1. Sands of Salzaar
  2. News

Sands of Salzaar News

Team Up! Official Publishing Announcement of Sands of Salzaar from X.D. Network

Hello, folks! Having been collaborating with Han-Squirrel Studio to work on for a while, we are now officially announcing that we will be the publisher of , responsible for the global publishing and operating of the game.

Han-Squirrel Studio is a veteran dev team who successfully made and . With the experience before, we are sure that they will give the best of . Now, having spent two years working on the project, the game was first released on Steam as an Early Access. And while the developers were devoting themselves in optimizing the game after the release of EA, we’ve been assisting them with the roadmap for EA updates, collecting feedbacks from the communities, taking care of the advertising part and trying to build connections with the influencers.

For those of you who have heard of and , you might be familiar with us X.D. Network. We kept trying to bring our games overseas and now, we will make sure the experience used wisely to promote . In addition, we will support the dev team not only as a publisher but also as a developer. We will also keep a strict eye on pirate versions that will do harm to our dev team and players.

Thank you so much for all your support. In return, we will try our best to prefect with more updates and contents.

X.D. Network

Update Log 3-10

Hello, guys! Today's update, we mainly fixed several bugs in both the game and the MODs that are under development. As usual, feel free to contact us through [email protected] should you more questions or advices!

[h3]· Bug fixing[/h3]
- Fixed an issue where when the character status including crt and dodge is temporarily increased character, it would cause abnormal character status in some cases (such as the character's crit buff will always continue after the use of the smashing skill)

- Fixed an issue where the skill description numbers containing calculation formulas were incorrect when displayed in the shortcut bar.

- Fixed a bug where Xie Qingxi's magic crystal would show the model in advance.

- Disabling the skill function is now only open to AI heroes, while the protagonist can no longer disable the skill.

- Fixed the problem that in the MOD development interface, it may cause game errors or crashes using professional engineering to generate AB packages.

- Fixed the problem that after opening the default professional project, opening with UNITY would cause an error and cannot be packaged.

Update log 3-6

Hello everyone! In today's update, we've added two new functions to the mod editor, reworked the main menu animation, and fixed a few bugs. If you encountered any issue, please don't hesitate to contact us by email ([email protected]). We'll try our best to help you!

[h3]·Improvements & updates[/h3]
- Reworked the main menu animation with a new animation plugin, fixing the issues caused by the old plugin.

- Improved the navigation for the route from Twin Moon Mountain to Sand Wind City.

- Improved several physical interactions spots in Black Cliffs.

- Added new codes and plugins to the mod editor. Now, the modders can create 2D animation mods.

- Now you can create new main menu animations with the mod editor

[h3]·Bug Fixes[/h3]
- Fixed the overlapping issue with the Beast King skill tree.

- Fixed the mission menu issue, when there were more than two sub-missions the menu would only show the first sub-mission description.

- Fixed the HeFeng skill bug. 

- Fixed the overlapping issue in the character creation screen.

- Fixed the GuDuShuang model issue.

- Fixed XiHeNaYa's skill, now she can correctly restore health and power.

- Fixed the war hammer Rain Storm skill, now it could correctly stun enemies.

Update Log 3-4

Hello, everyone! We've fixed some issues in the ZhangYue, Wild Soul story and added new models for several interaction locations in today's update.
If you encountered any issue, please don't hesitate to contact us by email ([email protected]). We'll try our best to help you!

Update Log 3-2

Hi guys! Thanks for the waiting. We've been focusing on new contents development recently which will include the character storyline of The Blood of the Beast, new characters and missions and the mission tracking UI. Hope you all could enjoy it.

Additionally, we added many new features to the MOD development system, hoping to add some extra hands if you want to make a MOD on your own.

Thank you again for your support and encouragement. We will keep producing new contents. In the meantime, feel free to contact us through [email protected] should you have any questions or advices!

[h3]Optimization[/h3]
- Collaboration channel with our previous game <> added.

- New storyline of The Blood of The Beast added.

- Skill merchants are added near Redstone City and The Golden Market. You can use Uta and Jade to purchase skill books.

- Optimized mission tracking UI. Now you can track the current status of up to one mainline and two sideline tasks on the main interface at the same time.

- When the player's territory is attacked, instead of popping up, the selection dialog will appear as an interactive message. When this message lingers, players can choose to configure reinforcement for this attacked territory.

- Location information now shows projects that is under construction and during upgrading at the local area.

- A new section "Extended Content" added to the MOD manager.

- Adjusted MOD related interface.

- Grunt Soldier's initial level has been adjusted upward by 3 levels.

- Adjusted update progress loading bar.

- Now in the development of MOD, you can use the EXCEL table to expand the program functions for the configuration content of any map in the game, such as treasure chests, dummy, transfer points.

- Added the function to export and import various elements in the map editor.

- Added new MOD configuration function(which replaces the original text editing method).

- A "required MOD" configuration button has been added to the MOD configuration, and the required MOD will be displayed in the MOD manager.

- Support for elements of character headavata has been expanded.

- Added 2 new plot instructions: headavata forced changing : FORCE_CHANGE_HEADAVATA * [headavata code], MOD forced changing: FORCE_CHANGE_MODEL * [MOD ID]

[h3]Bug fixing[/h3]
- Fixed a bug where players could still click to move while being taunted

- Fixed the issue that the immune taunt effect of the equipment is invalid, and it will still be taunted after wearing it.

- Fixed an issue where special attack skills triggered every five attacks did not work when used by heroes.

- Fixed an issue where some models gradually shifted position as the game time became longer.

- Fixed an issue where unit positions would drift after resuming a pause when pressing ESC during a battle.

- Fixed an issue where when selecting a team with more than 2 characters were selected in the selection list.

- Fixed an issue where NPCs or models on the map would not stand in the initial direction specified by default.

- Fixed an issue where maps edited in the MOD could not be used in the game in some cases.

[h3]Note: Some map modules may be wrong after this update. You need to rebuild the module and upload it.[/h3]