Hello folks! Just another small update to the beta; a few goodies but most importantly fixing some issues like the options not saving and also reducing the number of spawned enemy back down closer to original levels. Heads up, there may be more back and forwarding throughout this beta with regards to waves as tweaking based on feedback will occur.
If anyone is having trouble with loading screens when changing versions, be sure to check the pinned help topic in troubleshooting called "if you have infinite loading" because it will have the answer you need.
Added "Endless (Melee Only)" waves to Gladiators, Bandits and Knights
New NPC type: Berserker: (Runs same pace as rogues, Attacks way more often, duel-wields axes, does not recoil when you parry, added to Melee, does not wear helmets)
Removed "Daggers" from 1h LootTable
Added more lift force to head during beheading
Fixes
Fixed some menu options not saving
Fixed NPC not spawning with gender slider set to 100%
Fixed non-melee NPCs spawning in Mixed Melee
Fixed Battlemages spawning in Mixed Melee
Max Alive has been reduced in most waves: (Wave 1 is unchanged, Wave 2 is 5 from 6, Wave 3 is 6 from 8, Endless is 6 from 8, Survive is 10 from 20, Stress Test is 50 from 100, Warzone is 8 from 7)
Fixed Warzone waves to make it so you are not the prime target for both factions
Made Warzone less randomised on faction spawns
Removed Warzone CreatureTables
Adjusted probability of all classes. You should now see more melee than archers and mages
Battlemages: (No longer use Fireball and only utilise Lightning and Gravity at close range (Is currently bugged :( ), Move slower, Now utilize their own brain, Battlemage Gladiator set is now base mage set, Bandit Battlemage armor set has been reworked, Moved to "Ranged" class, Now appear in Wave 2)
Rogues now move a bit faster
Rogues are now in melee, meaning they spawn in the first waves, and now spawn in melee only waves
Rogues attack a bit faster
Mages should no longer use lightning halfway across the map
Renamed Containers to be less confusing
All Wave NPCs should now have hair and beards
Difference between Melee and Ranged spawning has been altered
Decreased overall number of enemies per wave. (this is testive, need overall figures, feedback requested)
Fixed errors where "BucklerRound" was not found.
Removed "Shield Rearm" from Shield enemies
Minor wave changes
Fixed neck deformation on ragdolls
Fixed physics materials on Arena gates and Home head trophy
Fixed a despawn zone in the back of Ruins
Modding
Added sliceSeparationForce and sliceVelocityMultiplier to creature json
Hello mates! Work progresses on the 8.4 live version as the Warpfrog team continue to fix all the bugs and missing elements following the complete character redo. If you have opted into the 8.4 beta you should get a little beta update on Steam and Oculus. If you have not opted into the 8.4 beta you should consider giving it a look as it majorly addresses and remedies all the optimization woes of the early U8 versions. Info on the 8.4 beta and how to opt in is here. Cheers!
CHANGELOG:
Enhancements
- Added 2 male and female hairs - Added 2 beards - Reworked candle particle fx - Reworked all waves - Improved ragdoll performance - Added game mode support
Fixes
- Fixed saves not updating from older version - Fixed NPC hand and feet stretching after playing for a long time - Fixed flag floating in the arena - Fixed blood decals growing on ground - Fixed flying objects not damaging player - Fixed archers aiming feet instead of chest - Fixed NPC neck stretching too much when grabbed - Fixed missing Dane axe - Fixed NPC sometime not equipping their weapons correctly on spawn - Fixed mesh particle warning spamming the console - Fixed player arms falling and stretching abnormally - Fixed NPC / player collision avoidance - Fixed weapons spawning at the center of the map - Fixed debug options resetting between maps - Fixed archer floating after being killed while aiming - Fixed NPC wrist twisting weirdly when picked up after being sliced - Fixed mesh duplication after slicing sequentially hand, lower arm and upper arm - Fixed lots of missing physics materials - Adjusted Navmesh in arena to prevent NPC getting stuck on the wave spawner - Fixed navmesh that caused NPCs to get stuck on a rock in Canyon - Fixed Water rendering over the waterfall effects in Canyon - Fixed weird lighting of doors inside the sewers of Citadel - Fixed hole in Citadel - Fixed rope at the scaffolding in Citadel - Fixed misc errors and warning - Updated to Unity 2019.4.16
Modding
- Added loadorder support - Moved back velocityDamageCurve from material damage to damager JSON - Added self damage multiplier on damagers JSON - Reworked container, loot and creature table JSON - Moved avoidance priority from brain to creature JSON
I've waited many months to type these words so I'm gonna enjoy it... HELLO MATES, The Baron here and you know what that means... I have the pleasure of telling you that the long awaited U8.4 is now available as an opt in beta. ːpraisesunː
What is this update, and why did it take so long if it is not a full update?
This is the critical performance patch. As many of you have experienced, U8 had some performance issues tied into how the characters spawned, causing things like lag spikes, cpu strain, poor performance, etc. Issues arose because B&S grew outgrew the original simple concept from back when the game was first conceived, but as a result KospY and team found they had reached the limit of optimization with that original character framework, meaning there was no possibility of improving performance any further unless they went and redid the whole thing. They went and redid the whole thing. ːsteamsunnyː
It took many months, but the Warpfrog team have redone the entire character system and it is now much, much better for performance.
So where is U9?
It is underway! Work will continue on 8.X, but rest assured there are other Warpfrog team members working on U9+ and will continue to do so. The team is broken into different specialties so even if coders are rolling out 8.X patches and fixes, other team members are working simultaneously on future aspects of the game. There is lots of juicy U9 stuff to talk about, but we elected not to on the basis that it might have upset some people to hear about cool upcoming U9 stuff when they were still struggling to play U8, even though work was happening simultaneously. So we decided that when U8.4 is all squared away, then we will get into U9 news cycles. ːwftogrinː
Do note, the roadmap for U9 has changed and gotten bigger and more complex so that throws the current roadmap out of whack. The very loose, pinch of salt, don't take my word for it, non-committed ballpark is Q1 or Q2 2021. The roadmap will be updated in the near future so keep an eye out for that is now updated.
This 8.4 patch was a huge, huge hurdle for KospY and team, as without the redo performance issues would have plagued the game indefinitely, making future things like the Dungeons Expansion unenjoyable if not downright impossible. So it surely took a while, but hopefully you all agree this was worth the time and effort in the big picture.
What to expect from this beta
BUGS. As mentioned, the entire character system was rebuilt from scratch, meaning literally everything related to the characters had to be redone, from adding back in kick and dismemberment to configuring animations. As such, damn near everything is a bug risk and you will surely find a bug which you can report on the discord if you wanna help out. You will also likely roll across missing content that is in the process of being re-added.
This patch was all coding changes (other than a few goodies KospY threw in), so on the player side you will mostly see nothing different; but you should feel the difference.
So since this is not the full release, only the beta, the question for you is: Should I opt into the beta?
You should not opt into the beta if
- Bugs make you stressed or sad. - You wanna keep using mods (8.4 will break mods until modders have a chance to update). - It annoys you to have missing features (blood decals need to be re-added, character customization is incomplete, etc, etc). - You don't care about performance issues in U8.
You should opt into the beta if
- You don't mind WIP things and are just curious to see how it's going. - You wanna help the Warpfrog team by finding and logging bugs. - You wanna help by testing performance on your system and then giving a performance log (discord is best for submitting).
To opt into the beta on Steam, go to the game properties > beta and type the code Upd84betaPlease. Update: No code is needed anymore! It is even easier now, you will see the beta in the dropdown that 8.4 beta is an option and when you select it the game will update. REMOVE YOUR MODS! Your mods won't work, and I also recommend you clean your save file so your game is fresh by deleting the folder located at Documents/mygames/BladeAndSorcery. (100% do this if your game wont load) I'm bracing myself for the floods of 'cant get the beta working' threads because of mods. ːsteammockingː
Oculus users, you can access the beta through the menu Version and Release Notes on the Oculus Store page, not the game in your library. (counter-intuitive, I know)
The beta will end when all components of the character system are re-added and all bugs are found and squashed, at which point 8.4 will be live as an actual automatic update. And just to note - this is not the end of optimization. Further performance tweaks and optimization will always keep going for maps, etc, and that will not end until v1.0+.
Here are the patch notes - do take careful note of all the things missing. As mentioned, everything is being re-added, and there is a lot to do:
Update 8.4 (beta)
Enhancements
- Added new hairs and beards for male and female characters - Added new whoosh sounds for different weapons - Added a new control panel for the monitor view - Added a new spectator mode that automatically follow player across levels - Added infinite imbue debug option - Added console search field - Added spell wheel open/close animations - Added an option to disable blood - Improved feet placement while climbing - Improved armor detection precision - Hitting the arm while grabbing it will disarm the NPC - Added new hit sound when the head collide - Integrated ragdoll joints values from Ragdoll Physics Overhaul mod. Big thanks to Sketchcritic for allowing us to use his work :) - Misc options changes
Performance optimizations
- New optimized character & creature system (no spawn lag anymore, improved performance, LOD...) - Optimized ragdoll performance - Improved memory management - Reworked and optimized dismemberment system - Reworked and optimized armor hit detection - Added an option to reduce physic accuracy - Added an option to reduce texture quality
Fixes
- Fixed mage hood visible from first person view - Fixed an issue causing character to broke when customizing a character with specific weapons - Fixed player head probe lightning issue - Reduced player character idle movements - Updated Unity to 2019.4.12 LTS
Modding
- Assets bundle management is now using addressable - Enum are now serialized as string in JSON files - Simplified serialization of quaternion, vector2Int, vector3Int and layer mask in JSON files - Misc JSON changes
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!