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Blade & Sorcery News

Update 7 released!

The beta of Update 7 has finally ended!

So the beta was longer than usual as I took the opportunity to do a lot of internal changes as well as moving on the new Unity Rendering Pipeline (LWRP/URP).

The new rendering has still some issues with lightning but nothing game breaking and Unity should resolve this in the next coming update.
Anyway, the new rendering allows more performance optimization and players struggling with performance on U6 should appreciate it ːsteamhappyː

Here is an highlight of some features of U7:


Improved player character and hands


Wrist blade and new weapons design


Custom maps support, also allowing some new crazy challenges (credit to ddevo2x!)

Below the full list of changes from U6 to U7:

Features
  • Updated player male and female characters
  • Updated weapon designs (swords, spear, mace, axe, bardiche, buckler, wood shield and potion)
  • New weapon: Wrist blade
  • Added custom map support
  • Added a scores system (experimental, first step toward the experience/leveling system)
  • Added post process options: Bloom, Sharpen, Vibrance, Contrast, Brightness and Eye Adaptation
  • HTC Vive Cosmos support
Enhancements
  • Added optional comfort vignette option for players subject to motion sickness
  • Improved hand animations and fingers tracking
  • Added the possibility to jump while climbing if feet are touching a surface (should be easier to climb above surface)
  • Reworked map selection UI
  • Updated text color of the wave selector UI
  • Potion blot are now using the decal system
  • Improved UI sliders
  • Added a sign to show how to open the menu in the home
  • Disabled auto reload when dying
  • Improved level preview orb
  • Improved mirror shader
  • Creatures and items falling into water create a splash effect
  • Items falling below the home map will teleport back to the home start
  • Increased screenshot FOV from 70 to 80 (can be changed in the options file)
  • Improved some weapon textures
  • Allow using grip and alternate use while pointing an UI
  • Improved handling of short swords, rapier, dagger, spear, dual blade staff, staff, longsword and arrow
  • Improved two handed handling
  • Added new debug rotation mode option
  • Misc balancing
Performance optimization
  • Updated the game to the new Unity Lightweight Render Pipeline (LWRP)
  • GPU based decals
  • Reduced draw calls on maps
  • Improved physic collisions performance
  • Improved NPC spawning performance
  • Added async loading of asset bundles (prevent some freeze while loading)
  • Creatures and items falling below maps or in Canyon water despawn automatically
  • Improved wave spawner and catalog data lookup performance
Fixes
  • Fixed wave parameter "max alive" not working
  • Fixed potion liquid level being shared between all potions
  • Fixed shields not protecting the hand correctly
  • Fixed bare hand sliding along zip lines being too slow
  • Prevent hand to collide with objects grabbed with telekinesis
  • Fixed wrong body rotation while looking down
  • Fixed menu book creating a lag spike when opening
  • Fixed AI being stuck near a rock in the Market map
  • Fixed UI click not working when the Windows regional format is set to Turkish
  • Fixed item spawner sometime continuing to spawn objects when pressing a button
  • Fixed friendly NPC colliding each other when spawning during Warzone 3 wave
  • Fixed an issue with loot table not working correctly when an empty value is set
  • Fixed navigation issue of the stairs in the Ruins
  • Fixed some dismembering issues
  • Disabled upper leg slicing to hopefully fix an issue causing the sliced NPC to be stuck in T
  • Pose
  • Fixed wrong damager and parry orientation and position on some weapons
  • Fixed spear default grab position and orientation
  • Fixed some wrong collider material in Market
  • Fixed an issue preventing NPC to parry some weapon correctly
  • Fixed an issue with some modded weapon causing the game to break when the player spawn with them
  • Fixed controller vibrating when kicking
  • Updated some texts
  • Updated Unity to 2019.2.9
  • Updated SteamVR Unity plugin to 2.4.5
  • Updated Oculus plugin to 1.4.1
Modding
  • Added custom map support to the SDK
  • Added an example level in the SDK
  • Added custom level modes
  • Moved level module definition to level mode instead of level only
  • "ColliderGroup" and "WhooshPoint" on Item Definition are now a component and Damager Definition directly reference the ColliderGroup (prefabs done with the old SDK will need to be updated!)
  • Renamed Global.json to Game.json
  • Added parameters to Game.json to set the default levels, default characters, default JSON folder and saves folder
  • Added a launch parameter ("
  • game xxx") to specify the folder containing the Game.json (allow total conversion mods)
  • Moved wave spawner to level module
  • Added the possibility to set multiple wave selector with different spawn points and waves on the same map
  • Custom combat music support
  • Custom menu support
  • Added a scene in the SDK to create hand poses
  • Added potions support to the SDK
  • Updated TextData to support pages groups for in
  • game information messages
  • Added a brain parameter to disable attacks from NPC (for testing purpose)
  • Finding ID in the catalog are no more case sensitive
  • Improved the JSON serializer to support array updates using an identifier field
  • Fixed mug items using the wrong prefab
  • Added a field "alwaysAvailable" in wave JSON to force a wave to be available on all wave selectors
  • Added SliceFill material path in creaturedata
  • Asset bundle now use 3 extensions: .assets, .map and .uma (automatically named during export in the SDK)
  • Renamed physicmaterial json to material
  • Added forward and upwards particle direction in FX JSON
  • Updated FX JSON (projector renamed to decal)
  • Removed paintable parameter in item JSON and added a new SDK component to set which mesh is paintable in the prefab (mods will need to be updated to get blood on blades)
  • Added new global pin forces parameters in ragdoll JSON
  • Moved item text localization to text JSON (setting a localizationID will override the displayname and description fields)
  • Added custom center of mass support for ItemDefinition
  • Added new zone parameters
  • HolsterName are moved to customValue in container JSON
  • If no holster is set in the container JSON, the game will now pick the first available slot per default
  • Added custom storage categories support (by overriding storageIcons array in Game.json)
  • Added saved custom values support for items
  • Fixed JSON data override not working correctly
  • Fixed wave parameter "alwaysAvailable" causing wave to duplicates in every categories
  • Added custom faction support (see game.json)
  • Moved custom inertia tensor from item JSON to item definition prefab
Know issues
  • Objects lightning are limited causing flickering in some situation. It's an issue in Unity 2019.2, but it should be fixed in the next version (2019.3, currently in beta).
  • Some grass disappear unexpectedly

Update 7 BETA now live

Steam users can opt into the beta with this key: dnkrozdnstuff

Mods WILL NOT WORK with U7 beta, so be sure to uninstall all mods for now while modders update. If you have issues you could even try deleting Streaming_Assets in the game folder and the verifying the game on steam to reinstall that folder.

If you want mods and don't want bugs, you may wanna sit the beta out and wait for full release. Cheers!

[previewyoutube][/previewyoutube]

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.