Hi guys! in today's update, we mainly fixed some bugs, If you have encountered any other issues in-game, especially the issues that prevent you from playing the game such as game crash, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
Hi guys, in today's update, we have reconstructed the logic of the diplomacy system. The diplomacy functions that did not take effect before can be used normally after this update. At the same time, we also open a part of code interfaces of the diplomacy and the favorability system. MOD authors can now modify these elements to achieve the results you want.
If you encounter any other issues in-game, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
Also, follow our official twitter (https://twitter.com/SSalzaar) to keep updated on any latest info and cool stuff about Sands of Salzaar!
Optimization
- Reconstructed the main logic and values of the in-game diplomacy and favorability system. AI will determine the outcome of diplomatic events based on factors such as favorability, strength disparity and AI difficulty;
- Added some interactive options when being pursued by hostile forces or wanted by certain forces. Reconciliation and other operations can be performed when the relationship between players at the early stage and other forces deteriorates;
- Equipped the skills of puppet troops in-game;
-Now there is an item box set in each main city. When you become the master of the city, you can open it to store items after talking to the official in charge;
- Added the backpack interface and skill improvement interface in the battle. Players can dynamically replace the character’s equipment and skill shortcut bar;
- Reset some game interfaces using the new UI framework (main map interface, etc.);
- Adjusted the relationship between Swordsman and other tribes at the beginning of the game to -30 (However, due to some corrections, the actual relationship could change slightly);
- Reduced the flying range of being hit by cavalry while increased the damage of being hit;
- Reworked the smoke and dust effect after cavalry sprint;
- Adjusted the initial strength of each tribe;
- Adjusted the weapon types of some heroes to make them more in line with the settings;
- Increased the proportion of heroes using hammer weapons;
- Adjusted the speed of some arms units;
- Increased the price of some items that can be used as gifts;
- Reduced the initial relationship point with Desert Brotherhood, Guangyu Church, Snow Mountain Guerrilla Army and Wildfire Organization to -40;
- Linked the success rate of sneaking into cities to the number of troops in the team. The fewer the troops, the higher the probability of success;
- Now some of the best equipment cannot be acquired by NPC;
- Now there is an exclusive merchant in the Unknown Tribe;
- Opened some critical logic code interfaces of favorability and diplomacy system. MOD authors can achieve some key logic in-game by rewriting these interfaces;
- Opened a new GUI framework interface. Now MOD authors can customize some game main UIs through some MOD configuration. In the future, alternative interfaces to replace other major UIs will be opened gradually.
BUG Fixing
- Fixed an issue where some users got stuck at the loading screen due to permissions issues of the operating system;
- Fixed an issue where a building in Double Moon Mountain Market was in the wrong position;
- Fixed an issue where the Serpent mission could not be completed;
- Fixed an issue where some caravans to be escorted in the plot could be attacked by players;
- Fixed an issue where some buildings of Feudal Lord could not be upgraded properly;
- Fixed the problem where the description of the jade mine built by Feudal Lord does not match the actual income;
- Fixed an issue where newly learned skills are not automatically added to the shortcut bar.
Hello everyone! We have been updating and improving the game and the mod editor since the early access release. We've seen many players have sunk a lot of hours into playing and making all kinds of mods. To appreciate all of your support and encourage the creation of mods, we held the first Workshop competition on April 30th. We've received so many outstanding and inspiring works! After thoroughly trying out and reviewing the wonderful creations, we've got 14 winners!
And here are some more updates on the long-awaited English localization. The English localization of Sands of Salzaar is still under development, and we are trying to release the English localization this summer. Thank you so much for your support!
Hi guys! in today's update, we mainly fixed some bugs, including the game crush bug when killing fiends in Real Mode and the bug of failing to interact with merchants in the southwest village of Taoshan Town.
Also, our team is currently working on English localization. We expect that the English version would be out around this summer.
If you have encountered any other issues in-game, especially the issues that prevent you from playing the game such as game crash, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
· Optimization
- Added parameters in GUI commands of MOD development so that the command thread will not be blocked; added an interface to pause and resume the game in GameCoreHelper. - Added an interface for displaying portraits of customized characters in the custom GUI interface, and put it into the new document of interface description - GUIHelperInterface.cs. The examples of usage will be released later. - Added a Tag field "AiNotLoot: 1" in items. When this field is enabled, the item cannot be obtained by AI. -Temporarily removed the inheritance of the Wild Soul skill page. - Turned off the backpack sorting buttons and functions in the trading interface to avoid some display issues.
· Bug Fixing
- Fixed the issue of game stuck and crash caused by killing fiends in Real Mode. - Fixed the issue of the serial lightning skill dealing extremely low damage to the first target it hits. - Fixed the resolution issue of portraits of a few NPCs such as Lovisa. - Fixed the issue of merchants in the southwest village of Taoshan Town failing to purchase products. - Fixed the issue of some BOSS’s avatars displayed as blank. - Fixed the issue of minor AI sometimes disappearing when encountering a strong enemy. - Fixed the issue where the skill book would still be consumed though the skills had already been obtained when using the skill book. - Fixed the issue where after selecting customized characters such as Zhang Yue, etc. and then returning to select other characters, the interface of shaping customized face was skipped and names could not be modified. - Fixed the issue of some teams created by the script failing to interact on the map. - Fixed the issue of the sound effect and background music volume reset after switching MODs. - Added portraits of several NPCs in Ash Snow's plot.
Hello, everyone! A new update is here! We adjusted the lord's personal skills and fixed a few issues that would lead to game crash. We are terribly sorry for the last update introducing several crash issues into the game. We've pushed a few emergency updates recently but there were still crash reports coming out. If you encountered any crash during your gameplay, please reach out to us via indie@xindong.com. We will try our best to help you!
· Optimization
-New initial hidden weapon: throwing knife (available at lv 1)
-Major adjustment on the skill-map of the overhaul master (ancient machine), including adjusting the damage duration of the machine gun, bullet frequency, arrow tower skill CD, siege vehicle skill self-setting time, etc
-Decreased the difficulty of the battle during YeYa's personal plot against Moni
-Now the unnamed tribe where the lord started can’t be assigned to NPC, only the player can manage it
-The initial required level of the hidden weapon (such as the poisonous snake needle) used by some heroes is too high, so it can’t be equipped again after disassembly. These weapons are all set to a lower required level.
· Bug Fixing
-Fixed some of the players' crashing issue.
-Fixed the problem that there was no caravan in the main city of the lord
-Fixed an issue where Xeonawa's mission could not be completed
-Fixed an issue where some monsters with belonging will not attack players
-Fixed an issue where many settlements shared a store
-Fixed an issue where defeating the ice princess and demon sometimes had no inheritance points
-Fixed an issue where the dialog box could not be displayed on the big map
Hi guys! In today's update, we introduce a brand-new game character--Feudal Lord. Players can take on the role of a leader of a small tribe, experiencing a brand-new territory construction gameplay and a new "Container" system that brings new functions such as storage boxes and barracks, etc. In addition, there are 5 new puzzle-solving side quests, new food types, new item icons, skill actions, and special effects! At the same time, for MOD development, we have developed a lot of new functions. New GUI framework will fully support LUA scripts. We will also sync related functional tutorials to Sands of Salzaar MOD Instructional Video and its WIKI.
The battle formation and troop arrangement functions mentioned in the EA update plan are still in the final phase of optimization and debugging. We plan to postpone it for a while and release it before the next big update, hoping to bring you a better experience by then.
If you encounter any issues in the game, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
· Optimization -Introduced a brand-new character: Feudal Lord— a leader with self-built forces, mastering ancient mechanical technology. The character can build various special buildings in a brand-new map, and have a complete background story and new skill page.
-Added a new in-game system-"Container" system. Container refers to an in-game storage object that stores in-game items or arms cards and can implement some basic script instructions on those elements in it. With the Container system, new game functions such as Storage Boxes and Barracks have been developed. -5 new puzzle-solving stories and events are added, scattered in Black Cliff, Double Moon Valley and the Great Desert. -Added a lot of new item icons, including food, gifts, etc., replacing some of the original inappropriate item icons -Added a series of new cuisines to enrich the menu in the desert. You can now buy distinct basic food in different areas! -Remade Town Portal Scroll with the cooldown changed to 7 days. It now supports viewing how many days last before it can be reused. When using it, you can choose to return to the rallying point or any main city of yours. -Now Ashlee, Lovisa and Amber can still appear in the tavern for recruitment after they leave the team. -Real mode is now turned on by default, and it will prompt and turn off real mode at any time when the plot reward is affected. -Modified some skill moves: Soar, Vortex Sprint, Dark Moon Stab, Bounty Mania and Sword Oath -Modified the special effect of Sword Oath. -Adjusted locations of building points in major cities and towns. -Adjusted food sales in major cities and towns.
-Developed a new GUI framework supporting the use of LUA scripts for functional development and use of game core interface. Now MOD authors can make some completely freely customized game interfaces with this framework (the relevant sample MODs or tutorials will be released later). -Provided a new command interface that supports using customized LUA scripts or methods in the scripts. The interface can be used to achieve some more powerful game functions (subsequently interfaces of core functions in the game will be available to be employed by LUA). -The model preview function can now be used when editing locations of building points in the map editor. -Added a new built-in independent MOD field (indep_name) in the MOD configuration file (default.json). If a story type of MOD has this field and the field is not empty, when loading the game, only plugins that have the same independent MOD field value and are enabled will be loaded whilst other plugins that are enabled will not be loaded. -Added a batch of script instructions. For more details, see the script instruction description on the WIKI page of Sands of Salzaar. -Added the closing and opening functions of the map and related commands. When a game map is closed or initially hidden, the relevant portal points of the map will not be displayed, and AI Pathfinding cannot find paths to the relevant maps. -Now in Project Construction, multiple projects can be carried out at the same time, and the upper limit can be changed through some architectural effects, location attributes, etc. -Now the Project Construction interface no longer only displays the current construction projects that meet the conditions. Other construction projects that do not meet the conditions but still meets certain display conditions can also be seen and pop up related condition prompts. -Completely reset the Mod store interface using the new GUI framework, and fixed some problems existed in the previous MOD tag filtering.
· BUG Fixing
-Fixed the bug of AI-controlled troops and caravans enable to leave the city after certain MODs are enabled. -Fixed the bug of all the in-game model elements of cloaks and so on that could not be loaded correctly. -Adjusted some of the colliders in the last scene of Endless City. -Fixed the bug of the skill Moon Dance dealing no damage and reducing speed. -Fixed a bug of a cave dungeon in Double Moon Valley difficult to click on. -Fixed the bug of invalid shortcut key of the information interface.
Hi guys! Today we have some fresh updates to share with you!
Before that, we are excited to inform you that we are now working on our English localization and we expect that the English localized version might be out around this summer! In addition, all of those tutorials regarding MOD development will also be localized and then released simultaneously.
Furthermore, a 15% off holiday discount begins today and will end on 10 May. CAN'T MISS!
Alright, let's jump right in with the newest updates!
The first Workshop MOD Event!
Since the Early Access version of Sands of Salzaar was launched, we have always been optimizing the game's MOD development environment, hoping to provide more support for MOD authors and encourage everyone to generate content. Up till now, there have already been over 400 players generating original content in the game. The Workshop is always the most significant feature of our game, and it is also an ambitious platform we provide to encourage players to show their creativity and talents.
Therefore, we decide to launch the first Workshop MOD Event!
Players could participate in this activity by uploading your original MODs to the Steam Workshop of Sands of Salzaar from 30 April to 22 May. After the official selection, MODs with their authors will have the opportunity to be included in the official MOD collection, be localized, as well as be displayed on all the platforms of Sands of Salzaar.[/b]
Big updates in early May + Holiday discount!
Meanwhile, we also bring the early May's update (that will be added to the game on 30th April). This time, more useful info is coming for ya, including mysterious characters with brand-new gameplay.
Exclusive Plot You are the son of a leader of an unknown tribe, traveling in the desert. Now that your father died unexpectedly, you become the new leader in such a difficult time. Facing the internal and external crises, you need to lead your tribe to prosperity!
Skill Your family has been mastering for generations the machine technology that is almost lost.
Special Setting You have a town at the beginning of the game, and you can build a lot of special buildings. By cultivating friendships with other tribes, you can absorb their cultures and train the corresponding armed forces. However, your territory may also be invaded at any time.
Negative Setting At the beginning of the game, you don't have any city's trade license, and a hostile tribe may attack you at any time.
Hello, guys! In this update, we added the model of Xeonawa and fixed the problem of failing to complete the Man of Sin and Princess of Ice achievements and some bugs. If you have encountered any issue in the game, please feel free to send an email to indie@xindong.com. We’ll try our best to help you!
·Optimization
- Added the model of Xeonawa.
- Changed the skill of The Book of Black Claws into Hellfire Cremation.
- Modified Huyanlu’s Floating Smoke skill, increasing the speed of the skill.
- Adjusted the instruction words for the missions of Xeonawa and Tixon.
- Adjusted character’s running, waiting and riding movements on the big map.
- Adjusted the displayed position of some shields.
- Adjusted the special effect of the Mass Awakening buff.
·Bug fixing
- Fixed the bug of character standing illustration in dialogue box and display of name info would be wrong after loading or re-creating character.
- Fixed the issue of Map of Tree Palace being stuck outside the boundary.
- Fixed the issue of Deep Dungeon unable to be reset.
- Fixed the issue of defeating Man of Sin and Princess of Ice in Real Mode unable to lead to the achievement of Inheritance.
- Fixed the black-edged issue occurring during face editing in The Han's Jianghu crossover.
- Fixed the issue of Tixon’s model clipping.
- Fixed the issue of after Tixon uses the skill of Explosive Potion, the character being temporarily stuck.
- Fixed a few textual bugs.
- Fixed the bug of in entry info, if covering entry of weapon speed default or equal or less than 0, the attack speed of the weapon being reset to default attack speed of this weapon type.
- Fixed the bug when the skill hits the target, the target unable to be hit rightly.
- Fixed the issue when building mods, the resource of AB packages in the mods unable to be loaded rightly.
- Fixed the issue under certain circumstances, change of MOD environment causing the game stuck in the face editing interface after creating a new character.
Hello everyone! We've added personal story missions for Xihenaya, Helianqianbai, Yeya, and Tikexin. After meeting the requirements, you will be able to start their storylines. At the same time, we have added a custom game mode that players will be able to adjust the difficulty, special properties, and more. Experience a totally different adventure. We've also brought new models, illustrations, merchants, custom battle mode, custom map icons! And of course, the Mod editor gets new features, too. The tutorials of the new functions are all added to our Mod editor tutorial videos and Wiki.
Thank you for all your support! We'll keep creating fun and interesting new content! If you have encountered any issue in the game, please feel free to send an email to indie@xindong.com.
Optimization
- Added the personal missions of Helian Qianbai, Ye Ya, Tixon, and Xeonawa. The mission will be unlocked only after the character's friendliness level, teammate level, and global reputation have reached to a certain point.
- There will be a notification on your teammate who has persenal mission in the team interface.
- Added the real mode game option. Turning on this option and player will not be able to recruit powerful magical creatures such as dragons, demons, angels, and phoenixes in the game. Meanwhile, players can recruit soldiers in the city settlements with a trade license, the upgrade experience and cost of all the soldiers will be reduced by 30%; the probability of death is increased by 30%.
- Added game content configuration system. Through table configuration, some custom shaping fields in the game can be operated during the beginning and halfway of the game, to set the game content, AI difficulty, feature switches, etc., allowing players to customize content for his own game.
- Added a custom battle mode. In this mode, players can choose any unit or hero who has joined the protagonist team in the game to engage in a battle.
- Added custom map markers. Players can right-click on the large map and choose to create a custom map marker information on an explored map location, and edit or delete the marker.
- Added character models of Gallo of the West River, Tixon, Ann the Red Sand, The Little Yellow Dog.
- Optimized the loading speed of the loading interface after entering the game
- When the AI character updates the equipment, there will be probability that the updated equipment better than the current one according to the strength of the AI.
- Removed the leather and linen from some merchants goods, and enriched the merchants' goods.
-Added illustrations of mount merchant and pet merchant.
-Changed the default model of Shadow Assassin.
-Changed the default face model of Wild Soul.
- -Adjusted the composition and drop of soldiers of Wildfire.
- The probability of recruiting "farmers" in villages is now greatly reduced.
- Now in the backpack and store interface, left-clicking an item can lock the details of the item, so when the item information description is too long, you can drag to display all the information content.
- Some new available configuration fields have been added to the map information field of the map. (For details, please refer to the editing instructions on the WIKI page)
- The character standing illustration information can now display the preform in the format of "prefab: [Path]" as the character standing illustration, which can support the production of dynamic character standing illustration through plug-ins such as Spine. (An example MOD project or tutorial will be released later)
- Now the roles and units such as farmers and caravans have been moved from the code to the configuration table. Mod authors can modify this information through the corresponding configuration table.
Bug fixing
- Fixed a bug where mainline missions could not be performed after starving in the initial scene.
- Fixed the problem that in the module development interface, after entering the project settings interface and saving the project, the initial scene and the data field in the script story mode will always be reset to "0", which prevents the game from not entering after the build.
- Fixed an issue in the module development interface where errors would occur after building other modules in the script story mode.
Hello, folks! Having been collaborating with Han-Squirrel Studio to work on <Sands of Salzaar> for a while, we are now officially announcing that we will be the publisher of <Sands of Salzaar>, responsible for the global publishing and operating of the game.
Han-Squirrel Studio is a veteran dev team who successfully made <Heroes of Jin Yong(金庸群侠传X)> and <The Han's Jianghu(汉家江湖)>. With the experience before, we are sure that they will give the best of <Sands of Salzaar>. Now, having spent two years working on the project, the game was first released on Steam as an Early Access. And while the developers were devoting themselves in optimizing the game after the release of EA, we’ve been assisting them with the roadmap for EA updates, collecting feedbacks from the communities, taking care of the advertising part and trying to build connections with the influencers.
For those of you who have heard of <ICEY> and <Muse Dash>, you might be familiar with us X.D. Network. We kept trying to bring our games overseas and now, we will make sure the experience used wisely to promote <Sands of Salzaar>. In addition, we will support the dev team not only as a publisher but also as a developer. We will also keep a strict eye on pirate versions that will do harm to our dev team and players.
Thank you so much for all your support. In return, we will try our best to prefect <Sands of Salzaar> with more updates and contents.