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Sands of Salzaar News

0708 - V.1.0.7 Update logs (AI Behavior & Detailed Construct Description)

Hi Travellers,

This week's update V1.0.7 is here.
We've done some lingering bug fixes as well as some AI behavior balanced. We found that after the introduction of some new AI commands, the AI behaviors seems is not that reasonable sometimes. So we tried to fix and polish some designs of that in this update, check out the update log below:

[h3]Update Logs:[/h3]

NEW CHANGES
- When a player's town is besieged, it will automatically ask for help from allied towns within a range, and the range is linked to the duration of the siege
- Added more detailed description text for constructs



- The AI Lords will now choose a random town to patrol within a certain range, instead of just patrolling a fixed location nearby, and when the player's in the same faction, this AI executation will be broadcast by Message
- When the AI ​​town is besieged, the range for assistance will be appropriately increased
- Removed incorrectly displayed the number of turrets in the Siege UI
- Tweak: Settlements will no longer send caravans and villagers to areas controlled by warring tribes
- The NPCs with characteristic - plunder will not take the initiative to rob caravans during a siege assembling
- When the player is serving in an AI tribe, the town under the player's jurisdiction will not be forcibly reclaimed by the leader as the capital now
- Tweaked the attributes of "Ember Crossbow", now the attack speed is changed to 0.12, damage is adjusted to 215, and the equipment no longer needs maintenance. (If you owned before, it still have the maintenance settings)

BUGFIXES

- When two tribes are in a truce, the before sending troops will not continue to attack each other's cities
Hidden Blade - Hunter could no longer control destroyed buildings
- Fixed the skills of Howling Magic Harp, God Bow Sirius, and Crazy Sand Armor, and add item introductions
- Fixed a bug that the skill Excalibur Exemplified of the Sacred Sentinel sometimes did not work functionally
- Fixed a bug where the caravans were unguarded for a long time
- Fixed a bug that the three Sultans could not trigger the ifrit Domain (requires a new archive to take effect)
- Fixed a bug where the owned faction may randomly appear in the random quest to capture
- Fixed a text issue in command order section
- Fixed some high-frequency map collision errors in Umbra Cliffs
- Fixed the "Delivery Location" button in a wrong place
- Hidden Blade - Hunter could no longer control destroyed buildings


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!

0630 - V.1.0.6 Update logs (Leader Order, Assemble Marker)

Hi Travellers,

In this update, we fixed some lingering bugs as well introduced a new concept "Leader Order" for more AI controls for your late-period gameplay.
Just have a check the full update logs below!

[h3]UPDATE LOGS:[/h3]

NEW:
- When the player becomes independent, a new concept "Leader Order" has been added to Intel Panel, it allows you remotely call the garrison in the town to besiege the enemy's city or support our town as a reinforcement



- After completing the Hero encounters on the map, now the FAVOR of your team members will be randomly increased, The value basically is linked to and calculated based on the power gap of your opponents. This information will be recorded in the teammate's Intel panel
- Allies will give a 1-day CD Marker on the map when they assemble their troops

ADJUSTMENT:

- When the city lords assemble their troops to siege a city, they will stay at the starting point for 1-2 days to wait for other allied troops to join, And under the order of siege, they will prefer to rush instead of attacking other targets on the march.
- After defeating the enemy hero, the equipment drop rate is now linked to the difficulty levels. 20% in normal difficulty, 10% in hard difficulty, and Epic difficulty remain unchanged.
- The Favor of the canonized city lord has been increased from 15 to 25


BUGFIXES

- Fix a [MOD] bug that some players were unable to open source mods
- Fixed a bug where all pop-up messages in the lower-left corner were not displayed at the end of the battle
- Fixed a bug where the skill Excalibur Exemplified of the Sentinal sometimes did not work
- Fixed a bug where three sultan roles were not able to explore the mysterious rift in the tribe
- Fixed a bug when disbanding the faction, the members of the team are still in the old faction

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!

0624 - V.1.0.5 Update Logs (AI Tweaks, New Treasury & Diplomatic Strategy)

Hi travelers,

Update v.1.0.1.1 is out now.

It's a patch that mainly optimized AI mechanics and addressed some gameplay inconsistencies and stuck that have been around in the recent patches.

In addition, we'd like to also introduce you to 2 new concepts "Treasury" & "Diplomatic Strategy". It features more options and orders to your NPC tribe lords when you have an independent tribe in the desert.

For more information, you can check out the detailed patch note below:

New Additions
New - When the player becomes independent, a new concept "Treasury" has been added to Intel Panel, Players can freely store resources into it, which will be used for the NPC tribe lord recruiting troops, building constructs, etc.
New - When the player becomes independent, a new concept "Diplomatic Strategy" has been added to Intel Panel, Players can order the NPC Lords to give priority to recruiting, constructing or both balanced.

Changes
Adjustment - Reduced collision range between arrow towers and siege weapons
Adjustment - Caravan's income is no longer a pop-up by a single notification, but is included in the the income brief
Adjustment - The interface for storing soldiers now has a new UI style

BUG FIXES
Fixed the AI navigation collision issues in the sieges.
Fixed a bug caused player assgined NPC lord will not actively building the contructions for the cities.
Fixed a bug where players could not automatically resolve failures after being defeated in Endless City Chapter 2

Feedbacks 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!

0621 - V.1.0.4 Update Logs (Auto-Navigation Tweak, Merchant&Hero AI Adjustment)

Hi Travellers,

Along with this new update V.1.0.4, we've done some changes to auto-navigation improvement as well as some tweaks for AI like merchant and heroes behavior balanced.

Meanwhile, we've also noticed some voices regarding the combat controls from the community. We're looking into it with a high priority and some first-try adjustments will meet you soon


[h3]Update Logs[/h3]

NEW CHANGES:
- Optimized and put more navigation lines in the system so that now will have more improved AI leads to the targeted locations

- Adjustment: The NPC merchant will weekly recover certain golds according to the town level, caravan buildings, etc., and set a dynamic limitation cap for it, which will not cause the merchant's gold's overflow

- Adjustment: After the heroes have been defeated, they will return to the nearby cities and enter a 3-day CD, in which the hero will not go out of the city to attack other people within the CD

-Adjustment: The main camp of the bandit will generate a small number of reinforcements every 45 seconds when the battle lasts over 3 minutes.

BUGFIX
- Fixed a display issue in the Party [details] UI

-Fixed the bug that the lord, who was assigned by the player, will not actively build constructions

-Fixed a text issue that The requirement of entering dungeons for Sol Warrior

-Fixed a bug where the favor change message would not pop up when trying to help two warring teams


Feedbacks 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!

6.17 - V.1.0.3.2 Update (Mods & Bug Fixes)

Hello Travellers,

In this update, we fixed a few bugs might be carried by the V.1.0.3 Npc Roles. It's mainly solved the MODs compatibility issue. Have a detailed check below:

[h3]Update Logs:[/h3]

Adjustment:
- "The Bandit of Umbra Cliffs" and "Find Rabia" now have the location hint
- Some quest status will be shown as "To be delivered", instead of ‘Completed’
- Removed the option of tribe rename for Sultan roles in Intel interface

Bug Fix:
- Fixed MODs compatibility issues.
- Fixed the wrong layer level of the Crying Rock map in Sandbox Mode
- Fixed the wrong layer level of Gobi's mini-battlefield map
- Fixed the an quest objective error in Akhal Sultan quest lines

In addition, we've always been keen on to hear your voice for the update, especially your valueable thoughts regarding our WIKI, localization and V.1.0.3 Update: FPS Performance, New Roles feelings, and etc



Feedbacks 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!