What’s New

Blade and Sorcery — Khar-Tib 1.3.1 released

Khar-Tib 1.3.1 released

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

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

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

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

Full changelog below!


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

  • \ New force impact mechanic loading tip

IMPROVEMENTS
  • \ Expanded the utility of OutOfBoundsFader

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

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

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

  • \ Optimised Khar-Tib desert zones

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

  • \ Optimised Hair 10 for both genders

CHANGES
  • \ Added a scale curve to the molten beam

  • \ Added Dalgarian tools to the Crystal Hunt Shop

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

  • \ Changed floating effect scaling mode

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

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

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

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

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

  • \ Fixed Weightless Kinesis NRE

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

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

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

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

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

  • \ Sync Genie Lamp visual and sound effects

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

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

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

  • \ Fixed static creature ungrab event not firing

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

  • \ Fixed skill tree orb destroying child effects

  • \ Fixed Weightless Kinesis breaking skill orbs

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

  • \ Fixed missing damagers on Khar-Tib Ballista

  • \ Renamed and fixed unassigned handle on mercenary headband

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

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

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

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

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

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

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

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

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

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

SDK
  • \ Various SDK fixes

  • \ Made it easier to set up compound collider Zones

  • \ Ensure that advanced audio containers are saved after changes

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

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

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

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