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Sands of Salzaar News

Update log 3-6

Hello everyone! In today's update, we've added two new functions to the mod editor, reworked the main menu animation, and fixed a few bugs. If you encountered any issue, please don't hesitate to contact us by email ([email protected]). We'll try our best to help you!

[h3]·Improvements & updates[/h3]
- Reworked the main menu animation with a new animation plugin, fixing the issues caused by the old plugin.

- Improved the navigation for the route from Twin Moon Mountain to Sand Wind City.

- Improved several physical interactions spots in Black Cliffs.

- Added new codes and plugins to the mod editor. Now, the modders can create 2D animation mods.

- Now you can create new main menu animations with the mod editor

[h3]·Bug Fixes[/h3]
- Fixed the overlapping issue with the Beast King skill tree.

- Fixed the mission menu issue, when there were more than two sub-missions the menu would only show the first sub-mission description.

- Fixed the HeFeng skill bug. 

- Fixed the overlapping issue in the character creation screen.

- Fixed the GuDuShuang model issue.

- Fixed XiHeNaYa's skill, now she can correctly restore health and power.

- Fixed the war hammer Rain Storm skill, now it could correctly stun enemies.

Update Log 3-4

Hello, everyone! We've fixed some issues in the ZhangYue, Wild Soul story and added new models for several interaction locations in today's update.
If you encountered any issue, please don't hesitate to contact us by email ([email protected]). We'll try our best to help you!

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.