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Blade & Sorcery News

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

U6 Climbing Preview

Hello folks, since it generated a surprising amount of interest, I made a little video to show off how KospY's new climbing system will work in U6.

Also, if you missed the news elsewhere, U6 will drop on June 27th. ːsteamhappyː

https://youtu.be/EKeruUMkcws

U6 news!

Hello mates! The Baron here and it's time for another little progress check with U6. U6 was intended to be a solely SDK and tech related update, but KospY was particularly off the radar these last two weeks and when that happens it is usually because he is cooking up something good. This was indeed the case and outta nowhere he has hit us with some cool new features! So, soon coming to Update 6, I present to you -


Climbing 2.0

https://youtu.be/IeeZPRYMnZs

I was pretty surprised to see this! With climbing 2.0 it is now possible to latch onto things with your grip rather than having to make fists and hoof yourself around like some kinda of savage, haha. Best of all, this will be available for people who have the Valve Index knuckles, but also normal controllers! So no worries Rifters, you are not locked out. There is nothing special about the map to allow climbing by the way, meaning custom maps will be climbable too - Since it's physics based and not some hidden property attached to special parts of the terrain to make them grippable, this means you can latch on any surface that has a grippable point that makes sense. So you could grip onto a jutting piece of wall, but not a flat wall for example. (Although kospy has a "spiderman mode" hidden in the code, just in case he feels like releasing it for fun, lol.) Oh and before anyone asks - the map in the video was just a test map. Though KospY was toying with the idea of adding a "KospY's Tower" bonus map for fun. :)

So you may be asking, where is this all coming from? Well remember, B&S is an early access game and the is much that will evolve. Remember the naysayers who said B&S wont be more than a tech demo arena game? Well this climbing mechanic is setting the stage for future dungeons, where the player will have to climb at certain points to figure out how to traverse the map.


As a little bonus, climbing will have some foot snapping, which is.... well... something. xD

Foot snapping

https://youtu.be/QooIWz_3b8g

The idea being if you look down you will see your feet snapped to the wall so it will look cool, but a little janky (for now!) in 3rd person haha. KospY's comment on this - "It's far from the assassin creed animations, but it's better than nothing xD"


Oh and another nice little bonus! No more pushback when in climbing mode!!! Yay! You might recall some jankiness with climbing enabled, particularly with 2 handed weapons, where you feel a little "pushback" when trying to stab. Well now the system is climbing physics will be disabled when the player has 2 feet on the ground. In a way you could consider it like an auto turn on/off that is context based. :)


The last physics related thing to mention is hand collisions, which is essentially the hands will now be an interactable part of the world all the time. KospY didn't have time to go into this much but I believe the implication here is that it sets the foundation for some possible future Knuckles stuff that involves individual fingers. Will post more info on that when I have it.


What else... oh weapons! Our weapons man has been hard at work with some cool new goodies. If you missed my last post from reddit and discord, I mentioned we already have confirmed:

Claymore



Comparison to longsword for scale



Revamped Dual Blade Staff



Comparison to the original model - although it's gonna be even longer than shown here. The final blades should be as long as the originals. The longer shaft will hopefully make it more staff-like to operate.



But we have two more things to hopefully look forward to in U6. Just to temper expectations however, it has not been 100% confirmed to me that these two new weapons will make it into U6 in time, though I think it's likely. But anyway, they are:

Maul



Push Blade (assassin's creed style)



Speaking of weapons, hopefully you are all enjoying the vast array of custom weapons that the modding community have been churning out. It is now confirmed that when the U6 SDK drops, all mods will be moved from the Discord to https://www.nexusmods.com/bladeandsorcery/. Some modders are already migrating, which is excellent because they wont be caught off guard. Nexus will be a million times better than Discord for organization, searching, images, checking what's new released, what's most popular, avoiding obsolete version confusion, etc. If you are a modder I recommend you start making the move now (you can still post your nexus link on discord). Of course no one has to use nexus to host their mods, but I encourage it for your own visibility sake, as that is the official location I will be sending people who ask where mods are hosted.


Last of all, there is now a rough ballpark for U6 release! The ballpark for U6 is late June, which is approaching fast, folks. ;) That's it for now! Hope you all have a lovely week. Cheers!

Update 5.3 released!

Just a small update to fix some new issues included in the latest patch (5.2).

Changelog:
- Force game to windowed mode (1920x1080) to prevent a performance issue in full screen (default resolution can be changed in the Options.opt file)
- Fixed an issue causing infinite loading when the game try to load a modded weapon from the save file that doesn't exist anymore
- Fixed neck collider staying disabled for new NPC after some beheading
- Reduced hand scale
- Added a note for the warzone III wave specifying that it's only for high-end configuration (20 NPC!)