1. Blade & Sorcery
  2. News

Blade & Sorcery News

U8 News: Armor

Hello folks! The Baron here with a little bit of U8 news for you, and today we are talking about Armour!

First up, here is the overview: Armour (player and AI) will be tiered and modular. The categories are cloth, leather and plate (metal), and within those categories you have tiers suggesting just how protected the person will be. For example, here is a comparison of the male Leather T1 vs Leather T2.





And a little bonus, here is little peek at the concept art design for Female Leather T1 and Male Plate T2.





The big unique factor about armour in B&S is that KospY wants to avoid "gamey" mechanics, most notably that in 99% of games when you see an armoured enemy, you can assume he is just some tougher guy with more HP. Well in B&S armour does not mean extra HP; it means armour, lol. Enemy are still as vulnerable as ever, IF you can get around their armour. Depending on the category and tier, some weapons may penetrate (leather, e.g.), but if the enemy is wearing something like plate, then the player will have to use new tactics to overcome them; using magic to sear a hot blade that can slice through metal, utilizing the environment, breaking out the blunt weapons or using finesse to stab between the vulnerable gaps in the armour.  

What's interesting about all this is that if you are a gamer for your whole life like myself you will relate that our whole lives we have been conditioned to think about armoured enemy as HP sponges that generally just require grind. But what if you came across a boss character in full metal who could be killed with a single dagger to the exposed neck? This is a real mechanic game-changer and I think it will require gamers to rewire their thinking to break the conditioning of traditional games. But if any game were to pioneer this then it makes sense for it to be B&S because I think VR players are a little more nuanced and open to new, game-changing ways to play video games. And then even more specifically within VR community, the B&S fanbase who had an open mind towards B&S' alien combat system that utilized physics based melee.

So the great news is Kospy was cranking away the last few weeks and has actually now finished working on the armour collision system! And best of all, he says the hitboxes are pretty precise and he is happy with them. Knowing KospY as a perfectionist, I know that if he is happy then I think that translates into it is gonna be awesome. He reworked all the collision and materials logic, so now there is stuff like dynamic damage by penetration depth, and maximum penetration depth relative to materials. This new system inherently means we will have a super cool non-roadmap, but very long requested feature: being able to push a blade into flesh without a windup! Yes you heard that correctly but let me say it again just so it sinks in: stabbing is now achieved by applying pressure!! This is such a huge fan wishlist request and was only possible thanks to the penetration rework. So related to armour, while a blade will easily push into flesh, it will not easily push into leather, and that's where force would come into it in order to break through the armour layer.

Going along with new armour we will also be getting new models! It has long been the desire to move away from Unity store assets in favour home something homemade that will be more fitting than discount kanye west and bald lady #1, so after a year of slaughtering the same gormless faces, the new models will surely be a breath of fresh air. Here is a sneak peek at the base mesh model (i.e. a "naked" enemy with no armour equiped)



That's all the news for now, folks! Non U8 related, KospY is in the final stages of taking on 3 fulltime employees with intent for them to get a headstart on "Dungeons" and make sure B&S hits its EA to 1.0 release date goals. Hopefully WarpFrog will be settled into their nice new office soon. Office pictures to come when they are all set up!

Update News: U8 has just gotten bigger

Hello folks, The Baron here with a bit of good news / bad news. Let me hit you with the bad news first — U8, which was penciled in for late Jan will now be delayed until Q2 2020, likely April. This breaks with the tradition of one big update every 2 — 3 months, but here is the reasoning and good news: U8 is now planned to include features from U9, including.... Functional armour! This will be a huge feature step forward, but also as a bonus the update will also include support for custom armour modding for the modders! One step closer to total conversion modding. ;)

So why the merge of updates? Kospy decided it would be best to conjoin U8 and U9 since the two build on related systems to do with reworked armour and material penetration. For example, remember the gif of the hot blade? Well the idea of the reworked penetration system is that a hot blade would be able to pierce metal armour where a normal blade would not. So it would just make sense to lump these two concepts together and work on them at the same time in order to keep momentum. So basically it means U8 is gonna be even more massive and feature heavy.

Here is how the revamped roadmap would look:
Update 8 (April 2020)
- New spell: Gravity
- New spell: Fire
- Lightning spell v2
- Spell merging, same class only (lightning/lightning, fire/fire, gravity/gravity, but modders can create new combination like fire/lightning)
- NPC and player armors
- New characters design
- Tutorial
- Overhaul of the material/collision logic and FX system
- Custom armor (modding)
- Custom spells (modding)
- New weapons

You might notice all sorts of unmentioned goodies on here that I couldn't discuss before, including spell merging! When I mentioned last time that lightning was changing to have a build up before firing, the mechanical reason for that is because players will now be able to merge spells together (combining them like orbs) to create more powerful / new spells. What's cool about this is that it also means modders can go ham with creativity since U8 will have custom spell support, so we could have some crazy custom spell merging combinations!

You might also have spotted the "Life" spell (now being renamed to "Soul") has been pushed off the update and saved for later. The reason is because Soul is going to be more of a support spell and thus more relevant for the Dungeon update. The mechanics of this spell are still not fully revealed however.

Work on the fire spell continues and KospY has it running pretty well now, with some effects in place. The fireballs will have some level of control over them when they are launched to help with accuracy. (a bit like Dark Messiah)



As well as shooting fireballs you will also be able to apply magic to weapons which will add elemental power to the weapon, as well as increase the penetration values. So as mentioned, this means a blade could now pierce metal armour, or even stone!







It's not just fire by the way. Here is another example of imbue in action to get your creativity flowing. (WIP!)



Other than spells, work continues on the revamped character designs. The modelers are adding to it daily, but it's still a bit too WIP to show the ingame models. However, here is some concept art for the new T2 warrior design, including their leather armour.





Given the delay, KospY agreed it would be good to keep you guys posted with updates and little teasers, so I am gonna harass him for info from now until release! In the near future I will be posting more news that elaborates on aforementioned systems, such as the new spells and armour. Cheers!



Putting the "Sorcery" in Blade & Sorcery

Hello folks, The Baron here with a little preview news about U8! As most of you know, U8 is gonna be the update that finally adds some long awaited magic into Blade & Sorcery. Being a big fan of magic and mages himself, you can be sure this is an update that KospY himself is really enjoying, and so he's hard at work with the goal of introducing magic mechanics that make you feel badass without the magic feeling too "gamey".

So, what to expect: New base spells that are being added are Gravity and Fire, with Lightning getting a little rework in the process. Gravity will give the player the power to control exactly that, lifting and manipulating multiple object with ease, like telekinesis on steroids. And you probably guessed it, this also means the long-desired ability to lift, push and pull enemies. Unlike telekinesis however, this will be a mana-based spell.

Fire is still in the very early days of development so it's a bit too early to discuss in great detail, but as of now KospY is working on a fireball. The player can cast the fireball and control it as it flies (cough, Dark Messiah) but it's all very WIP and this system could change; he's really just testing some stuff right now.



higher resolution

The lightning rework is only that lightning will cast differently. It will still be the same lightning effect but the idea is that it will have now a buildup before firing, to make it a little less OP (for player and AI) and reduce run and stun. This is also lending itself to setting up the groundwork for another big feature... that I can't discuss right now because it's too early days. ːsteamsadː

Good news for modders, U8 will have updated SDK support for custom spells. The modding community have already gone hell for leather tryna jury rig custom spells into the game, so it will be nice to see what they can come up with without their hands tied behind their back.

But it's not just magic in the works! I mentioned some time back that the WarpFrog team has grown to now include asset artists, vfx specialists and concept artists; well the expanded team is simultaneously working on the long term project of moving away from Unity store assets. Just as the player got a HD makeover, it is the ultimate goal to revamp and replace all enemy models with custom built, much better looking models that will be more "tone appropriate and badass looking" as KospY put it. This is not necessarily applicable to just U8 but I can't resist giving you guys a little sneak peek at what concept artist Kévin is working on:







The first two images are the approved aesthetic for the "Tier 2" of mages, and the third image is an example of a Tier 3 mage. Kind of similar to the tiered weapons, enemies will also be tiered with higher tiers being tougher difficulty due to their equipment and armour loadouts, as well as their capabilities. Just like the player, the enemy will utilize the slot-based (head, torso, legs, feet, hands) armor system when Update 9 (the Armour Update) drops (there won't be armour in U8). As mentioned, the model revamp is an ongoing process so it is still to be seen if any of these models will make it into U8 in time.

That's it for now, guys! There is much, much more, but as a lot of it is early WIP KospY is enforcing the good old "underpromise and overdeliver" mantra for now, so expect more news as the weeks pass by and we get closer and closer to U8 release. Because I know you are all gonna ask... A very rough, don't count on it, super breezy ballpark estimate for U8 dropping would be late January.

Well, the say finish on a high note so I'll leave you guys with this --



higher resolution



Nominate Blade & Sorcery

Hello folks, The Baron here! It's time for The Steam Awards 2019, and if I may be so bold I would humbly ask you guys to to show KospY some love and support by considering Blade & Sorcery for the VR Game of the Year Category.

It's been almost one year since Blade & Sorcery launched early access on December 2018 and it has been a rollercoaster of a ride. The game has grown tremendously in scope, 100% in thanks to the amazing dedication of the Blade & Sorcery community who took a risk by supporting a first-time developer with a radical physics-based combat idea. As a result, B&S was the pioneer of physics-based VR games, and proved to the market both that that it could be done and that players wanted it.

In turn, KospY sought to delight fans by adding many unplanned features that were simply fan favourites, such as dismemberment (I sure ate my hat there, didn't I), climbing, full weapon grip, draw cuts, scores and custom built assets in the hopes of moving away from unity assets. Other stretch goal features that moved form the realm of "nope" to "it's on the list" thanks to fan support include dungeons, stealth, physics-based armour, alignment (honor system), revamped character models and a campaign (progression) mode.

On top of that, it has always been KospY's intent for Blade & Sorcery to be wide open and unrestricted to modders as he has a strong belief that modders add value to a game. Currently the game SDK supports custom weapon and maps, with future support for spells, armour and apparel. Since launch, Blade & Sorcery has had over 2,500,000 mod downloads on nexusmods.com, which is bananas when you consider this is a VR game!

So if you like what the developer is doing, and B&S has given you some good, wholesome, head-splitting entertainment this last year, then please consider nominating it for the VR Game of the Year category. From now until its release there will be some exciting news about Update 8 - The Sorcery Update coming down the pipeline, so stay tuned! Thanks, all!

Nominate Blade Sorcery

Hello folks, The Baron here! It's time for The Steam Awards 2019, and if I may be so bold I would humbly ask you guys to to show KospY some love and support by considering Blade & Sorcery for the VR Game of the Year Category.

It's been almost one year since Blade & Sorcery launched early access on December 2018 and it has been a rollercoaster of a ride. The game has grown tremendously in scope, 100% in thanks to the amazing dedication of the Blade & Sorcery community who took a risk by supporting a first-time developer with a radical physics-based combat idea. As a result, B&S was the pioneer of physics-based VR games, and proved to the market both that that it could be done and that players wanted it.

In turn, KospY sought to delight fans by adding many unplanned features that were simply fan favourites, such as dismemberment (I sure ate my hat there, didn't I), climbing, full weapon grip, draw cuts, scores and custom built assets in the hopes of moving away from unity assets. Other stretch goal features that moved form the realm of "nope" to "it's on the list" thanks to fan support include dungeons, stealth, physics-based armour, alignment (honor system), revamped character models and a campaign (progression) mode.

On top of that, it has always been KospY's intent for Blade & Sorcery to be wide open and unrestricted to modders as he has a strong belief that modders add value to a game. Currently the game SDK supports custom weapon and maps, with future support for spells, armour and apparel. Since launch, Blade & Sorcery has had over 2,500,000 mod downloads on nexusmods.com, which is bananas when you consider this is a VR game!

So if you like what the developer is doing, and B&S has given you some good, wholesome, head-splitting entertainment this last year, then please consider nominating it for the VR Game of the Year category. From now until its release there will be some exciting news about Update 8 - The Sorcery Update coming down the pipeline, so stay tuned! Thanks, all!