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Sands of Salzaar News

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!

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!