Hello folks, we just released update 8.3 which includes another slew of bugfixes and performance optimizations. However, in terms of further optimization, we unfortunately have reached a dead end with the current third party character system ːsteamsadː The current character system was an acceptable solution for the beginning of the project, but now with the new ambition of the game we simply need to stop finding workarounds on a system that is simply not suited for our needs. So, in an effort to better optimize the NPC spawning and rendering performance, we are in fact going to redo the whole character system.
KospY and the team already started to work on a custom made prototype and the new system should drastically simplify our workflow, allow us to support non-humanoid creatures, make characters/armors/creatures moddable as well as hopefully fixing (for good!) the performance issues about characters including the dreaded lag spike on character spawns. It's too early to say if this will be a golden fix for performance, and we would be hesitant to make promises, but the theory seems really promising. This overhaul will take some time, but it is planned to be released as a "minor" update of U8.
Besides spawning lag, if you are still feeling performance issues in general even after 8.3, be sure to try all the various graphics options included in the option book, and also remember that mods may impact performance too. Also, you might have missed the following new options were added to help lower spec video cards (click to enlarge): (atlas refers to resolution, so lower is better at the cost of graphics)
And here are some other performance tips if you are struggling (all in options book):
Lower render scale
Disable shadows
Disable antialiasing
Limit persistent bodies / items to 1 or 2
Reduce character quality
Enable fast gen
Play on Arena map
Remove mods causing performance issues (check possible console errors spamming with F8)
In other news the game Store pages are finally getting a long-overdue makeover since the screenshots and information are dramatically out of date! Our concept artist also did a brilliant job by reworking our store cover ːsteamhappyː Below the full resolution images if anyone would like it as a wallpaper (with and without logo): https://imgur.com/7wdaX7R https://imgur.com/2WeUJcy
Screenshots are now saved to a smaller format (JPG, can be changed in game.json)
Added metal footstep audio
Added death audio
Added focus depleted audio
Added a debug option to disable armor detection on NPC (increase spawning performance)
Added an option to enable/disable character expression (decrease performance)
Added whoosh audio to fire imbue
Added haptic to imbue whoosh and spell charge
Performance optimizations
Optimized character texture sampling
Optimized armor hit detection
Misc optimizations
Fixes
Added missing handle orientations on bucklers
Fixed feet tracking not working correctly
Fixed a shadow issue on characters
Fixed weapons on ground not being cleaned when level change
Fixed dropped bows not being auto-cleaned while in combat
Fixed NPC sometimes not dying when dismembered
Fixed HDR colors on screenshots
Fixed imbue issue with the small buckler
Fixed medium shield handle issue when swapping hands
Fixed left wrist stats position on female character
Fixed male/female ratio option not working
Fixed NPC pickup animation issue
Fixed female ragdoll joint limits issue
Fixed missing inner mouth on one of the male face
Prevent NPC to come and go when looking for weapon
Fixed slicing damage not being correctly applied
Fixed dual blade staff imbue acting on both blades
Fixed a misconfiguration preventing some shields to be pierced
Fixed fireball and lightning decals not showing on shields and props
Fixed reloadjson command not working
Fixed wrong damager icons on item spawner
Fixed flanged mace imbue flickering
Fixed bow and wrist blade imbue animation issue
Fixed archers missing their first shoot too much
Fixed water splash effect
Fixed arena flags rendering issue
Fixed staff not accelerating spell charge speed
Fixed missing audio when shooting fireballs from fire imbued staff
Fixed fire imbued staff not consuming imbue energy when shooting fireballs
Updated Unity to 2019.4.1 (may fix some crashes)
Misc error fixes
Modding
Added an option "allowDecals" on items. This option is disabled by default to avoid some imbue issue related to the shader conversion and missing variants
Merged "creatureID" and "creatureTableID" in creature table and wave JSON to an unique field "referenceID"
Merged "itemID" and "lootTableID" in container and loot table JSON to an unique field "referenceID", allowing JSON mods to append any existing container and/or loot table ("referenceID" being the JSON merge key)
PlayerDefault container spells and apparels will now be loaded each time the game start (should be useful for mods adding spells or changing player outfit, as you simply need to override this JSON)
Hello, folks! The following is from KospY himself:
Following the release of U8, we are working hard to fix the performance issues and bugs. We are happy to announce that today with the 8.2 patch, most major issues should have been fixed, and performance should be back to around how it was in U7.
Obviously it will not be the last patch for U8 as there is still many issues to fix (see known issues at the bottom). We will continue to work on U8 for some time to bring more performance improvements, fixes and even some minor content.
Thanks to everyone for their patience while we were working on fixes. U8 was an huge update and a pretty major challenge, such an update for an early access game is not something common, and we hope the majority will be happy of all the changes ːsteamhappyː
You will find below the changelog of update 8.2 (as well as 8.1!)
Update 8.2
Features / Enhancements
- Added female version of the "gladiator" armor - Improved gravity & TK push effect - New punch sounds
Performance optimizations
- Optimized NPC spawning performance - Enabled incremental GC - Fixed point cache generator not disposing correctly - Added new character quality options for performance testing / low-end computers - Misc performance enhancements
Fixes
- Fixed game parameters not saving correctly - Fixed character customization not saving correctly - Fixed an issue preventing U7 save file to load (infinite loading) - Fixed an issue with characters being merged between male and female - Fixed mirror light not lightning player head - Fixed some wave issues - Fixed wrong axe penetration effect - Fixed characters not moving their mouth when speaking - Fixed missing colliders in Arena - Fixed fireball telekinesis highlighter showing on hit objects - Fixed characters getting their mouth deformed after switching gender in the character selection screen - Fixed player hand animation being way too fast (climbing fix) - Adjusted male hand pose and fingers colliders for climbing - Fixed a climbing collision issue with locomotion - Fixed gender not refreshing correctly in character selection - Fixed female pose in character selection scene - Fixed debug collision marker - Fixed arena and ruins spikes - Fixed tree spikes on Citadel - Fixed magic staves not regaining imbue energy - Fixed music not looping in the character selection scene - Fixed dummy head material being wood instead of fabric in the home - Fixed light probe not taking into account directional light (dark area should lit objects better) - Fixed baguette sword holster - Fixed harmless warnings in the log to avoid clutter and wrong diagnostic - Updated to Unity 2019.4 LTS (may resolve some crashes)
Update 8.1
Features / Enhancement
- New "Gladiator" armor for NPC (male only)
Performance optimizations
- Fixed a performance issue with UI - Reduced general CPU usage - Fixed a Oculus only issue causing performance drop when both controllers are vibrating - Market: Optimized terrain, trees and disabled grass - Optimized terrain on Arena and Canyon - Heavily reduced draw calls on Citadel - Reduced CPU usage on Citadel - Improved locomotion CPU usage - Fixed wrist stats CPU spike when shown - UI auto disable when the player is far - Temporary disabled face expression causing a performance issue - Reduced default shadow distance and max number of corpses - Improved staff gravity shockwave performance - Misc performance enhancement
Tweaks
- Reworked waves - Added fabric physic material - Minor weapon visual tweaks - Increased imbue duration and reduced hit drain - Tweaked some collision sound and effects - Axe imbued with fire can now pierce metal and stone (like daggers)
Fixes
- Fixed broken waves - Fixed wrong effect when pierce is done by pressure - Fixed slicing texture being randomly invisible - Fixed physic rope material missing - Fixed missing cursor in character selection screen and death sequence - Fixed spell menu not closing when hovering holster - Fixed spell continuing charging if we press grip - Temporarily removed axis highlighter as it was buggy - Fixed wrist stats missing on left arm (male only) - Fixed NPC using two weapons at the same time - Fixed some NPC navigation issues on Market and Canyon - Fixed an inaccuracy issue with material detection on NPC - Fixed some warnings in the log - Fixed fabric bleeding blood on pierce
Known issues of U8
- Some amd GPU seem to cause double vision (RX 5XX more specifically), rolling back from an older driver may fix the issue - Face expression are missing - Beheading sometimes not kill the NPC - Left wrist menu with the female character is wrong - Archers has some animation and shooting accuracy issues - Picking weapon animation for NPC is wrong - Wrong grab position on female ragdoll - Female ragdoll joint limits are wrong, causing some animation and ragdoll issues - Particles can't be seen in the mirror - Male/Female ratio slider is not working - Full body tracking don't work (foot rotation is wrong) - Water splash is not working correctly
Missing content (planned for a 8.X update)
- More hairs, beards and faces options for male and female characters - New blood decals - New/cleaner dismemberment - Spell menu animations - Spell sub menus (more than 10 spells, for modding)
First, I wanted to thanks everyone for their wonderful support during this Early Access, it's a really great thing and such a good motivation for me and everyone in the team!
So U8 is now out and you can play right now! It's a major milestone for B&S as the game now feature all the main combat mechanics planned : spells and armors, allowing us to work on the next steps for the game, player progression and dungeon!
But, our focus should still be on U8 during the next coming weeks as we plan to work on minor updates to implement some missing features as well as working on bug fixing. We are aware that there is some performance issues on U8 and we advise everyone having problem with this to roll back to U7 (using the steam beta tab) while this is being investigated. We really want the game to run as smoothly as possible on different configuration and we will do our best in the next coming days to better optimize this.
Below you will find the full changelog with some gif of the new U8 features :)
Features
- New spells: Fire and Gravity
- New map: Citadel- New characters design- Added armors support to NPC- Added hit material detection on characters, allowing different behavior and protection for flesh/clothes, leather, chainmail and plate- Replaced models and textures of bow, quiver, arrows and large shield- Added magic staves- Lightning spell rework for consistency with other spells, improved vfx and audio- Added the possibility to select a spell and imbue the closest blade while holding a weapon (enabled for bow and wrist blade)
- Wrist stats and spell menu overhaul- NPC are now able to throw fireballs and use gravity to push their opponents- New cast and throw animation for NPC- Spell merging and staff shockwave only work with Gravity (other spells will come later)- Added the possibility to deflect a fireball with some weapons- Spells sound effects overhaul- GPU painted blood decals on bodies- Player fall damage (can be disabled from the debug menu)- Blood decals overhaul- Added motion blur option to spectator mode- Game can now run without any headset (spectator mode only)- Added new console commands: "SpawnCreature", "SpawnCreatureTable", "GetCreatureTable", "SetPlayerFaction", "ToggleBookMenu" and "SetTimeScale" (type "help" in the console for more details)- Added 4K screenshot support to spectator mode- Updated Unity to 2019.3.14f (LWRP is now URP)
Enhancements
- Physic materials and collision system overhaul- New effect system for sounds, VFX, particles, decals and painting, improved performance- New slow motion sound effects- Lightning bolts performance enhancements- Added more physic props to environments- Improved Market map- Changed stereo rendering mode from single pass to single pass instanced (better performance)- Added damage relative to penetration depth- Added penetration using pressure- Improved hit detection- Improved accuracy of penetration position- Flesh is now easier to penetrate with a blade- Improved item throwing flying rotation- Improved player body hips position- Added Early Access text to spectator mode- Reworked knockout logic- Increased player view distance- Misc performance optimizations
Fixes
- Fixed collision detection inconsistencies- Fixed light probes not working correctly- Fixed lights flickering in some situations- Fixed bow not shooting arrows in a straight line- Fixed arrow rotation when nocked- Fixed spectator camera not changing from first person view to third person- Fixed spectator click after loading a level- Opening console locks keyboard spectator commands
Expected additions coming in update 8.X
- Gladiator armor (for the arena)- New blood decals- New/cleaner dismemberment- Spell menu animations- Spell sub menus (more than 10 spells, for modding)
Hello folks! The Baron here and I did tell you the next time you heard from me would be with trailer news and a U8 release date, so here we go!
The U8 Trailer will premiere on Tue May 26th at 9am PST on The Baron Reviews:
You'll have to figure out that time for your own timezone, or set a reminder.
U8 "The Sorcery Update" will be available to Steam and Oculus players on June 4th, the extra time being unfortunately unavoidable for critical bugfixing. But its only a few days and we reckon it will be worth the wait. ːsteamhappyː
So now that there is a date, and soon a trailer, hopefully it will make the wait a little more bearable. Hope you all can attend the premiere, and the big man KospY will be there himself, so be sure to say hello!
Hello folks! The Baron here with the latest U8 news and if all goes well, I am hoping this will be the last news for U8. ːsteamhappyː Fingers crossed the next time you hear from me will be about the U8 Trailer launching and then soon after that the release. Things are going well and KospY and team are still on track for an end of May release of U8. I've got a smorgasbord of fun clips today, so let's get into it! And please be aware everything from effects to audio to map colors / backgrounds, etc are all WIP and not final!
First up, I think you have all spotted it by now, so I can happily confirm U8 will have a new map, The Citadel! All clips were recorded in this new map but of course we wanna keep the most of it for a surprise so we will limit the view for now. ːsteammockingː
The bow and arrow has gotten some much needed TLC in U8, and alongside a new model for the bow, arrows and quiver, I am glad to report the aim bug will finally be fixed! But also, a nice surprise feature for you that has been on players' will it happen / won't it happen list for the longest time - Arrow imbues! The player can easily imbue arrows will the bow is drawn to infuse that arrow with the intended effect. Here is how it looks using the third person camera for a better view, and then again first person:
Next up, let's talk armor penetration! Armour is now fully working and the team are adding extra bits each day. To reiterate how it works: There are three tiers of armour, cloth, leather and plate - but armour is modular. So that means AI or player could be wearing a plate chestpiece with leather gauntlets for example. Different tiers of armour have different penetration resistance against normal weapons, so for example a slash with a blade across some leather might do nothing, while a rapier thrust may penetrate the same leather. Hopefully this will add a new and interesting tactical challenge.
And this brings us to magic, the great equalizer. A blade that is imbued with fire will be able to sear through metal like a hot knife through butter; and we know that in the real world this would not happen but it's fantasy, guys! ːsteamhappyː
And finally, armour also means blunt weaponry finally get their moment in the sun. Imbue your blunt weaponry for twice the smashing fun.
In the video below you can see the dagger cannot penetrate the plate armour, although that can be remedied with a good old fashioned dagger to the eye. And following that, you can see how the fire-imbued blades can easily sear through metal. (please disregard the untextured blood btw!)
The last little bit I will leave you with today is with lightning. Many folks have asked what lightning will be like in U8 and as I mentioned before, lightning has gotten a coat of paint in graphics but functionality-wise it will be much the same with the exception that it now has a little wind up in the form of a sphere. The idea here is that you could merge the spheres to create a bigger effect or with other spells to create a new effect - Although be aware, lightning merge may not be available on U8 launch; it's just setting up for down the line.
So that's it for this news, folks! A little fun little factoid for you regarding the clips you just saw - With exception of some bits in the background, nothing in these clips are crossed over from the first version of B&S. The enemy, armour, map, textures, weapon models are all new and custom, making it essentially a different game from the original EA launch. Fun to think about!
Hello mates, The Baron here with the latest in Blade & Sorcery U8 news. Let me get the bad news out of the way first - The feared delay has manifested. U8 is now looking at end of May release. Sorry guys, I hope you are all not too disappointed. The good news is U8 is set to be the biggest update yet, even bigger than U5, so hopefully in the end you will all agree it was worth the wait! ːsteamhappyː
Now for the latest updates -
Some of the menus are getting an overhaul and moving from a 2D render to 3D, which will look way cooler in VR. Right now it is the wrist menu (your health, mana, etc) and the spell wheel. Here is a little peek at how the wrist menu looks now, plus some bonus messing around with spells - the left bar (red) is health, right (blue) is mana, and green (center) is 'focus', which I will explain in a second. (note: Audio is WIP and ignore the old spell wheel in this video)
So you may be wondering what 'focus' is. The main idea behind focus is that slow motion as we all know it is now on a separate bar independent to mana. This is to allow the slowing of time for casting spells more easily without actually draining your mana needed for spells. Focus will also not regenerate by itself during combat, forcing the player to do a kill or parry an opponent to regenerate it.
For mana, KospY and team are bouncing ideas on how/when/if mana should regenerate, so nothing confirmed there. And before some of you fret, let me say that like everything, sandbox mode will include an option to enable infinite mana, focus, health etc for all those who just like to mess around. No worries. ːsteamhappyː
So that is mana, and here is the new spell wheel in action (minus the actual player):
It's a whole lot snazzier and fitting for a VR game. For anyone wondering how limited spell slots would work for modders, (as we are likely to see a modding explosion for spells) U8 will have dynamic spell slots, so adding plenty of spells will be no problem. The biggest problem I foresee is that people might have literally too many spells to keep track of, lol.
And the last bit of news for the week, work on armours continues and the in-game model for Plate T2 armour is finished. Here it is below (on the right) compared to the concept art reference on the left.
Now let's get into a little bit of meta news. The Community Manager from Nexusmods has let me know that Blade & Sorcery has made the front page! This will surely not matter to some, but the reason I think it is incredible is because it shows how absolutely lit our modding community is and how much recognition they deserve.
If you think about it, it is bananas to consider as a VR game we are still up there (we knocked Witcher 2 off the board) despite how small the VR player pool is. We are up there as one of the most modded VR games for sure. And lastly, we only moved mods to Nexus since U6, so we rocketed up to #18 in the space of like 6 months, and yet there is so much more to come with spells sdk support coming!
Last bit of meta, Blade & Sorcery has joined the OP club on Steam!
On behalf of KospY and team, thank you so much to everyone who left a review. I swear to you, positivity fuels the team. Some of you OG crowd might remember it was not too long ago we were excitedly announcing that the latest B&S update "now has kicking!" or when telekinesis was added as a new feature. None of us could have imagined how much of a push the game would get from the community, and it was truly the community that extended the life and development of the game by taking a chance on the Early Access back when it was just mostly ideas. For whatever it is about this game that has drawn this community of people together, you guys rock, I can't say it enough.
That's it for this week, folks. Stay safe and I hope you are all well!
Hello folks, The Baron here with a bit of U8 news, but alas I have an unfortunate announcement first. At this point you have surely all heard about, and likely even been impacted by the Corona Virus. Sadly I must report that COVID has impacted Warpfrog too and caused some disruptions to U8's release schedule. Just as all this madness began going down, KospY was in the process on opening a new Warpfrog office and onboarding some fulltime employees. The idea was that having employees working side by side with KospY would greatly streamline the workflow, so the time invested in opening the office would be worth the payoff. Unfortunately the office was only open a week when news began circulating of businesses shutting down for safety, so to protect his employees KospY decided to temporarily close office and revert back to working remotely, which is not a great learning environment for any new employee... Furthermore, several of the new employees had relocated to KospY's city specifically to work for Warpfrog, but as they arrived right as COVID trouble began brewing, several of them didn't even have a chance to get set up with internet connections and are using phone internet to work, which as you can imagine is not great... The team are working out the workflow kinks right now and hopefully this situation will get better.
What this means - The team is pressing on as best they can, but U8 will be arriving late April at best. To avoid disappointment I would caution everyone to prepare for a worse delay, and that way if it is in fact late April then it will be a nice surprise. Everyone is working as hard as they can to get U8 released, so thanks for your patience and understanding, guys. If I get any more news regarding this I will keep you guys posted!
So then, let's jump into what's new with U8!
Model makers have been hard at work, churning out new weapons and armours to go along with the new tier system. With each weapon having 4-5 tiers, you can probably appreciate that it is a lot of work! Here are some of the latest models for early tier axe and some shields:
The bow aim bug has been fixed by the way!
Work on armour continues, and the team have been getting through the armours at a good steady pace. The latest additions were leather and plate; here is how they look on the models (still actively wip):
Finally, some concept armour for you on armour tiers still to come; to recap, each tier has a type of leather, chain or plate, but the tier reflects the coverage/functionality and each higher tier provides progressively more coverage / defense. Oh and some of you were surprised to hear this so I will say it again -- The player can wear the same armour as the AI. ːsteamhappyː And in fact armour is modular, so the player can mix and match armour pieces. You could wear a plate chest piece with leather gloves for example.
Leather Tier 1 (F)
Plate Tier 1 (M)
Plate Tier 2 (M)
Plate Tier 2 (F)
That's it for this week, folks. I'll keep you all posted on Reddit, Discord and Steam if I get any new developments. Stay safe!
Hello folks! The Baron here, and I'm delighted to be able to deliver on my promise from last time to show you guys the much anticipated and illusive spell: Gravity! KopsY has been silently slaving away in the background but has now let me know that the spell is finished mechanically, but heads up that the graphics including the spawn effect and particles are not finished, so what you are seeing is a WIP.
So, what's it all about? There are very few games out there with a robust telekinesis system and even fewer that make you feel powerful and badass to use it. Dark Messiah was surely one of the few, and it is in this vein of inspiration where B&S Gravity comes in. The general idea is that this spell will allow the player to pick an enemy up, push him, pull him, throw him, and maybe even come up with some more creative punishments. :D
Another element of the spell is the ability to imbue weapons. A weapon that is imbued with gravity becomes weightless, making striking and wielding the weapon easier since the weapon is "lighter".
Enemies that are struck with a Gravity imbued weapon will become temporarily weightless, as teased in the gif from last time.
But now onto the juicy stuff. As mentioned some time ago, one aspect of the spell system is that spells can be merged to form bigger and more powerful spells. Well, you might wonder what happens when you merge Gravity with Gravity - The result is a powerful zone of weightlessness that will trip up enemies and scatter objects, giving you a tactical advantage if surrounded.
Enemies who are caught in the Gravity dome are weightless, which means they can be ragdolled around and punched with tremendous force. All in all, it should lead to some good clean fun.
That's it for the news, folks! I will post higher resolution clips to Reddit (Steam only allows 3mb gif format) and longer videos to Youtube. Here is a nice little video to tide you over. :D Cheers!
Hello folks! It's that time again for a little bit of news, and today I have some sneak peeks of upcoming weapons with regards to the tier system.
If you had not heard, since the last update B&S is moving to a tiered weapon system (just like armour) where each weapon will have 4-5 tiered variants, with each variant offering improvements on the previous. Higher tiered weapons may have some functionality bonuses, such as useful hilts, extra attack surfaces (a blunt mace might also have a spike for example), or a more functional design, such as a greatsword that has a grip for half-swording. Another wip concept is that higher tiered weapons will be able to retain a magical imbue longer.
The overall tiered weapon/armour idea is to bring a little bit of a progression feel to B&S to go along with the future progression mode ("campaign mode"), so that players will have equipment to unlock and strive towards. But for sandbox lovers, don't worry because there will still be a sandbox mode and all these tiered weapons will be freely available there.
The last goal of these reworked weapons is to take one more step further away from Unity store assets in favour of custom models. So with that said, here is a look at what our modeler has been working on with the Greatsword rework:
These are the Tier 0, Tier 1 and Tier 2 of the Greatsword. You can see how the lowest tier is rusted and even lacks a pointed tip, whereas the last tier is much more functional and versatile. They will likely be 2 more tiers of the Greatsword to come too (tier 4 and 5) but I just don't have any images of those at the moment.
Here is a peek at the reworked bow - (tier 2)
And good news, the inaccurate bow bug has been fixed for U8. KospY Sends his apologies for not including it in the last update!
That's all the news for now, folks. But then again, it wouldn't be a B&S news post without a little teaser, so here is a peek at the Gravity spell, imbued in this weapon. Hopefully next time I will be able to post some news and videos of Gravity. Cheers!
Hello folks! The Baron here with a little bit of U8 news for you, and today we are talking about Armour!
First up, here is the overview: Armour (player and AI) will be tiered and modular. The categories are cloth, leather and plate (metal), and within those categories you have tiers suggesting just how protected the person will be. For example, here is a comparison of the male Leather T1 vs Leather T2.
And a little bonus, here is little peek at the concept art design for Female Leather T1 and Male Plate T2.
The big unique factor about armour in B&S is that KospY wants to avoid "gamey" mechanics, most notably that in 99% of games when you see an armoured enemy, you can assume he is just some tougher guy with more HP. Well in B&S armour does not mean extra HP; it means armour, lol. Enemy are still as vulnerable as ever, IF you can get around their armour. Depending on the category and tier, some weapons may penetrate (leather, e.g.), but if the enemy is wearing something like plate, then the player will have to use new tactics to overcome them; using magic to sear a hot blade that can slice through metal, utilizing the environment, breaking out the blunt weapons or using finesse to stab between the vulnerable gaps in the armour.
What's interesting about all this is that if you are a gamer for your whole life like myself you will relate that our whole lives we have been conditioned to think about armoured enemy as HP sponges that generally just require grind. But what if you came across a boss character in full metal who could be killed with a single dagger to the exposed neck? This is a real mechanic game-changer and I think it will require gamers to rewire their thinking to break the conditioning of traditional games. But if any game were to pioneer this then it makes sense for it to be B&S because I think VR players are a little more nuanced and open to new, game-changing ways to play video games. And then even more specifically within VR community, the B&S fanbase who had an open mind towards B&S' alien combat system that utilized physics based melee.
So the great news is Kospy was cranking away the last few weeks and has actually now finished working on the armour collision system! And best of all, he says the hitboxes are pretty precise and he is happy with them. Knowing KospY as a perfectionist, I know that if he is happy then I think that translates into it is gonna be awesome. He reworked all the collision and materials logic, so now there is stuff like dynamic damage by penetration depth, and maximum penetration depth relative to materials. This new system inherently means we will have a super cool non-roadmap, but very long requested feature: being able to push a blade into flesh without a windup! Yes you heard that correctly but let me say it again just so it sinks in: stabbing is now achieved by applying pressure!! This is such a huge fan wishlist request and was only possible thanks to the penetration rework. So related to armour, while a blade will easily push into flesh, it will not easily push into leather, and that's where force would come into it in order to break through the armour layer.
Going along with new armour we will also be getting new models! It has long been the desire to move away from Unity store assets in favour home something homemade that will be more fitting than discount kanye west and bald lady #1, so after a year of slaughtering the same gormless faces, the new models will surely be a breath of fresh air. Here is a sneak peek at the base mesh model (i.e. a "naked" enemy with no armour equiped)
That's all the news for now, folks! Non U8 related, KospY is in the final stages of taking on 3 fulltime employees with intent for them to get a headstart on "Dungeons" and make sure B&S hits its EA to 1.0 release date goals. Hopefully WarpFrog will be settled into their nice new office soon. Office pictures to come when they are all set up!