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.
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 --
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!
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
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).
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!
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. ;)
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!
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.
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
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: