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Sands of Salzaar News

Dec 25 patchnote: fix the bug related to DLC1

The issue of abnormal display when DLC1 is activated has been fixed.

v1.1.10 Update Log

Travelers of the desert,

We've just released a new update, introducing enhancements to the Captives system along with numerous bug fixes.
Oh, and we're running the Winter Promotion on Sands of Salzaar—now available at its lowest price ever for the next two weeks!

[h2]V1.1.10 Update Log[/h2]
[h3]New Feature of Captive system[/h3]
  • Accommodation for Captives: You can now configure food rations and healing for both heroes and soldiers. Proper rations help captives replenish health, increasing your success rate when recruiting them. However, a lack of food—while boosting recruitment success—can harm their health.
  • Chiefs from various tribes may now approach you to request the release of their captives.
  • If a dungeon containing captives is breached, the captives will either be released or captured by enemy forces.
  • Captives in your squad now have a chance to escape if you exceed the limit.
  • Adjusted the probability rates for taking captives.
  • Adjusted the probability rates for capturing heroes.
  • Adjusted resource rewards for releasing captives.


[h3]Optimization and Adjustment[/h3]
Added Financial Statistics: A new UI feature (top-right corner) displays daily and weekly income/expenditure details. For tribal chiefs, the treasury's funds will also be visible.
Treasury Management Menu: A portion of your faction's revenue will now be automatically added to your treasury. You can customize this ratio to suit your strategy.
Adjustment: There is now a maximum limit for captives. Exceeding this limit gives the captives a chance to escape.
Adjustment: Products bought at varying prices will now stack automatically. The unit price will recalculate based on the total cost.

[h3]Mods:[/h3]
Translation Support: Added support for creating translation-type mods for both the game and open-source mods.

[h3]Fixes:[/h3]
Fixed a bug with EXP acquisition.
Fixed a bug where certain story NPCs dropped gear after battle.
Fixed a bug where gift-giving would sometimes malfunction.


[h2]DLC Update Logs[/h2]
[h3]Child Rearing DLC - Update Log:[/h3]
1. Fixed a bug where duplicate quests could occasionally appear for the same heir.
2. Merged interaction options with your heir/better half under [About our relationship].
3. Successfully wooed characters (without DLC-specific methods) will now unlock DLC interactions through [About our relationship] and grant you the rings.
4. The Heir's [Shaman] skill page is now an Heir-exclusive one.
5. Children born of a female protagonist will now inherit your skills.
6. Fixed a bug where some quests incorrectly applied attribute gains to the female protagonist instead of the heir.

[h3]The Eclipse Hive DLC - Update Log[/h3]
  • Added the localization regarding to the Mastigure Adventurers quest.
  • Fixed a bug where completing the [Lava Void] instance didn't reward Eclipse Clues.
  • Fixed a bug where repeatedly loading a save file impacted Eclipse Clue drop rates.
  • Increased Eclipse Clue drop rates.
  • Fixed a bug where the [Mutant Grunt] (a Land of the Eclipse boss) could unexpectedly die when using [Surging Blood].
  • Allies now follow the protagonist after defeating a Land of the Eclipse boss to prevent obscuring loot.
  • Updated some Land of the Eclipse weapon models.
  • Added Eclipse-specific crafting materials, usable for gear crafting at the Adventurer of the Mastigure Council.
  • [Sanskrit Shura Necklace]: Supplemented a missing description.
  • [Bloodsteel Armor/True Bloodsteel Armor]: Reduced the active skill's Reflect damage to (Physical Attack x 1 + Strength x 2), down from (Physical Attack x 2.5 + Strength x 5).
  • [Tricolor Gem Armor/Spring's Boon]: Fixed 'when hit' effects triggering other passives.
  • [Amber Snake Eye/Emerald Snake Eye]: Fixed missing cooldowns for their skills.
  • [Light Phantom Gauze/Crimson Phantom Gauze]: Fixed issues with evade chances.
  • [Fists of the Sands/Dunerift Fists]: Fixed issue with negative status effect and stun chances.
  • [Sanskrit Vicissitude Wizal]: Fixed the 95% Arcane/Physical attack reduction not taking effect after Sanskrit: Reserve shield expired.


[h3]Ember Workshop DLC - Update Log[/h3]
  • Improved mod compatibility.
  • Fixed a bug where some dialogue text didn't display correctly.
  • Enhanced Magic Dust grinding—you can now select multiple items at once.
  • Fixed a bug where search events could be triggered after entering an instance while on the [Pestle] quest.
  • Ember Ocher will now match the protagonist's level when joining the team during the [Final Battle] quest.
  • Added resource rewards to the [Transmigration of Ember]'s Heir page to balance its cost-effectiveness.
  • Improved performance for certain story segments.


[h3]Tournament DLC - Update Log:[/h3]
Fix: Fixed a bug where enemy heroes could drop their gear.

If you have encountered any issue, please feel free to contact us through our official Discord channel https://discord.gg/xdindie!

Winter Sale and New Update around the corner!

Travelers of the desert,

Hi everyone! The Winter Sale is just around the corner, and our discount will kick off across all platforms starting Dec 18, lasting for 2 weeks.

Additionally, we’ve been cooking on the new patch for a while, and we’re glad to announce that the update will go live next week! This update is expected to spice up the Captive System, plus some much-needed bug fixes (the non-exp one, for example).

So, see you guys soon!

v1.1.05 Update Log: fixed the none-exp bug; Future Plans

Travelers of the desert:

We've just launched an update. With this, we've fixed bugs relayed to us in detailed player reports, improved capture mechanics, and adjusted the prices of captured soldiers.
And of course, we'll be taking the opportunity to share our plans for future updates, too.

[h2]V1.1.05 UPDATE LOG:[/h2]
[h3]●Price Changes[/h3]
The Ransom Broker now considers more team factors when presenting a price for captured units. Instead of basing prices solely upon captured units' recruit costs, the team's total number of Captive Squad units remaining will also be taken into account.
[h3]●Captures[/h3]
We've improved the capturing logic, increasing the factors that come into play when deciding a capture's chance to succeed. Examples include the target's rank, and the number of captives your team has.

We're further addressing issues in which some players found they weren't gaining any EXP after combat. If you've experienced this, please try and see if it's fixed for you! Debug information can be found at the end of this update summary.
If these issues persist following the update, please share your save files with us. We need save data from those experiencing problems if we're to solve them once and for all!

[h2]Future Plan[/h2]
We've been listening closely to player opinions on the Captives system, right from the start of V1.1. The previous two issues aside, we'll continue to focus on adjusting the Captives system in future updates to ensure it's balanced. We'll be fine-tuning ransom and release logic, capture and recruit probabilities, and much more.
[h3]●Captive Status & Recruiting[/h3]
You can provide captives with rations and medical treatment following future updates. That said, whether you choose to do so remains up to you. Will you focus on recruiting captives to survive, or will you deny them rations and treatment? Not all captives will readily yield to you if you choose the latter, however, as it may only serve to strengthen their resolve.
[h3]●Captive Escape[/h3]
Your team has a limited capacity for its captives. Once over this limit, they can choose to make a break for it.
[h3]●Captive Release[/h3]
Releasing a captive improves your Favor with their faction. The released captive also leaves you Ironstone and Wood resources, with a chance to grant Soldier EXP Stones. Releasing non-soldier captives grants you a piece of their equipped gear, with a chance to grant Talent Shards and Wisdom Crystals.
[h3]●Talents[/h3]
We're adding a Captives Talents branch, [Priorities], that offers two different routes to develop down. Perhaps you'll seek out and slay soldier elites, or maybe you'd prefer to subdue tons of lower-ranking targets instead.

Stay tuned for future updates to hear about all this in greater detail.

[h2]Bug Fixes[/h2]
●Fixed a bug where Ember Ocher could grind down jewel dust without spending any jewels.
●Fixed a bug where you couldn't return to garrison at the Tribal Hall.
●Fixed a bug where save files created with a hotkey could crash when reloading the game.
●Partly fixed a bug where no EXP is granted from combat.
●Optimized recruitment success rates when the player is the leader.
●Fixed a bug where the Nameless had no Ransom Broker.
●Fixed a bug where enchanting in the Champion of Chaos DLC smithing skill page would cost no equipment.

If you have encountered any issue, please feel free to contact us through our official Discord channel https://discord.gg/xdindie!

Sep 11 UPDATE LOG (Fixed resolution related bug, fixed recruitment related bug)

[Optimizations]
  • Increased the number of days NPC leaders take to return once exiled, as they are now exiled deeper into the desert.


[Bug Fixes]
  • Fixed a bug that made players unable to speak with the Blacksmith.
  • Fixed a bug related to Resolution settings.
  • Fixed a bug where recruiting minions didn't deduct recruitment attempts.
  • Fixed a bug where the Ransom Broker sometimes forgot to take captive heroes with him.
  • Fixed a bug where NPC leaders would always fail when recruiting generals. NPCs now provide generals with higher remuneration, meaning that they will be able to attract more generals.
  • Fixed a bug where the same character sometimes appeared in the party and captives tabs at the same time.
  • Fixed a bug where captives would refuse to proceed to the desert when exiled. There's now someone to oversee that the captives are indeed exiled.
  • Fixed a bug where captives could also be taken during dungeon and text battles.
  • Fixed several issues with the writing/text.
  • Fixed an issue where characters recruited from among captives couldn't be sent out.
  • Fixed a display bug for towers summoned by players.
  • Fixed a bug where combat didn't grant experience.
  • Fixed a bug where the tournament couldn't be started.
  • Fixed a bug where players couldn't enlist active forces.