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Sands of Salzaar News

Update log 6-2 (remade the diplomacy system)

Hi guys, in today's update, we have reconstructed the logic of the diplomacy system. The diplomacy functions that did not take effect before can be used normally after this update. At the same time, we also open a part of code interfaces of the diplomacy and the favorability system. MOD authors can now modify these elements to achieve the results you want.

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

Also, follow our official twitter (https://twitter.com/SSalzaar) to keep updated on any latest info and cool stuff about Sands of Salzaar!


[h3]Optimization[/h3]

- Reconstructed the main logic and values of the in-game diplomacy and favorability system. AI will determine the outcome of diplomatic events based on factors such as favorability, strength disparity and AI difficulty;

- Added some interactive options when being pursued by hostile forces or wanted by certain forces. Reconciliation and other operations can be performed when the relationship between players at the early stage and other forces deteriorates;

- Equipped the skills of puppet troops in-game;

-Now there is an item box set in each main city. When you become the master of the city, you can open it to store items after talking to the official in charge;

- Added the backpack interface and skill improvement interface in the battle. Players can dynamically replace the character’s equipment and skill shortcut bar;

- Reset some game interfaces using the new UI framework (main map interface, etc.);

- Adjusted the relationship between Swordsman and other tribes at the beginning of the game to -30 (However, due to some corrections, the actual relationship could change slightly);

- Reduced the flying range of being hit by cavalry while increased the damage of being hit;

- Reworked the smoke and dust effect after cavalry sprint;

- Adjusted the initial strength of each tribe;

- Adjusted the weapon types of some heroes to make them more in line with the settings;

- Increased the proportion of heroes using hammer weapons;

- Adjusted the speed of some arms units;

- Increased the price of some items that can be used as gifts;

- Reduced the initial relationship point with Desert Brotherhood, Guangyu Church, Snow Mountain Guerrilla Army and Wildfire Organization to -40;

- Linked the success rate of sneaking into cities to the number of troops in the team. The fewer the troops, the higher the probability of success;

- Now some of the best equipment cannot be acquired by NPC;

- Now there is an exclusive merchant in the Unknown Tribe;

- Opened some critical logic code interfaces of favorability and diplomacy system. MOD authors can achieve some key logic in-game by rewriting these interfaces;

- Opened a new GUI framework interface. Now MOD authors can customize some game main UIs through some MOD configuration. In the future, alternative interfaces to replace other major UIs will be opened gradually.

[h3]BUG Fixing[/h3]

- Fixed an issue where some users got stuck at the loading screen due to permissions issues of the operating system;

- Fixed an issue where a building in Double Moon Mountain Market was in the wrong position;

- Fixed an issue where the Serpent mission could not be completed;

- Fixed an issue where some caravans to be escorted in the plot could be attacked by players;

- Fixed an issue where some buildings of Feudal Lord could not be upgraded properly;

- Fixed the problem where the description of the jade mine built by Feudal Lord does not match the actual income;

- Fixed an issue where newly learned skills are not automatically added to the shortcut bar.

The results of the first Workshop MOD Event is now revealed!

Hello everyone! We have been updating and improving the game and the mod editor since the early access release. We've seen many players have sunk a lot of hours into playing and making all kinds of mods. To appreciate all of your support and encourage the creation of mods, we held the first Workshop competition on April 30th. We've received so many outstanding and inspiring works! After thoroughly trying out and reviewing the wonderful creations, we've got 14 winners!


Award winning works:

传承世界

恋爱与弯刀

忍者世界

spongebob(红尘仙缘)

dazhaizhu(美女军团)

Is Orc Pis(美少女光辉·万华纪)

雨中吻你(崩坏3系列)

Star(装备锻造台)

辛德瑞拉(天使降临)

fwz33(陈sir)

HA会长(女流之辈·立绘美化包)

药枫(沙扎尔美食之旅)

某只咸鱼(骨王扩展包)


And here are some more updates on the long-awaited English localization. The English localization of Sands of Salzaar is still under development, and we are trying to release the English localization this summer. Thank you so much for your support! 

Update Log 5-12

Hi guys! in today's update, we mainly fixed some bugs, including the game crush bug when killing fiends in Real Mode and the bug of failing to interact with merchants in the southwest village of Taoshan Town.

Also, our team is currently working on English localization. We expect that the English version would be out around this summer.

If you have encountered any other issues in-game, especially the issues that prevent you from playing the game such as game crash, please feel free to send an email to [email protected]. We’ll try our best to help you!

· Optimization

- Added parameters in GUI commands of MOD development so that the command thread will not be blocked; added an interface to pause and resume the game in GameCoreHelper.
- Added an interface for displaying portraits of customized characters in the custom GUI interface, and put it into the new document of interface description - GUIHelperInterface.cs. The examples of usage will be released later.
- Added a Tag field "AiNotLoot: 1" in items. When this field is enabled, the item cannot be obtained by AI.
-Temporarily removed the inheritance of the Wild Soul skill page.
- Turned off the backpack sorting buttons and functions in the trading interface to avoid some display issues.

· Bug Fixing

- Fixed the issue of game stuck and crash caused by killing fiends in Real Mode.
- Fixed the issue of the serial lightning skill dealing extremely low damage to the first target it hits.
- Fixed the resolution issue of portraits of a few NPCs such as Lovisa.
- Fixed the issue of merchants in the southwest village of Taoshan Town failing to purchase products.
- Fixed the issue of some BOSS’s avatars displayed as blank.
- Fixed the issue of minor AI sometimes disappearing when encountering a strong enemy.
- Fixed the issue where the skill book would still be consumed though the skills had already been obtained when using the skill book.
- Fixed the issue where after selecting customized characters such as Zhang Yue, etc. and then returning to select other characters, the interface of shaping customized face was skipped and names could not be modified.
- Fixed the issue of some teams created by the script failing to interact on the map.
- Fixed the issue of the sound effect and background music volume reset after switching MODs.
- Added portraits of several NPCs in Ash Snow's plot.

Update Log 5-8

Hello, everyone! A new update is here! We adjusted the lord's personal skills and fixed a few issues that would lead to game crash. We are terribly sorry for the last update introducing several crash issues into the game. We've pushed a few emergency updates recently but there were still crash reports coming out. If you encountered any crash during your gameplay, please reach out to us via [email protected]. We will try our best to help you!

[h3]· Optimization[/h3]
-New initial hidden weapon: throwing knife (available at lv 1)

-Major adjustment on the skill-map of the overhaul master (ancient machine), including adjusting the damage duration of the machine gun, bullet frequency, arrow tower skill CD, siege vehicle skill self-setting time, etc

-Decreased the difficulty of the battle during YeYa's personal plot against Moni

-Now the unnamed tribe where the lord started can’t be assigned to NPC, only the player can manage it

-The initial required level of the hidden weapon (such as the poisonous snake needle) used by some heroes is too high, so it can’t be equipped again after disassembly. These weapons are all set to a lower required level.
[h3]
· Bug Fixing[/h3]
-Fixed some of the players' crashing issue.

-Fixed the problem that there was no caravan in the main city of the lord

-Fixed an issue where Xeonawa's mission could not be completed

-Fixed an issue where some monsters with belonging will not attack players

-Fixed an issue where many settlements shared a store

-Fixed an issue where defeating the ice princess and demon sometimes had no inheritance points

-Fixed an issue where the dialog box could not be displayed on the big map

-Fixed incorrect standing pose of some bosses

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.