v1.2 From Shatter to Reforge OUT NOW
[p]Hi everyone![/p][p][/p][p]With the Year of the Horse fast approaching, we would like to wish everyone a Happy New Year in advance. [/p][p]Sands of Salzaar will be participating in the Year of the Horse Spring Sale! From February 12 to February 26, the base game will be available at a 60% discount (matching its historical low), and all DLCs will be 50% off.[/p][p][dynamiclink][/dynamiclink][/p][h2]New Story for Berserker[/h2][p]This story follows the Ursine tribe, whose future hangs by a thread after they are brutalized by a force even more savage than their own.[/p][p]Now, as fate takes a sudden, violent turn, will he double down on this path, or will he seek a different way forward?[/p][p]
[/p][h2][/h2][h2]In-party Heroes Interactions[/h2][p]Added a brand-new in-party character interaction feature, giving heroes with different personalities and backgrounds completely new ways to converse.[/p][p]Each character has their own story, and their relationships with one another are intricate. You can uncover these connections through their dialogues.[/p][p]
[/p][p][/p][h2]Backstories & Dialogues for Generated Characters[/h2][p]Previously, only the most renowned heroes had recorded stories. Now, many of the less important characters have their own backgrounds and personalities.[/p][p]They too help bring life and color to the vast sands.[/p][p][/p][h2]Improved the Attack Speed System[/h2][p]Previously, attack speed only affected the interval between your character's attacks.[/p][p]We improved attack speed in a previous version, enabling it to affect heroes' basic attacks.[/p][p]This time, we've taken it further: attack speed now affects most skills' fore- and backswing times as well as channeling durations.[/p][p]We previously made it compatible with heroes; now, troops benefit from it too![/p][p][/p][h2]A Keyboard Control Mode for Combat[/h2][p]When using keyboard controls, movement is handled via WASD (or custom keybinds), while basic attacks are performed in place using the mouse or a bound key.[/p][p]This can be enabled in the Hotkey Settings.[/p][p][/p][hr][/hr][p]In the meantime, don't miss our bundle with Amazing Cultivation Simulator. You can grab both games with an extra 10% discount—the perfect chance to complete your collection![/p][p][dynamiclink][/dynamiclink][/p][hr][/hr][p]The full patchnotes are as follows:[/p][p][/p]
v1.2 Update Log
[h2]New Feature[/h2][p]\[New] Added a story arc for Berserkers, featuring three distinct story paths and all-new skill trees.[/p][p]\[New] Added a brand-new in-party character interaction feature, giving heroes with different personalities and backgrounds completely new ways to converse.[/p][p]\[New] Added over a hundred random backstories and dialogues for procedurally generated characters.[/p][p]\[New] Added attack speed and reworked hundreds of skill effects. The basic attacks of heroes and troops are now affected by attack speed.[/p][p]\[New] Added a keyboard control mode for combat on PC. This can be enabled in the Hotkey Settings.[/p][p][/p][h2]Optimization[/h2][p]\[Optimization] Greatly improved map loading times for much faster map switching. (Performance tests show roughly a tenfold improvement.)[/p][p]\[Optimization] Reworked the top UI information display to improve readability when obtaining large amounts of items.[/p][p]\[Optimization] Improved world map unit behavior logic, improving smoothness in late-game saves.[/p][p]\[Optimization] Improved the world map unit loading algorithm, reducing lag when large numbers of units appear.[/p][p]\[Optimization] Reworked the character pop-up dialogue UI, improving clarity and readability.[/p][p]\[Optimization] Restructured pathfinding and collision algorithms. This should fix issues where troops got stuck in walls and resolve other pathfinding problems.[/p][p]\[Optimization] Improved aura trigger checks for the user, which should reduce lag.[/p][p]\[Optimization] You can now rename randomized characters in the Intel menu.[/p][p]\[Optimization] Added a toggle for combat damage numbers in the settings, with options to customize which units' damage numbers are displayed.[/p][p]\[Optimization] Added a Screen Shake toggle, available under Settings.[/p][p]\[Optimization] The Berserker's Outburst (++++) can now be cancelled manually.[/p][p][/p][h2]Bug Fixes[/h2][p]\[Fix] Fixed a bug where missing character attribute fields could prevent battles from starting, and then ultimately the game crashing.[/p][p]\[Fix] Fixed an issue preventing the Tavern Girl from triggering quest prompts, which affected the Spiritmancer and Bounty Hunter main quests, among others.[/p][p]\[Fix] Fixed an issue where scroll dialogues were misaligned on PC at non-16:9 resolutions.[/p][p]\[Fix] Fixed a bug where character entries could appear blank when joining a faction.[/p][p]\[Fix] Fixed a bug where some character action sets (e.g., hammer, harp, dual blades) lacked transition animations.[/p][p]\[Fix] Fixed an issue causing skill tree lines to render incorrectly when node order was inconsistent.[/p][p]\[Fix] Fixed an issue preventing auto-equipment updates for characters able to wield all weapon types.[/p][p][/p][h2]Mod Support[/h2][p]\[Mod] Improved an issue where the Mod Editor UI could behave incorrectly after reloading mods.[/p][p]\[Mod] Increased the amount of debug information cached in the Mod Editor UI.[/p][p]\[Mod] Attempted to fix a crash that could occur when logs were refreshed via the console.[/p][p]\[Mod] Now you can define how much each point in Strength, Agility, Stamina, or Spirit increases the corresponding character attributes in the initial settings.[/p][p]\[Mod] Reworked the value configurations for Block, Critical Hit, and Dodge, allowing for more flexible attribute effect tuning.[/p][p]\[Mod] Added new trigger types for character attribute fields.[/p][p]place_add_stat_leader: Adds specified attributes to a location if the character is the location's faction leader.[/p][p]place_add_stat_lord: Adds specified attributes to a location if the character is the location's Sultan.[/p][p]\[Mod] Added a character attribute field \[camp_永不叛乱] (never rebel), which controls whether an NPC can leave a faction or rebel due to low loyalty.[/p][p]\[Mod] Added columns for randomly bound dialogues and randomly bound tags in the character template table, used to control background-matching dialogue and personality generation.[/p][p]\[Mod] Added new built-in character attribute fields:[/p][p]bf_无视敌兵碰撞: Ignore collisions with enemy troops.[/p][p]bf_无视敌将碰撞: Ignore collisions with enemy heroes.[/p][p]bf_无视己兵碰撞: Ignore collisions with friendly troops.[/p][p]bf_无视己将碰撞: Ignore collisions with friendly heroes.[/p][p]\[Mod] Added new in-combat queries:[/p][p]\[%this_buff_time:BUFF_ID%]: Returns the remaining duration of the specified BUFF_ID on the current source object. Minimum value is 0. Supports decimals. Buffs with infinite duration return 999999.[/p][p]\[%this_buff_time_s:BUFF_ID%]: Returns the remaining duration of the specified BUFF_ID on the current source object, same as this_buff_time, but as an integer rounded up.[/p][p]\[%aim_buff_time:BUFF_ID%]: Returns the remaining duration of the specified BUFF_ID on the current target object. Minimum value is 0. Supports decimals. Buffs with infinite duration return 999999.[/p][p]\[%aim_buff_time_s:BUFF_ID%]: Returns the remaining duration of the specified BUFF_ID on the current target object, same as aim_buff_time, but as an integer rounded up.[/p][p]\[Mod] Added skill tag \[ignore_dumb], which controls whether the skill can be used while silenced. Note: Skills previously using the attribute \[无视沉默, 1] need to be migrated to use this tag.[/p][p]\[Mod] Added channeling and casting action settings in the skill table. Prefix an action with a half-width exclamation mark "!" to allow its casting speed to be affected by attack speed (shortened or lengthened).[/p][p]\[Mod] Added combat command settings in the skill table. Prefix a skill command time with a half-width exclamation mark "!" to allow its cast time to scale with attack speed.[/p][p]\[Mod] Added new combat commands: block_act_atk_rat, play_sk_act_atk_rat, timeline_atk_rat, and timeline_anim_atk_rat.[/p][p]These are variants of the block_act, play_sk_act, timeline, and timeline_anim commands, allowing bind duration, action playback speed, and skill command speed to scale with attack speed.[/p]