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Blade & Sorcery News

U7 bonus feature: Better player model

Hello folks, The Baron here with a little sneak peek at some of those U7 goodies I alluded to before. ːsteamhappyː

KospY has been super off the radar as of late because he is working hard on getting U7 finished and he is aiming to do so before Sept 12th. I had mentioned that U7 is largely gonna be a small update consisting of just the SDK Maps (custom map support) but with some possibility for goodies. Well here is a peek at what KospY has been cooking up in secret with his new character designer: The beginnings of a full revamp of B&S character models to make them better, crisper and all around shinier.









The images above are not to be mistaken for "The Armour Update" which will hopefully be arriving in U9 (ie where player and NPCs can equip armour pieces) but instead these are the "base" character, when he wears no armour. So for example, this character could not parry with his bracer like he could in the armour update.

Right now this upgrade is only the player character, but the hope is by U8 / U9 all models will get an upgrade, including revamped NPCs from scratch! That is, an endgoal of new 3d models, new skins/textures, new faces, new hairs / beard, etc...). A huge overhaul that should move the game toward something more professional, with art direction that makes the game look more original and fantasy / badass. Super exciting for a "bonus" addition. ;)

Cheers!

The Future of Blade & Sorcery

Hello folks, The Baron here with some pretty exciting news. As you know, Kospy tends to hold all his cards close to his chest, so it has been quietly sizzling away in the background for some time now, but all the pieces are now moving nicely into place that it is safe for me go on record with a reveal of the future direction of Blade & Sorcery, including some long awaited information on a campaign mode!

So first up, there are some roadmap shuffles. U7 is now going to be a small boi and will be mainly just the BAS SDK - Maps, along with some possible other goodies if there is time. The nice thing about maps getting priority right now is because we will be able to enjoy modder map content while we wait on other features. This is not to say the big update has been pushed back or anything. But rather because it has some coding changes, for the internal dev record it makes sense SDK Maps gets its own update title. So timeline-wise, no changes there.But you may be wondering where is the long awaited Gravity? I will say only this -

Update 8 - The Sorcery Update. This should be a good one, folks.

After that we will be looking at some NPC love with armours for NPCs and the player (this will be a huge game changer and should add some difficulty to the NPCs), two handed weapon support for NPCS and armour storage (like the weapon storage). Following this we should be getting support for apparels in the SDK so modders will be able to add all sorts of crazy custom costumes for characters. This could be amazing for the modding scene and we could start to see some true conversion mods as weapons, armour, apparel and maps will be fully supported for modders by this point.

With those completed the main structure of the game will be constructed, so it will then be possible to move on to CAMPAIGN MODE. Can’t believe I am saying those forbidden words… This will involve buying equipment, experience leveling, skills trees and earning gold. Still to be exactly decided what it will be, but generally the idea will be competing in increasingly difficult fights with a sense of climbing a progression ladder. It won't be an RPG but hopefully the progression will be satisfying for some who find B&S too sandboxy. But don't worry, there is no plan to remove sandbox. When creating a character, you will be able to select either sandbox or campaign. Around this time we should also see multi-language support and a tutorial.

BUT WAIT THERE’S MORE.

It’s a bit of a way to go, but the final piece de resistance is something we all hoped for and it went from “not gonna happen” to “well maybe” to “yes it will”. As a little bonus thank you for the overwhelming support B&S has gotten from the community, Kospy hopes to add: Dungeons.

This will add in semi-procedural maps/dungeons to the game with improved ai that are already spawned in the maps patrolling, have a fields of view, etc…. Yes, this is real. No plans for any story mode to go with this though; it will just be random dungeon spelunking. Details of this to be expanded on at a later date of course, because we are still so far out from this. Kospy has some wild ideas about it but as is his nature he prefers to underpromise and overdeliver rather than anyone be disappointed if something he promised doesn’t make it. Doesn’t wanna pull a Molyneux or No Man’s Sky.

Lastly, thanks to the amount of people who have supported the game through Early Access thus far, the B&S team has expanded! The only coder and fulltime actual WarpFrog member is still Kospy, but the full expanded team is now Kospy as the main developer, myself as community manager and marketing (same as always), and 2 Artists for weapons, props and later level design. On the “possibly coming soon / researching the possibility” list is a sound designer, an animator, a character designer and a concept artist. Pretty huge jump… the idea being we might be able to get some all around quality bumps with specialists and with an animator we may be able to get some motion captured animations. (INSERT MEGA-DISCLAIMER HERE! Lol Very big maybe, nothing confirmed, etc, etc) And then on the community side of things we of course have our 3 ever patient moderators and 4 community helpers who all sacrifice their own time to help the B&S community. Show your appreciation to a moderator / CH today!

Everything is possible because of the people who supported the game, guys. This is the real deal Early Access in action. The community makes B&S what it is! Cheers!

Update 6.3 released!

Just a small update today to mainly fix the issues about auto drop and re-introduce press to move on the Vive controller. Hopefully that will be the last input change for the Vive controller. Hope the majority will be happy ːsteamhappyː

Below the changelog:

Update 6.2

  • Increased maximum arm length to 1.3x (instead of 1x, so auto drop should be rarer)
  • Added a new option to directly set the maximum arm length
  • Prevent the pointer to look at the UI on start (to allow the debug console to work without putting the headset and move the controller)
  • Modding: Fixed an issue in Level Modules preventing OnlevelLoad of being called for the Master and CharacterSelection level
  • Fixed an animation issue when ungrabbing a electrified body


Vive controller layout changes
  • Re-added "press to move" and "touch to move" options
  • Moved kick to touchpad down and slow motion to touchpad center
  • Keep pressing touchpad center and menu left will open the menu



EDIT: I append here the update 6.3 as they are really close :)

Update 6.3
  • Fixed an issue breaking the death sequence when the player die while grabbing a body
  • Fixed an animation issue when the player grab a character during their death animation
  • Prevent gripping objects with the index finger when you only press the grip without pressing trigger (and vice-versa). Should prevent unwanted grip while punching.


Update 6.1 released!

Update 6.1 released!

Minor update with mainly bug fixes, inputs changes and new features and enhancement for modders :)

New inputs

Below you will see the new default layout for the Vive controller, closer to the original layout before update 6.



Trigger is also used again to slide along handle for all controllers.
I hope people will be happy with this changes :)

SteamVR custom binding

With the new SteamVR support, it's now possible to do custom binding and share them on SteamVR. Unfortunately, there is currently a bug that prevent users to edit the default binding of the game. Valve is aware of the issue and a fix is coming soon for SteamVR.

Changelog

Update 6.1

Enhancements
  • Modified the Vive controller layout to something closer to the previous version
  • Set slide to trigger instead of secondary button
  • Improved monitor UI look (spectator mode)
  • Re-implemented hold grip options for telekinesis and bodies.
  • Added a new hold grip option for climbing/gripping objects without handle
  • Re-implemented locomotion controller option for left-handed (Oculus native only! SteamVR users need to use a custom binding in SteamVR)
  • SteamVR skeleton is now only used for the index controller. It prevents the index finger to curl when touching the trigger only on other devices (easier climbing)
  • Added physical limits to arms when player is not grounded (instead of dropping the weapon or ungripping walls)
  • Added an option to set the behaviour of stucked weapons when player is grounded (either drop or physically block the body, default is drop)
  • Added colliders to mountains on Ruins map
  • Set default spectator FOV to 80 (instead of 90)


Modding
  • Added a debug console
  • Added levels JSON and level modules (level/game based plugins only, level editor is not available yet)
  • Moved level logic to level modules (allow default behaviors to be replaced)
  • Fixed an issue preventing to load audiocontainer from asset bundles (thx to Alex for this information!)
  • Updated SDK to 6.1


Fixes
  • Prevent weapon to drop when swinging
  • Fixed potions holster
  • Prevent telekinesis to work on object grabbed elsewhere from handle
  • Prevent object grabbed elsewhere from handle to despawn
  • Fixed external view enable/disable option not working
  • Fixed object gripping not working correctly in some situations (grabbing air or wrong object)
  • Fixed some issues with the dual blade staff (it pierces and slashes correctly now)
  • Fixed weapon dropping on the ground when grabbing them from hips
  • Fixed menu overlap in the character selection screen
  • Fixed incorrect jump height on some headsets with different refresh rate (Rift S and Valve Index)
  • Fixed waist tracker that wasn't working
  • Fixed barrels, crates, hands and feet going through stairs

Update 6: "The Index Controller Update" is now released!

Hello folks, The Baron here and I am happy to present to you the fruits of KospY's labour these last months: Update 6 is now live! Here is a look at the main features, and a full changelog is at the bottom. Cheers!

Main Features


Climbing 2.0 - New grip system that allows you to grip anything that makes sense



Half-Swording - grip weapons anywhere, even the blade



Physic based hand and fingers + index controller ("knuckles") support



Return of the beloved kick!



Foot tracked kicking support (using at least 1 tracker)



Full body tracking support (using up to 3 trackers)



Weapon storage - You can now spawn any weapon from a menu, also mod compatible!



Large weapon rack - Store and save your favourite weapons from your home



New Weapons
Maul, new Claymore and reworked dual blade



Full SteamVR 2.0 support - You can bind keys to any action from SteamVR



New Vive input scheme
Because of some incoming features that need the trigger to be free while holding an object, the input scheme has been changed for Vive users, here is the new layout:



Native plugins and custom assets support

With the first version of the SDK, modders will be able to create their own weapons and/or write custom code for them, without the need of a any third party tool. Just drop plugins, assets and JSON into the corresponding folder and you are good to go!

More information and link to the SDK will be posted in the next coming days on Discord.



Vortex modding support

The nexus mod team was really nice and worked hard to add Blade & Sorcery support to Vortex! Big thanks to them for their support :)



And finally, totally a feature and 100% not just some bug that KospY left in because it's hilarious, ːsteammockingː I give to you:

Ear Grabbing!



Link to full gif album of update 6: https://gfycat.com/@KospY44/collections/xWQx3JGq/blade-sorcery


Full Changelog


Features
  • New gripping system, you can now grab anything that makes sense using your hands as a "clamp"
  • Hand climbing has been greatly improved with the new gripping system
  • Half swording, Mordhau or any other fancy weapons handling are now possible with the new gripping system
  • Hands and fingers are now physic based and collide with the environment
  • Weapons and items storage (everything is unlocked and infinite as the only game mode available is sandbox currently)
  • New larger weapons rack with more slots
  • Favorite weapons can be put on the home racks to be saved
  • New weapon : Maul
  • Claymore overhaul (replaces the old one)
  • Reworked dual blade staff
  • Fingers tracking (Oculus touchs and Index controllers only)
  • SteamVR 2.0 and Oculus native input support
  • SteamVR custom bindings support
  • Index controllers (Knuckles) support
  • Vive trackers support (feet and waist)
  • Foot tracked kicking (experimental)
  • Crates, barrels and some others props are now climbable
  • The chandelier in the house is now physic based
Enhancements
  • Climbing is no more experimental and activates itself when the player doesn't touch the ground or when he grips a static object
  • Pressing the kick button while jumping allows the avatar to keep his leg raised (for kick)
  • Improved throwing
  • Improved haptics
  • Improved climbing collision
  • Added localization support to items (display name and description)
  • Added mirror glass hit sounds
  • Added grip and grap sounds
  • Adjusted weapons position on rack
  • Added a FOV option to the spectator cam
  • Spectator cam default FOV is now 80 (instead of 60)
  • Added camera stabilization to the spectator cam (can be toggled on/off)
  • New option: Reload current level
  • New option: Turn speed
  • New option: Language (only english for now)
  • New debug option: Reload JSON
  • New debug option: Show collision marker
Changes
  • Increased grab range for neck and head
  • New game executable name : "BladeAndSorcery.exe" (the "&" character was causing some issues for another plateform)
  • Log files are now in C:\Users\[Username]\AppData\LocalLow\WarpFrog\BladeAndSorcery
  • Saves files are now in C:\Users\[Username]\Documents\My Games\BladeAndSorcery
  • Menu button (Vive) and A/X (Rift) is now used to slide along handles (trigger needs to be free for incoming features)
  • New input scheme for the Vive controller to reflect this change
  • Inverted jump and kick button
  • Axe no more fly straight when thrown
  • Updated book menu look
  • Memory performance enchancements
  • Moved debug menu to a dedicated page
  • Removed options "invert trigger & grip" and "locomotion controller", as we are now able to directly use the SteamVR binding menu for that
Modding
  • Added native plugins support (custom code)
  • Added native asset bundle support (custom items models and textures)
  • Added item modules to allow multiple custom logic to run on each item
  • Potions, apparels, AI, quivers, hands and bows are now an item module (therefore potions and bows are now moddable)
  • New JSON serializer to handle class types directly
  • Note: The BAS SDK will be released in the next coming days
  • Note: Custom map support is not yet finalized but should come "soon"
Fixes
  • Fixed kicking
  • Fixed inputs not working if the game was not focused
  • Fixed wrong hand scale
  • Fixed an exploit allowing to use ragdolls to fly :(
  • Fixed visual issue while grabbing ropes and ladders
  • Fixed player ragdoll stuck in T pose on death
  • Fixed player body collider getting stuck while climbing
  • Fixed mirror colliders and adjusted reflection
  • Fixed missing colliders on some maps
  • Fixed some locomotion issues
  • Fixed menu not returning to the last page
  • Fixed an exploit allowing the player to fly while kicking its own weapons
  • Fixed auto drop
  • Updated to Unity 2019.1.8