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Sands of Salzaar - Future Development Blog

Hi Travellers,

Greetings!

We’d like to start off with some fresh stuff to share, things we mentioned in the last post!
As we said, It has a long journey ahead of us before Sands of Salzaar becomes the game we dream it can be. Thus we’ve been hard at work on our plans for future content.

And since we got some progress…there are no secrets under the hats! We wanted to give you lots to look forward to and to have discussions with us between now and when the content goes live!
These contents are not simply decided by our own imagination - We’ve reviewed past community feedback and had deep discussions with MODs authors. It’s not surprising that most of the interest is about more elements filled in the current open-world system. Truly, this is also what we were aiming for.

Considering all the in-game aspects are closely linked and most of them would touch upon some game’s general logic. Therefore, we are proceeding with full caution and planning to prepare a [Content Package Update] to meet you in the future. We can safely say that it will be something you haven’t seen in the game before! Although it’s still in the progress, we’ve got something.

Hope to share with you in the early stage and sooner gather your valuable feedback ;)


[h3]Skill Trees, More branches![/h3]


⠀⠀⠀⠀⠀⠀⠀⠀⠀ (The original skill tree; More skill types/Settings will be designed/added)

In this post, we will pick the NPC part as an example, It's currently considering adding a new set of [skill trees] for all heroes. Compared with the previous skill tree, besides the brand-new active skills, the idea is to put more passive skills with attributes and functionalities, which will be deeply binding with the character's background and personality.

For example, if I want to train a hero from [Nasir] to become a [Blacksmith], he will be given a new set of passive skills, which are unique to the [Blacksmith] role, such as [Sand Mining] and [Strength] - the former will help the team to gain some "iron stone" for a regular period, and the latter will increase the NPC "stamina" attribute. In addition, he can provide services for the team to repair equipment during the long march in the desert.

We hope in the future version NPCs can carry more characteristics and roles in this world. Roles like [Chef] will be related to "food", [Alchemist] will increase their skills in "Pharmacy", and [Merchants] will have a natural advantage in the "Trade" part... Although the skills of NPCs are still being designed, we believe that all of you in the community will have more interesting and fun new ideas. If you have better ideas, be sure to leave your feedback in the comments!


[h3]More connections with [Favorability][/h3]

——Let's continue with this blacksmith NPC From Nasir——

If the travelers invite him to the team, due to the hostile relationship between the two tribes of the Nasir and Dakn, Travelers will encounter some new troubles, they will be assassinated or ordered by the scorpion army

Faced with this situation, would you remove him from the team in order to avoid the calamity of death? Or fight back bravely? Kick out the blacksmith from the team seems to be a once and for all thing, but it also will erase the team ability of [Gathering Resources]. And if you defeat the incoming enemy, it may have some new triggers [Special Events] from the blacksmith, provide special weapons/armor, or perhaps his friend's FAV also will be improved due to your brave choice.

Or, the long-term plan, to maintain a good relationship with Amanda is the primer choice. However, if this NPC is still in the team, the relationship increases with Amanda now will be affected, which will probably cause you to involve more time with tribal diplomacy.

We hope that everyone will feel that there will be more “butterfly effect” happening in the open world in than before; Besides, as you said, the investment in NPC relationships should be more attractive and encouraging. So there is a function, temporarily called [Secret Taught], that is under development. After reaching a certain [Favorability], players will be allowed to copy the skill page of NPCs for their own use.

[h3][Future Plans][/h3]

The above are some ideas for the NPC part as an example. We’d love to get your feedback on some proposed changes above. And we’re always keen to hear about it. Also, we strive to bring u more progress on other content news! It would be sooner than you think! Such as new active skill designs, witchcraft reactions, etc. Look forward to seeing you in the comments.

Feedback or encounter any issues when playing the game, just click into our Discord channels or fill in this bug report form for submission. We will quickly look into them and try fixing them in future updates!


Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!

New Progress on English translation and more reveals!



Hi, travelers,

The English localization for Sands of Salzaar has received another update focused on unifying terminology, clarification, and improved quest dialogs. And this update also includes some minor bug fixes which are lingering in the last version.

Besides, we know most of you are caring about how is the new content going. Indeed, we've got some progress and we will openly publish the plans with you soon. So everyone is clear on what to look forward to! Stay Stunned!

[h3][Detailed LQA info][/h3]

We would like to once again extend our appreciation to players from the community who submitted suggestions on how in-game language can be improved. If you don’t see your suggestions included in this update, they will be coming soon!

As we strive to polish gameplay continually, the rich and winding storylines of the Great Desert will see further localization improvements over the coming months. We are more than happy to hear both your suggestions and feedback on our progress!

Translation improvements across 600+ edits in this update include:

- Skill descriptions for some heroes and troops
- Descriptions for building projects
- Descriptions for talents
- Improved dungeon exploration text
- Clarification and consistency among status effect names
- Limited changes to NPC names
- User interface terminology changes and simplification
- Further clarification on who is speaking (first vs. second person)

In addition, some items have been renamed, which are included at the end of this post as an addendum.

We appreciate your patience and hope you are excited as we are to improve the overall quality of the English translation. The next localization update will see the continued concentration on skills, specifically those utilized by troop squadrons. We aim to provide the most immersive experience possible in Sands of Salzaar!

[h3]Addendum (old name on left, new name on right):[/h3]
Please note that these are only some of the terminology changes recorded.
Items
Battlecry > Shakib's Roar
Ring of Cyan Fog > Euphorbia Ring
Alchemy Dust > Alchemy Root
Magic Crystal Manuscript > Magic Crystal Fragment
Book of Fire Manuscript > Book of Fire Fragment
Units
Arctic Wolf Alpha > Arctic Alpha Wolf
Wolf Alpha > Alpha Wolf
Cheetah Alpha > Dire Cheetah
Badland Wolf Alpha > Badland Alpha Wolf
Mount Bandit > Mountain Bandit
Buildings
Jade Tent > Verdant Tent
Verdant Tent > Emerald Tent
Emerald Tent > Emerald Fort
Jade Fortress > Emerald Fortress
Places
Herb Valley > Verdant Valley
Ifrit Ghoul Cave > Ifrit Cave

Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!

V.1.0.9 BugFixes & localization Update

Hi Travellers,

Today's update focus on some reported bug fixes, please check the detailed info below:


[h3]Update Logs[/h3]

Adjustment - AI will attack neutral towns now during the besiege

Fixed a bug where the caravan would carry the siege weapon when it was not in a siege battle

Fixed some team event results which could not correspond to the options

Fixed a bug where Witchcraft injury-free data for Boss The Fallen One was not successfully loaded

Fixed a bug that caused unable to talk to generated deserter when the random mission [Capture deserters] is automatically canceled due to low faction's favor

Optimized parts of EN localization



Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!

Thank you for 1,500,000 Copies Sold!

To our esteemed adventurers and explorers,



We are excited and proud to announce that Sands of Salzaar has sold over 1.5 million copies across all platforms! 1,000,000 PC and 500,000 Mobile copies contributes!

Since the EA launch, we have received immeasurable amounts of feedback - long and short, positive and negative.
We also know that we have a long way to go before Sands of Salzaar is the game we dream it can be. But your enthusiasm for the game continues to motivate us!

We would once again like to express our sincere appreciation to all of our players.

As we intend to make continuous improvements throughout future updates, we would like to take this opportunity to show you ongoing work and later plans in response to the valuable feedback we have received thus far:


  • We heard your voice! game's control scheme and combat logic - As controls and movement touch upon some of the game's most basic logic, we are proceeding with caution when optimizing controls to avoid an unintended "butterfly effect" that would negatively impact other aspects of gameplay. While the update released on July 20 already included some of these optimizations, we will continue to make further progress on the control and movement user experience in Sands of Salzaar.
  • Gamepad or controller support, We do remember this must-done target and sorry for sharing the progress so late: most of the functions have been well developed. and now the team's currently working on the UI design and controller interaction polishments. Always hope to deliver well-tuned control and game experience instead of using certain basic control template
  • Regarding game performance - While we have attempted to improve game performance with each update over the past two years, the main priority has always been to release new content. This has resulted in some unintended issues. Our short-term focus will be to resolve game stuttering and other performance problems some players are experiencing.
  • Regarding development plans - Our goal has always been to be as Open as possible with our development pursue. While we plan to incrementally expand the desert with fresh content, we are excited to announce a new direction for Sands of Salzaar. We will enrich the existing world and stories of Salzaar by building on and deepening their current lore.
    New weapons, gear, legacy selections, dungeons, bosses, troops, and more will be added to the characters already available.


New updates will bring polish and change to Sands of Salzaar, be they visual or historical, as well as new types of gameplay. Preparations are already underway! We will continue to actively seek conversations with players in our community, gather your feedback, and openly publish our plans so everyone knows what to look forward to!

Even greater things are coming to the desert. We hope you're excited as we are! Thank you again to the entire community for your continued support of Sands of Salzaar!


Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!

0720 - V.1.0.8 Update logs (ATK SPEED & Melee Attack Tweaks)

Hi Travellers,

Hope you enjoy your Desert of Salzaar! Today we come with a new update V.1.0.8!

In this patch, in addition to fixing bugs, we also made some tweaks based on the weapon's attack speed and melee attack, which is the most topic the community might pay attention to. For example, in this update we slightly increased the attack speed of some heavy weapons, and the attack effect of wooden wands has been adjusted.

Compared with before, the rhythm of basic attacks when you use these weapons should be not that clunky and smoother than before and hope it can better meet some real-time positioning needs. However, It is recommended that you choose to turn off this function in the "Settings" before try the new changes. The team's looking forward to your feedback, we will make continuous adjustments based on later feedback.



[h3]Full Update Log:[/h3]

NEW CHANGES

- Optimized the memory usage issue when opening the Intel Panel - Slightly increased the basic attack speed of hammers and heavy weapons and knockback range



- When in a strave status, once you get food can immediately remove the movement penalty of hunger
- The message section in the lower left corner will no longer display the number of resources obtained by the lords, but now will pop up with a weekly income report
- Buttons for treasury and lords commands are highlighted
- Optimized the attack effect of the wooden wand - The message font color of the patrol of fellow city lords has been changed to White - The minimum ransom when attacked by a hostile lord is 100 Utar - Increased recommendation level for Slaughterhouse POIs -
- Slightly increased Lone Wolf's Whisper's attack speed
- Fix a bug when using the Shard, the description will block the releated button
- Troops assembly time changed from 1-2 days to 0.5-1 day
- Troops that required upgrades will not display a red font color when the upgrade requirements are met but the resources are insufficient

BUG FIXES
- Fixed a bug when using the Shard, the description will block the releated button
- Fixed a bug that the minimum size of the battle map of Umbra Cliff could not be spawned normally
- Fixed a bug that the Tournament EXPs and rating would not increase when obtained a victory
- Fixed a bug that Nemishi's last invasion plot could never be able to siege the city when playing as a Sultan
- Fixed a bug where the main storyline The Dakn could repeat the dialogue with Ruha before it was completed
- Fixed a bug that BUFF effects such as burning, poisoning, and bleeding could not be stacked sometimes
- Fixed a bug that some BOSS attack distance is too short to cause melee attack no damage
- Optimized some descriptions of constructions details
- Optimized garbled description of Witchcraft



Feedback or encounter any issues when playing the game, just a click into our Discord channels or fill in this bug report form for submission. We will quickly look into and try fixing them in future updates!



Thank you all!