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The Road to Sentara

[p]Hello mates! Baron here, and before we all break for the holidays I wanted to give you guys a little sneak peek at the upcoming 1.2 update.[/p][p]The Rakta update is now fully complete, so the team have already moved onto the next in the Byeth series releases - The Sentara Update.[/p][p][/p][p][/p][p][/p][p]This update is themed around Sentara, the small maritime nation west of Eraden, renown for its sailors, mercantilism, and piracy! [/p][p]--[/p][p]This news is only going to be a little preview of things to come. I will do a deeper dive in January, and our hope / ballpark is that this update will be ready for release around the end of February, 2026.[/p][p]But for now, let's get into this news![/p][p][/p][h2]New Weapons and Armour[/h2][p][/p][p]The meat and potatoes of every Byeth update is going to be new weapons and armour, and you can count on every update having these.[/p][p]In Sentari weaponry, the design direction was inspired by Mediterranean maritime nations, drawing influence from sailors, pirates and privateers.[/p][p]I will save most of the previews for later, but here is one little teaser to keep you going; the cutlass![/p][p][/p][p]There will be 8 weapons in total, ranging across categories from blades to axes to spears.[/p][p][/p][p]In terms of armour, Sentari attire is more suitable for sailing than it is for fighting, so their outfit will consist of lightwear that is more oriented towards mobility and comfort over protection.[/p][p]And dare I say, it is quite fashionable![/p][p][/p][h2]New Sentara Faction[/h2][p]Following up on the additions we made in 1.1.1 by making Rakta playable in dungeons and adding more waves, I can confirm that the same will be true for Sentara. [/p][p]In 1.2 there will be Sentari waves in the sandbox arenas, and their faction will also be possible to select as the enemy faction in sandbox dungeons. ːpraisesunː[/p][p]We will do this for all the future Byeth factions too.[/p][p][/p][h3]And now, a big surprise...[/h3][p][/p][p]You know at Warpfrog we like our little secrets... You heard me say a million times, we need these Byeth updates to be tight and not succumb to scope creep because we don't wanna break the game or sidetrack from development on our new game. However... we couldn't resist... something didn't feel right...[/p][p][/p][h2]New Byeth Faction Maps[/h2][p][/p][p]The absence of faction maps was simply too glaring an omission from the Byeth updates to leave alone.[/p][p]After chatting with the environment team, the guys were really awesome and took a break from working on our next game to jump back to Blade & Sorcery and design some new maps for each of the Byeth factions![/p][p]And yes, that includes Rakta, which we will add into 1.2![/p][p]A sneak peek of Rakta for you:[/p][p][/p][p]The maps will be playable in Sandbox mode, but you will also be able to access them in Crystal Hunt - they will appear as random opportunities for player to visit and fight for money, same as when the maps for Citadel, Canyon, Arena, etc, appear. [/p][p]However the big difference is that for lore logic you will only fight Raike in the Rakta map, Sentari in the Sentara map, and so on, whereas in the vanilla maps you can fight Outlaws, Wildfolk, Eraden, and The Eye.[/p][p]In Sandbox mode however, you are free to mix and match as you please! Sandbox is always a good "what if" mode. ːlunar2019piginablanketː[/p][p][/p][p]Each update will have one faction oriented map, but in 1.2 you are getting the added bonus of receiving both Rakta and Sentara maps. The enviro team worked under tremendous pressure here to get two entirely new maps created in such a short amount of time, but they crushed it.[/p][p]Now you are probably now thinking, okay, so then where is the Sentara map preview?? Well I will save it for the next news! ːwftogrinː[/p][p][/p][h2]Mapboard Rework[/h2][p][/p][p]To go along with these new maps, we needed a way to have player access them, but you may recall the mapboard was a map of Eraden, so it didn't really make sense to have Rakta and Sentara map locations slapped on there.[/p][p]In thinking about this solution, it led to a bit of a redesign spiral (but so worth doing!) and as such the mapboard was redesigned in layout and functionality.[/p][p][/p][p]As you can see, the interface is much cleaner and legible thanks to the new layout, but you also might have noticed the little tabs down the bottom. This is our solution for the Byeth faction maps.[/p][p]These are a nice and immersive little way to change areas of the world map, by clicking on the action icon tabs. When you do this, the background world map changes to the canon lore map too.[/p][p]For example, switching from Eraden to Rakta:[/p][p][/p][p]You might also have noticed the tab for Sentara is there too. ːtmntdonː As we add new maps around Byeth, we can add more tabs, for example for Khar-Tib and Madlu.[/p][p]But something else cool about this new system is that it is modder friendly! [/p][p]Space has been reserved so modders can add their own custom tabs and maps. So for example, a modder could add their own tab for some brand new place and then add all their own maps under it.[/p][p][/p][h2]Survival Rework / New Game Modes[/h2][p][/p][p]Survival mode has always been a pretty underused gamemode among players and it is fairly understandable why, as it had a lot of similarity to Sandbox which didn't add a ton of motivation for players to play it.[/p][p]We addressed this and went a bit overboard in doing so - coming in 1.2, we have a whole new survival mode that is super-customizable so you can tailor really cool and unique gamemode experiences.[/p][p][/p][p]To start, we added a bunch of totally new functionality to the Survival mode - now you can earn skills as rewards and accumulate power across each wave like a progression mode, unlock new armour sets as a reward, or acquire entire themed bundles as rewards for unique playstyles! [/p][p]We even added elements so you could play a completely unique roulette gamemode for a truly roguelite experience; choose one reward per wave and whether good or bad you can only use that reward for the round, then it is reset on the next wave. So one round you could be fighting off a wave with a rusty dagger but then annihilating with molten beam the next round.[/p][p]But best of all, in the true Warpfrog spirit, we don't like to tell you how to have fun! We added lots of customization options so you can tailor survival any way you like. Maybe you want to get just weapons and armour as rewards but not skills; no problem! Or how about magic only, but you are not allowed use enemy weapons; go for it! Or if you even wanna play survival mode but with your character kitted out with weapons and skills acquired from sandbox spawns; do it![/p][p]If you really wanted, you could even tailor it to be like the old Survival mode for nostalgia purposes and come full circle, lol. [/p][p][/p][p]Our hope is that players who have played Blade & Sorcery to death can enjoy this mode a new way to experience the game that the player may not have previously considered or been motivated enough to self-enforce in sandbox. [/p][p]This way, player can tailor the game to give them a little structure or limitations to motivate them towards playing a playstyle they might not normally be used to playing.[/p][p]You will be able to play the new Survival mode on any map including the new maps.[/p][p]I should also note, the gamemode is very modder friendly! It is really easy for modders to add their own modded weapons or skills to spawn on the reward pillars. [/p][p][/p][h2]More Surprises![/h2][p]
This is not even everything![/p][p]I have some more really juicy stuff to share but I am going to save some goodies for the January news, so stayed tuned for more surprises to come. In the January news I will also be able to do a deeper dive into all the aforementioned new stuff.[/p][p]--[/p][p]From all of us at Warpfrog, we hope you guys all have a great time over the holidays and we will see you next year![/p][p]Bye for now![/p][p][/p][p][/p]

Rakta 1.1.2 released - mod manager improvements

[p]Hello mates, Baron here! The last patch of the year is here, but it is also the last of the Rakta patches. After this, the next update you will see is the Sentara Update, which is shaping up lovely by the way! I should be able to drop a sneak peek of that just before Warpfrog break for Christmas.[/p][p]But for now, check out what we have in store with patch 1.1.2 - this small update contains a bunch of fixes for Rakta, but the more juicy news is that it actually brings a whole bunch of great QOL improvements to the mod manager.[/p][p]The most notable change is that overall loading and previewing will be dramatically faster. This is due to a variety of changes we made for how mods display, including dynamic loading of previews, which as well as being faster will also give a boost in performance for weaker machines.[/p][p]Check out this comparison gif to see how it stacks up to the last update:[/p][p][/p][p]Full video of the demonstration here:[/p][p][dynamiclink][/dynamiclink](thanks Wully for the video!)[/p][p][/p][p]If you have a ton of mods, your loading time may still be longer than the video, but nonetheless it will still be dramatically faster than your 1.1.1 loading times.[/p][p]As well as this, the mod manager has gotten plenty of general improvements in stability and functionality, so overall it should simply play nicer. ːlunar2019piginablanketː [/p][p][/p][p]For a full list of changes in 1.1.2, the changelog is below![/p][p][/p]
Full Rakta 1.1.2 Changelog
[h3]Additions[/h3]
  • [p]Mod previews now dynamically load, providing a major performance increase[/p]
  • [p]Mods are now culled when no longer in view, increasing performance[/p]
  • [p]Thumbnails are now loaded when you can see them, speeding up scrolling and loading times[/p]
  • [p]If a mod fails to download, the mod manager will now re-attempt 3 times before giving up[/p]
  • [p]Updated to modio v2025.10.1, bringing improvements and fixes[/p]
[h3]Fixes[/h3]
  • [p]Fixed large mods freezing your game while installing[/p]
  • [p]Fixed stability when cancelling mods downloading[/p]
  • [p]Fixed the report mod button not working[/p]
  • [p]Fixed mods needing to be moved around causing frequent layout changes[/p]
  • [p]Fixed like/dislike button showing both as coloured[/p]
  • [p]Fixed inconsistent mod manager font sizes[/p]
  • [p]Fixed uninstall/install not updating the mods display[/p]
  • [p]Fixed the mod manager not refreshing mods properly to keep their state up to date[/p]
  • [p]Fixed uninstalling mods sometimes not properly unsubscribing/removing[/p]
  • [p]Fixed an issue with mods (especially larger ones) getting stuck on ~99%[/p]
  • [p]Fixed an issue where the error window could overlap the mod browser window[/p]
  • [p]Fixed a potential race condition when cleaning mods up during install[/p]
  • [p]Fixed potential errors that could occur when mod displays are removed[/p]
  • [p]Fixed a visual bug where like/dislike counter could overlap on mods with huge numbers[/p]
  • [p]Fixed skill tree ring vfx not showing[/p]
  • [p]Fixed infuser lightning video[/p]
  • [p]Fixed blood not showing on Guandao weapon[/p]
  • [p]Fixed draw cuts on axes[/p]
  • [p]Fixed some vfx showing green/NaN[/p]
[h3]SDK[/h3]
  • [p]\[SDK] Fixed missing custom snap method implementation[/p]
  • [p]\[SDK] Expose pierced spawner pierced method[/p]
  • [p]\[SDK] Expose Load, ClearLinkedHolders, LoadFromContainerId, and LoadFromPlayerInventory methods[/p]

Rakta 1.1.1 released

[p]Hello mates, Baron here! Patch 1.1.1 is here and it is a nice one, with some new goodies to compliment the recent release of The Rakta Update.[/p][p][/p][h2]Rakta Faction in Dungeons[/h2][p]The most notable addition is Rakta enemy can now be encountered in Sandbox mode dungeons. ːpraisesunː[/p][p]We knew even for 1.1.0 that players would want this and honestly their absence never felt right to us! But the issue we had was it was impossible for us to add a new faction into Crystal Hunt dungeons without rewriting the code for how factions spawn in Dungeons because it is all tied to the progression system. [/p][p]Doing major code rewrites at this stage would have been way too risky and almost guaranteed to have broken the game... so you can see how this would have been far from a "small content" addition which was our self-imposed requisite when making the Byeth Updates. [/p][p]It also would have needed to be shoehorned into the lore to provide some explanation as to why Raike soldiers are running around Eraden dungeons unchecked. This would have also meant new writing, journal stuff, icons, QA and dungeon spawners - all stuff that quickly adds up in scope creep.[/p][p]However, a good compromise we found was to add the Rakta faction into the Sandbox mode dungeons. Since sandbox is just for fun it doesn't really matter if it makes lore sense, and makes it a nice "what if" scenario. [/p][p]You will find the Rakta faction under "Enemy Factions" on the Sandbox mapboard in both Outpost and Dalgarian dungeons.[/p][p][/p][p][/p][p]The cool things is we will now be able to do the same with the upcoming Sentari, Kharese and Madene enemy when those factions release. ːlunar2019piginablanketː[/p][p]As another bonus, you can now find the previously missing Outlaw faction in Dalgarian sandbox dungeons.[/p][h2]
Rakta Categories[/h2][p]A nice QOL improvement - Rakta weapons and armour appear in their own custom categories.[/p][p]A surprising number of people messaged me after the update to say they didn't get the new content in 1.1.0, but the explanation was that they just didn't realize the new weapons were buried in the normal categories. [/p][p]To make it more neat and tidy and to give a distinction to the special new Raike content, you can now find all the new weapons in their own unique Rakta category with the Raike flag icon.[/p][p][/p][p][/p][p]Rakta armour is also in its own special category, under Apparel. This should make it much easier to see all the components of the armour set.[/p][p][/p][p][/p][h2]More Rakta Waves[/h2][p]In Sandbox mode you can now find Rakta waves under their own special categories. [/p][p]As well as that, we added more variants of Rakta waves, such as "melee only", etc.[/p][p][/p][p]To go with these new waves, there are now more Raike loadouts too. Sorcerers will have the Raike dual-crystal staff, and archers will use the T3 bow and arrow.[/p][p]There are also dangerous Raike spellswords, who will fight with magic and katanas.[/p][p][/p][h2]Raike Hip-Draw[/h2][p]If you are a lore enthusiast you might recall the shopkeeper mentioning the Raike have a strange way of drawing arrows from their hip. It was originally just a little lore flavour line for fun, but now it is a reality![/p][p]New animations were added for Raike archers so they can draw arrows from a hip quiver.[/p][p][/p][p][/p][p][/p][h2]Bugfixes[/h2][p]There are a variety of bugfixes added in this patch which you can read in the changelog below, but the most notable fixes which deserve a shout out are the Rakta chest plate which was not blocking stabs, and the dual-staff which was not firing each end independently. [/p][p]Both of these issues have been addressed![/p][p][/p][hr][/hr][p][/p][p]That's it for now folks. The guys are already deep into the development of Update 1.3: The Sentara Update, which is expected to be ready sometime early next year, possibly around February.[/p][p]When I have some nice previews of that I will be sharing them in the news. In the meantime, enjoy the Rakta Update![/p][p][/p][hr][/hr][p][/p]
Full Changelog - Rakta 1.1.1
[p][/p][h3]Additions:[/h3]
  • [p]Added new item book icons for Byeth updates.[/p]
  • [p]New Rakta enemy loadouts.[/p]
  • [p]Additional Rakta waves.[/p]
  • [p]Added Rakta Elite to Progressive 1v1 duel.[/p]
  • [p]Add Rakta as faction option for Outpost dungeon.[/p]
  • [p]Add Outlaw as faction option for Dalgarian Dungeon[/p]
  • [p]Add animation for Rakta NPCs to draw arrows from hip-holstered quiver.[/p]
[h3]Changes:[/h3]
  • [p]Reward items (chosen from the pillar) remain in player hands + holsters when the wave ends.[/p]
  • [p]Rakta items are now in their own categories in the item book.[/p]
  • [p]Rakta melee items no longer have ranged weapon data which caused weird behaviour.[/p]
  • [p](Modding) Make brain modules merge in brain data.[/p][p](Modding) Make LightManager public to expose it for modding access.[/p]
[h3]Fixes:[/h3]
  • [p]Fix Rakta chest plate not blocking incoming attacks.[/p]
  • [p]Fix Rakta dual-crystal staff sides not activating independently.[/p]
  • [p]Prevent telekinesis targeting items while merging spells.[/p]
  • [p]Fix achievement logic trying to run load method before it loads.[/p]
  • [p]Fix errors caused by unloading achievements.[/p]
  • [p]Fix fatal crash caused by duplicate mod IDs in mod manager.[/p]
  • [p]Fix for archers with gravity imbue on their arrow shooting over the player's head.[/p]
  • [p]Fix golem head emission not turning on when defeated.[/p]
  • [p]Fixed ethnic group not applying in certain situations (after first dungeon room).[/p]
  • [p]Fixed Rakta staff on NPCs hip holster being aligned badly.[/p]
  • [p]Fixed some fire shaders causing NaNs or turning green.[/p]
  • [p]Fixed LOD2 on Female Rakta right arm bracer rendering incorrectly[/p]

The Rakta Update is now available!

[p]Hello mates! The Baron here, with news from the Warpfrog front that The Rakta Update is now available![/p][p]This is update 1 of 4 in the free series of "Byeth Updates" Warpfrog is planning, from now until the end of 2026.[/p][p]If you want to read more about The Byeth Updates, what they are and what we have planned, Warpfrog did a Q&A here.[/p][p]The Rakta Update focuses on the nation of Rakta, adding Raike themed content into the game, officially expanding the canon of the Blade & Sorcery universe.[/p][p][/p][p][/p][p][/p][p]Now, let's dive into what is new in the update! ːpraisesunː[/p][p][/p]
New Raike Weapons
[p]The Rakta Update brings 8 new canon Raike weapons into the base game. Thematically they are inspired by an amalgamation of East Asian real life counterparts.[/p][p]Check out these renders of the new content:[/p][p][/p][p][/p][p]These exotic weapons can be purchased at The Baron's Bounty in Crystal Hunt, or accessed freely in Sandbox mode.[/p][p]It might have taken 7 years, but we did it guys - the katana is a canon part of Blade & Sorcery. ːsteamlaughcryː[/p][p][/p][p][/p][h2]Physics bases shuriken[/h2][p]Among the new weaponry are physics-based shuriken (including a shuriken pouch).[/p][p]These shuriken will actually spin when thrown, with a little under-the-hood assistance to help ensure the blade actually sticks into the target. (annoying when you throw a weapon and it just bounces off an enemy ːsteamfacepalmː )[/p][p][/p][p][/p][p][/p][h2]Dual Spell Staff[/h2][p]My personal favourite addition to the update: the Raike Dual Crystal Staff.[/p][p][/p][p]Being a highly magical warrior nation, the Raike have developed a combat staff that allows for a dual imbue; one element on each end.[/p][p]This allows for some really cool and creative combinations! For example, you to have one end blasting a flamethrower spell while the other end is lashing a lightning whip.[/p][p]Or, double up on the element and unleash hell![/p][p][/p][p][/p][p][/p]
New Raike Armour
[p]Available in Crystal Hunt to purchase in the Baron's Bounty, or freely available in Sandbox mode, for the first time ever, a non-Eraden armour is available to wear.[/p][p][/p][p][/p][p]The armour reflects the warrior culture of the Raike, reflecting exquisite craftsmanship, functionality, and aesthetic.[/p][p]You can find the new armour under the plate section of the armour spawner.[/p][p][/p][p][/p]
Special Rakta Wave
[p]Fight in Sandbox mode against Raike warriors, equipped with their Rakta attire and weapons. [/p][p]Currently we have it limited to 1v1 duels, but expanding this is a real possibility in the future, if not in minor patches then possible as a bonus in the future Byeth Updates.[/p][p][/p][p]You can find this special 1v1 wave in under the category Special > Rakta Elite Duel.[/p][p][/p][p][/p]
Achievements
[p]The Rakta Update brings 37 achievements to find and unlock.[/p][p]A couple of the achievements are listed and you can see what is necessary to unlock them. These are the really obvious type achievements, like complete X in the game, or collect Y items. [/p][p][/p][p][/p][p]However, we really, really wanted to avoid these grindy type achievements, because our vibe is that those kind of achievements always feel like they are just there to waste your time and keep you grinding hours.[/p][p]So in the case that we have visible achievements, we tried to make them more landmark accomplishments (mostly relating to the end game) but mainly we opted to make most of the achievements hidden. The idea here was we wanted to make them more easter eggy, and something fun for the player to try and find in game themselves through discovery. Typically they relate to an in game secret, or are a reference to some community in-joke, so the objective is to explore the game, and see what you discover. [/p][p][/p][p][/p][p]You can of course spoil the unlock conditions by simply revealing them on Steam, so no worries if you are a straight-up completionist type person and don't want to actually discover them for yourself.[/p][p][/p][h3]What about Unity 6 and OpenXR?[/h3][p]I mentioned in an earlier preview about the Rakta Update being the time when we would update the game to Unity 6 and OpenXR - this is a purely technical decision which will help Warpfrog handle the snowballing maintenance of Blade & Sorcery across so many headsets, but players would not actually notice any difference at all.[/p][p]However, the move to Unity 6 is a big one because it risks breaking all sorts of mystery things in the game, and indeed when we began the migration, we start to notice all sorts of stuff was breaking, from dungeons to VFX.[/p][p]Because of the bug risks involved, we would need to do a really massive QA pass over the whole game, and given that we didn't want to delay the update release, we decided to hold off on the Unity 6 / OpenXR switch for now and we will tackle it in the coming months instead.[/p][p]As said, the delay on this migration will be completely indifferent for players, except for one thing - full body tracking. OpenXR was likely to improve FBT, so this is one thing players will benefit from when the migration happens.[/p][p][/p][h3]Modwatch: will this update break mods?[/h3][p]The short answer: no! [/p][p]Of course you can't guarantee anything 100%, but the main concern was that Unity 6 threatened to break map mods and scripting mods. However, since we are not moving to Unity 6 right now, this is not an issue.[/p][p]This update has no major code changes and we are being deliberately careful so as not to break mods if it can be helped. [/p][p][/p][hr][/hr][p][/p][p]That's it for now, folks! Coming down the line is likely to be some small bugfix patches, and a patch that switches the game to Unity 6 and OpenXR. Other than that, it is on to the next Byeth Update - The Sentara Update![/p][p]Cheers![/p][p] [/p][p][/p][hr][/hr][p][/p]
The Rakta Update - Full 1.1.0 Changelog
[p][/p][h3]Features[/h3][p]- \[New] Add Rakta Weapons[/p][p]- \[New] Add Rakta Armor[/p][p]- \[New] Add Shopkeeper Rakta Items voice lines[/p][p]- \[New] Add Achievements[/p][p]- \[New] Add Rakta 1v1 Wave.[/p][p][/p][h3]IMPROVEMENTS[/h3][p]- \[Improvement] Ensure video players don't drop frames[/p][p]- \[Improvement] Improve game mode title and description readability on the world travel map[/p][p]- \[Plugins] Improve Steam setting up callbacks for getting tickets[/p][p]- \[Plugins] Improve handling of Steam API error states[/p][p]- \[Plugins] Improve Mod.io error handling [/p][p]- \[Plugins] Reduce Mod.io logging[/p][p][/p][h3]CHANGES[/h3][p]- \[Change] Make the zipline return to you if you drop it[/p][p]- \[Change] Remove the Falchion and the Cupbending Cup from the Sandbox book[/p][p][/p][h3]FIXES[/h3][p]- \[Fix] Fix messages popup transparency[/p][p]- \[Fix] Fix tutorial dungeon sometimes not showing up on the Shop map[/p][p]- \[Fix] Fix Sepia grayscale not working with Hyperfocus on Nomad[/p][p]- \[Fix] Prevent NRE from hand overlap coroutine[/p][p]- \[Fix] Fix OpenVR not being stripped from platforms that don't use OpenVR[/p][p]- \[Fix] Fix double call back from Steam[/p][p]- \[Fix] Add blood content flag to slice flesh parent and slice flesh child effects[/p][p]- \[Fix] Fix Notes lighting issues[/p][p]- \[Fix] Fix missing shadows on mirror in Home and Shop[/p][p]- \[Fix] Add missing mesh collider to the Cliff Bridge of the Citadel[/p][p]- \[Fix] Fix overlapping fabric mesh in the Shop[/p][p]- \[Fix] Fix boat sail visual issue[/p][p]- \[Fix] Fix the missing physics material on the skill orb[/p][p]- \[Fix] Remove duplicate creature spawner point in Castle RopeTraverse[/p][p][/p][h3]AI[/h3][p]- \[Fix] Fix Shopkeeper not saying the Falchion and the Baron Hat easter egg lines[/p][p]- \[Fix] Fix for NRE if the item is despawned before the NPC can start aiming[/p][p]- \[Fix] Prevent NREs from BrainModuleRanged due to Throw, Bow brain modules dropping items[/p][p]- \[Fix] Prevent unconscious creatures sharing targets with nearby enemies[/p][p]- \[Fix] Fix navmesh issues on the Canyon, the DA Forge, and the DA Metal Storage[/p][p][/p][h3]MODDING[/h3][p]- \[Mods] Move manikin channel layers address out of ItemModuleWardrobe and into CreatureData[/p][p]- \[Mods] Fix golem activating player events on zones[/p][p]- \[Mods] Fix for NPCs not taking gravity modifiers into account when aiming[/p][p]- \[Mods] Fix for Note text loading[/p][p]- \[Mods] Remove runtime-only bool property from JSON in brains[/p][p]- \[Mods] Only snap creatures to the ground if they are properly grounded[/p][p]- \[Mods] Fix session prefab data[/p][p]- \[Mods] Fix skill menu not showing modded skills under certain circumstances[/p][p]- \[Mods] Add support for manual assembly resolving for multi DLL mods[/p][p]- \[Mods] Add mono cecil and use it to handle sorting assembly dependencies[/p][p]- \[Mods] Add condition to allow creatures to be made immune to stun[/p][p]- \[Mods] Add GetHandAngularVelocity method[/p][p][/p][h3]SDK[/h3][p]- \[SDK] Add new editor tool to setup armor items[/p][p]- \[SDK] Add AssetPostProcessor to ensure modders asset bundle groups get moved to Assets/Personal so they are ignored by the SDKs git repo[/p][p]- \[SDK] Add button to open platform export folder for each asset bundle[/p][p]- \[SDK] Fix GUI errors when building bundles[/p][p]- \[SDK] Add export mode so that modders can export directly to a folder[/p][p]- \[SDK] Change assetBundleGroup list to buttons to edit the groups easier[/p][p]- \[SDK] Fix catalog files not exporting to Nomad[/p][p]- \[SDK] Expand merge events for crystals[/p][p]- \[SDK] Add proto shield rack and proto bow rack[/p][p]- \[SDK] Remove Steamworks from the SDK[/p][p]- \[SDK] Fix menus for tools[/p][p]- \[SDK] Make methods in BrainModuleStance virtual[/p][p]- \[SDK] Improvements to making Groups in SDK[/p][p]- \[SDK] Move crystal shader into SDK[/p][p]- \[SDK] Update MOES maker and improve it to allow splitting existing mixed-channel textures, improve GUI[/p][p]- \[SDK] Fix Detail map toggle not working on LitMoss shader[/p][p]- \[SDK] Hide the set compressed button in the SDK[/p][p]- \[SDK] Add SDK tools to help modders switch platform + quality setting[/p][p]- \[SDK] Fix setting the gitignore on the SDK[/p][p]- \[SDK] Add new compile checker, fix compile errors[/p][p]- \[SDK] Add DrawGizmosCircle into common for throwspinner gizmos[/p][p]- \[SDK] Make Odin stubs editor only[/p][p]- \[SDK] Make sure onvalidate is run on the assetbundlegroup before building[/p][p]- \[SDK] Ensure the AssetBundleGroup folder name is never empty[/p][p]- \[SDK] Expose Play() method on AudioContainerPlayer[/p][p]- \[SDK] Add reveal shared bundle to save modders bundle size[/p][p]- \[SDK] Add water enter/exit events for creatures/items[/p][p]- \[SDK] Add offset transform field to PhysicbodyForceApplier[/p][p]- \[SDK] Add level load/unload events to GameEventLinker[/p][p]- \[SDK] Make OptionBase use name as a JSONMergeKey[/p][p]- \[SDK] Make boneHash a property with a backer field which is set on get[/p][p]- \[SDK] Add release item method to item magnet[/p][p]- \[SDK] Add holder filter to container saver[/p][p]- \[SDK] Add method to creature tool to run all ragdoll part actions[/p][p]- \[SDK] Add comments to discombobulate, add condition to allow creatures to be made immune[/p][p]- \[SDK] Make some fields on skill tree crystal public[/p][p]- \[SDK] Add CustomSkillData class[/p][p]- \[SDK] Call PhysicBodyZoneChange in force item/creature enter/exit methods[/p][p]- \[SDK] Add snap item and snap item silently methods for public SDK[/p][p]- \[SDK] Expose methods in ItemMagnet by moving them out of ProjectCore[/p][p]- \[SDK] Invoke blackboard update event on SessionBlackboardTool when setting variables[/p][p][/p]

The Rakta Update, coming October 7th

[p]Hello mates, The Baron here! I have good news to share that The Rakta Update will be available for PCVR on October 7th. [/p][p]This will be update 1 of 4 free "Byeth Updates", bringing canonized weapons and armour from the extended Blade & Sorcery lore into the base game.[/p][p]The Warpfrog team are closing in on a final build, though the guys are still trying to iron out the last of the bugs in the update. However, nothing critical has appeared so far, so the team are feeling confident enough to set a date for release. [/p][p][/p][h2]Rakta Armour[/h2][p]I mentioned last time that by this news we should have the Rakta armour completed so that I can share a preview, and indeed I can![/p][p][/p][p]This armour will be available to purchase at The Baron's Bounty in Crystal Hunt, or you can access it freely in Sandbox mode.[/p][p]We also have a special Rakta wave so that you can fight enemies wearing this armour in Sandbox mode.[/p][p][/p][p][/p][h2]Achievements testing[/h2][p]You might notice some strange activity on Steam in the next few days, where it will appear as though the game has achievements available even though the update hasn't dropped. [/p][p]This is just the team testing the achievements on a live (unreleased) build, so just ignore that for now. All of the achievements will be hidden while they are being tested, but I would advise against using any cheat unlockers to unlock them early, because I believe that will irreversibly spoil them for yourself when they actually become available. [/p][p][/p][p][/p][p]That's it for now folks, just a small news today! [/p][p]There is no exact time of day set for the release, but more than likely it would be later in the day GMT.[/p][p]Cheers![/p][p] [/p]