1. Blade & Sorcery
  2. News

Blade & Sorcery News

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!

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]