • Fix fatal crash caused by duplicate mod IDs in mod manager.

  • Fix for archers with gravity imbue on their arrow shooting over the player's head.

  • Fix golem head emission not turning on when defeated.

  • Fixed ethnic group not applying in certain situations (after first dungeon room).

  • Fixed Rakta staff on NPCs hip holster being aligned badly.

  • Fixed some fire shaders causing NaNs or turning green.

  • Fixed LOD2 on Female Rakta right arm bracer rendering incorrectly

The Rakta Update is now available!

Hello mates! The Baron here, with news from the Warpfrog front that The Rakta Update is now available!

This is update 1 of 4 in the free series of "Byeth Updates" Warpfrog is planning, from now until the end of 2026.

If you want to read more about The Byeth Updates, what they are and what we have planned, Warpfrog did a Q&A here.

The Rakta Update focuses on the nation of Rakta, adding Raike themed content into the game, officially expanding the canon of the Blade & Sorcery universe.

Now, let's dive into what is new in the update! ːpraisesunː

New Raike Weapons

The Rakta Update brings 8 new canon Raike weapons into the base game. Thematically they are inspired by an amalgamation of East Asian real life counterparts.

Check out these renders of the new content:

These exotic weapons can be purchased at The Baron's Bounty in Crystal Hunt, or accessed freely in Sandbox mode.

It might have taken 7 years, but we did it guys - the katana is a canon part of Blade & Sorcery. ːsteamlaughcryː

Physics bases shuriken

Among the new weaponry are physics-based shuriken (including a shuriken pouch).

These shuriken will actually spin when thrown, with a little under-the-hood assistance to help ensure the blade actually sticks into the target. (annoying when you throw a weapon and it just bounces off an enemy ːsteamfacepalmː )

Dual Spell Staff

My personal favourite addition to the update: the Raike Dual Crystal Staff.

Being a highly magical warrior nation, the Raike have developed a combat staff that allows for a dual imbue; one element on each end.

This allows for some really cool and creative combinations! For example, you to have one end blasting a flamethrower spell while the other end is lashing a lightning whip.

Or, double up on the element and unleash hell!

New Raike Armour

Available in Crystal Hunt to purchase in the Baron's Bounty, or freely available in Sandbox mode, for the first time ever, a non-Eraden armour is available to wear.

The armour reflects the warrior culture of the Raike, reflecting exquisite craftsmanship, functionality, and aesthetic.

You can find the new armour under the plate section of the armour spawner.

Special Rakta Wave

Fight in Sandbox mode against Raike warriors, equipped with their Rakta attire and weapons.

Currently we have it limited to 1v1 duels, but expanding this is a real possibility in the future, if not in minor patches then possible as a bonus in the future Byeth Updates.

You can find this special 1v1 wave in under the category Special > Rakta Elite Duel.

Achievements

The Rakta Update brings 37 achievements to find and unlock.

A couple of the achievements are listed and you can see what is necessary to unlock them. These are the really obvious type achievements, like complete X in the game, or collect Y items.

However, we really, really wanted to avoid these grindy type achievements, because our vibe is that those kind of achievements always feel like they are just there to waste your time and keep you grinding hours.

So in the case that we have visible achievements, we tried to make them more landmark accomplishments (mostly relating to the end game) but mainly we opted to make most of the achievements hidden. The idea here was we wanted to make them more easter eggy, and something fun for the player to try and find in game themselves through discovery. Typically they relate to an in game secret, or are a reference to some community in-joke, so the objective is to explore the game, and see what you discover.

You can of course spoil the unlock conditions by simply revealing them on Steam, so no worries if you are a straight-up completionist type person and don't want to actually discover them for yourself.

What about Unity 6 and OpenXR?

I mentioned in an earlier preview about the Rakta Update being the time when we would update the game to Unity 6 and OpenXR - this is a purely technical decision which will help Warpfrog handle the snowballing maintenance of Blade & Sorcery across so many headsets, but players would not actually notice any difference at all.

However, the move to Unity 6 is a big one because it risks breaking all sorts of mystery things in the game, and indeed when we began the migration, we start to notice all sorts of stuff was breaking, from dungeons to VFX.

Because of the bug risks involved, we would need to do a really massive QA pass over the whole game, and given that we didn't want to delay the update release, we decided to hold off on the Unity 6 / OpenXR switch for now and we will tackle it in the coming months instead.

As said, the delay on this migration will be completely indifferent for players, except for one thing - full body tracking. OpenXR was likely to improve FBT, so this is one thing players will benefit from when the migration happens.

Modwatch: will this update break mods?

The short answer: no!

Of course you can't guarantee anything 100%, but the main concern was that Unity 6 threatened to break map mods and scripting mods. However, since we are not moving to Unity 6 right now, this is not an issue.

This update has no major code changes and we are being deliberately careful so as not to break mods if it can be helped.


That's it for now, folks! Coming down the line is likely to be some small bugfix patches, and a patch that switches the game to Unity 6 and OpenXR. Other than that, it is on to the next Byeth Update - The Sentara Update!

Cheers!


The Rakta Update - Full 1.1.0 Changelog
Features
  • \ Add Rakta Weapons

  • \ Add Rakta Armor

  • \ Add Shopkeeper Rakta Items voice lines

  • \ Add Achievements

  • \ Add Rakta 1v1 Wave.

IMPROVEMENTS
  • \ Ensure video players don't drop frames

  • \ Improve game mode title and description readability on the world travel map

  • \ Improve Steam setting up callbacks for getting tickets

  • \ Improve handling of Steam API error states

  • \ Improve Mod.io error handling

  • \ Reduce Mod.io logging

CHANGES
  • \ Make the zipline return to you if you drop it

  • \ Remove the Falchion and the Cupbending Cup from the Sandbox book

FIXES
  • \ Fix messages popup transparency

  • \ Fix tutorial dungeon sometimes not showing up on the Shop map

  • \ Fix Sepia grayscale not working with Hyperfocus on Nomad

  • \ Prevent NRE from hand overlap coroutine

  • \ Fix OpenVR not being stripped from platforms that don't use OpenVR

  • \ Fix double call back from Steam

  • \ Add blood content flag to slice flesh parent and slice flesh child effects

  • \ Fix Notes lighting issues

  • \ Fix missing shadows on mirror in Home and Shop

  • \ Add missing mesh collider to the Cliff Bridge of the Citadel

  • \ Fix overlapping fabric mesh in the Shop

  • \ Fix boat sail visual issue

  • \ Fix the missing physics material on the skill orb

  • \ Remove duplicate creature spawner point in Castle RopeTraverse

AI
  • \ Fix Shopkeeper not saying the Falchion and the Baron Hat easter egg lines

  • \ Fix for NRE if the item is despawned before the NPC can start aiming

  • \ Prevent NREs from BrainModuleRanged due to Throw, Bow brain modules dropping items

  • \ Prevent unconscious creatures sharing targets with nearby enemies

  • \ Fix navmesh issues on the Canyon, the DA Forge, and the DA Metal Storage

MODDING
  • \ Move manikin channel layers address out of ItemModuleWardrobe and into CreatureData

  • \ Fix golem activating player events on zones

  • \ Fix for NPCs not taking gravity modifiers into account when aiming

  • \ Fix for Note text loading

  • \ Remove runtime-only bool property from JSON in brains

  • \ Only snap creatures to the ground if they are properly grounded

  • \ Fix session prefab data

  • \ Fix skill menu not showing modded skills under certain circumstances

  • \ Add support for manual assembly resolving for multi DLL mods

  • \ Add mono cecil and use it to handle sorting assembly dependencies

  • \ Add condition to allow creatures to be made immune to stun

  • \ Add GetHandAngularVelocity method

SDK
  • \ Add new editor tool to setup armor items

  • \ Add AssetPostProcessor to ensure modders asset bundle groups get moved to Assets/Personal so they are ignored by the SDKs git repo

  • \ Add button to open platform export folder for each asset bundle

  • \ Fix GUI errors when building bundles

  • \ Add export mode so that modders can export directly to a folder

  • \ Change assetBundleGroup list to buttons to edit the groups easier

  • \ Fix catalog files not exporting to Nomad

  • \ Expand merge events for crystals

  • \ Add proto shield rack and proto bow rack

  • \ Remove Steamworks from the SDK

  • \ Fix menus for tools

  • \ Make methods in BrainModuleStance virtual

  • \ Improvements to making Groups in SDK

  • \ Move crystal shader into SDK

  • \ Update MOES maker and improve it to allow splitting existing mixed-channel textures, improve GUI

  • \ Fix Detail map toggle not working on LitMoss shader

  • \ Hide the set compressed button in the SDK

  • \ Add SDK tools to help modders switch platform + quality setting

  • \ Fix setting the gitignore on the SDK

  • \ Add new compile checker, fix compile errors

  • \ Add DrawGizmosCircle into common for throwspinner gizmos

  • \ Make Odin stubs editor only

  • \ Make sure onvalidate is run on the assetbundlegroup before building

  • \ Ensure the AssetBundleGroup folder name is never empty

  • \ Expose Play() method on AudioContainerPlayer

  • \ Add reveal shared bundle to save modders bundle size

  • \ Add water enter/exit events for creatures/items

  • \ Add offset transform field to PhysicbodyForceApplier

  • \ Add level load/unload events to GameEventLinker

  • \ Make OptionBase use name as a JSONMergeKey

  • \ Make boneHash a property with a backer field which is set on get

  • \ Add release item method to item magnet

  • \ Add holder filter to container saver

  • \ Add method to creature tool to run all ragdoll part actions

  • \ Add comments to discombobulate, add condition to allow creatures to be made immune

  • \ Make some fields on skill tree crystal public

  • \ Add CustomSkillData class

  • \ Call PhysicBodyZoneChange in force item/creature enter/exit methods

  • \ Add snap item and snap item silently methods for public SDK

  • \ Expose methods in ItemMagnet by moving them out of ProjectCore

  • \ Invoke blackboard update event on SessionBlackboardTool when setting variables

Update 1.0.7.682 Hotfix

Another little hotfix today, guys - this small fix is to address a problem some users were still having with mod.io authentication. This should iron out any remaining issues some folks were having.

Cheers!

Changelog - 1.0.7.682
  • Fixed bug with Mod Manager not remembering if the user accepted the terms of agreement when it reauthenticates with mod.io

Update 1.0.7.677 hotfix

Hi folks, the team are rolling out a very small hotfix for 1.07 to address an issue some players were having with the mod manager where mod.io tokens were not authenticating.

The guys also knocked out a couple of other small annoying things, like an issue with the water in certain rooms being non-swimmable.

Changelog below!

Change log 1.0.7.677
Fixes:
  • Fixed mod manager not properly reauthenticating when the login token expires
  • Fixed Water in Drainage and MonumentalWaterfall dungeon rooms
  • Fixed Underwater1 dungeon room black thin wall being visible
  • Fixed a issue with the sky sometimes blurring on android in the main menu
  • Fixed null error when modded skill tree crystals dont have sparkle Effects
  • Fixed null when modded skill tree crystals dont have music
Changes:
  • Added 2 more Aldaric statue lore spawners to the chapel dungeon
  • Increased the lore chance to spawn rate by 25%
  • Added option to prevent crystal merging in ItemModuleCrystal

Update 1.0.7 released

Hello mates, Baron here with a fresh patch for you from the Warpfrog team.

Besides a bunch of bugfixes, we have a surprising QOL feature addition in this update - a height offset.

If you are really tall or really short, you probably knew all about how annoying that could, and this was an accessibility feature we always wanted to have but encountered issues with implementation due to the full body avatar. However Wully found an unexpected and nice way around it, so now you can offset your character height vs your real height. This also means you could play the game sitting down if you wanted. ːtmntleoː

This update took freaking ages to roll out, guys... After 5 years of development our game framework ThunderRoad has become really difficult and inefficient to work on due to regressions. The good news however is that KospY has been developing ThunderRoad 2. All those nagging issues we had from TR1 are no more on TR2, so this allows us to work much faster and more efficiently on our next game. ːpraisesunː

Full changelog below, cheers!

UPDATE 1.0.7 CHANGELOG
FEATURES
  • Added height offset feature in options book (Seated mode)

  • Mod Manager in-game report functionality

FIXES
  • Creatures should no longer play death animations if they died while in the air

  • Bhaptics integration fix

  • Metal textures being too dark in infuser room on Android

  • Fix localisation not updating in character creator

  • Fix dungeon arena gates not opening if enemies died through weird means

  • Fix for gravity holes on end tower puzzle disappearing

  • Fix for grip on index/vive controllers. Added back grabGripAction for SteamVR

  • Fix for stabbing an edible object then eating it makes the edible object stay stuck

  • Fix inventory orb lagging behind the player

  • Fix issue with missing items not being returned to the player stash if they fell through the ground

  • Fixed TK Problem on Small Crate

  • Fixed an edible audio not being linked to volume controls

  • Fixed gamemode option description not updating

  • Fixed lighting in dungeon not using normal maps on Android

  • Fixed hole in mesh in temple

  • Fixed wearable sfx not linked to volume controls

  • Made Crate able to be stored in Inventory

  • Fixed TK Issue on crate

  • Mod manager TOS localised

  • Fixed some VFX not fading to black when changing level on Android

  • Prevent Gravity Hammer from picking up the player

  • Prevent backing out of mod manager when its loading to prevent invalid state

  • Fixed not being able to grab Dalgarian door orb with your hands

  • Underwater1 Mesh fix for lighting

  • Updated new mods warning Spanish translation

  • Improved light probes in UrbanStreets2

  • Possible fix for lore not being saved on Android

  • Fixed issue with static batching breaking vertex data on pcvr

  • Fixed blue glow on things in home on PC

  • Add slice random button to spectator for dismemberment testing

  • Added button to spawn an item owned or not owned by the player in QA menu

  • Dev mode command line arg added

PERFORMANCE
  • Lots of mesh optimisations within Dalgarian dungeons

  • Optimised Market exterior terrain

  • Reduced animation memory usage

  • Unlocked additional GPU level on Meta headsets for improved GPU performance

SDK
  • Add "AppendNextDrawer = true" to uses of ValueDropdown in SDK to allow modders to type in custom IDs instead of using the dropdown

  • Add persistent levels list to Crystal Hunt GameMode class + JSON for persistent levels other than the shop

  • Move capture audio syncer out of editor folder to fix missing scripts error

  • Separate face property bindings so the shopkeeper face bindings can be included in the SDK

  • URP changes annotated

  • Expand player mana events to include spell casting, add skill count to skill event linker to check loaded skills

  • Add creature tool methods to equip apparels

  • Methods to unequip apparels in CreatureTool

  • Add level module to define shop data ID in JSON

  • Add messageSkipEvent as alternative to onMessageSkip in SDK

  • BrainModuleSpeak now automatically closes the jaw when not speaking

  • Fixed issue with ethnic groups on creatureData not merging properly

Update 1.0.6 released

Hi folks, a small bugfix and QOL patch for you today - Some nice fixes in here to issues such as the duplication bug, some lore note issues and the missing falchion/baron hat, but the most notable addition is a QOL change where loot values have been rebalanced so that the shop wont seem as expensive anymore.

The value of the gold bag in the dungeon treasure room chest is now reduced, but in contrast the value of the actual loot you find is increased, and more of it is added to the end of dungeon chest. That means a player who just races through the dungeon and doesn't bother searching for any extra loot will come out of the dungeon with around the same gold value as 1.0.5. But any player who actually searches for additional loot will now walk away from the shop with more gold. The idea here was to reward the players who search for hidden loot by offering a much more juicy incentive to do so.

This will hopefully make the shop experience a little nicer so that you don't have to take out a second mortgage just to buy that rusty dagger anymore. This was the first attempt at rebalancing by the game design team and hopefully it will be good right out of the gate, but the guys are going to monitor how players feel about these values and then determine if further tweaks are necessary.

UPDATE 1.0.6 CHANGELOG
CHANGES / QOL
  • Improved paper note text resolution

  • Rebalanced the loot from dungeons. Players should come out with more money than before when selling loot at the shop

FIXES
  • Duplication bug when leaving items on the weapon rack then completing an arena fight in Crystal Hunt

  • Added missing lore pages to lore spawners, they were second pages of existing lore packs that weren't set up

  • Issue with enemy weapons not colliding with the players torso/arms/legs

  • Paper notes flickering at a distance

  • Prevent persistent items from being despawned by the level cleaner, fixes falchion and barons hat being despawned

  • Minecarts not being lit properly causing them to glow

PERFORMANCE
  • Fix memory leak with lighting data from dungeons

  • Reduced music memory usage

  • Reduced paper notes memory usage by half

Update 1.0.5 released

Hello mates! Warpfrog team have a little bugfixing patch for you guys.

About half of the patch is pure bugfixing; a nice one being the fix for the pause button which was not working when you press space bar. There is a super rare Unity bug in all Unity VR games that can randomly occur where the game will start paused. Those unlucky enough to experience this rare issue were stuck because the usual fix of just unpausing the game with space bar was not working, so this patch will be a relief for anyone who encounters that.

Other than that there is a few new things such as new tutorials, console commands, and couple of small QOL things; NPCs armors now make sound when they move around or attack - this will hopefully make it less annoying when you are attacked from behind with no way to know. Now you can hear enemy who sneak up and surround you.

Lastly, there are a bunch of performance improvements and SDK additions.

Cheers!

Full Changelog

Version 1.0.3.576

Enhancements
  • Armor tutorial

  • Spell wheel tutorial

  • Armor SFX - NPCs armors now make sound when they move and attack

  • Support for Pico Trackers & New tracker calibration page on the main menu

  • Comfort movement vignette

  • Default hmd bindings for steamvr for index and vive cosmos

  • Console command to make player invincible

  • Console command to load a spell on the players hand

  • Console command to take panoramic screenshots

Fixes
  • Added sound effect on arena crystal break

  • Added weapon rack position to bone

  • Can now click and hold on various UI buttons to increment values

  • Carpets not having collisions, things could fall through them

  • Eye lashes not being transparent

  • meteors not breaking when thrown against breakables

  • molten arc persisting on enemy weapons under very specific circumstances

  • thunder-sapping lightning not applying modifiers immediately

  • Shop keeper subtitle not changing language

  • Twin flame and swarm detonation event not unregistering correctly (fix flamewall stacking more and more effect each we reload level)

  • arcwire blocking TK

  • canvas on worldmap board being hidden by the mesh

  • creatures thinking they werent on the ground when going down stairs

  • handles being setup incorrectly on crates and broken crate parts

  • issue with spell wheel effects going missing when spammed open/close

  • placement of subtitles covering barons face

  • some death animations causing npcs to teleport to the side

  • some dynamic objects not being lit properly in dungeons

  • tribal shield not doing damage

  • twin flame fire line spawning instantly

  • LitMoss fixed detail maps not looking correct.

  • Navigation issues in home and arena and stairs in various scenes

  • Player hand stretching

  • Player hands will now snap back to the tracking origins if they are unnaturally far from the player.

  • Prevent merge when not casting spells

  • Prevent persistent items from being despawned by the level cleaner, fixes falchion and barons hat being despawned

  • UI sub menus toggle height according to the text lines count

  • Various mesh gap issues fixed across scenes/dungeons

  • Various translations and localisation UI components

  • Add delay to heatwave for when instant casting is enabled

Performance
  • Performance improvements for the mod manager

  • Atlased various icons

  • Change menu prefabs to use sprites to reduce draw calls

  • Culling improvements in tower

  • Optimized many meshes

  • change mirror to thunderbehaviour. Cache shader properties. Avoid checks in update when not active

  • dont play hinge creak noise when its barely moving

  • dont try updating finger poses when they are at the target weight

SDK
  • Added exclude type on container saver

  • Clean up animation data fields and remove unused melee animation datas

  • Fix cast left/cast right now calling cast side method to actually trigger spells

  • Fix item tool method issues, fix mod option linker not invoking value invokers, add TK enable/disable to player mana linker

  • Fixed protomap, compile issues, added ocean example

  • Fixed protomirror

  • Make note textgroupId and textId public

  • Move materialenumdrawerextended to the sdk so sdk shaders have drop downs

  • Prevent removal of License.txt in future SDK builds, include License.txt in project to copy if cleared

  • Put normalize + mix to mono macro in SDK/Examples/Characters/Facial Animation folder

  • Reserialize all animation JSONs

  • Strip _SOFTPARTICLES_ON on android globally as they need depth and thats not supported on android

  • Unstrip ModManager code which allowed JSONs in mod folders to load in SDK Catalog Editor

  • Added new events for DamagerEventLinker

  • Added owned parameter to spawn item command

  • Prevent exceptions and warnings if ItemModuleWardrobe effect ID is null or empty

  • Meta SDK from v68 to v69

  • PICO SDK to 3.0.0

Update 1.0.4 released

Hello mates, Baron here! Patch 1.0.4 is now available and this is a large bugfix patch, but perhaps more compelling for you guys is that it contains a bunch of long awaited AI improvements.

One of the roughest consequences of having an EA development over 5 years and going from just KospY as a dev to having a full studio of devs is the amount of spaghetti code that can occur! What is meant by spaghetti code is that the code is "messy" with many dependencies, making the threat of regression rampant. It's like having a big bunch of knotted strings where if you want to pull one you risk it pulling on another by accident, and this is what happens when we say regression; you change one piece of seemingly innocuous code in one place, and it causes a ripple effect elsewhere to create some unexpected consequence, and you had no defense against it because you can't possibly QA the entirety of every little thing in the game every single update.

This is what happened to us with our AI in 1.0 release - some of the AI behaviors were weird, buggy, or flat out missing! The state of AI was less obvious to us because there was an overwhelming amount of other stuff to focus on in 1.0, and we hadn't been expecting AI to degrade (ie, you are never expecting regression until it happens). We had been in 1.0 dev mode for so long that the AI slowly degrading was like watching a plant grow for us, versus for you guys who came straight from U12 to 1.0 and could do a direct comparison. It really wasn't until post release and some players saying "didn't the AI used to behave XYZ way?" that made us realize how the AI had gotten lobotomized.

Long story short, that brings us to now and we have been working on repairing this! With this patch, we believe we finally have the AI back to where it was right after Animation Overhaul in U11. ːlunar2019piginablanketː

This should be a major improvement if you have been playing 1.0, though as always with the AI, it's far from perfect. There is no real solution for "dream AI", both because on a technical level a VR full physics simulation will always have a risk of strange things or jank that a non-physics simulation does not, and because of what I was mentioning about about regression risk in our game framework Thunder Road, which makes it slow as hell and an absolute nightmare to work on.

This is one of the reasons we are dying to move to Thunder Road 2 which will be our new game framework for the next game; we can learn from the rookie mistakes made in Blade & Sorcery development and create something better if we are able to start from scratch.

Anyway, this is just some background information I wanted to share with you guys to give context, but let's actually get into the AI fixes in this patch!

NOTE: If you were playing with AI mods now or at any point since 1.0 release, it is highly recommended you remove the mods and delete your save / start a new character save.

If you do not do this, the AI mods are likely gonna conflict with this patch and cause derpy behavior or even break things. This includes if you had an AI mod but didn't delete your save - the AI mod can create weird behaviors in your save even when the mod is removed. If you report bugs and then it is discovered you had AI mods installed or were using a corrupt modded save...

Here is what is improved in the AI:

1v1 improvements, parry and riposte restored

1v1 AI is now working really well and restored back to U11 levels. ːpraisesunː

The AI should be responsive and not just stand there; now they should actually engage you aggressively.

The AI can chain attacks like they used to be able to, and can perform a parry and riposte.

Some animations that were not triggering are now working, such as the straight stab.

A huge improvement is no more face hugging enemy! This was such a pain in the ːpontius_angryː and ruiner of combat, so hopefully you will not be experiencing this anymore.

Although rangefinding was majorly improved there is still some risk of facehugging with enemies using certain small weapons - in particular the hatchet, and sometimes the club. The reason there is a risk is because these weapons are so small that the enemy needs to get up very close to effectively use it, so it is not so much facehugging as a result of a rangefinding bug as much as it is the nature of the weapon in VR type thing.

Regarding these "little weapons" we were split on it between removing them from AI and thus removing the problem, or keeping them in so as not to lose content but retaining that rangefinding risk. In the end some of the team felt very strongly for keeping them in, so we are going to leave it and see how it goes.

Something worth noting -- The upper faction tiers (Eraden, Eye) are better fighters than the lower factions (Wildfolk, Outlaws).

You should still have a pretty easy time with the lower factions as they are not fighting to their full capabilities, so if you want more of a challenge and to see the full extent of the 1v1 AI you should try fighting the upper factions in 1v1.

Longsword AI improvement

The AI was already using longswords but you might have noticed a ton of jank in the animations or very questionable rangefinding.

A complete oversight by us was the AI was not setup to effectively use the longsword because it was never intended to be a thing - we have no two-handed animations and never intended to use one-handed animations for longswords. However, this got added late in development for extra content, but with this oversight the consequence meant the quality was not there.

Other than removing longswords from AI there seemed to be no great solution for this because as mentioned, the AI was never setup to use this sword with one-handed animations. However, to our pleasant surprise a great solution was achieved by tweaking the animation speeds so the AI swings it a little slower.

This is something we would generally avoid doing because things get weird when you change animation speeds, but in this case it worked really well! It actually seemed to really help the physics of the longsword when the AI is using it and you can achieve some really awesome parries.

Shield AI improvements, shield bash working properly

Worth saying right up front, pre-patch 1.0.3 the shield bash AI was legit broken! The AI was engaging in a really obnoxious behavior where they would move in to shield bash as a primary attack, which meant every shield guy you met was charging right up into your face to bash you (as if the facehugging issue was not bad enough) because that was the only attack they had.

This was actually addressed in patch 1.0.3 but it has been further refined and improved here.

Something to note is that shield enemy attack don't engage as aggressively as one-handed enemy in chaining attacks and will turtle more.

However, with regards to chained attacks there is a new behaviour added which is that the AI can use the shield bash as part of their attack chains, so for example they may slash and then bash.

Other general improvements made have been to the shield tracking. While still far from perfect, the tracking is a bit more aggressive now to improve the chances that the AI catches an incoming slash with the shield.

We thought this type change would be a bit risky because whenever you mess with tracking you run the risk of the AI motions looking really weird, however it is pretty good!

Death animations

In patch 1.0.3 we had discovered that death animations were literally not working at all ːeagleangryː but we had been able to restore them.

We have further improved them in patch 1.0.4 and now it should be more like the old days.

Same as it used to be in the past, death anims should be a combination of animation and ragdoll so you can get that "finisher" type kill.

General Rangfinding improvements

The pox on 1.0 combat.... this had been a major bug that burrowed deep into our code. The issue which I'm sure you all know well is that the enemy was getting so close to the player that they were practically glitching inside the player avatar.... ːvsskullː

This was probably the worst issue of all the AI regressions so the guys pored over and over this issue to improve it. Hopefully you will find it much better now!

Dodge

We have had a hell of a time trying to improve dodge.

The issues we are encountering are with enemy self-preservation and finding a hard balance to strike between "the AI can't get out of the way of a weapon fast enough" and "the AI are dodging so ridiculously fast that they are Sonic".

Part of this issue is Thunder Road, but another part of this issue is just the fact that it super hard to counter the reality of the game being VR and that the player can attack in any direction, in any manner, with any type weapon, and at any speed. To try and deal with this, when the AI dodge is ramped up to increase survivability it just too goofy looking... if the player jiggles their sword the AI is diving 20 feet back. ːgoblinː

The guys worked really hard to find the sweet spot and what we have is probably the best middle ground. Overall I am still not 100% happy with it, but am coming to peace that it may be the best it can be on the Thunder Road framework. I think my disappointment comes from wishing there was a "perfect answer" but the reality is it will never be so perfect to account for all situations possible in VR.

Two-weapon combat improvements

Enemies who were using two weapons were one of the major contributors to the broken rangefinding.

The issue we were having was that the two-weapon animations were not well suited to VR. Essentially all the AI animations we were using meant the AI would "step in" to do their attacks, but as you know, if you were too close to the AI this meant the AI would basically step up into your face and get tangled in the player avatar.

There was no way to fix that behavior because the issue was in the animations, so what we did instead was remade any of those animations where the enemy steps in. Now the enemy is rooted when they initiate the animation.

As mentioned earlier about "little weapons" like the hatchet, there is still some risk with those weapons, such as the double axe guy, simply because the enemy needs to be pretty close to use them. Overall it should be much better though.


That's it for AI stuff! Besides AI, did I mentioned this was also a massive bugfix update? lol

Full changelog below!

Update 1.0.4 Changelog
Improvements
  • All NPCs have a higher chance to dodge and try to dodge earlier, they also don't ignore certain types of attacks anymore, making them dodge better again

  • All NPCs have had their block settings tweaked so they properly assess where an attack is coming from (making them block better)

  • Attack ranges have been slightly tweaked to reduce how often NPCs end up too close after stepping in to attack

  • Death animation strength has been tweaked so they play more noticeably

  • Dodge animations don't instantly switch back to idle poses when they finish

  • Dual-wielding enemies don't slowly creep into your space as they make combo/chain attacks, using tweaked animations with their feet locked in place

  • Fix NPCs not being able to draw an offhand if they already have their main hand equipped

  • Fixed npc double fireball cast if interrupted

  • Fixed npcs staying in death animations when pushed with gravity, they now properly ragdoll

  • Heavily armored NPCs have a lower chance to dodge in general

  • Inactivity timer to auto-end waves after 60 seconds without action, to help prevent being stuck when the AI is lost/stuck somewhere

  • NPCs with heavier weapons play their attack animations more slowly to account for physics differences

  • Prevent NPCs dropping items sometimes when pulled from quiver on body

  • Shield enemies can now perform a shield bash as a quick counter-attack when you parry their attack

  • Shield enemies no longer include their short-range shield bash in range-finding and only activate it if you get too close

  • Shield enemies position their shield more in-line with an incoming attack than before

Features
  • Add button to spawn lore from journal when dev mode is enabled

  • Added unlock lore cheat to sandbox menu

  • Add physic timestep console command

  • Added command to open the lore journal in your hand

  • Added lodbias slider to devmode graphic options

  • Add per-hand apparel charge time modifiers

  • Added new tutorials for quivers, spell wheel, armor equipping

  • Updated the tutorial for the item book to explain the tabs more

  • Updated/Fixed BHaptics support

  • Use hand written fonts on home maps and travel papers

Fixes
  • Fix bug with modders shaders that were explicitly added to bundles being stripped

  • Fix creatures not having their eyes roll back if they weren't looking at something before dying

  • Add a collider on the infuser pipe to prevent hard earned crystals falling down

  • Added colliders to carpets so items dont get hidden under them

  • Added colliders to the Loot Chest handle

  • Added fakeview to the hidden cave entry

  • Added some real nails next to the static nails in Transi_22

  • Always spawn creatures from the pool when possible

  • Avoid NRE if we give an invalid string id to get the message's image/video address

  • Catch OneDrive Directory read/write exception when loading saves

  • Changeed creature table drop weight from int to float for greater precision in weighting

  • Enable click and hold feature on new char manual height arrows

  • Ensure that audio fading happens even if post processing is disabled when loading levels

  • Ensure the game doesnt try to pause twice. Add logging when system menu opens

  • Fix broken coin stacks not going into inventory

  • Fix chicken being flagged as a golem

  • Fix for click and hold feature on arrow buttons being active when the pointer enters the button again after exiting the button while holding the trigger

  • Fix game mode icons not loading when going back to the main menu

  • Fix issue with breakables parent interactable data overwriting the broken items interactable data

  • Fix modded skill trees not playing

  • Fix profiler end samples not being called when zone code returns early

  • Fix unintentional not-not condition preventing GolemSpawner stun golem buttons working

  • Fixed Dungeon sometimes changing sun positionin levels when leaving dungeons

  • Fixed Handle inconsistencies on the Plank_2.25 prop

  • Fixed LOD1 Male wrist going invisible

  • Fixed NRE when the player is holding a non-item handle at the end of the survival mode wave

  • Fixed Ragged Trousers LOD1/2 reveal

  • Fixed Signs & Traps missing in Survival

  • Fixed Torch Holder orientation of Torch in some dungeon rooms

  • Fixed a collider overlapping with the interior of the cave, causing the cave to be culled if you touched it

  • Fixed a missing handle to the leather part of the greatsword

  • Fixed bug with creature body/skin mats not loading

  • Fixed bug with crystal links on golem not disabling sometimes when the golem was killed

  • Fixed bug with mod addressable assets being loaded when loading json only

  • Fixed buttons not being cleared if trigger button was released with the pointer outside the button

  • Fixed canope jar lid not being able to be taken off

  • Fixed creatures not taking damage if wrist sliced while attacking

  • Fixed dungeon layout spawning to allow certain rooms to spawn side by side

  • Fixed duplicate air helper component on player creature

  • Fixed gap behind pillar wall in Golem Arena

  • Fixed golem crystal sometimes falling through the ground

  • Fixed golem face plate glitching in certain circumstances

  • Fixed handle reach gizmo to align with default grab axis ratio

  • Fixed handles on crates and broken crate parts using the wrong interactableIds

  • Fixed issue with climbing/swimming/fist logic was running for non player creatures

  • Fixed issue with some effect prefabs being marked with IsPooled in the prefab causing them to be despawned incorrectly.

  • Fixed issue with water sometimes running updates in realtime, impacting performance

  • Fixed issues with rivers fake transparency capture

  • Fixed missing collider on wall prefab

  • Fixed no PlayerSpawner in Underwater1 & Transi 21 | Water Color

  • Fixed notes sometimes being frustrum culled when holding them close

  • Fixed rope sliding speeds being different depending on headset refresh rate and physics settings. Removed unused reverse code on GetTimeStepMultiplier

  • Fixed shopkeepers pants turning shiny on hit

  • Fixed some edge cases when unlocking lore not saving properly

  • Fixed some items not being lit properly in dungeons

  • Fixed some weird culling on rocks in home

  • Fixed statue sword not rotating correctly when using tele spin

  • Fixed throwable dagger not being flagged as a throwable weapon, and lacking ranged weapon data

  • Fixed world items like the spikes in arena having their colliders move in unexpected circumstances

  • Foot tracking adjustements & Prevent IK target zone to trigger for tracked foot

  • Force items with light volume recievers to always use dynamic triggers in dungeons

  • Gravity hammer skill works on dalgarian key orbs

  • Improved dalgarian door textures

  • Improved draw cutting and enabled pressure stabbing for weapons.

  • Improved tutorial UI message positioning

  • Increase reach on nail club

  • Item prices dont show decimal places now. As everything sells for whole integers

  • Journal will now update correctly when changing languages.

  • Link the credits to the master audio mixer so the credits arent super loud

  • Mainmenu - Tweaked the size and positions of the UI elements inside the panels to make them visually more pleasing

  • Minor adjustment to pressure cuts

  • Move unused head wardrobes out of bas catalog

  • Prevent lightning and mol

Update 1.0.3 released

Hello mates! Warpfrog team have a new bugfixing patch for you, along with some optimizations and improvements to AI behaviors.

Fixes in this patch address a wide range of issues such as the exploits where you could duplicate items, to full-blown nasty bugs such as crystals having a chance to fall through the ground when physics is set to set to low.

There are also a bunch of AI fixes included in this patch. As mentioned before, AI is hell for us because we have a very complicated system of behavior trees that have way too much cross-branch dependencies and spaghetti code which creates a system where one tiny thing changes here, one massive thing breaks over there, and a ton of iteration time in between. This was just the way it all organically happened from constantly developing the game, adding a ton of new staff to the team to the previously one-man project over time, and changing the roadmap scope over years which added things to the game that were never planned for, etc.

The most major thing that would fix these type of issues would be to start from scratch with the lessons learned to develop a nice new clean code, and that is exactly what we will be doing when we develop our next game on the new Thunder Road 2 framework. However for B&S we are stuck, so the best we can do is keep tweaking what we have and try to iron out the worst issues.

One of the most notorious issues to be addressed in this patch was related to the AI getting too close to player, sometimes even glitching into the player. It may not be perfect as it is still a WIP but an easy first step fix we took to alleviate this issue was to remove the tiny weapons from AI where they could never effectively find the right attacking distance in VR; for example the little hammer.

Another good rangefinding fix was addressing an issue with shield bash where shield enemy would constantly get in the player's face to try and rangefind the bash attack as the primary behaviour, instead of only bashing as a secondary circumstantial behavior when player got in the AI's face. Before now, if you were fighting a shield enemy they were most likely constantly in your face trying to shield bash you which was the opposite behavior than intended; the bash was supposed to keep you away from the enemy.

These two fixes help a bunch, but where things get hairy is in waves of multiple enemy, as AI rangefinding issues tend to get compounded when multiple enemy are present. To help, we amended a behavior for AI where those were not actively attacking the player will now hang back and not crowd the player. Multiple enemies will still close in to attack player, but those who are not actively attacking will get out of the way rather than just standing there idling in your face. This will hopefully help reduce the sensation of AI crowding the player for no reason in group fights.

Meanwhile 1v1 the AI seems to be doing well and ranges all seem to be good, and attack pattern seems to be good and working as expected. The later factions (Eraden, The Eye) will attack with more ferocity than the early easy factions (Wildfolk, Outlaws).

The dodging behaviours for all AI is something we still need to iron out, as it is still not triggering properly and so was not included in this patch. We have a strange issue to diagnose where the dodging enemy is moving as though stuck in mud... they do the dodge animation but remain on the spot, which as you can imagine is not effective, lol.

A nice plus for AI in this patch is that some missing death animations were restored! It was one of those things where a "simple" change somewhere totally innocuous caused a ripple bug effect to cause regression and it had disabled death animations.

Last note - You might have noticed the download for this patch is huge; really sorry about that, guys! There is an optimization in Unity we needed to activate because it improved loading times for all assets, including up to 50% faster loading for dungeons, which of course is a great thing. But that bad part is it causes all the asset bundles to rebuild, meaning a full redownload of the game bundles is needed. However, this was just a once-off thing, so the good news is it should not need to happen again in the future.

Cheers guys, full changelog below!

Full Changelog

Version 1.0.3.576

Enhancements
  • Added initial enriched presence for Steam

  • Increased audio sample rate SFX/Music to improve audio quality

  • Resetting settings in the option book will save options with the default value

  • Added some logging and fallbacks if the game cant write to the log file

  • Added SpectatorHide layer which the spectator camera cannot see.

  • The inventory artifact mesh preview is now invisible in the spectator camera. But is visible once grabbed

Fixes
  • Fixed Navmesh issues in Collapsed Ceiling/SewerGate/Castle_10

  • Fixed Transi_Castle_16 Rope rotating when the LOD changes

  • Fixed T1 Lightning crystal falling through the ground in home on Low Physics quality

  • Fixed items loading the wrong itemId when spawned via ItemData

  • Fixed bucklers improperly positioned when worn

  • Fixed error with archery target and archery target support not showing in inventory

  • Fixed water settings refreshing too often, spamming the log file

  • Fixed the skip message SFX not being linked to the UI audio slider

  • Fixed Eraden Tunic nerfing the player's focus regen

  • Fixed reveal decals not working on npcs when their ethnicity is changed

  • Fixed missing characters on UIs with handwritten fonts on asian languages

  • Fixed mod option tooltips not closing when a options' category is closed

  • Fixed metallic props and weapons being too dark

  • Fixed warbow orientation when held in the right hand

  • Fixed citadel bird spawner facing the wrong way

  • Fixed colliders on scaffolding in UndergroundZipline preventing you from going into the scaffolding

  • Fixed some collision issues in CoastalFort

  • Fixed collider on Museum ocean so it cant be walked on

  • Fixed incorrect flowmap texture used on fire imbue trail vfx

  • Fixed bug with some ethnic groups eyes not being able to change color in character select

  • Fixed storm beam vfx flickering

  • Fixed some typos in the lore

  • Fixed eyelashes using old shader, they now use TR/Litmoss

  • Fixed tutorial stone in home using old shader, now uses TR/Litmoss

  • Fixed male and female shirt textures stretching

  • Fixed small stone sword holder orientation being wrong in the shop

  • Fixed the journal not being lit properly in some instances

  • Fixed new characters in character creation having the inventory of a previous character

  • Fixed an issue where saving a new character wont refresh the character slot

  • Fixed the gold death penalty causing all gold to always be lost

  • Fixed currencies not being reset on death

  • Fixed multiple cheats carrying over from sandbox to crystalhunt when switching characters

  • Fixed being able to duplicate items in the item book

  • Fixed the players eyes looking at nothing when close to the mirror

  • Fixed spectator cam not enable book UIs after changing level

  • Fixed being able to store broken parts of items

  • Fixed NRE when cloning null content states

  • Fixed issue with the shopkeeper not burning

  • Fixed incorrect, broken mercenary shoulders appearing in shop

  • Fixed the item book being empty if the category is null

  • Fixed the game attempting to load old saves from before 1.0 and logging it as a error

Optimisations
  • Build size reduction from removing duplicate assets

  • Added LODs to particle effects so they fade out/disappear when you are far away from them

  • Optimsed many particle effects to reduce their memory impact

  • Optimised infuser VFX to hopefully reduce crashes

  • Asset bundle optimisations

Skills
  • Fixed unconscious creatures becoming intimidated.

  • Karate chop always scares at least one additional creature

  • When in hyperfocus you move faster

  • Ranged Expertise will bounce projectiles off walls instead of going through them

  • Fixed movement speed multiplier on swords slowing you down

  • Heatwave shouldnt stagger if the creatures already burning.

  • Fixed boost jump resetting when you reload the spell

Crystal Hunt
  • Lowered the number of enemies in the eye home invasion wave.

  • Lowered Golem explosion radius

  • Fixed issues which can break the golem fight

  • Prevent staggering if the golem is already stunned

  • Prevent the golem from exploding without the crystal being pulled out

  • Fixed issue with effects not stopping in some circumstances

  • Fixed issue being unable to respawn if you die while climbing the golem

  • Lowered meteor damage to player

  • Fixed the secret ending being solvable with only one fuse

  • Fixed the infuser orbs not making you ungrab any of the orbs before they despawn

  • Fixed being able to store items in inventory while they are in the infuser or skill tree holders

  • Fixed your hands still holding onto the infuser orbs if you take out the ungrab the orbs when the crystal is taken out the infuser

  • Fixed gravity push knocking the crystal out the infuser

  • Fixed errors when loading and unloading the tutorial dungeon

AI
  • Removed very small weapons from dungeon enemies to prevent them from getting up too close

  • Exclude shield bash ranges from min and max melee ranges. Significantly improves the behaviour of shield enemies, prevents them getting super close

  • Fixed Shopkeeper movement issues in some situations

  • Fix death animations not playing properly

  • Prevent creatures playing death animationss if inert or destabilized when killed

  • Prevent creatures not engaged in melee from advancing in and hugging the player

Modding
  • Add begin transaction event to shop

  • Made skill load events static

  • Fixed issue with SDK manikinproperty scriptable objects not being treated as equal to the base game ones. It will now check it based on the asset name

  • Fixed overriding ethnicity in creature tables and waves jsons not working

  • Made some methods on the golem virtual

  • Brains can load a subclass of a module types, allowing for extended brains modules

  • Avoid NRE when the playerhand has no ragdoll hand

  • Added a public setter for the Spectator.LockedTransform

  • Added automatically calculating the defaultValueIndex for mod options based on default values on the method parameter/field/property

Update 1.0.2 released

Hello mates, Baron here! Another patchload of bugfixes today from the Warpfrog team, addressing a bunch of issues raised by the community.

Some notable inclusions --

Players who spent crystal shards to upgrade and then accidentally died on Home map would lose their shards. This bug really sucked, so I'm sorry about that for anyone who unfortunately suffered this!

Players are now immune from Airstrike fall damage. Players looking to test out their new skill would jump off a cliff only to find they died on impact. ːpontius_angryː Now it operates as it always should have.

Some T4 weapons (Slaughter Sword, Noble's Dagger) were not appearing in the generation pool at Baron's Bounty, meaning no matter how many times you visited the weapons would never be for sale - they should be appearing now.

There was a bug for gold loss upon death where the player was losing their entire gold instead of only partial gold loss; it must have felt like playing hardcore difficulty! This is now fixed.

Full changelog of fixes below!


Unrelated to this patch but related to bugs, I also wanted to mention --

If you have played U11/U12 you might have felt the AI seemed a bit derpy in 1.0 by comparison.... You are not crazy!

We are still exploring this, but it seems we suffered from regressive AI bugs that are lobotomizing some of the AI's behaviors; notably AI not dodging, not using their shields properly, being unable to parry and riposte, and the very annoying "AI hugs you to death" rangefinding issue returns. ːeagleangryː

These were AI issues that we ironed out in the "animation overhaul" efforts back in U11, so it's annoying as hell to see them back! With so many moving parts in 1.0, the slow drip of tweaking code over time meant these issues slowly and stealthily reintroduced themselves. It's the kind of stuff that goes unnoticed because it happens so gradually that it is like watching a plant grow,. It's only when you can A/B compare the updates that things jump out!

Anyway, just wanted to let you guys know we are aware and looking into a fix!

Crystal Hunt
  • Updated inventory tutorial videos

  • Fixed some typos in multiple languages related to the spelling of "Dalgarian"

  • Fixed duplication bug when swapping inventory pages while grabbing an item in the inventory

  • Fixed issues with the golem not stunning when it should

  • Added missing T4 greatsword and dagger to the shop loot table

  • Fixed issue with the player model breaking if they died while climbing the golem

  • Fixed issues which can break golem fight

  • Fixed gamemode gold death penalty causing all gold to be lost

  • Fixed lore typos in English translation

  • Fixed gold/shards not resetting on death

  • Fixed item book duplication glitch

  • Fixed outpost dungeons not using Very Large length for difficulty 4

  • Fixed issue with golem crystal being storeable before the player kills the golem

Sandbox
  • Added Very Large outpost dungeon length to Sandbox on the mapboard
Skills
  • The player is immune to fall damage during airstrike, its reenabled after 0.5s
Modding
  • Fixed modded crystal merging

  • Fixed issue with ItemIds in ItemData not overriding ItemIds on the prefab consistently when spawning the item

  • Made lore easier to mod via public methods

  • Allow calling MergeCrystal directly for rudimentary cross-tree merge support

  • Fixed errors when modded skill tree orbs are null

  • Fixed ModsMenu event firing incorrectly.

  • OnLocalGolemSet is now a static event, not a static Action

  • Fix NRE with ThunderEntity.GetCenter

  • Fix missing status duration on Thunderbolt

Fixes
  • Fixes to prevent arcwire/teslawires causing glitchy decapitations

  • Fixed memory leak with the skybox not being unloaded from dungeons

  • Changed currencies so that they are only serialised to disk when the players inventory is saved

  • Fixed issues where dying while climbing would cause the player to be disconnected from their body

  • Prevent creatures breaking if spawned in shop

  • Lowered vertical rope slide speed to prevent players from dying due to fall damage

  • Optimised loading some json by a avoiding expensive operations that weren't necessary

  • Fixed mesh issues with Ascent, MiningHub, Townsquare, LostCove

  • Fixed waterfall in SewerMaintenance

  • Added items to Museum and Temple

  • Fixed Observatory Support having no colliders

  • Fixed one sided texture in Market

  • Fixed bad granary hole

  • Male Officer armor neck protector returns!

  • EndTower optimizations

  • Fixed CoastalFort causing a progression blocker due to out of bounds collider

  • Added colisionHandler to Trapdoors

  • Fixed negative collider in Main Menu

  • Adjusted colliders for t4 short sword

  • Long axes texture fixes

  • Update VFX assets data files

  • Many particle effects memory usage was optimized

  • Fix duplicate charge sapping vid on skill tree

  • Fixed Culling between Museum and GatheringHall

Update 1.0.1 released

Hi! Kospy there as Baron is taking a break today ːsteammockingː

A minor update has been released today (1.0.1) to fix some major issues with the 1.0 release. Minor update should not break any mods, so no worries about this.

If you are using the HTC Vive controllers, please note that the binding changed to fix an issue with hyper focus being unable to be used on this controllers. The new binding also improve how we open the menu and I hope it would also improve life of HTC Vive players (the controller lacking two buttons it's all about finding the less painful workaround). See the new bindings below that I lovely did using paint :p

Changelog for 1.0.1:

  • Fixed issue with currencies not being refunded when you die in home/shop

  • Fixed issue with the golem head crystal being storable in the player inventory before its been pulled out the golem

  • Moved bloom intensity and post processing profile under graphics section

  • Removed debug symbols from Oculus uploads

  • Fixed Post Processing colour grade profiles

  • Fix for modded book categorys not loading icons

  • Fixed HTC Vive wands slow motion not working

  • Fixed PressToMove for Vive wands missing in the options

  • Fixed duplication bug when swapping pages on the inventory

  • Fixed race condition causing a hang when loading save files or container contents

  • Updated Vive wand bindings to allow hyperfocus to work

New HTC Vive binding:

1.0 - The End Update, is now available!

Hello mates, The Baron here carrying the good word from KospY and the Warpfrog team.

How can this possibly be... the day has arrived. Blade & Sorcery 1.0 is now available! ːamadeus_happyː

What a journey, guys... From a one man project started by KospY to a studio of +20 fulltime developers. From a little indie arena sandbox to the beginnings of a fantasy IP.

All of us at Warpfrog are blown away by the events of the past 5 years, and we want to truly thank all of you guys who supported the game in Early Access. We carry some cynicism for common practices in the modern game industry, so when Warpfrog was founded we pledged to reject what we always hated as gamers ourselves and do things on our own terms.

Through your support, you guys let us remain independent from shareholders and publishers, and enabled the studio to become the truest and most authentic version of itself.

Now lets set the celebrations aside as you have waited long enough; let's get into the 1.0!

Before you begin

If you are moving from Early Access to the 1.0 Update, do yourself a favour and solve your troubleshooting issues before you they begin -

Remove all of your U12 mods!

U12 mods will not work on 1.0, so as usual, mods will need an update.

MAIN FEATURES

As a caution I should warn that anything past this point may be considered a spoiler for those who wanted to play the update as a blind experience! Be warned!

Crystal Hunt Game Mode

The all new Progression Mode is now in the game - start as a lowly warrior or mage and increase your character's power by unlocking new skills.

Find loot in the dungeons to buy and sell weapons and armor in a physical store.

Delve deep into the lore which gives context to the events of Crystal Hunt and world of Byeth. Uncover the secrets of the ancient Dalgarians!

We are delighted to add this gamemode for folks who always wanted a little more out of Blade & Sorcery than the default sandbox experience.

Staying true to the Warpfrog way and our beliefs on game design, this is not a hand-holding experience. However, Crystal Hunt will give motivation for the player to progress and develop through the game, as well as now having a definitive game ending to strive for.

Your Crystal Hunt character will be separate from your Sandbox one. We added some option goodies on character creation so you can customize your game and difficulty level; for example you can tweak the damage received or dealt modifiers, determine if Dalgarian language is automatically translated into your language, or enable death consequences if you please, such as losing gold or even permadeath.

Crystal Hunt was truly nuts for us to work on, because it was like dropping a new game on top of the established Blade & Sorcery game that you already know. The Warpfrog team really worked hard on this as we wanted to do justice with our final major content update.

We hope you like it!

Dalgarian Dungeon

The Dalgarian Dungeon is an entirely new dungeon biome to explore, revolving around the ancient race of Dalgarians; a highly advanced and magical people, now extinct.

The most notable difference about the Dalgarian dungeons compared to Outpost is the sheer scale; you will notice the "rooms" are not just physically bigger in terms of structure sizes, but also much larger in terms of space, with more open layouts.

This should give a different vibe to exploring the Dalgarian Dungeon as compared to Outpost, which has a more linear sense of progression through it.

Skill Tree

Your Crystal Hunt character will start off as a no-skilled warrior or petty mage. Prepare to have the rug pulled from beneath you when you realize how complacent you have likely become to being OP in sandbox mode!

Over the course of Crystal Hunt, you will earn the ability to unlock skills, steadily increasing your power. These skills correlate to the 5 branches on the Skill Tree - Fire, Gravity, Lightning, Body and Mind.

A player could choose to go all-in on one skill branch and become the penultimate master of that element, for example being a Fire mage than incinerates all foes. Alternatively, a player might choose to dabble across a few different branches and diversify; perhaps you want to have some fire powers, but still enjoy the utilitarian versatility of being able to gravity glide.

Worth noting - although there is an absolute ton of skills, the idea is not that a player would have all 78 skills unlocked at the same time. If you did this you would be so unbelievably OP and your game absolutely chaotic with so many compounding skill effects, lol.

Our estimate is that a player will likely have two fully unlocked skill trees the time they reach the end of the game, or one tree plus a couple of other random skills. In theory, a player could continue to play Crystal Hunt and unlock everything (and some players surely will) but our intent was playing Crystal Hunt with a specific build, and then giving yourself the replay value to go back and play gain with a whole new build playstyle.

New Skills

The madness.. the sheer madness... Crystal Hunt has a grand total number of 78 skills to be unlocked.

Each of our skills are playable game features; we avoided anything that would have been "gamey" like +5 damage, or +10 health, etc. The skills are actually things you can do or have an impact the gameplay somehow.

To get even crazier, a lot of the skills have synergies that stack with each other to create interesting effects.

For example, a player might unlock 3 separate skills; Gravity Bubble to create a bubble where enemies are weightless, Hyperfocus where time moves in slow motion but you do not, and Dilation Bubble which slows time on objects passing through a gravity bubble (like arrows).

These are three separate skills, but when you combine all these skills together, you will find a synergy that is unique! The combined effects create a timestop type of effect, as you can see here --

Remember, this is not even one of our 78 actual skills in the game! This is just an example of how a player can leverage the simulation factor of Blade & Sorcery to synergize skills and create totally new things and make really interesting character builds.

Creative players will have a blast mix and matching skills to find all new off-skill tree effects, and I guarantee that you guys will find lots of combinations we never even dreamed of.

This is in beauty part of B&S being a simulation game!

New Golem enemy

One of the many secret things we kept close to our chest before the trailer drop was this beauty, affectionately named "Hector" by the community.

We really want you to experience everything related to the golem in VR, so I will avoid saying too much here!

However I will say that the golem is huge and fully physical, so if you were wondering - yes it is climbable!

Lore

A huge ask from players over the years has been for the introduction of lore to give a grounding and context to the gameplay of Blade & Sorcery.

We are beyond delighted to have finally delved into this and add depth to the world of Byeth!

A large asterisk I will place here is to warn you that while we have deep lore, the game does not hold you hand. It is not a "sit back and enjoy the story" type game with a narrator guiding or breaking things down for you, nor is the world and story events revolving around you.

A player can find lore scattered throughout Crystal Hunt, which they can collect to piece together the bigger picture of the world and its events. There is a lot to find... At one point there was some genuine concern that our lead designer Shrubokrant may have legitimately been writing a novel, lol.

But on top of this, a player may also use inference to observe the world around them and come to conclusions about things, of which the game will not validate for you.

Our Art Director Glitch skirted with a descent into madness on this, adding micro details to the world to make sure it was as cohesive as possible with the lore. For example, the coins in the game have the face of an ancient king that you may read about in some lore.

But who will get this??? Haha, even if some players will never notice such small details, we feel it will be absolutely awesome for those who are into this type of attention to detail and do! That is very much our vibe.

The team also went all-in with the portrayal of the Dalgarians. When it came to Dalgarian environment design, cdmpants and his Environment Team really sat down and laid out a society that made sense. If this was a real society, the Dalgarian dungeons would not just be a collection of random rooms; everything should have served a purpose for them.

Last but not least, depending on how hardcore you want your lore experience to be, we also have ancient texts to discover in the game that are in the Dalgarian language.

To crack this language would require a player to literally decipher it themselves in a throwback to the hardcore era of 90s-esque dungeon crawlers that involved paper maps. It is not some Zodiac killer level cryptography lol, but should be exciting for folks who are into this type of thing.

However, we realize how hardcore this is and also that there is a great inconvenience due to the VR headset factor, so we have a difficulty option to automatically translate for players who just wanna enjoy an action game without a pen and paper, lol. Automatic translation of Dalgarian language is the default for the game and the manual translation option is just an added layer for the hardcore madlads out there who want to be fully immersed in the experience.

Final thought: we also realize that some players may not give a hoot about lore and simply want to play an action game - no problem!

Our lore is there, but a player can choose to take Crystal Hunt at face value and just blast through it, enjoying the action, unlocking skills, finding loot, etc. No worries, you can do this and you will still be able to finish the game.

Meanwhile players who dive deep into the lore:

Loot

Had you ever found a treasure chest in U12 Outpost only to be crushed to find it was non-interactable? No longer!

Throughout the Crystal Hunt dungeons, players will find loot in the form of coins or valuables, sometimes hidden in side-room chests, sometimes on shelves, or sometimes hidden cunningly in the environment.

Players can also potentially find rare crystal shards in dungeon runs, which can be used to unlock new skills on currently unlocked skill branches.

Finding these bonus crystal shards in the wild is truly satisfying.... there is something very rewarding about it on a primitive level, as you will see. Lyneca refers to this as inducing some kind of dormant "loot goblin" part the brain, and you know what... he is 100% right! ːgoblinː

Shop

What would all that loot be without somewhere to spend it!

Crystal Hunt introduces a new shop location for the player to visit, where the player can sell loot, and buy new weapons and armours.

As always, we wanted to avoid as much gamey abstraction as possible, so the shop is an actual physical experience where you can take things from a shelf to look at or try them out before purchasing, then take them to a counter when you are ready to buy.

We also have something completely new and unusual for Blade & Sorcery that we kept under wraps - a voiced NPC as the shopkeeper! (voiced by yours truly ːlunar2019piginablanketː)

The shopkeeper is facially animated, with reactive voice lines to try give him a bit of life and make the shopping experience a little varied each time.

New Weapons

1.0 comes with a grand total of 76 weapons, not including things like arrows, quivers, throwing pouches or props. ːamadeus_spookedː

Tiered weaponry is also finally implemented into the game, so Crystal Hunt will have a progression of gear to purchase.

We tried our best to avoid gamey mechanics like having upper tier weapons "deal more damage", since after all, a player should be allowed complete the game with a rusty dagger if they are so inclined. Instead, upper tier weapons will have other benefits, such as being able to hold an imbue charge for longer, increased reach, additional offensive spikes, or slicing through certain armours easier.

Meanwhile, blunt weaponry will be more effective against armoured enemy, whilst blade will be better for slicing skin.

New Armors

There are now a total of 90 individual armour pieces that comprise of 10 full sets. These armours provide various levels of physical protection and will also be utilized by the enemy.

There is also a whole new mechanic to go along with 1.0 armour - Heavy armour will provide you with better physical protection, but lighter mage armour will allow you to cast spells faster. If you go all-in on mage gear, you will be slinging spells like crazy but you will have a "glass canon" type character.

The nice thing is you can mix-match armour pieces to find the best balance of physical defense and magical offense for your desired character build.

Ruins Replacement Map

Everyone's least favourite map finally got a total makeover.

The Ruins was one of the earliest maps in the game, introduced back when the we were still using some store assets. This meant the textures always clashed with the rest of the game and looked ugly by comparison.

We have been dying to remedy this for the longest time, so when we finally were able to redesign Ruins we decided to go whole hog and completely remake the map from scratch, making it lore friendly in the process.

I'm sure there will be some nostalgia for the old Ruins map, but the new map keeps the essence of the original - the verticality, the chandelier, the moody lighting, etc.

Arena Map Revamps

Ruins was not the only map to get some TLC. To compliment the addition of world lore, all arena maps from sandbox have gotten cosmetic touch-ups.

Not only were were beautifying and optimizing the old maps, but we wanted to create a sense of cohesion between them, to make these locations feel like they are all part of Byeth and not just random places in isolation.

It also gave us the opportunity to shake some of the old maps up!

Enemy Factions

In the past, enemy difficulty was directly tied to armour levels, so easy enemies were the "gladiators" and hard enemies were the "soldiers" in armour.

To coincide with Crystal Hunt and the new lore, enemies are now separated out into factions, and difficulty is now faction based. That means it is possible to find enemies of any faction difficulty with mix-matched configurations of armour.

Although any faction could potentially have any configuration of armour types, the different factions will tend to lean towards different strengths and weaknesses to provide a varied challenge.

For example, you are likely to find more armoured knights in the Eraden army faction whereas you will likely face a lot of powerful mages in The Eye.

New inventory system

Before Crystal Hunt and loot there was no great need for an inventory other than a place to hold your potions and torches. However, many players did not even realize there was an inventory at all!

Admittedly, it was not very intuitive. This has been rectified in 1.0 with a very clean and intuitive inventory system that still keeps within the spirit of VR and is lore friendly.

A little bonus to this new inventory system is that you can now see how your armour protection is stacking up, as well as how your armour impacts your spell casting speeds as mentioned earlier in the armour section.

Journal

A cool and immersive way for players to keep track of the lore they find in game is the introduction of the journal. Any lore you find will be added to the journal and sorted by faction, so tracking down all the lore has a little bit of a "gotta catch em all" vibe for lore enthusiasts and completionists.

If you are not playing the hardcore manual Dalgarian translation option, you

U12.3 released - lots of bugfixes, mod manager fixes, Pico mod manager release

Hello mates! After a long time struggling with some frustrating tech issues, the Warpfrog team finally have gotten U12.3 ready for release. ːpraisesunː

Besides general U12 bugfixes, the most notable fix is Pico players will now have access to the mod manager. Sorry for this delay to those effected - the issue was to do with authentication on Pico working different from other headsets and the long story short is it was a pain in the butt to get working but it should be all good now. If you are a Pico player, do take note however that even though the we uploaded the update, it can take a while for it to actually appear to the players as available - this is because Pico do their own approval process for each update which is something Steam/Meta don't.

Another notable fix is for mod manager in general; we made a surprising discovery of an insidious bug in mod manager that surfaced when some folk from the community pointed out that a certain mod (Adammantium’s Multiplayer Mod) was not showing up in a mod manager search despite it being uploaded on modio and also showing up on the website. This was curious so it led us down a rabbit hole to discover why, only to make the shocking revelation that there were a bunch of mods were not showing up in mod manager search…. The bug was that only the most recently uploaded 100 mods were showing up with each search! That means mods older than the latest 100 were getting omitted in search results.

This issue wasn't detectable in the beginning because when U12 went live that was only the beginning of modders uploading mods, so most mods were under that 100 limit and thus showing in a search. Then slowly over time the oldest of mods were quietly getting buried (like multiplayer mod) but no one really noticed because the impact was minimal. However now that there are hundreds of mods on modio it is more obvious that some are being buried, so it is lucky we addressed this bug now before too much time passed as it would have been the case that going forward 100s of mods in the future would have been unsearchable in mod manager.

Anyway, this should be fixed now! The cool news about this is that the next time you go into mod manager after 12.3 you will likely see some new (technically old) mods showing up in your searches.

Related to mods, there were some nice optimizations made that should dramatically reduce loading times for mods. On average the game loading speed is now saving about 1 second per mod, so that means the loading time increase for mods is approx 40%, which will surely be enjoyed by all!

Also on the topic of optimization, there was some good work done to reduce build size on PCVR and Nomad. Nomad players will probably feel the benefits of this the most, where their hardware overhead is more precarious than PCVR; in particular 3 star dungeons should not crash anymore due to reducing Nomad’s memory usage and fixing some memory leaks.

Last but not least, a little bonus is we finally add that stinger volume slider, so now you can control the volume of the stinger (or disable it) independent from the music.

So that's just about it for now guys, have a look at the full changelog below. If there is a U12.4 it will be prob just some minor bugfixes, and other than that we are full steam ahead on 1.0 and Crystal Hunt.... the final major update!

On the topic of Crystal Hunt, the good news to share is that the majority of the team has been working on this even while a few devs were working on 12.3, so there was no lost dev time on the 1.0 update. However, the amount of work left in 1.0 is colossal. This will be the final Early Access update and it will be our biggest by far; just about everything in the game is being touched on, enhanced or has new content. It's going to be an insanity update for us.

So with that, I know a lot of you guys are chomping at the bit to know more about Crystal Hunt and see some previews, but mostly that is going to be kept until the "Road to 1.0" news, which are the big milestone news that give some early preview of an update. We don't like to give too much away too early because first of all it is too early to give any good previews (there are no screenshots or gifs to share yet, etc), but also we usually like to make sure we know what features are / are not going into an update so as not to disappoint; better to underpromise and overdeliver so people are pleasantly surprised. And then of course, we also like secrets and surprising the players with stuff. ːtmntdonː

So stay tuned for that, guys. If you enjoy reading every morsel of information available on the development, you could also check out this long and informal reddit post. Otherwise, enjoy 12.3! ːsteamdanceː Viveport players - the update will now finally come to Viveport very soon.

Cheers!


Full Changelog
Features:
  • Added support for the Mod Manager on Nomad on Pico
  • Added a music stinger volume slider in the audio options
Enhancements / Changes:
  • Updated BHaptics plugin
  • Added GameModeData catalog data
  • Added GameModeModules which act like level modules, except for game modes
  • Polish UI/UX (Improve visual feedback, and add haptics and audio feedback to all the UI buttons when interacting with the pointer)
  • Reduced build size by 100MB for Nomad and 1GB for pcvr
  • Added option to enable spell wheel names on the spell wheel
  • Added report bug functionality to submit logs. An ID is shown to the user they can provide it for investigation
  • Added tooltips to slider options
  • Added a new mod manager window to inform the authentication code will be sent to the user email
  • Reduced mod addressables loading time
Fixes:
  • Fixed low-mass objects floating when picked up with one hand and touched with another.
  • Fixed Ocean SFX from stopping if many objects are destroyed at once in Home.
  • Fixed ID for MusicArena it had trailing whitespace.
  • Fixed slash and blunt decal heightmaps not being applied to creatures
  • Fixed a memory leak causing a crash in Nomad 3 stars dungeon
  • Fixed some disabled buttons just updating the visually disabled state once the pointer hovers them
  • Fixed items' and categories' buttons on the item book not being highlighted the first time the pointer hovers them
  • Improved item and wave book interaction performance
  • Reduced mesh and audioclip memory usage
  • Improved effect spawning logic to help with breakables performance
  • Fixed modded levels not being loaded when using -level argument
  • Fixed the spinning bug when holding an NPC by telekinesis
  • Fixed Pico 4 movement not updating properly
  • Fixed debug logging with Bhaptics plugin
  • Fixed mod manager timeout error window overlapping other windows in some cases
  • Fixed players still being able to make some new requests to the server after the request rate limit was exceeded
  • Canceling a spell by pressing grip no longer lets you cast merge spells with your fists
Modding:
  • Added a list of mesh to hide from FPV in creature component (to hide the head of the avatar with non-manikin characters)
  • Added activateHandle reference on handles, allowing to activate the handle only when the linked handle is grabbed
  • Added useRelativePosition on playerTeleporter
  • Added fast grab consumable for inventory, if an item handled has a linked consumableID, pressing grab on the torso will automatically grab the corresponding consumable
  • Added PiercedSpawner which can be used to spawn items pierced into static colliders, or spawn items with other items pierced onto damagers
  • Added CreatureTool and ItemTool for selecting creatures and items, as well as GameTool to replace functionality modders used from the DebugTool and GameManager scripts (which are no longer in the SDK). CreatureTool and ItemTool can be used to copy event linkers onto targeted items
  • Added force options to the Zone component which can be used to apply forces to items, NPCs, and the player
  • Added new velocity reference mode to Item Spawner to inherit the velocity of a parent physics body
  • ModOption will now work in structs
  • Added generic sliders to the mod options
  • Exposed fields and methods in HingeDrive, WaveSpawner, SpellTelekinesis, Handle
  • Fixed an issue with HolderEventLinker, ImbueEventLinker, HandPoseSwapper
  • Cleaned up and ensured the Creature Resurrect function is working as expected so the creature regains the correct amount of health and has their brain start back up
Hotfix 0.12.3.371:
  • Fixed a bug where the mod options page would not show anything when loading the game normally
  • Added more information to ingame bug report so it properly reports pico and oculus user ids
  • Fixed a bug with the ingame bug report so it doesnt inadvertently send multiple requests
  • Fixed a bug with the ingame debug console including timestamps which prevented log messages being collapseable
  • Fixed a bug when there is no collider group or collision handler when force piercing
  • Added overload method to Ragdoll.GetPart to improve mod compatability
  • Updated ItemTool to include: EquipEventTargetToPlayerRightHand EquipEventTargetToPlayerLeftHand EquipOneSelectedToPlayerRightHand EquipOneSelectedToPlayerLeftHand
  • Fixed issue with the mercenary shoulders armor being rotated incorrectly

Hotfix 0.12.3.382:

  • Fixed a bug with -level command line option hanging the game unless mods were installed
  • Fixed a visual bug with Mod Option sliders not showing the correct value on loading into the game
  • Fixed issue with the mercenary shoulders armor being rotated incorrectly on nomad
  • Fixed Arena survival wave music not playing

U12.2 released - Index swimming fix, mod error fixes, bugfixes

Hello mates, a small patch incoming with a slew of fixes for U12.

One of the most noticeable fixes will be felt by Index players who were having issues with the physical swimming; this should feel a ton better now and be on par with the Quest swimming controls.

Another huge fix is something that has been the scourge of B&S troubleshooting since early modding days. Many will know the pain of installing a bad mod that causes infinite loading, or even worse, removing that bad mod but still having your game hang or your performance reduce to a crawl because the missing mod is spamming the logs with errors. Finally we have a potential solution implemented so that corrupt/invalid asset bundles for mods should no longer hang loading and save files with old mod data are now cleaned out so old data doesn't spam the log with errors. ːsteamdanceː

On the SDK side, the spawning books and alters are now fixed so custom arena maps should be good to go. The first iteration of custom Dungeons documentation is also now out, meaning modders can now read up on how to make custom dungeons. ːpraisesunː We will keep adding more documentation to the wiki as time goes on; some folks have been asking for custom music documentation for example.

And by the way, on the subject of modding, in less than 4 weeks since release the number of mod downloads for Blade & Sorcery on (https://mod.io/g) has passed 22 million downloads with 11 million subscribers..... for any game, let alone a VR game, that is completely and utterly bananas. B&S modders are smashing records over there - we are proud of you guys! ːsteamsunnyː

That's it for now, folks! Last little note because I know non-Steam players read these news too --

If you are a PICO user reading the news, please check this out!

Nomad players having issues with Meta downloads, please check this!

If you are a U12 modder, please check out the latest post about version tags on the modder-bulletin channel on discord.

U12.2 Changelog
  • Fixed issue with index controllers and swimming
  • Fixed home mirror black artifacts
  • Fixed player eyes reflection being wrong when looking our avatar in the mirror
  • Fixed bhaptics not loading plugin
  • Fixed bug where an item breaks and the original doesn't despawn
  • Added new QA menu to test levels
  • Fixed bug where players inventory wasn't getting saved when going back to home
  • Fixed not being possible to scroll down to read the last mod option tooltip.
  • Fixed broken mod asset bundles causing the game to hang on loading screens
  • Fixed removed modded items not being cleaned from the save file
  • Fixed mod options' categories not being shown in the selected language
  • Potentially fixed an issue where players could hit an invisible barrier in some runs where CliffTerrace was added.
  • Removed dirt from home mirror and reduced distortion effect slightly
  • Fixed weird lighting in some areas of SewerMaintenance
  • Fixed seams in the walls in SewerMaintenance
  • Fixed incorrect skybox in SewerMaintenance
  • Fixed weird water behaviour in SewerMaintenance and UndergroundZipline
  • Fixed clipping issues with the male mercenary gloves
  • Fixed long text values overlapping the new mod options button frame
  • Fixed long mod options tooltips overlapping over the options bellow
  • Fixed bug where handposer tool wasn't mirroring the finger tips position
  • Fixed ModOptionSaveValue attributes not being processes
  • Fixed ModOption(string name) constructor not setting default values
  • Fixed a bug where the defaultValueIndex was sometimes not used
  • Fixed a bug with color and catalogitem modoptions weren't being refreshed by the UI if data was changed at runtime
  • Using -vrmode oculus will now correctly force oculus loader to be used
  • Added MockHMD support using -vrmode mockhmd (for rendering debug purpose)
  • Fixed home wooden planks having black tips

U12.1 released - SDK is now available, bugfixes, bHaptics support

Hello mates, the first patch for U12 is now released! Huge thank you to all the players for your really nice well wishes to the Warpfrog team following the release of U12. It's a real great morale boost for us all after working on the update for so many months, so much appreciation to you all for the support! ːer_heartː

This small patch contains a slew of bugfixes that were spotted in U12 - shoutout to those who reported bugs and the legends who recorded video / images of said bugs. That hugely helps with bugfixing!

Some of these fixes were little enviro issues like small pink textures and strange lighting, while some QoL fixes were added such as now being able to turn off the "stingers" kill sound when you lower the music slider (eventually we will add a toggle so you can disable stingers separate from music), and adding a little aid for players who get stuck on the wall jump portion of the tutorial - now it can be bypassed.

But best of all guys, the U12 SDK is now released. ːsteamdanceː This will allow modders to fully update every mod to U12.

To go with this, the guys at Warpfrog spent a bunch of time writing up a special wiki to give instructions on how to use everything in the SDK so that modders can get the best out of it. ːpraisesunː Modders will find all sorts of information here; from modding basics to setting up the SDK, information on item components and event linkers, to instructions for making your own custom armours and (eventually) custom dungeons - yes, native support for custom armour and dungeons is here! We are still writing the instructional docs on custom dungeons, so hang tight for that but it shouldn't be too long.

We are hoping this blows the roof off modding for U12! You can find the BAS WIKI here.

You will also find in this patch native support for (https://www.youtube.com/watch?v=iWR0zbEgcws) (pcvr only, no Nomad support for now). It used to be possible to use bHaptics with B&S via a mod, but now it is actually officially supported in the game.

Full changelog is below, cheers!

U12.1 Changelog
Features:
  • Added bhaptics support
  • The player character's eyes move when looking in the mirror or viewing in third person
  • U12 SDK released
Enhancements:
  • Changed how telekinesis targeting works so it makes more sense
  • Added hardware info logging to logs
  • Renamed Dismemberment cheat to "Easy Dismemberment"
  • Made Easier Dismemberment cheat even easier
  • Added optional attributes that can be used to make creating mod options easier
  • Added support for buttons on ModOptions
  • Added support for mod option category ordering
Fixes:
  • Fixed spells being in the wrong order at the end of the tutorial
  • Fixed mod manager button still being active after mods are loaded when returning to the main menu
  • Fixed some tutorial images being incorrect
  • Fixed pink square in Chapel
  • Fixed shore mesh in Nomad home
  • Fixed lightmap problems in Arena
  • Fixed holes in doorways between rooms
  • Adjusted handles on the small wooden crate
  • Fixed tool weapons not sitting on players holsters correctly
  • Fixed room going invisible when in climbing area of SewerGate
  • Fixed touch highlighters displaying when out of range (grab bug)
  • Fixed rock not falling properly in tutorial
  • Fixed punching with free climb cheat on making your fists grip onto things
  • Fixed telekinesis events not being configured correctly
  • Sliced parts are no longer wirelessly connected to the creature's body
  • Fixed an issue where deleting save games would still show the last character made
  • Fixed stinger volume not being linked to music volume
  • Fixed volume sliders not scaling properly
  • Reduced some item logging
  • Fixed an extended abstract ThunderScript from crashing the game
  • Added check to prevent ItemModules loading twice
  • Changes mod loading so it loads all mod assemblies, then all mod addressables, then all mod catalogs, then all mod options, then all mod thunderscripts, then the catalog refreshes.
  • Fixed character save loading so it happens after mods are loaded - modded spells and equipment now get added to the player properly
  • Fixed ContentCustomData from uninstalled mods hanging the game on load
  • Fixed mods without errors or modoptions showing on the mod options page

U12 - The Mod Manager Update, is now available

Hello, mates! The Baron here with the latest and goodest news about Update 12; after months of grueling bugs squashing, KospY and the Warpfrog team have managed to quash the worst offending bugs to the point that we now believe U12 is finally ready to release!

What a whirlwind! Once again a self inflicted wound from Warpfrog adding features and creep that were not supposed to be included and creating bug hell, lol. ːsteamlaughcryː

A ton of time was also spent troubleshooting a lot of the internal changes that we made, such as the creation of the new Dungeon system - But this was for a good cause because it will allow modders to now bypass copyright restrictions and make their own dungeons by freely using our own tech.

But I digress, let's have a look at what's included in U12:

U12 - The Mod Manager Update
Physics-based swimming

The simulation expands; physics-based swimming has arrived!

From the moment we added the beach in U10 we were peppered with requests for swimming, and understandably so because it certainly seemed it would fit really well into the physics simulation as a feature. That is the gift/curse of B&S, lol.

There are two methods to swimming - physics based, which is swimming with your arms in a motion like IRL; this will propel you and also rise in the water. Heads up though, you don't have to go hard at this motion for it to be effective.

The other method is for those who are not interested in the physical motion, or maybe have discomfort with that motion; you can simply use the thumbstick to swim around and go up and down.

Or of course you could use a combination of both methods.

This is basically the first step in swimming as a feature; we don't have much application for it right now and it is just for simulation fun. We have a couple of small water sections in the Dungeons, but it is always optional. So for now swimming is really just for messing around!

Breakable Items

Every few updates a feature comes along where something gets added to the game and you wonder how we played the game without it. Dismemberment, climbing, death animations, and now breakables. ːpraisesunː This feature is fun as hell.

A lot of world objects will now react to the physics force applied, making them breakable. If you worried that means everything is now gonna explode on gentle impact, don't worry! The objects will only break based on a significant force of physics applied with relation to the object type.

For example, if you swing a sword at a ceramic vase with enough force you may smash right through it in one hit, however slashing a wooden crate may not have enough force to break it.

Smashing it with the power of gravity or over someone's head on the other hand... ːsteamlaughcryː

In-game mod manager

The big boi... It has been a repeated request since day one, so finally here it is - an in-game mod manager for Blade & Sorcery for one click installs.

Modders who upload their mods onto mod.io/g/blade-and-sorcery will have their mods show up for players in the mod manager. However, do take note that if you couldn't care less about the in-headset mod manager for whatever reason, mods can still be installed the old fashioned way by manually dropping mod folders downloaded from nexusmods or mod.io into the streamingassets/mods folder.

We tried our absolute best to include every little user friendly feature we could think of, so for this feature the best thing may be just to break it down by bullet point on what it can do.

Here is a list of its functions:

  • You can install and uninstall mods all in-headset (no pc required) for Blade & Sorcery or Nomad

  • If you use PCVR you will not see Nomad mods, if you play Nomad you will not see PCVR mods

  • It will only show you mods for the version of the game you are playing - no more downloading out of date mods accidentally

  • You can toggle mods on and off without uninstalling

  • It will automatically download any mod prerequisites

  • If you are subscribed to a mod and the modder updates it, the manager will update it for you to the latest game version

  • There is a search bar and virtual keyboard

  • You can filter by tags

  • There are three main tabs - New (latest mods), Popular (currently trending mods) and Most Downloaded (most popular of all time)

  • You can install / download multiple mods simultaneously

  • Your manual mods will appear in the mod manager as local mods, so you could still do manually download/install mods and use the mod manager to manage them

  • If you input your email and link your B&S mod manager and mod.io accounts you can sync them, so you could subscribe directly to mods on mod.io via web browser and it will be reflected in the game. However, this is not forced on you and you don't have to link accounts at all if you don't want to, and instead could just download mods straight in-headset without a mod.io account. But take note that if you skip linking your email and mod.io account but change your mind at a later point, you would need to contact mod.io.

What the mod manager does not do:

  • Mods would still need to be updated for the correct version to play them - you still can't play U8 mods in U12 for example

  • Even though it auto downloads prerequisites, it doesn't list the mod prerequisites before downloading. We can add this in U12.X and the reason it's not a thing now is the UI was not planned for it in time.

Hopefully I am not forgetting anything. We tried our best with the mod manager, but this release will be the first time it is going to be tested by the masses so if there are unexpected mod manager bugs, keep calm! Just let us know and we can patch it right away.

New Dungeon Outpost Rooms

This... got out of control, lol. What should have ended up being a few side rooms ended up being 14 side rooms and 24 entirely new rooms added to Outpost. ːpraisesunː

While glorious, it also meant an absolute metric ton of bugs for us to fix lol.

The great news is that for those of you who have played Dungeons to death, this should inject a whole breath of new life into Outpost Dungeon with new areas to explore, including a couple of outdoor areas and sewer places.

In addition to the brand new rooms you will also find side rooms. Side rooms are new small areas attached to older rooms, accessible via an interactable door. As mentioned before, the side rooms are just for fun/exploration for now, but in the future they would be related to loot in Crystal Hunt.

Overhaul of Shield Enemies

Continuing on the perma-task of improving AI, a new enemy behavior in U12 is improved shield AI.

Shield enemies now have a chance to shield bash you and push you back, with the AI utilizing the bash behavior more frequently on higher difficulty. You can negate the pushback by bracing with a shield of your own.

Enemies will also use their shields more effectively and have a better block and riposte when they parry, making them a lot more dangerous than they were before.

Dynamic music system for Dungeons

Finally we have some music for Dungeons! This was on the to-do list forever but the hold up was we wanted to implement a system that the music could start and stop with combat instead of just being a track that played right throughout.

Now when you get into combat, a new handmade battle music will play for the duration of the combat. However if this is not your cup of tea, you can of course disable the music on Dungeons as you could any sandbox map.

Custom-Made Music for each Arena

I know, you have that Arena track "Future Gladiator" burned into your brain, don't you. You hear it in your sleep, I know, I know, we all do.

As iconic as that track has been for B&S since the very first beta, the time has come to part ways and we now finally have all new custom music tracks for each sandbox map.

These tracks were written and composed by the awesome Glamdok from the Warpfrog team. ːer_heartː

Content creators can also rejoice that this brings to an end the era of Youtube placing false copyright flags on their videos. ːer_heartː

Brand new Menu UI with Mod Settings Support

More than just a cosmetic overhaul, for a long time we were wanting to redesign the UX of the options book as it was a bit confusing and there have even been players that never realized that some options had multiple pages lol. So with this, we hope it will be a cleaner experience.

As a bonus, we also included a dedicated mod options page - this would be for mods where the modder has added their own custom options to tweak their scripted mod; well now there is a nice dedicated space for that.

Also, the mod page now shows any errors with the mod, which is great for diagnosing mod related issues.

New cheat - Free climb

Aka Spiderman mode! Here is a nice surprise bonus for you -- Enabling this cheat option will allow the player to climb on any surface regardless of if there is a gripping point there.

Some folks out there were having trouble with the climbing system, so we wanted to add this more relaxed option for anyone who wanted to enjoy climbing but was getting frustrated with the vanilla system. It should also be a pretty cool option for just messing around and exploring new hard to reach places!

New cheat - Easier dismemberment

Another community pain point that tends to come up is some folk find the dismemberment system a bit too hardcore. It was always intended in our vision that vanilla dismemberment be a skill-based system and a rare occurrence, but we are also of the opinion that we shouldn't force our vision of fun on players, so we included this extra bonus option for anyone who wants to make the dismemberment a lot easier.

You might notice that in the dev menu this option is called "dismemberment" which is a bit confusing as we have a separate option in another tab called dismemberment, which enables and disables actual dismemberment. In 12.X we will fix the naming of this cheat option to properly read "easy dismemberment".

New tools / weapons

You will find 6 new weapons to spawn or find in the world, although technically these are tools! Originally we were going to leave them as in-world items that you could find but then we figured why not add them to the book spawner in case a player wants to pick some heads, lol.


That's it for Update 12, guys! Any grievous bugs will be dealt with in 12.X patches, after which... the road to 1.0 begins...

Update 12 is the last stop before Crystal Hunt, which unbelievable to say, means the next update should be full release! We are on pins and needles in anticipation for that.

Last note - Modders, there are some really juicy things coming in the SDK for you guys with regards dungeon modding, breakable modding, etc, but unfortunately due to the scramble to finish U12 the Warpfrog devs have not yet had a chance to finish the SDK, so the tools are not quite ready. For that reason we will hold off on getting into the SDK news until it is ready. When it's ready for release I will post the info in another news for you guys as well as on Discord.

Cheers, everyone! Full changelog below -

U12 - Full Changelog
Features
  • Physics-based swimming (with Tutorial)
  • Added water drag area on some items
  • Added Breakable items
  • Overhaul of Shield enemies
  • Dynamic music system for Dungeons
  • Custom-made music tracks for each arena
  • Brand new Menu with Mod Settings Support
  • New dungeon outpost rooms, including underwater sections and new interactive elements
  • In-game mod manager (based on mod.io)
  • New moddable area system (used for dungeon generation)
  • Armour modding support
  • Trap doors
  • Added a shortcut for the player log in the F5 menu
  • Added text for what is being loaded during Game Loaded
  • Added keyboard system which modders can use
  • Added AMD FSR 1.0 upscaling (PC)
  • New cheat - Free climb, enable to climb on any surface
  • New cheat - Easier dismemberment
  • Spell wheel now supports more than 10 spells without overlapping
  • Mod manifests now have icon support
Enhancement / Changes
  • Updated to Unity 2021.3.17f
  • Added side rooms and doors in some dungeon outpost rooms
  • Updated models for a lot of props (crates, barrels etc)
  • Dungeon areas with Ocean no longer instantly kill player when you fall in to them, added climbable areas to return to the area.
  • Added ocean to Chapel river.
  • Updated some arenas with updated models for minor props (like flags)
  • Adjusted what props spawn in Arenas
  • Tweaked dungeon outpost layout and misc changes about some rooms
  • Shield enemies in general should be more competent, and will opt for a more turtling and riposte fighting style than their non-shield counterparts.
  • New player menu
  • Improve text quality on all the UI (updated texts to TextMeshPro)
  • The rock used for tutorial's wall jump section will break after some time, allowing for a quick and easy climb instead.
  • Adjusted colliders of arrows to have better piercing.
  • Some props in Arenas and Dungeon now spawn via a loot table.
  • Removed Exterior Doorways (the one which only was in 2 rooms).
  • Improved memory usage by unloading despawned weapons and armour
  • Improved memory usage by optimizing shader loading (expect a 2-3GB memory reduction without mods)
  • Improved level loading times
  • Added EventTime fields to Creature events in the EventManager
  • Added new options: Screenshot Resolution, Render Quality (PC) , and Upscale Filter (PC)
  • Added new sandbox options: Breakables, and Free Climb
  • Colour gamut is now fixed on Nomad - No more red tinge
  • 'Head' is no longer an option when creating a new character
  • Added screenshot message
  • Pressing grip will now cancel a spell charging (doing a fist to punch should be easier)
  • Screenshot file name now contain level name and dungeon room name if any
  • ColliderGroupData now allows you to filter which spells can imbue a collider group
Fixes
  • Fixed underwater effect not working with spectator camera
  • Fixed underwater caustics being too bright and staying on screen
  • Fixed Ruins terrain having no physics collider
  • Fixed several localization and language bugs
  • Removed "Reload JSON" from the Menu.
  • Removed unused props used on the exterior of Market
  • Fixed very rare issue where Dungeon runs would end early and not have an "End" room.
  • Dungeon rooms with Sunlight cannot spawn next to eachother, to prevent light darkening on room enter
  • Dungeon rooms with Ocean cannot spawn next to eachother, to prevent Ocean leaking in to other rooms
  • Fixed Wooden pierceables not making sound when stabbing with
  • Improve brain pooling performance
  • Fixed Rugged Trousers and Worn Sandals missing reveal/blood
  • Fixed wrong reveal normal mapping on Mercenary Armour
  • Fixed wrong reveal normal mapping on the Claymore
  • Fixed refresh rate not updating correctly when changed while in-game
  • Fixed memory leak with reveal
  • Fixed physics bodies falling asleep too quickly when pushed slowly
  • Fixed spell wheel locking in place when opening then crouching or jumping
  • Fixed memory allocations from creature navigation every frame.
  • Fixed an issue where NPCs would stretch when sliced on specific parts
  • Fixed memory leak with the mirror in home
  • Fixed rare issue where imbue emission would not light up
  • Fixed issue where the player menu randomly switched the opened sub-menu from the user clicking on another button
  • Fixed light color of Fireball Impact being a wrong tint.
  • Fixed NPCs not defending themselves from one of the easter egg weapons
  • Workaround for the "grab bug" issue where sometimes pressing grab will cause you to jump to the last thing you had grabbed.
SDK (Coming soon)
  • Added Breakable script
  • Added Tooltips for a lot of components
  • Added "Spawnpoint" to each item. This now adjusts the location/rotation of the object when spawned.
  • Reworked ItemSpawner
  • Removed ContainerSpawner (merged in to ItemSpawner)
  • Armor modding support
  • Dungeon/Area modding support
  • New "ReflectionSorcery" component for Fake views.
  • Added new Physics Material "Ceramic".

U11.3 - Player origins, is now released

Hello, mates! KospY and the Warpfrog team are now ready to launch update 11.3, which contains the long awaited new player origins. ːpraisesunː It has long been a request for more variety in the choice of player skin tones and faces, as some players felt a disconnect in VR when they look down and see hands of a skin tone that does not match their own.

With 11.3, players can now choose from a variety of origin ethnicities, and choose from a wide range of skin tones and hair colours, with secondary colours available too.

At the moment we have limited hairs (mostly Madene style), beards and player faces to choose from, so this will be a constant WIP for our modeler, adding face/hair content any time they get a chance.

We had wanted to add these background options and skin tones for ages, but we also wanted to add something a bit nuanced by putting in the work to create lore for the B&S, so in that sense this is also our first pass at bringing lore to the world of Blade & Sorcery.

To give some context to the player origins, here is the world map for our B&S fantasy world of Byeth.

Our game mostly takes place in the Kingdom of Eraden (the location of Outpost Dungeons), so anyone who is not Eradian would be a traveler or adventurer in these lands. Eraden is a lush land of rolling green hills and farmlands, while some of our arena maps (Arena, Canyon) are located across the sea in the desert Kingdoms of the Khar-Tib; an existential crisis looms for the Eradian Kingdom as the splintered warlords of Khar-Tib have begun uniting under one banner... but we won't get into this too much right now. ːwftogrinː

We have a lot of good lore content written already for each nation - their histories, motivations and agendas, but for now we are withholding it until closer to Crystal Hunt, because it will all make more sense tied into that. So for now this map is just to give you some flavour for player origins. As we have always hammered, B&S will not have any kind of narrative storyline for the player, but we are striving to make a rich lore for our world in Crystal Hunt mode, which could be revealed passively to the player in-game. Our dream would be to make our world dense IP, with room for many stories and adventures, creating a coherent universe that makes sense for the player; we are really aiming to push that immersive, anti-gamey vibe that a player in VR feels immersed in another world, and not just a video game.

This now largely wraps Update 11. There is some possibility that we could push an 11.4 patch at some point which may be just some content for U11, but we will see. In the meantime, our plan is to drop the long awaited "Road to U12" news sometime soon, which will go over the significant damage U11's delays did to the roadmap, and to inform you guys of our reworked plan of attack to get to 1.0 and Crystal Hunt; we know you guys have been waiting a long time for this, so thank you for your patience! We should have some juicy things to share in the "Road to U12" news.


Update 0.11.3
Features
  • Added new character origin ethnicities (only for player)
  • Reworked the character customization UI
  • Added more colors and new haircuts for character customization
  • Added the home local map, to fast travel toward the world map
Changes / Enhancements
  • Update handle icon and add interactive scrollbars to the item and wave spawner books
  • Wearables have changed internally in regard to edit mode, some mods using this may break
Fixes
  • Fixed Post-Processing Profiles not being applied when changed on the options menu, with non-English languages selected
  • Fixed a few localization issues
  • Fixed culling issues in a few dungeon rooms
  • Fixed collision issues with some walls in dungeons
  • Fixed mirror highlighter that may stay enabled when it should not
  • Fixed some door gap between dungeon room
  • Fixed some audio sources not being affected by the options volume audio sliders
  • Fixed options audio sliders numeric value not showing the correct value after dragging the slider
  • Fixed Pointer not swapping when changing side in menu book
  • Fixed armour still being editable when disabling edit mode on the mirror

11.2 released, U11 SDK now available

Hello folks, patch 11.2 is here! Full changelog is at the bottom if you wanna see what got fixed.

But it's not just bugfixes - On top of this, we are delighted to say the U11 SDK is finally ready. ːpraisesunː Modders who were stuck and unable to address issues in their U11 mods should finally be able to fix those issues, and as well as modders being able to access all the new components of U11, there are a slew of modder goodies in the SDK. Some examples being:

  • A new ProtoLevel for modders to mess around in, introducing all the new changes
  • More examples of how to use stuff, like Doors, Levers and Portcullises
  • Event Linkers, which allow you to do stuff like perform an animation when you press trigger with the weapon held (easy example: lightsabers turning on)
  • Item Spawners, which allows you to pair it with Event Linkers and create more complex mods without any external code - example could be guns.

We are very, very close to wrapping U11 and then finally being able to fully move on to what's next. This patch is just about bugfixes, but there is one last missing piece of the puzzle for U11; new player faces / skin tones / hair options. This will be the last U11 feature and is coming soon, then anything after that would be just a U11 hotfix. I'll drop some little previews of this on social media in the coming days.

That's it for now, guys!

Modders resources: SDK: https://github.com/KospY/BasSDK Wiki: https://kospy.github.io/BasSDK

Changelog 0.11.2.103
  • Fixed culling issue in library room
  • Fixed invisible colliders in Ruins
  • Fixed External View Lock not working on Nomad and PC
  • Fixed low ocean quality splashes appearing way above the ocean surface
  • Fixed some holder functions being inaccessible for modders
  • Fixed dungeon debug data (seed and room name) not showing if the level is loaded from the console
  • Fixed not being possible to reload the same dungeon level, using its seed, if the level was loaded from the console
  • Fixed some locomotion issue in dungeon room LostCove
  • Fixed wrong rotation handling of the Falchion
  • Fixed handle length on greatswords
  • Fixed some lighting issues with the new blood
  • Fixed new messages spawning from the last message object anchor position
  • Leather Nerf ; Made Stabbing/Slashing/Axing easier on Leather
  • Fixed gravity bubble shader issue
  • Fixed some canyon navmesh issues
  • Fixed Arcwire (lightning staff use) decapitating when gore is not allowed
  • Fixed potion decals flashing too large
  • Added cosmetic slash and blunt collision effects to leather
  • Added cosmetic slash effects to plate armor
  • Fixed map board options text not resizing
  • Reduced force needed to show blunt impact on armors
  • Added loading progression
  • SetPhysicModifier methods can now take a negative gravity value, to allow antigravity
  • Fixed weird item lighting in Hallway_01
  • Fixed holes in Transi_Courtyard
  • Fixed walking in to the Dungeon area of Citadel sometimes being invisible

U11.1 - Small bugfix patch, new blood

Hello folks, Kospy and the Warpfrog team are pushing a U11.1 patch today that fixes a couple of small issues.

As this is a minor incremental patch, your U11 mods will be fine. _(modders - no manifest change is needed) _

Remember, it is only big version updates (U9, U10, U11 etc, the big updates that come every few months with a lot of fanfare), or betas (the optional, opt-in versions that have lots of mod warnings) that break mods, so you should never be caught by surprise for mods breaking.

As a little bonus, our VFX wizard Snooba has included some awesome new blood graphics in this patch for you guys. He made actual 3d blood models from a fluid simulation. Blood looks more volumetric now, so you will notice it in game; it looks great!

Hope you guys are all enjoying U11. ːsteamdanceː We are still working on the player character faces for U11.X, and we will be updating our roadmap soon after we have had a chance to assess the damage U11's release delay did to our updates schedule.

Full changelog below!

Update 11.1
  • New blood effects
  • Improved shield collisions
  • Fixed blood VFX being offset when dismembering
  • Fixed long wave names being cut on the wave spawner book
  • Fixed long item names being cut on the item info page of the item spawner book
  • Fixed wave spawner scroll speed value not being capped at the maximum value
  • Fixed backpack inventory interactions being enabled before the tutorial area where this mechanic is presented
  • Fixed levers not updating analog events correctly
  • Updated main menu flags
  • Fixed CreatureSpawner Spawn method not callable from UnityEvents
  • Fixed characters being slightly rotated in main menu
  • Fixed intro trying to play disabled audio
  • Fixed blade rubbing end sound not playing
  • Fixed rubbing on stone audio not playing
  • Crystal Hunt availability changed from 2022 to 2023
  • Fixed message opacity not correctly displaying
  • Fixed some text being too small with some languages
  • Add missing item categories localizations for the item spawner book
  • Fix doors closing shut when grabbing anything else than the handle

U11 - The Home Update, is now available

Hello, mates! The Baron here with some exciting news; U11 The Home Update is now fully released!

KospY and the Warpfrog team worked their butts off on this one, guys. What was supposed to be "the little update" to bridge the gap between two larger updates, evolved into a huge, feature packed release of its own. ːpraisesunː

We appreciate all your patience for this update, and a huge thank you to all the beta testers who submitted robust feedback and bug reports; it was really helpful!

So let's get into it!

U11: The Home Update
New Home Exterior

The new home and exterior is finally done. As well as being awesome looking and fun to mess around in, this area will be the hub for Crystal Hunt in future updates.

Players will now find the map in a new location, outside the Home and down by the boat. When you return from a Dungeon run, you arrive back by boat and near the map. This is setting the stage for how it will be in Crystal Hunt mode.

There are two Easter Eggs hidden on the Home map; can you find them? ːwftogrinː

Tutorial

The Home map also has an extra purpose of serving as the tutorial map.

Blade & Sorcery has always been a game about discovery and experimentation; we always avoided dumbing things down for the player, and trust in the player to figure things out for themselves, and even find joy in those discoveries - sometimes we read comments about people realizing they can catch fireballs with telekinesis, or stab firey blades into stone, even after a year of playing, lol. But this is great!

But while discovery is still the case, we added a tutorial so that new players can at least learn the basics of the game, and understand some core concepts that might not be too obvious to a new player, like the inventory system.

Animation Overhaul

The White Whale! By Animation Overhaul, we are referring to a new combat system that attempts to make the combat less stilted, where in the old system the enemy is very clearly playing through an animation, you parry, he staggers, repeat.

Instead, the goal here was to try an make the combat feel more fluid with better back and forth parry and ripostes. The secondary goal is to increase the enemy's ability to defend themselves (still a major wip), and then the tertiary goal is to make all animations speeds uniform and set to a speed that is optimal; fast enough to be interesting, but not so fast that any reasonable player couldn't parry attacks.

Let me tell you, as you might imagine when dealing with physics, this is a nightmare task to nail! Please be aware that this is only the first of many iterations of Animation Overhaul, and this will be worked on all the way up to 1.0 release, tweaking, adding stuff, removing stuff, sometimes breaking, redoing, and so on. A huge component on it will be the feedback, and that can only be discovered over time.

Even now we are hyper-aware there is work to do; rangefinding is the big thing at the moment, and finding the balance between the AI wanting to be ready in defending themselves versus wanting to attack. As I say, it's a never-ending game of tweaking!

Oh and on the topic of animation overhaul, it is looking pretty cool in conjunction with death animations!

Stealth

This is one of those, "wasn't supposed to be a feature but players really wanted it so it became a feature" features, lol. Blade & Sorcery's history is now dotted with these type events. ːtmntleoː

Stealth in B&S U11 works by lightness, darkness, enemy FOV, and sound. Crouching is not a factor in the determination of the enemy spotting the player; crouching reduces your speed and slow-walking reduces your footstep volume, so you may still find it convenient for sneaking, however it's not essential as you can slow walk while standing.

To go along with your new sneaky stealthy persona, there is now the ability to stealth kill; killing the enemy without alerting nearby AI.

A slice to the neck will cause the enemy to die quietly, and you can also put your hand over their mouth to silence them when you grab them. Be sure to let them down gently so their clanging armour doesn't make a lot of noise!

You can also use this new muffle to do other stuff, like... well... this.

Stealth kills also look nice with death animations. ːsteamdanceː

New Magic

There is enough here that this could have been it's own update haha. U11 brings a slew of new spells and staff functions to finally round out magic.

For a start, all spells got a cosmetic upgrade. Imbues are looking particularly nice, and now have better particles, trails and smoke effects.

Fire

Fire now has a merge effect at last: merging two fireballs will now create a fiery meteor that will explode and devastate a large area, sending enemy and objects hurdling. Be careful not to get caught in the blast!

A staff imbued with fire can now reliably sling a fireball from the crystal tip. Some of you guys may have discovered in older updates you could shoot a fireball from the staff as a little easter egg, but now it's officially a feature, and rather than shoot a fireball in a straight line, fireballs are 'slung' from the tip.

Easy to learn, difficult to master as with most things in B&S!

Slamming a fire imbued staff into the ground will trigger the Twin Firebolt effect. Firebolts will shoot from the staff and seek out the nearest enemy.

Lightning

To start, Lightning got a cosmetic upgrade of it's own, and arcs more chaotically now.

You might also notice that there are new conductivity mechanics with lightning. Electricity will bounce to nearby metal targets which can really ramp up the chaos when an enemy wizard is blasting lightning and everyone's sword lights up from the electricity bouncing between them!

For merging, Lightning now has a merge and it's insane! The Lightning Beam can be achieved by merging two lightning together, extending your arms and facing your palms outwards.

You will not appreciate how cool this is gonna make you feel until you experience it in VR. Prepare to annihilate!

Next up, one of my own personal favourites from the magic additions, the Lightning Arc! A staff imbued with lightning can now use this ability by simply pressing and holding the 'alt' button. A chaotic whip of electricity will extend from the staff and can be used to stun or even dismember!

Finally, a lightning imbued staff can utilize a slam effect. Slam the staff into the ground to trigger an AOE blast of electricity that will stun all surrounding enemy. Great for crowd control!

Gravity

Everyone's favourite spell got a little cooler. Live out some Ironman fantasies with the new Gravity Hover feature; while falling, activating gravity will allow the player to slowly glide in descent, kind of like a featherfall spell. It should bring a whole new element to how you think about navigating Dungeon rooms.

Similarly, you can also use the new Gravity Jump when traversing Dungeon rooms. Blasting gravity downwards will cause you to launch up in the air, which is useful for bounding over obstacles.

You could also use it to launch yourself forward, at your own peril... I'm sure we will see all sorts of creative fan videos with this, lol.

And last but certainly not least, a gravity imbued staff can utilize the Gravity Hammer feature.

While imbued, the staff can whip up objects and suspend them as though they were weightless, allowing the player to slam enemy with them or launch the object like a missile. It's insane fun.

New Systems

U11 is an update that is largely setting up the framework for stuff to come in Crystal Hunt, aka "Progression Mode". As such, we added a whole bunch of new systems that aren't being fully realized in a gameplay sense right now, but nonetheless they are fun to mess around with and see the direction the game is headed.

Clothing System

Blade & Sorcery now finally has a clothing system so that the player can change their outfits.

Armour for the player works in the same way armour works for the AI - armour will nullify slashing damage, but you can still take blunt damage from hits, or get hit on the gaps in your armour.

There are two ways to equip armour - the first is very simply via the book spawner, choose your armour and then equip.

The second and more immersive way is to equip armour via the mirror. When you visit the mirror in your Home, pull the little handle by the mirror to activate the footstool - you don't need to put your foot on the stool, this is simply to activate the clothing system.

Then you will see that when looking in the mirror, hovering your hand over body parts will reveal a white highlighter and you can simply grab or replace clothes by dragging and dropping.

As mentioned before, clothing would be one of the systems not full realized in the game right now, so for the moment there is no downsides to wearing heavy plate armour compared to light mage armour. This will very likely change in future updates, but for now the purpose of wearing a less protective armour is simply cosmetic / for roleplaying.

Inventory System

Players can now store small items such as potions, food, or torches in their inventory. This will not take up one of your precious weapon holster slots, so it makes taking potions into the Dungeons a lot more appealing!

To access the inventory, simply place your hand to your chest and press the spell button to open the inventory UI.

Navigate the inventory by rotating your hand like twisting a screwdriver. The concept here is to simulate a sort of rummaging around your inventory. You can interact with the menu via the trigger and grab buttons.

Also check out the options, because you can completely customize the inventory from look to function, or remapping the interaction buttons.

Doors System

Although just a framework and restricted to the Home for now, in the future we will be adding it into Dungeons.

So what can you do for now?

'Nuff said.

Water Interaction

Swimming is not a thing right now (should it be? let us know!) and travelling underwater has no mechanic attached to it, but we still wanted to show off how cool the underwater effects look in the game.

The water will react to players splashing around with their hands and weapons. Careful not to venture too far or you will drown!

Other Goodies
Graphics Improvements

As time goes on, we continue to support PCVR by pushing the envelope when it comes to VR graphics. We simply refuse to believe VR can't or shouldn't look awesome and detailed.

On top of optimized textures and beautiful new lighting, we also have actual 3d brickwork now... which is insane.. and makes it much cooler for climbing. Here is a before and after:

This could be it's own news, and well in fact it was! If you wanna read more detail on the graphics improvements or see more screenshots, check out this news. Do note that these changes only apply to Dungeons right now, but we want to / plan to bring them to Arena maps too.

New Dungeon Rooms

Although U11 was not intended to be an update that added a lot of new content, there are nonetheless a couple of new Dungeon rooms added for you to explore.

Canyon Map Rework

Perhaps a bit of a random surprise, but as a little bonus Canyon got a nice cosmetic and funhouse overhaul. There are now more interactable for your to smash your enemies with, including spikes and a water wheel.

Citadel Makeover

Citadel also got a nice cosmetic overhaul and looks much more interesting and beautiful now. There was also some performance optimization done on this map, so hopefully it is also running better.

New Weapons

Another nice little bonus; more weapons will come in future updates but in U11 we added a couple of small low tier weapons for your to mess around with,

Disarming

It was always the case that the player could lose their weapon via being disarmed, however this feature was a bit buggy in previous updates and led to many "Why do I keep dropping my weapon" threads.

Well consider this the 2.0 for disarming and hopefully the system will behave better this time!

Players can be disarmed if a weapon is yanked from their hand with enough force, or if it is "over-imbued" with electricity. That means you can no longer infinitely block lightning from enemy mages, but the reverse is true for enemies too!

But we know player disarming has always been a polarizing feature, so best of all, if you don't like to be disarmed you can simply disable it in the options. The feature is also now very clearly named in the options as "Player Disarm -> Allow/Disallow", and not the "Max Arm Length -> Block/Hold" as it was before, which was a bit confusing!

Zipline

This new item will always be in your inventory. With the latest advancements in medieval technology, no more sliding down ziplines by hand like some savage. ːcozydarkseerː

Post-Processing LUTS

I wanted to throw this small thing in the news because I think some people (like me!) will be really loving it - Blade & Sorcery now supports custom colour correction profiles! From subtle changes to dramatic changes, tweaking the colour can really give the game a whole new vibe.

We included a few options (high contrast is really nice imo) but we would anticipate modders will add more. ːsteamdanceː

Multi-language Support

We added support for a bunch of new languages. Currently we have English, French, German, Italian, Chinese (simplified and traditional), Japanese, Korean, Portuguese, Spanish and Thai.

We will likely add more in the future, probably at 1.0 release.

QOL Options

Another small thing but worth mentioning; there are a whole bunch of quality of life options in the book so the player can customize their game how they like it. You can totally overhaul the Inventory UI, disable features like disarming, turn on or off avatar grunting noises, set QOL motion options like crouching toggle or click to jump, etc.

Choice is king!

Holdup, holdup, holdup...

Something is missing I hear you say... Yes, we are missing the character customization!

We mentioned some time ago that we were working on new faces to add to the game, so that the player could choose from a variety of ethnicities and skin tones. In fact it's technically all done - Our modeler has indeed made a variety o