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Blade & Sorcery News

Update 8.2 released!

Hello, folks! The following is from KospY himself:


Following the release of U8, we are working hard to fix the performance issues and bugs.
We are happy to announce that today with the 8.2 patch, most major issues should have been fixed,
and performance should be back to around how it was in U7.

Obviously it will not be the last patch for U8 as there is still many issues to fix (see known issues at the bottom). We will continue to work on U8 for some time to bring more performance improvements, fixes and even some minor content.

Thanks to everyone for their patience while we were working on fixes. U8 was an huge update and a pretty major challenge, such an update for an early access game is not something common, and we hope the majority will be happy of all the changes ːsteamhappyː


You will find below the changelog of update 8.2 (as well as 8.1!)

Update 8.2


Features / Enhancements

- Added female version of the "gladiator" armor
- Improved gravity & TK push effect
- New punch sounds


Performance optimizations

- Optimized NPC spawning performance
- Enabled incremental GC
- Fixed point cache generator not disposing correctly
- Added new character quality options for performance testing / low-end computers
- Misc performance enhancements

Fixes

- Fixed game parameters not saving correctly
- Fixed character customization not saving correctly
- Fixed an issue preventing U7 save file to load (infinite loading)
- Fixed an issue with characters being merged between male and female
- Fixed mirror light not lightning player head
- Fixed some wave issues
- Fixed wrong axe penetration effect
- Fixed characters not moving their mouth when speaking
- Fixed missing colliders in Arena
- Fixed fireball telekinesis highlighter showing on hit objects
- Fixed characters getting their mouth deformed after switching gender in the character selection screen
- Fixed player hand animation being way too fast (climbing fix)
- Adjusted male hand pose and fingers colliders for climbing
- Fixed a climbing collision issue with locomotion
- Fixed gender not refreshing correctly in character selection
- Fixed female pose in character selection scene
- Fixed debug collision marker
- Fixed arena and ruins spikes
- Fixed tree spikes on Citadel
- Fixed magic staves not regaining imbue energy
- Fixed music not looping in the character selection scene
- Fixed dummy head material being wood instead of fabric in the home
- Fixed light probe not taking into account directional light (dark area should lit objects better)
- Fixed baguette sword holster
- Fixed harmless warnings in the log to avoid clutter and wrong diagnostic
- Updated to Unity 2019.4 LTS (may resolve some crashes)


Update 8.1


Features / Enhancement

- New "Gladiator" armor for NPC (male only)

Performance optimizations

- Fixed a performance issue with UI
- Reduced general CPU usage
- Fixed a Oculus only issue causing performance drop when both controllers are vibrating
- Market: Optimized terrain, trees and disabled grass
- Optimized terrain on Arena and Canyon
- Heavily reduced draw calls on Citadel
- Reduced CPU usage on Citadel
- Improved locomotion CPU usage
- Fixed wrist stats CPU spike when shown
- UI auto disable when the player is far
- Temporary disabled face expression causing a performance issue
- Reduced default shadow distance and max number of corpses
- Improved staff gravity shockwave performance
- Misc performance enhancement

Tweaks

- Reworked waves
- Added fabric physic material
- Minor weapon visual tweaks
- Increased imbue duration and reduced hit drain
- Tweaked some collision sound and effects
- Axe imbued with fire can now pierce metal and stone (like daggers)

Fixes

- Fixed broken waves
- Fixed wrong effect when pierce is done by pressure
- Fixed slicing texture being randomly invisible
- Fixed physic rope material missing
- Fixed missing cursor in character selection screen and death sequence
- Fixed spell menu not closing when hovering holster
- Fixed spell continuing charging if we press grip
- Temporarily removed axis highlighter as it was buggy
- Fixed wrist stats missing on left arm (male only)
- Fixed NPC using two weapons at the same time
- Fixed some NPC navigation issues on Market and Canyon
- Fixed an inaccuracy issue with material detection on NPC
- Fixed some warnings in the log
- Fixed fabric bleeding blood on pierce


Known issues of U8


- Some amd GPU seem to cause double vision (RX 5XX more specifically), rolling back from an older driver may fix the issue
- Face expression are missing
- Beheading sometimes not kill the NPC
- Left wrist menu with the female character is wrong
- Archers has some animation and shooting accuracy issues
- Picking weapon animation for NPC is wrong
- Wrong grab position on female ragdoll
- Female ragdoll joint limits are wrong, causing some animation and ragdoll issues
- Particles can't be seen in the mirror
- Male/Female ratio slider is not working
- Full body tracking don't work (foot rotation is wrong)
- Water splash is not working correctly

Missing content (planned for a 8.X update)


- More hairs, beards and faces options for male and female characters
- New blood decals
- New/cleaner dismemberment
- Spell menu animations
- Spell sub menus (more than 10 spells, for modding)

Update 8: The Sorcery Update, is released!

Hi everyone!!

Update 8 is now released!

First, I wanted to thanks everyone for their wonderful support during this Early Access, it's a really great thing and such a good motivation for me and everyone in the team!

So U8 is now out and you can play right now! It's a major milestone for B&S as the game now feature all the main combat mechanics planned : spells and armors, allowing us to work on the next steps for the game, player progression and dungeon!

But, our focus should still be on U8 during the next coming weeks as we plan to work on minor updates to implement some missing features as well as working on bug fixing.
We are aware that there is some performance issues on U8 and we advise everyone having problem with this to roll back to U7 (using the steam beta tab) while this is being investigated. We really want the game to run as smoothly as possible on different configuration and we will do our best in the next coming days to better optimize this.

Below you will find the full changelog with some gif of the new U8 features :)

Features

    - New spells: Fire and Gravity





    - New map: Citadel




    - New characters design
    - Added armors support to NPC




    - Added hit material detection on characters, allowing different behavior and protection for flesh/clothes, leather, chainmail and plate

    - Replaced models and textures of bow, quiver, arrows and large shield

    - Added magic staves




    - Lightning spell rework for consistency with other spells, improved vfx and audio

    - Added the possibility to select a spell and imbue the closest blade while holding a weapon (enabled for bow and wrist blade)



    - Wrist stats and spell menu overhaul

    - NPC are now able to throw fireballs and use gravity to push their opponents



    - New cast and throw animation for NPC
    - Spell merging and staff shockwave only work with Gravity (other spells will come later)




    - Added the possibility to deflect a fireball with some weapons



    - Spells sound effects overhaul
    - GPU painted blood decals on bodies
    - Player fall damage (can be disabled from the debug menu)
    - Blood decals overhaul



    - Added motion blur option to spectator mode
    - Game can now run without any headset (spectator mode only)
    - Added new console commands: "SpawnCreature", "SpawnCreatureTable", "GetCreatureTable", "SetPlayerFaction", "ToggleBookMenu" and "SetTimeScale" (type "help" in the console for more details)
    - Added 4K screenshot support to spectator mode
    - Updated Unity to 2019.3.14f (LWRP is now URP)



Enhancements

    - Physic materials and collision system overhaul
    - New effect system for sounds, VFX, particles, decals and painting, improved performance
    - New slow motion sound effects
    - Lightning bolts performance enhancements
    - Added more physic props to environments
    - Improved Market map
    - Changed stereo rendering mode from single pass to single pass instanced (better performance)
    - Added damage relative to penetration depth
    - Added penetration using pressure
    - Improved hit detection
    - Improved accuracy of penetration position
    - Flesh is now easier to penetrate with a blade
    - Improved item throwing flying rotation
    - Improved player body hips position
    - Added Early Access text to spectator mode
    - Reworked knockout logic
    - Increased player view distance
    - Misc performance optimizations


Fixes

    - Fixed collision detection inconsistencies
    - Fixed light probes not working correctly
    - Fixed lights flickering in some situations
    - Fixed bow not shooting arrows in a straight line
    - Fixed arrow rotation when nocked
    - Fixed spectator camera not changing from first person view to third person
    - Fixed spectator click after loading a level
    - Opening console locks keyboard spectator commands


Expected additions coming in update 8.X

    - Gladiator armor (for the arena)
    - New blood decals
    - New/cleaner dismemberment
    - Spell menu animations
    - Spell sub menus (more than 10 spells, for modding)

U8 Trailer Premiere and Update Release info

Hello folks! The Baron here and I did tell you the next time you heard from me would be with trailer news and a U8 release date, so here we go!

The U8 Trailer will premiere on Tue May 26th at 9am PST on The Baron Reviews:

[previewyoutube][/previewyoutube]

You'll have to figure out that time for your own timezone, or set a reminder.

U8 "The Sorcery Update" will be available to Steam and Oculus players on June 4th, the extra time being unfortunately unavoidable for critical bugfixing. But its only a few days and we reckon it will be worth the wait. ːsteamhappyː

So now that there is a date, and soon a trailer, hopefully it will make the wait a little more bearable. Hope you all can attend the premiere, and the big man KospY will be there himself, so be sure to say hello!

Cheers!

U8 News: Finish line in sight!

Hello folks! The Baron here with the latest U8 news and if all goes well, I am hoping this will be the last news for U8. ːsteamhappyː Fingers crossed the next time you hear from me will be about the U8 Trailer launching and then soon after that the release. Things are going well and KospY and team are still on track for an end of May release of U8. I've got a smorgasbord of fun clips today, so let's get into it! And please be aware everything from effects to audio to map colors / backgrounds, etc are all WIP and not final!

First up, I think you have all spotted it by now, so I can happily confirm U8 will have a new map, The Citadel! All clips were recorded in this new map but of course we wanna keep the most of it for a surprise so we will limit the view for now. ːsteammockingː

The bow and arrow has gotten some much needed TLC in U8, and alongside a new model for the bow, arrows and quiver, I am glad to report the aim bug will finally be fixed! But also, a nice surprise feature for you that has been on players' will it happen / won't it happen list for the longest time - Arrow imbues! The player can easily imbue arrows will the bow is drawn to infuse that arrow with the intended effect. Here is how it looks using the third person camera for a better view, and then again first person:

[previewyoutube][/previewyoutube]

Next up, let's talk armor penetration! Armour is now fully working and the team are adding extra bits each day. To reiterate how it works: There are three tiers of armour, cloth, leather and plate - but armour is modular. So that means AI or player could be wearing a plate chestpiece with leather gauntlets for example. Different tiers of armour have different penetration resistance against normal weapons, so for example a slash with a blade across some leather might do nothing, while a rapier thrust may penetrate the same leather. Hopefully this will add a new and interesting tactical challenge.

And this brings us to magic, the great equalizer. A blade that is imbued with fire will be able to sear through metal like a hot knife through butter; and we know that in the real world this would not happen but it's fantasy, guys! ːsteamhappyː

And finally, armour also means blunt weaponry finally get their moment in the sun. Imbue your blunt weaponry for twice the smashing fun.

In the video below you can see the dagger cannot penetrate the plate armour, although that can be remedied with a good old fashioned dagger to the eye. And following that, you can see how the fire-imbued blades can easily sear through metal. (please disregard the untextured blood btw!)

[previewyoutube][/previewyoutube]

The last little bit I will leave you with today is with lightning. Many folks have asked what lightning will be like in U8 and as I mentioned before, lightning has gotten a coat of paint in graphics but functionality-wise it will be much the same with the exception that it now has a little wind up in the form of a sphere. The idea here is that you could merge the spheres to create a bigger effect or with other spells to create a new effect - Although be aware, lightning merge may not be available on U8 launch; it's just setting up for down the line.

[previewyoutube][/previewyoutube]

So that's it for this news, folks! A little fun little factoid for you regarding the clips you just saw - With exception of some bits in the background, nothing in these clips are crossed over from the first version of B&S. The enemy, armour, map, textures, weapon models are all new and custom, making it essentially a different game from the original EA launch. Fun to think about!

Take care and stay tuned for the U8 trailer!

[previewyoutube][/previewyoutube]

U8 News: UI Overhaul

Hello mates, The Baron here with the latest in Blade & Sorcery U8 news. Let me get the bad news out of the way first - The feared delay has manifested. U8 is now looking at end of May release. Sorry guys, I hope you are all not too disappointed. The good news is U8 is set to be the biggest update yet, even bigger than U5, so hopefully in the end you will all agree it was worth the wait! ːsteamhappyː

Now for the latest updates -

Some of the menus are getting an overhaul and moving from a 2D render to 3D, which will look way cooler in VR. Right now it is the wrist menu (your health, mana, etc) and the spell wheel. Here is a little peek at how the wrist menu looks now, plus some bonus messing around with spells - the left bar (red) is health, right (blue) is mana, and green (center) is 'focus', which I will explain in a second. (note: Audio is WIP and ignore the old spell wheel in this video)

[previewyoutube][/previewyoutube]
So you may be wondering what 'focus' is. The main idea behind focus is that slow motion as we all know it is now on a separate bar independent to mana. This is to allow the slowing of time for casting spells more easily without actually draining your mana needed for spells. Focus will also not regenerate by itself during combat, forcing the player to do a kill or parry an opponent to regenerate it.

For mana, KospY and team are bouncing ideas on how/when/if mana should regenerate, so nothing confirmed there. And before some of you fret, let me say that like everything, sandbox mode will include an option to enable infinite mana, focus, health etc for all those who just like to mess around. No worries. ːsteamhappyː

So that is mana, and here is the new spell wheel in action (minus the actual player):

[previewyoutube][/previewyoutube]
It's a whole lot snazzier and fitting for a VR game. For anyone wondering how limited spell slots would work for modders, (as we are likely to see a modding explosion for spells) U8 will have dynamic spell slots, so adding plenty of spells will be no problem. The biggest problem I foresee is that people might have literally too many spells to keep track of, lol.


And the last bit of news for the week, work on armours continues and the in-game model for Plate T2 armour is finished. Here it is below (on the right) compared to the concept art reference on the left.


Now let's get into a little bit of meta news. The Community Manager from Nexusmods has let me know that Blade & Sorcery has made the front page! This will surely not matter to some, but the reason I think it is incredible is because it shows how absolutely lit our modding community is and how much recognition they deserve.



If you think about it, it is bananas to consider as a VR game we are still up there (we knocked Witcher 2 off the board) despite how small the VR player pool is. We are up there as one of the most modded VR games for sure. And lastly, we only moved mods to Nexus since U6, so we rocketed up to #18 in the space of like 6 months, and yet there is so much more to come with spells sdk support coming!

Last bit of meta, Blade & Sorcery has joined the OP club on Steam!



On behalf of KospY and team, thank you so much to everyone who left a review. I swear to you, positivity fuels the team. Some of you OG crowd might remember it was not too long ago we were excitedly announcing that the latest B&S update "now has kicking!" or when telekinesis was added as a new feature. None of us could have imagined how much of a push the game would get from the community, and it was truly the community that extended the life and development of the game by taking a chance on the Early Access back when it was just mostly ideas. For whatever it is about this game that has drawn this community of people together, you guys rock, I can't say it enough.

That's it for this week, folks. Stay safe and I hope you are all well!