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Sands of Salzaar News

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]

Update extension

Sorry, this update needs to be postponed for a few days……

[Sands of Salzaar] February Updates

We will release a sample project created by the new professional MOD editor in the next update at the end of February. It will includes model import, action configuration, SHADER replacement, etc.

As mentioned before in the February Updates post, this update will be our first major update during EA stage bringing charactors collabration of Han-Squirrel Studio, applying more scenes to the new information interactive mechanisms, perfecting the character storyline of The Blood of the Beast. There will also be a new opening animation, a mission tracking UI, more skills and training mechanisms. Hope you guys could enjoy it.

It has been 54 days since we lauched the Early Access of Sands of Salzaar. We've been trying our best to solve the current issues by the daily updates of high intensity. But it wouldn't work out without you, so thank you all so much for your tolerance and encouragement. Now, we know that you've been longing for new contents, so after the game is relatively stable, we will mainly focus on bring more new contents and gameplay to the game and this may relatively reduce the frequency of the updates.

Update Log 2-19

Hi folks! Here are the main updates: Added funtion to check for NPC location; Fixed an issue where NPCs would automatically return to the first city; New MOD development functions added; Bugs fixed.
Feel free to contact us through [email protected] should you have any questions!

[h3]·Optimization[/h3]
- When players drag and drop their heroes to a location in the garrison interface, they will also set their locations to this location, so that they will not automatically return to the original location next day (heroes with the identity of the city master and above are invalid)

- After switching the camera perspective on the overmap, the player will still maintain the last camera perspective after entering the battle or switching scenes.

- Now you need 120 inheritance points to unlock The Unknown Swordmaster .

- Players can see their own forces in the intelligence interface or see the cities and current locations of all NPCs under other forces if they have the relevant talent.

- In the MOD management interface, when there is a problem with the selected mod, it will prompt an error and cannot be closed if players try to close the interface.

- The HERO_UPGRADE and HERO_SET_STATU instructions have been extended to support all NPCs in MOD development.

- A "Professional Resource Reference" button has been added to the MOD development interface.

[h3]·Bug fixing[/h3]
- Fixed an issue that could cause all units to get stuck in battle after the previous update.

- Fixed an issue where the stamina would keep recovering when the game is paused.

- Fixed an issue where Guzaka runs on his back in the 'Guzaka of The Double-Moon Valley' mission.

- Fixed an issue during inheritage of the characters when players expand the upper limits of the characters after selecting the characters, the unselected characters will disappear.

- Fixed the Fire Bullets movements of the Lava Treasure and reduced cooldown time of the skill.

- Fixed an issue where battle could not end when AI fights at a location of an empty force.

- Fixed an issue where siege is still allowed when attacking a location, but instead of siege, only friendship will be reduced after actually click on 'Siege'.

- Fixed an issue where units of the same force would attack other units under their force.

- Fixed an issue where you could recruit lords in the garrison interface when you became a lord of a certain force.

- Fixed an issue where the debug box of the MOD development interface may report an error.

- Fixed the problem that when using the map of a MOD, the mini map would be blank.

- Fixed an issue where it is unable to run under the current environment of developing MOD configuration table when click on the skill editor in the MOD development interface.

Update Log 2-14

Hey guys! Here the main updates: FPS optimized; Interactive infomation mechanism remade; Caravan added; Professional MOD project added; Bugs fixed.
Feel free to contact us through [email protected] should you have any questions!

[h3]·Optimization[/h3]
-Multiple infomation interactive mechanisms added including reward claiming, request messages, billing report etc.

-Collision and movement algorithms optimized to improve FPS performance.

-The attack direction in battle can now be targeted. (The default shortcut is "A")
-Animals can be purchased from the caraven

-Adjusted Missold's skill formula, changed the summoned soldier "bard" into "instrumental lady"

-The armor type of the mercenary armed crossbowmen is changed into heavy armor; Burst skill added; Armor removed from mercenary crossbowmen in order to distinguish mercenary armed crossbowmen and mercenary crossbowmen.

-Professional MOD project added.(Beta)
-Mount icons completely remade.

-Added 4 audio-related configuration tables for MOD development (can manage and replace all audio in the game, can replace the original audio resource attachment table audio addition method)

-Removed the original MOD sound table (note: it may cause the audio attached to the MOD to be invalid)

-Optimized background music switching when switching modules.

-Optimized MOD development interface


[h3]·Bug fixing[/h3]
-Fixed the display problems of the Scorpion soldier's skill tree.

-Fixed the game frozing bug at the creek cave

-Fixed wrong mission descriptions.

-Fixed main mission countdown after 150 days where it still remains to be 30 days.

-Fixed an issue where high-level NPCs would not update their own equipment.

-Fixed an issue where messages sent by lovers might interrupt the current loading action.

-Fixed an issue that could cause combat effects not to disappear and display abnormally in the scene.

-Fixed an issue where only the first 100 MODs were selected when subscribing to all MODs in the store (but the subscription is not enabled), and the game would crash after subscribing to all MODs.

-Fixed UI display problems caused by different resolutions in the MOD management interface.

-Fixed an issue where the map editor in the MOD development interface would not correctly reload data in the current mode.


Note: As this version adjusts the audio-related configuration, the audio included with some mods may be invalid.
Note: The professional MOD project is still in the testing phase, feel free to contact us if you encouter any problems.:)