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  3. Brand-new characters with new gameplay! Lead your tribe to prosperity!

Brand-new characters with new gameplay! Lead your tribe to prosperity!

Hi guys! In today's update, we introduce a brand-new game character--Feudal Lord. Players can take on the role of a leader of a small tribe, experiencing a brand-new territory construction gameplay and a new "Container" system that brings new functions such as storage boxes and barracks, etc. In addition, there are 5 new puzzle-solving side quests, new food types, new item icons, skill actions, and special effects! At the same time, for MOD development, we have developed a lot of new functions. New GUI framework will fully support LUA scripts. We will also sync related functional tutorials to Sands of Salzaar MOD Instructional Video and its WIKI.

The battle formation and troop arrangement functions mentioned in the EA update plan are still in the final phase of optimization and debugging. We plan to postpone it for a while and release it before the next big update, hoping to bring you a better experience by then.

If you encounter any issues in the game, please feel free to send an email to [email protected]. We’ll try our best to help you!

· Optimization
-Introduced a brand-new character: Feudal Lord— a leader with self-built forces, mastering ancient mechanical technology. The character can build various special buildings in a brand-new map, and have a complete background story and new skill page.



-Added a new in-game system-"Container" system. Container refers to an in-game storage object that stores in-game items or arms cards and can implement some basic script instructions on those elements in it. With the Container system, new game functions such as Storage Boxes and Barracks have been developed.
-5 new puzzle-solving stories and events are added, scattered in Black Cliff, Double Moon Valley and the Great Desert.
-Added a lot of new item icons, including food, gifts, etc., replacing some of the original inappropriate item icons
-Added a series of new cuisines to enrich the menu in the desert. You can now buy distinct basic food in different areas!
-Remade Town Portal Scroll with the cooldown changed to 7 days. It now supports viewing how many days last before it can be reused. When using it, you can choose to return to the rallying point or any main city of yours.
-Now Ashlee, Lovisa and Amber can still appear in the tavern for recruitment after they leave the team.
-Real mode is now turned on by default, and it will prompt and turn off real mode at any time when the plot reward is affected.
-Modified some skill moves: Soar, Vortex Sprint, Dark Moon Stab, Bounty Mania and Sword Oath
-Modified the special effect of Sword Oath.
-Adjusted locations of building points in major cities and towns.
-Adjusted food sales in major cities and towns.

-Developed a new GUI framework supporting the use of LUA scripts for functional development and use of game core interface. Now MOD authors can make some completely freely customized game interfaces with this framework (the relevant sample MODs or tutorials will be released later).
-Provided a new command interface that supports using customized LUA scripts or methods in the scripts. The interface can be used to achieve some more powerful game functions (subsequently interfaces of core functions in the game will be available to be employed by LUA).
-The model preview function can now be used when editing locations of building points in the map editor.
-Added a new built-in independent MOD field (indep_name) in the MOD configuration file (default.json). If a story type of MOD has this field and the field is not empty, when loading the game, only plugins that have the same independent MOD field value and are enabled will be loaded whilst other plugins that are enabled will not be loaded.
-Added a batch of script instructions. For more details, see the script instruction description on the WIKI page of Sands of Salzaar.
-Added the closing and opening functions of the map and related commands. When a game map is closed or initially hidden, the relevant portal points of the map will not be displayed, and AI Pathfinding cannot find paths to the relevant maps.
-Now in Project Construction, multiple projects can be carried out at the same time, and the upper limit can be changed through some architectural effects, location attributes, etc.
-Now the Project Construction interface no longer only displays the current construction projects that meet the conditions. Other construction projects that do not meet the conditions but still meets certain display conditions can also be seen and pop up related condition prompts.
-Completely reset the Mod store interface using the new GUI framework, and fixed some problems existed in the previous MOD tag filtering.

· BUG Fixing

-Fixed the bug of AI-controlled troops and caravans enable to leave the city after certain MODs are enabled.
-Fixed the bug of all the in-game model elements of cloaks and so on that could not be loaded correctly.
-Adjusted some of the colliders in the last scene of Endless City.
-Fixed the bug of the skill Moon Dance dealing no damage and reducing speed.
-Fixed a bug of a cave dungeon in Double Moon Valley difficult to click on.
-Fixed the bug of invalid shortcut key of the information interface.