# Blade and Sorcery changelog > Blade & Sorcery is a built-for-VR medieval fantasy with full physics driven melee, ranged and magic combat. - Vendor: WarpFrog - Category: Games - Official site: https://warpfrog.com/ - Tracked by: What's New (https://whatsnew.fyi/product/blade-and-sorcery) - Harvested from: Steam (app 629730) - Entries below: 25 (newest first) What's New is an index, not a publisher: every entry below links to the vendor's own release notes, which are the authoritative source. Entries are labelled where they are hand-curated sample data, pre-releases, or drawn from a secondary source such as a developer blog. ## Releases ### Khar-Tib 1.3.1 released - Date: 2026-07-28 - Original notes: https://store.steampowered.com/news/app/629730/view/701022249480619695 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-701022249480619695 - **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** — Added the Azure star and the Oron planet to the Khar-Tib map skybox - **added** — Added out-of-bounds fader to Sentara Ship, Home, and Shop - **added** — Added the Khar-Tib Desert to the Crystal Hunt arena levels pool - **added** — Added Dalgarian tools to the Crystal Hunt Shop - **added** — Added missing level variants to Spectator and QA Menus - **added** — Added an item despawn zone on the ocean underneath the house to despawn any items that clip through the floor - **added** — 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 - **changed** — Optimised Khar-Tib desert zones - **changed** — Optimised Hair 10 for both genders - **changed** — Added a scale curve to the molten beam - **changed** — Spell bombs can now be armed using the TK spin input, lightning bombs chain-trigger any bombs in their radius - **changed** — Changed floating effect scaling mode - **changed** — Increased the skill tree music volume to match the level of the other musics - **changed** — Changed Falchion's shopkeeper dialogue expression from angry to intrigued - **changed** — Updated the fire bomb's stick targets to ensure it includes golem and modded thunder entities - **changed** — 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 V _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/701022249480619695]_ ### The Khar-Tib Update is now available! - Date: 2026-07-06 - Original notes: https://store.steampowered.com/news/app/629730/view/668369251018477730 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-668369251018477730 - **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 - **added** — Spiked Kharese shield with offensive spike functionality - **added** — Kharese automatic crossbow weapon category that shoots bolts automatically from a top-loader and can be used single or dual-wielded - **added** — Kharese themed T2 armor set made from desert creature carapaces available in Sandbox and Crystal Hunt modes - **added** — 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 - **added** — New Khar-Tib enemy faction available in Sandbox and Crystal Hunt modes with dedicated faction map - **added** — Kharese Fortress map set in desert mountains with climbing and parkour opportunities - **added** — Interactable ballistae in the game - **changed** — Wrist blade now can be activated to extend and retract using the alt-use button - **changed** — 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 mi _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/668369251018477730]_ ### Sentara 1.2.1 released - bugfixes - Date: 2026-03-16 - Original notes: https://store.steampowered.com/news/app/629730/view/520866849641989233 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-520866849641989233 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! - Date: 2026-02-24 - Original notes: https://store.steampowered.com/news/app/629730/view/528746250052307367 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-528746250052307367 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 illum _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/528746250052307367]_ ### Rakta 1.1.2 released - mod manager improvements - Date: 2025-12-10 - Original notes: https://store.steampowered.com/news/app/629730/view/509599610597015893 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-509599610597015893 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 - Date: 2025-11-10 - Original notes: https://store.steampowered.com/news/app/629730/view/563639634283725000 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-563639634283725000 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/563639634283725000]_ ### The Rakta Update is now available! - Date: 2025-10-07 - Original notes: https://store.steampowered.com/news/app/629730/view/524229329545071789 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-524229329545071789 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.](https://www.reddit.com/r/BladeAndSorcery/comments/1nsifla/warpfrog_qa_about_the_byeth_updates_thunderroad/) 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/524229329545071789]_ ### Update 1.0.7.682 Hotfix - Date: 2025-04-14 - Original notes: https://store.steampowered.com/news/app/629730/view/550109885443868043 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-550109885443868043 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 - Date: 2025-03-31 - Original notes: https://store.steampowered.com/news/app/629730/view/532094139769030694 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-532094139769030694 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 - Date: 2025-02-26 - Original notes: https://store.steampowered.com/news/app/629730/view/532091607662461068 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-532091607662461068 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 alternat _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/532091607662461068]_ ### Update 1.0.6 released - Date: 2024-11-21 - Original notes: https://store.steampowered.com/news/app/629730/view/4480613701830836451 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4480613701830836451 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 - Date: 2024-11-05 - Original notes: https://store.steampowered.com/news/app/629730/view/4463723296443073285 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4463723296443073285 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/4463723296443073285]_ ### Update 1.0.4 released - Date: 2024-09-24 - Original notes: https://store.steampowered.com/news/app/629730/view/4592070813185214105 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4592070813185214105 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/4592070813185214105]_ ### Update 1.0.3 released - Date: 2024-07-22 - Original notes: https://store.steampowered.com/news/app/629730/view/4360131166004937476 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4360131166004937476 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/4360131166004937476]_ ### Update 1.0.2 released - Date: 2024-07-04 - Original notes: https://store.steampowered.com/news/app/629730/view/4264427597944964179 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4264427597944964179 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 s _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/4264427597944964179]_ ### Update 1.0.1 released - Date: 2024-06-21 - Original notes: https://store.steampowered.com/news/app/629730/view/4201376568918557438 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4201376568918557438 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! - Date: 2024-06-17 - Original notes: https://store.steampowered.com/news/app/629730/view/4193494635164886421 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-4193494635164886421 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/4193494635164886421]_ ### U12.3 released - lots of bugfixes, mod manager fixes, Pico mod manager release - Date: 2023-07-26 - Original notes: https://store.steampowered.com/news/app/629730/view/3684558162503933318 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3684558162503933318 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, whic _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/3684558162503933318]_ ### U12.2 released - Index swimming fix, mod error fixes, bugfixes - Date: 2023-04-18 - Original notes: https://store.steampowered.com/news/app/629730/view/5358762517219761052 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-5358762517219761052 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](https://www.notion.so/warpfrog/Areas-Dungeons-d8694dd843884a89b62836b805335fc8) 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!](https://www.reddit.com/r/BladeAndSorcery/comments/12qg9me/psa_pico_players_who_have_no_mod_manager/) Nomad players having issues with Meta downloads, [please check this!](https://www.reddit.com/r/BASNomad/comments/122mt73/psa_cant_download_u12/) If you are a U12 modder, please check out the latest post about version tags on the [modder-bulletin](https://discord.com/channels/327809947272478720/695033557797699584/1097788009048440832) 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 ch _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/5358762517219761052]_ ### U12.1 released - SDK is now available, bugfixes, bHaptics support - Date: 2023-04-03 - Original notes: https://store.steampowered.com/news/app/629730/view/6754877058983385434 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-6754877058983385434 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.](https://warpfrog.notion.site) 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, _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/6754877058983385434]_ ### U12 - The Mod Manager Update, is now available - Date: 2023-03-22 - Original notes: https://store.steampowered.com/news/app/629730/view/3636131061129298868 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3636131061129298868 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/3636131061129298868]_ ### U11.3 - Player origins, is now released - Date: 2022-10-07 - Original notes: https://store.steampowered.com/news/app/629730/view/3314110913458971296 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3314110913458971296 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/3314110913458971296]_ ### 11.2 released, U11 SDK now available - Date: 2022-08-16 - Original notes: https://store.steampowered.com/news/app/629730/view/3404177923752782396 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3404177923752782396 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](https://github.com/KospY/BasSDK) Wiki: [https://kospy.github.io/BasSDK](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 - Date: 2022-07-27 - Original notes: https://store.steampowered.com/news/app/629730/view/3415435019793813186 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3415435019793813186 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 - Date: 2022-07-08 - Original notes: https://store.steampowered.com/news/app/629730/view/3325360490853605276 - Permalink: https://whatsnew.fyi/product/blade-and-sorcery/releases/steam-3325360490853605276 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 _[Truncated at 4000 characters — full notes: https://store.steampowered.com/news/app/629730/view/3325360490853605276]_