Jul 2, 2019
Blade and Sorcery - KospY
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
Blade and Sorcery - The Baron
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
Jun 19, 2019
Blade and Sorcery - The Baron
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
Jun 5, 2019
Blade and Sorcery - The Baron
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!
Apr 28, 2019
Blade and Sorcery - KospY
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!)
Apr 27, 2019
Blade and Sorcery - KospY
For this update, I worked on the much needed performance optimization and managed to reduce CPU time by 20-50%, the game should play better now especially with multiple NPC :)

Below the changelog:

Enhancements & Changes
- Improved inverse kinematic
- NPC eyes follow target
- Increased potion cork snap radius
- Hand scale is now static and is disabled in the character customization menu
- Health overlay adjustements
- Increased heart beat volume on low health
- Slightly increased NPC arms resistance when parrying
- Increased arrow damage
- Removed max alive NPC option (moved to wave definition)
- Wave selector display max alive and total NPC for each wave
- New warzone waves with more than 10 NPC (for high end configuration only!)

Performance optimizations
- Optimized inverse kinematic to solve only what is needed
- Inverse kinematic is no more used for each finger
- Pooled ragdolls to prevent a lag spike on spawn
- Optimized facial expression player
- Optimized locomotion ground detection
- Fixed an issue causing the dodge/parry system to check all weapons instead of only the closest ones
- Reduced delay before cleaning dropped objects and dead bodies (15s to 7s)
- Misc performance optimizations

Modding
- FingerPoses are replaced by HandPoses (poses will be moddable later with the BAS SDK)
- Added JSON for facial expression

Fixes
- Updated Unity from 2018.3 to 2019.1 (major update)
- Fixed some visuals in the canyon map
- Fixed head sometimes staying in the air after beheading
- Fixed a rotation issue when sliding along the handle with both hands
- Fixed a rotation issue when holding an handle with both hands pointing at the same direction
- Fixed arrow sliding from axis to back grip
- Fixed NPC not dropping their weapon correctly causing them to pick up two weapons with the same hand
- Fixed bow orientation using main hand rotation instead of the bow/string orientation
- Fixed missing health potions in Ruins and Market
- Misc internal fixes

Known issues
- Post processing doesn't work (broken on 2019.1)
- Kick doesn't work
- Water in the canyon map are not shown with low graphic settings
- Lightning propagate to every cutted parts
- Grabbing a ragdoll and pushing it with a weapon makes you fly
- Running the game full screen can lower performance drastically
Apr 5, 2019
Blade and Sorcery - KospY
I'm happy to announce that update 5 has been released and are now live!

https://youtu.be/3-90-BE8uq8
Below the full changelog:

Features
- Dismemberment (big thanks to Kenamis from the UMA team to make this real!)
- 4 new weapons: Longsword, Dual blade, Dane Axe, Rapier
- New map: Canyon
- NPC disarming
- Physic based climbing (currently experimental and need to be enabled in the options)
- New grappling points on bodies (arms and legs)
- Draw cuts (cut while sliding or press a blade along flesh)
- Weapons can penetrate multiple materials at once (stick enemies on wood, Shishkebab NPC...)
- NPC / Ragdoll collisions (throwing NPC to others will damage them and knock them out)
- Rope sliding
- Enabled dynamic shadows (can be disabled in the options)
- Improved lightning
- Dynamic blood painting on weapons
- Spectator mode

Enhancements
- Damage now take into account the mass and torque of the weapon
- Improved and added some sound effects
- Dying animation now stop relative to impulse force
- Increased arrow snap radius on the bow
- Swords can penetrate tougher material with enough force (head, wood)
- Prevent telekinesis to work when the player is not looking the target
- All physic props (barrels, mugs, chandelier...) has been updated and now inherit the same logic than weapons (imbue lightning on metal, blunt damage, blood painting, etc...)
- Possible orientations for handles are no more limited to 4 (shields and ropes get more handling orientations)
- SteamVR: Opening the steam menu will disable inputs and pause the game
- Oculus: Opening the Oculus menu or removing the headset will disable inputs and pause the game
- Misc weapons balancing
Modding
- Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken
- Created dedicated JSON class for interactables and damagers
- Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables)
- All prefabs has been updated to use standalone components (in preparation for the future BAS SDK)
- All props are now an item and therefore moddable

Modding
- Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken
- Created dedicated JSON class for interactables and damagers
- Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables)
- All prefabs has been updated to use standalone components (in preparation for the future BAS SDK)
- All props are now an item and therefore moddable

Fixes
- Updated to 2018.3.11
- Fixed NPC turning their head too much when a target is behind them
- Fixed some issues in the character customizer
- Fixed Pimax controllers not recognized as HTC wands
- Fixed locomotion collider preventing jumping along wall
- Fixed wrong ground textures in the market map
- Fixed cult and mercenary being in the same team
- Fixed jump and kick reverted on the HTC Vive
- Fixed NPC recoil on parry going in the wrong direction
Blade and Sorcery - The Baron
Hey, all! The Baron here with news about Update 5. The Update will be released on April 4th, and if you don't wanna spoil it for yourself before checking out the new trailer, you can watch that here:

https://youtu.be/3-90-BE8uq8
Features of U5:

Decapitation
Dismemberment (yes, really!)
Draw Cuts (like throat slitting)
Disarming
Climbing (experimental)
Pinning to wood
Multiple knockdown
More grab points (arms, legs, enemy weapons)
New weapons (Rapier, Dane Axe, Longsword, Double Bladed Staff)
New map
Spectator mode (control camera on desktop with WASD)
Wide HD fov recordings for content creators


Cheers!
Feb 22, 2019
Blade and Sorcery - KospY
Hello guys!

I'm mainly working on update 5 currently but I wanted to release a small update today to fix some issues encountered in update 4.

Update 4.1

- Fixed black pixels on characters on some ATI cards
- Fixed arena very easy wave 3 not starting
- Fixed some animations not taking into account the gravity
- Fixed some issues when inverting trigger and grip


By the way, next update is still planned for March and it should be a good one! You can already expect new features and the first batch of content for the game.
More information should come in the next coming days on Discord ;)

Big thanks to everyone for your support!

KospY
Feb 11, 2019
Blade and Sorcery - KospY
I'm happy to announce that update 4 has been released and are now live!
As a result, the beta is now closed.

The changelog below contains all features, changes and fixes I done since update 3.
Enjoy!

Features
- Updated to Unity 2018.3.5
- Reworked hit detection and improved collisions
- Throwed objects can now hit multiple enemies at once
- New animations
- AI will try to dodge incoming attacks
- Reworked wave selection menu and added a scrollable wave list (using touchpad or thumbstick)
- Added new waves: 1 vs 1, Endless, Very hard, Mercenaries vs bandits, Warzone
- Randomized NPC height
- Throwing heavy objects is more reliable and will go through enemy’s defense
- Added legs sweeping for bardiche, claymore, spear and mace
- Added snap turning in character selection
- AI will now stay at distance before engaging into melee if the target is already surrounded (1 to 3 depending of the AI difficulty).
- Prevent AI to attack if a friendly unit is close
- New option: Invert trigger/grip
- New option: Two-handed mode (position, dominant or auto rear/front. Default is auto front now)
- Added footstep particles to the sand surface in the arena

Changes
- Improved weapon handling speed and trajectory
- Two handed weapons will use position of hands or dominant hand for orientation depending of your stance on the handle
- Head is now harder to penetrate/cut
- Slightly reduced mana consumption of lightning
- Increased arms strength of NPC when parrying
- A strong hit will stop the NPC dying animation (relative to weapon recoil)
- Parrying with an arrow will not recoil the attacker
- Improved some wood collision effects
- NPC slow down approching their destination
- Grabbing and throwing a dying NPC will stop the death animation
- Increased slow motion speed (0.5x instead of 0.25x)
- Increased overall physic quality / precision during normal time
- Improved weapon handling during slow motion
- Improved NPC hit reaction
- Enhanced AI parry prediction
- Removed dual wielding for AI (will come back later with dedicated animations)
- Reworked footstep to use the collision and FX system
- Improved melee damage of NPC
- Friends count is now 1/3 the enemies count
- Reduced arrow damage for the player
- Modified hard waves to mix medium and large shields
- Enchanced rubbing and penetration haptic feedback
- Reduced spawn delay
- Misc weapon balancing

Modding
- Prevent obsolete mods to be loaded (added version number to JSON files)
- Waves: Unlimited number of custom waves
- Waves: Added categories and description
- Waves: Custom player and enemy health ratio
- Waves: Loop support (infinite wave)
- Updated UMAPreset version: race field is now a string instead of an enum (sex field is kept for compatibility with the old saves and will be removed later)
- Container and brain overrides defined in a creature tables referencing another creature tables will now be applied (in case of multiple overrides, the shortest one will be applied)
- Added some haptic parameters in Global.json
- Misc new JSON parameters

Fixes
- Fixed crashes
- Fixed haptics issues
- Prevent NPC to grab a weapon in their holster if the weapon has been stolen by the player
- Fixed NPC falling when running on slope
- Fixed brow using hair color
- Fixed home fireplace not being affected by audio options
- Fixed weapons staying electrified after death
- [WMR] Fixed grip and trigger issues on the right controller after going into the menu
- [Pimax] Fixed inputs issues
- Head shadow are now visible from first person view
- Fixed infinite loading when saves are corrupted
- Prevent holstering a weapon handled with both hands
- Fixed character loading issue when a mace is equipped
- Fixed incorrect weapon velocity calculation when moving
- Added game version to log files
- Fixed weapon lightning propagation not working correctly
- Disabled telekinesis spin for potions and shields
- Text corrections (thanks to plato!)
- Reworked VR UI pointer (improved performance and misc fixes)
- Fixed game not loading if the option file is missing
- Fixed wrong hand pose for the bow string
- Fixed market stairs
- Fixed an issue while grabbing an arrow sticked in the same arm as the player hand (could happen while grabbing arrow mid-air)
- Fixed bow string animation issue
- Fixed movement being a bit slower using the HTC Vive (touchpad issue)
- Fixed physics not being the same between normal time and slow motion
- Fixed "right click" to "left click" in the character selection inputs warning text
- Fixed NPC fighting each other after stopping and restarting a wave
- Fixed navigation issue causing NPC to shake
- Fixed some issues happening below 50% normal speed
- Fixed some lightning issues in the arena
- Fixed an issue causing the first 0.25s of an attack animation to be blended/skipped
- Fixed the large shield colliding with NPC arms and torso
- Head rendering optimizations
- Misc perf optimization
- Misc internal fixes

Next milestone will be update 5 in March. You can already expect more content, new features, and some surprises ;)
Thanks everyone for your support and feedback!

KospY
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