Hello mates! The Baron here, and delighted to finally give you some juicy information on the long awaited "Dungeons" mode. Since it has been a while since our last news, I made it an extra long one for you guys.
Some important news is that the roadmap has shifted again, but this time it's a positive thing because the plan for U10 is no more only the new home and smaller improvements, but bringing Dungeons to life!
That means we are finally able to show some progress on Dungeons, so here is the first little sneak peak of the initial dungeon entrance that will be added for U10! (as usual, everything is WIP of course!)
As you can see, Dungeons is not only about interiors, the team worked hard to make dungeons not feel claustrophobic / too dark, with "rooms" changing between interiors and exteriors. This was not an easy task, as it required a custom lighting solution, but we are really proud of the result!
The first dungeon will be called "Greenland", and it will be the first "Biome" that the player will see in-game (more on biomes later)!
But first, there was a lot of "will it, won't it" for this, and this was the cause of the big delay in getting you guys this news because as always we didn't want to overhype and then let you guys down if it wasn't gonna happen. However do note that this will not be the final version of Dungeons. It will be an early access version that will be missing rooms and areas compared to the final plans, and this version will only available from the current sandbox mode.
The player progression with the skill tree, shop, etc, will not be in U10, (more likely U11 or U12), and will probably be renamed to something else than dungeons to avoid confusion (something like "progression mode" maybe).
Our goal with this early Dungeon release is to share with you our progress, validate our lighting tech, and get the feedback of the dungeon flow and new AI to adjust our work before starting mass producing rooms and areas for further release. ːsteamdanceː
So without further ado, here is an FAQ about Dungeons!
What is Dungeons?
Thanks to the support of Early Access fans, KospY has been able to push Blade & Sorcery far beyond his initial vision for the game and add an ambitious new element that probably should have been a second game lol. ːeaglegagː This will be "Dungeons" mode - a semi-procedural Dungeon crawl mode that will come in the form of a free update, and will aim to give players some linear gameplay and sense of progression. In U10, Dungeon will remain in sandbox mode and simply be a new location on the home map. But the final goal is that the 1.0 version of the game will have two game modes: "Sandbox" and "Progression" (title not yet decided), and you will make a unique character for each modes.
What happens with Sandbox?
Sandbox will be much as the game is right now, with all maps and weapons unlocked, debug mode and cheat options available. There is no plans to change that, and sandbox is here to stay. U10 introduce Dungeons in sandbox mode, meaning you can do whatever you want in this new location.
By the time of final release, Sandbox mode will have all weapons and armour tiers will included, so the number of weapons will be approximately quadrupled from current U9 (most of these weapons are already done, but we want to keep some surprises for when the progression mode arrives). It is uncommitted how many maps will be included in Sandbox by the time 1.0 rolls around, so that will likely be dictated by the "how busy is it" factor.
Is there is any storyline to Dungeons?
Even if we are progressing on our universe building, there will be no story to Dungeons in the sense of a storyline, dialogue, NPCs, etc, but possibly there will be a very light lore flavored backdrop (think Darkest Dungeons rather than Skyrim, eg), but this is uncommitted right now. Mainly we ask that you please don't expect a campaign or something like this, as this is not our goal for B&S final release (1.0) and we don't want people to be disappointed.
Is Dungeons an infinite dungeon crawl?
No, Dungeons won't be open world nor will the dungeons themselves be an infinite crawl of never-ending rooms; each generated dungeon will have a definitive beginning and end. The Dungeon will be comprised of rooms and areas handcrafted by our team that act like "parts" that fit together, so the ultimate goal is you will have Dungeon maps that feel handmade, but don't have that blandness and arbitrariness that comes with full procedural generation, while still retaining the replayability.
But what this also means is that because all the prefabs are handmade, there will be a finite number of rooms made by Warpfrog. We will seek to make that number as big as possible of course, but if you sink hours upon hours into Dungeons then you will inevitably see everything until we can make more rooms. And before you all ask, yes, dungeon will be moddable, though the SDK may not be ready for release right away, so it may come a bit later. Nevertheless, we fully expect to see new dungeons type mods by modders on way or the other, because you can't stop the ingenuity of those guys. ːsteamhappyː
How exactly will Dungeons play and be different from current arenas?
In these dungeon maps, enemies will be pre-spawned (not waves) and will have patrols and field of view, which means playstyles like stealth may be possible, though I would like to make it clear so as not to oversell that this is not a full stealth game like Assassin's Creed or Thief, so any stealth mechanics will be surely rudimentary compared to dedicated stealth games, especially in U10.
Progression through the different generated sections will be random, so for example there may be three different ways to leave a room. So let's say the library room spawns in your playthrough and has three potential exits A, B and C, where A is a doorway, B is a crawlspace hole in the wall, and C is a hatch on the ceiling, but in the iteration you are playing the exit to continue the dungeon crawl is A. Next time perhaps it is B. The next time, you might not even get that room generated at all. So this is how the randomized generation element works.
There will be situations where physical progression though the map may require climbing, or even magic later (skill related - still working this out). Sometimes a little climbing can be a 'shortcut', though generally there will be a non difficult path for people who are less physically able for the climbing in VR. The balance for us will be encouraging player innovation and exploration without forcing frustrating mechanics on the player. We will also later add a "parkour" difficulty rating to each Dungeon map, to display the likeness of generated rooms requiring climbing.
What is the "progression" part?
Some players don't like the unstructured "make your own fun" of sandbox games prefer goals or objectives to drive a sense of progression, so that is what we hope to provide with the help of Dungeons.
As mentioned, Dungeons will stay in sandbox mode for now, but later the progression mode will add looting mechanics which will allow you purchase new weapons and armour from a shop linked to the home where you return after each run. The Home will be your hub, if you recall the most previous news.
You will also unlock skills, which is a major part of the progression element and something we haven't really discussed yet... and are not going to do now either lol. The reason is because it is still WIP, but news will come, so don't worry.
But while skill trees have not yet been discussed or revealed, I can assure you it wont be lame. Like other 'gamey' mechanics we sought to avoid, we are trying to avoid as much as possible skills that give you +5% damage. Then the next level up is +10% damage, etc. We are not a fan of these types of "progression", and a much more interesting skill tree to us is something like in Dark Messiah, where when you unlock something it is actually something new and exciting that will change or give options to your playstyle, as opposed to just a boring stat crunch.
And lastly, the mechanics for interacting with the skill tree should be rather different from most games; KospY himself is working on this and he is pretty much hyped about it, so this is a good sign for something more interesting that look as boring text-based skill tree. ːwftogrinː
So all this stuff will be released in U10?
NO! We can't stress that enough. The U10 release of Dungeons will be missing tons of features like progression (skills, purchasable equipment), rooms, polish, and the AI will probably be a derpy on the first pass as it will all be new and untested by a wide audience. Instead of it being the proper unique progression gamemode as planned, for now you will enter a Dungeon map by accessing via the usual Sandbox map, and all the dev options will be available etc. So we are essentially considering this like "Dungeons Sandbox" and this will be a full blown WIP beta.
The reason for doing this is a few things -- If we hold off and continue to work on Dungeons until it is 100% ready, you guys may be waiting a long, long time before you see any update. Also, it will be useful to get performance feedback on how Dungeons is running and see exactly what is broken before going too far, versus releasing a super-massive update and suddenly realizing tons of things are broken. We have been there before, lol. ːsteamdeadpanː So it will be easier to fix things in a piecemeal way and make sure things are stable as we go.
As such, early access enthusiasts who enjoy betas, seeing unfinished WIP stuff, and helping the game develop will enjoy this. But players who want the final product right now or hate seeing unfinished or broken things may not enjoy this! And in that case, I would encourage those players to avoid playing until full release if you can resist it.
You mentioned biomes, what is that?
For now and up to B&S 1.0, we are only planning one kind of dungeon biome "Greenland". But new dungeon "biomes" are definitely planned post 1.0. How it will be added is still not decided yet (free update, expansion pack, etc...). Speaking about that now would be surely too soon, but the idea is to keep expanding the game as long as players support us, and KospY really hopes that it will be the case because he still has a lot of ideas to expand the game, as he said there is still many, many game mechanics that we didn't explore in VR yet!
Will Dungeons be modder friendly?
Yes of course! While it might not have full support or documentation straight out the gate, it is always the plan to make Dungeons as easy and open as possible for modders to make their mods (like everything else). We love modders and mod communities bring tons of vibrancy, variety and life to a game. ːluvː
For U10, we also added some new moddable elements to the game, but we will talk about that at a later time! You may be pleasantly surprised. ːpraisesunː
When is U10 planned for release?
You know the drill - there is no confirmed release date! But if you twisted our arm for a ballpark estimate, based on current pace it would probably be around Q3-Q4 2021.
So that is it for now, folks! Hope you enjoyed this news and plenty more juicy stuff to come on new weapons, Dungeon AI, the skills system, and more. ːsteamsunnyː We'll also have more previews of Dungeons in the future of course, including video of the actual room-gens, patrolling AI, etc. Cheers!
Hi guys, just a micro-update for you. TLDR: Unity XR plugin causing some people issues has been removed.
If you hadn't read the news from last time -- We switched to the new Unity XR Plugin (the legacy system is going to be deprecated on the next major Unity version), however it was causing some people to have launch failures (red exclamation unity error), black screen errors, and performance issues. Long story short, it is removed for now.
So nothing too exciting for now, but should have some nice WIP sneak peek news for you guys soon.
Update 9.3
Removed Unity XR plugin (hopefully fix a rare crash / black screen)
Hello folks, The Baron here with the latest in Blade & Sorcery news. Too long we have gone without preview news because there was so much technical stuff going on with 8.4 and the road to U9. Well the worst of that technical stuff is behind us now, so I thought we could celebrate with a little sneak peek of some WIP stuff as we gear back up for regular news cycles.
In development, there is much to discuss as a bunch of parts are moving simultaneously, but today's news will be focusing on the cool WIP revamp and changes that are coming to the Home. This new Home will be introduced in U10, though additional expanded elements will be added to it as updates continue. So please note that some of the following information relates to the final product (ie 1.0 full release) and not exclusively to what will be present in U10.
A NEW HOME
The ultimate reason Home is being revamped is to bring it up to standards with what is cooking for Dungeons. In the future, the player's Home will serve as the hub between all Dungeon spelunking adventures and it will be where the player stores his weapons and armour. It will also be where the player manages their skills (more information on that on a further news) and there will be an access to the future shop where we could buy equipment.
(Images are WIP)
The new home will be smaller, but will be more functional, with some QOL improvements for the map, etc. The ultimate goal will be to have some element of customization over the home, where players can have mannequins to store their outfit kits, and potentially even storing trinkets and little treasures retrieved from Dungeon adventures.
Adding to this, there is also the idea that the player can use the wealth earned from Dungeons to purchase new and better homes! Each tier of the homes become bigger and more fancy, potentially adding more storage utilities or equipment displays for the player and their loot.
So while the T0 is small and cramped, the T1 home (the one we are adding for U10) would be a step up, and the T2 home would be even more luxurious. We thought this would be fun and a little something to give extra flavour and character for Dungeons, as well as giving the player more of a sense of progression and achievement.
But wait, there's more! One cool feature planned is a day / night cycle for the Home, just to give a little extra immersion. So you could go explore a Dungeon in the morning and when you come back it will be nighttime.
U9.2 ISSUES
In other news, if you have been having some issues in 9.2 with video or having a non-mod related launch failures (typically this is a red exclamation unity error), we are sorry about that! The long story short is we moved on the new Unity XR Plug-in Framework since U9.1 (the legacy system is going to be deprecated on the next Unity version), and that looks like it is borking things up for some people, especially Quest users.
We are investigating the issue and trying to find a solution that will hopefully be included in U9.3 hotfix. In the meantime, you can revert to the game version U9.0 and you should have no issues. U9.0 is only missing a few bugfixes too, so it will still be a good version to play on while a solution is in the works (mods will still work, etc).
Here is how to revert to U9.0: Steam: Right click the game in the library > Properties > Beta > U9 Oculus: Go to the game on the Store Page > Scroll down to "versions" > Choose U9 from the dropdown.
Hello folks! U9.2 is now available; mainly fixing bugs, including the issue with SteamVR force launching the game in Oculus mode and more performance optimizations on some maps.
CHANGELOG:
Enhancements
Added infinite arrows option in debug menu (spawn an arrow when a bow string is grabbed)
More performance optimizations on Citadel, Market, Ruins and Canyon
Game window resolution will now reset to 1080p on start
Fixes
Fixed issue preventing the game to be updated on Oculus store
Fixed ashes color on fireball impact
Fixed some warnings on start
Fixed steamVR/Oculus launch on Steam
Fixed arm gap on plate armor
Fixed spectator cam using inputs from VR controller thumbstick
Fixed water splash effect not playing in canyon
Fixed console scaling issue
Fixed issues with some small stones and plants in Canyon
Fixed navigation issue around the dead tree on Citadel
Modding
Updated SDK for update 9.2
Prevent an error causing the weapon to not spawn when a paintable is not correctly configured
Hello folks, hope you are all enjoying U9 so far! A small U9.1 patch has now been released and contains some nice little enhancements and bugfixes. U9 mods will not be broken, no worries! :steamdance: Please see the changelog for the full list of changes.
If you having any U9 issues be sure to check the pinned help topics in the Steam Community Page "Issues and Troubleshooting" section or do a quick search in that board and very likely you will find the solution already listed.
EDIT: Hi guys! How could we not do an April Fool's joke when releasing on April 1st, hahaha. So as you all have figured out, the original changelog was of course just a joke, but the update is very much real! Below is now the *real* changelog.
Enhancements
Telekinesis can now be used to grab rewards in survival mode
Misc improvements to feet climbing IK
Added physics-based lanterns to Market
Added blood decals to Potion and Baguette Sword
Adjusted bottom of well in Market to remove glowing ground
Small adjustments to props in Market
Added character and item decals toggle in options (for low-end computers)
Setting max env. decals to 0 in the options will disable environment decals completely
Quivers now store 50 arrows (instead of 12)
Infinite arrow option now automatically spawn an arrow when the bow string is grabbed (instead of setting the quiver infinite)
Updated to XR plugin
Fixes
Fixed some issues when picking rewards in survival mode
Fixed an issue where Survival items were despawning when the limit of dropped items was exceeded
Fixed plate armor shoulders not spawning correctly
Fixed an issue preventing the game to load when paint was disabled
Fixed multiple issues when reveal was disabled
Fixed some performance issue with feet climbing IK
Fixed sliced limbs doing too much damage and knocking down others NPC
Fixed post processing not disabling correctly
Fixed ragdoll colliding with hands when ungrabbing
Prevent waves and items UI selector to cause a CPU spike when being enabled
Fixed animation issue when NPC are hit while standing up
Fixed a shader issue which may have impacted performance on maps
Fixed scores not working correctly with survival mode
Fixed character shirts using incorrect shaders
Fixed male character underwear using an incorrectly configured material
Fixed missing ropes in market
Fixed some grabbable stones colliding with player locomotion collider
Fixed some decals issues
Fixed heartbeat audio not playing when health is low
Fixed incorrect physics materials on arena
Modding
Added a safeguard to avoid paintable to be enabled for pooled items (will prevent possible mods memory issues)
Added additional holder points support for items / holders
Added an option to transfer maps (textures) to reveal on RevealDecal
Added game lit and reveal custom shaders in the SDK to replace paint on weapons (see BasSDK wiki for more information)
Holders can now store more items than the available slots (extra items will be saved as ContainerData.content)
Moved ItemModuleQuiver logic into holder interactable (custom quiver mods will need an update)
Automatically set the custom shader bundle name prefix to export folder name to avoid duplicates GUID with the auto generated builtin shader bundles
Oh and in case you were wondering, the only two true statements in the joke changelog were about swinging on the marketplace lanterns and then the statement about the true statement itself, heheh.
Hello mates! If you are wondering what U9 is, it is essentially the 8.4 beta as a now completed and stable version. We decided to rename it as U9 and ripple the other updates because what was intended to be a small incremental patch ended up being huge amount of additions, and the difference between 8.4 and 8.3 was so massively significant that it really seemed like its own update. ːsteamdanceː
The roadmap will change accordingly. This name change should also help clear up a lot of modding confusion going forward about what mods work with what version. Instead of a trying to figure out if a mod works with U8.X beta XYZ, the latest version will now simply u9.
So the beta period is over. This will be the live version until the next big update, and as such this should be a good stable version for long term mod reliability (ie mods made for this version won't break as often as they would in betas). And because I know people will ask - mods should not have broken between 8.4 beta 8 / beta 9 when upgrading to U9.
If you have not been following the beta period and are coming straight from U8.3, you will be in for quite a surprise! Here are some of the more major features included in this update:
Performance enhancement!
This is the big one and the whole reason for the lengthy past beta. The lag spike on spawn issue that plagued U8 has been eliminated thanks to remaking the character system, so the game should be running dramatically better than it was in U8, with performance more in line or better than U7. If you are suffering performance issues in U9 that are not simply spec related, be sure you have removed your mods and checked the pinned topics in Steam Discussions "Issues and Troubleshooting" for some solutions.
New wound and gore decals
Character decals has been completely reworked, they are now optimized, consume way less memory and look better!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Armour denting decals
Decals are not limited to skin and wounds and you will now see dents when you hit plate armor.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Burn decals
At last decals now support emissive and overtime effect, perfect for fire and burning. ːsteamdanceː
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Death animations (similar to U7 but new and enhanced)
Death animations were noticeably missing from U8; this is what gave the combat that visceral and gritty feel that many people missed since U7. It allowed for the player to get that short window to complete a cool John Wick type execution, rather than a 100% pure ragdoll experience. Now with a mix of ragdolls and animations, we are happy to say it is better than ever before!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀ ⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Blood spurt effect on neck
Slashing or piercing the neck deep enough has always been fatal in B&S; now you can enjoy some visual effects when you manage to do it.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
New customization parts for player and AI
Player customization is still not complete and more and more content will be added as it is made, but for now there are new beard and hairstyles for both the player and AI. The AI now have the chance to spawn with a wide selection of hair and eye colours for variety.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Jumping to view direction while climbing
Preparing our work for the incoming dungeon update, we added the possibility to jump to the direction you are viewing while climbing, allowing you to reach more places as well as improving agility while climbing
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Piercing has a visible exit wound
A long requested feature has finally being added; you can now see the exit wound if your blade goes through the whole body!
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Self collision (dev option for fun only)
This option is available from the dev menu (monkey icon) and is solely for goofing around as opposed to a gameplay mechanic feature. It makes your full body a collidable object for your own weapons so you can hurt and stab yourself. Why would you want to do this? We have no idea, but you guys seem to like it. ːwftogrinː
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Player has visible wounds and potions will heal them
Being hit will also display wounds on your own body. Thanks to the new decals system, drinking potions will heal the wounds so you can look new again. Be aware however, it will not repair your clothes! Weapons will also clean themselves when holstered after some time.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
New and improved audio effects
If you have not played the beta, this should be very noticeable! Much cooler sounds have been implemented, especially for metal and shields, to make the combat feel more meaty and impactful.
Reworked ragdolls and better penetration
Ragdoll Physics Overhaul mod has been integrated (big thanks to SketchCritic for letting us use his work!) Enemies should fall down in a more realistic fashion, and combined with better penetration and the return of death animations, you should be better able to skewer enemies properly and have less instances where the enemy gets launched backwards when you try to run them through.
New waves
Waves have been broken out into enemy categories such as Bandit, Knight, Gladiator, as well as new waves added for each class that are 1v1s and melee only. There are a whole bunch of new warzone waves if your PC can handle it and classic modes like "Circle of Death" and 1v1 escalating difficulty have been re-added.
New gamemode: Survival (arena, ruins and market only)
Introducing a new gamemode for those who want more challenge and structure. Choose from the randomly generated weapons that spawn with the pedestal and then survive the waves. The Survival mode is selected from the map that is on the table (it's on the left hand side) in the home.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
That is it for the highlighted features! Going forward, U9 will have small incremental patches as is the usual with updates. To give you an idea of what to expect in the next coming months, check out the revised roadmap. (subject to change, as always!) https://steamcommunity.com/app/629730/discussions/4/1743355067106410776/
The Dungeons Expansion will not be this update; that will be it's own huge update (hopefully U11).
------------------------------------------------------------------------------------------------------------- Below you will find the changelog that resume all the work that has been done since the first beta!
⠀⠀⠀⠀
U9 Changelog
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Features & Enhancements
Performance optimizations
Character system overhaul
New decal system for characters
Improved dying animations
Added tone mapping post processing option
Moved the wave spawner next to the table in arena
Added and reworked some weapon collision sounds and effects
Piercing stuff with a weapon imbued with fire will now emit a sound and generate smoke
Ragdoll materials (flesh, leather, chainmail, plate) are now used for NPC environment damage
Player wounds are now visible
Holstering a weapon will clean them after some time
Drinking health potion will now heal wounds visually
Reworked penetration system and damage calculation
Added skewer detection, now piercing through a body will do a decal and effect on the other side
Added self collision debug option
Piercing or slashing neck will now show a bleeding effect
Hats are now using the new character system
Reworked gravity grab visual effect
Added 2 male and female hairs
Added 2 beards
Reworked all waves
New Buckler Model
Survival gamemode added
Updated LIV to 1.5.4
Updated Unity to 2019.4.21
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Balancing
Hips move back a bit more when looking down
Improved Shields and Shield Bashing
Increased slash damage on bladed weapons
Adjusted pierce damagers to be overall better
Adjusted damage for all part types (hands and feet should take less damage)
Nerfed Slow-Mo Punch force a bit
Blunt weapons feel more powerful
Daggers can now dismember (though it is harder than usual)
Ragdolls no longer one-shot enemies
Blades and Axes can now pierce wood easier
Sand is now pierceable in the arena
Rapiers now use their own slash damager
The player takes less damage from arrows and fireballs
Adjusted probability of all classes. You should now see more melee than archers and mages
Made Warzone less randomized on faction spawns
Misc balancing changes
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Fixes
Fixed infinite loading when loading a save with an item not existing
Added misc error checks
Fixed thumbstick not working with HP Reverb G2
Fixed some lightning issue on maps
Fixed clipping issues on some outfits
Fixed texture issue on Rapier
Fixed an audio issue after player death
Fixed missing jump sound
Fixed missing fall damage sound
Fixed hand going through objects after ungrabbing
Fixed axes penetration
Fixed some Out-of-bound access areas in Citadel
Fixed NPC dying animations
Fixed some NPC navigation issues
Fixed an issue causing weapons and projectiles to unpenetrate when the NPC play some animations
Fixed haptic causing performance issue on Oculus
Fixed mesh particle warning spamming the console
Fixed some 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
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀
Modding
Reworked default and mod directories
Effects JSON gradients replaced by colors
Added fleePoint component to manage NPC flee locations
Reworked collision system to make it easier to maintain and update.
Removed materialDamage and materialEffect JSON
Materials is now handling effects and materialDamage is replaced by damageModifier JSON.
Reworked penetration damage logic
Reworked penetration dampening, added temporary modifiers to improve piercing
Added filters into effects JSON to help simplify the collision system
Added audio playing delay option to EffectModuleAudio
ColliderGroups with the same name will no longer override each other's ImbueGeneratedMesh
Fixed Custom Holsters/Quivers making them crash the game
(C# plugins) The struct "CollisionStruct" is replaced by a class "CollisionInstance"
Reworked effects logic, added filters and imbue filters to effects to simplify collision management
Blades and crystals physic material is no longer changed when imbued with a spell
Potion liquids are now moddable (derive from the "Liquid" class)
Removed creature DamageModifier and moved variables to Ragdoll.PartData
ItemPhysic and ItemSpell are now merged into ItemData
Added game mode support
Removed quantity on ContainerData.Content
Added sliceSeparationForce and sliceVelocityMultiplier to creature json
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
Hey guys, this beta is a bugfix and improvements patch, and hopefully the last step on the 8.4 journey. If there are no major issues with this beta update, it will likely become the 8.4 live version (likely along with one or two additional fixes). This beta update should not break any mods from beta 8.
Some of the more notable improvements in this small update include jumping to view direction while climbing, HP Reverb G2 support, more player customization options, randomized npcs hair, eye colours, etc, and slightly faster spell charging. There is also some changes to prevent the infamous dreaded "infinite loading" screen when you are missing a mod item or spell. This will not make out of date mods work of course, but it will allow the game to load at least.
LIV players - LIV is still broken but it is being worked on and KospY is communicating with the LIV devs. We are hoping it will be fixed for the live version.
As always, this is an opt-in WIP beta, so active testing is occurring and patience is appreciated!
Enhancements
- Added decal support on shields, arrows, quivers and bows - Hair, eyes and skin color player customization is back - NPC hair, eyes and skin color are now randomized - Reduced default character height in character selection - Adjusted depth for Bardiche and Northern Axe - Increased spell charging speed a bit - Adjusted fireball throw direction - Increased arrow tip length - Lowered velocity threshold for blade penetration on wood - You can now jump while climbing in the direction you are looking - Jumping while climbing will automatically ungrip hands - Jumping while climbing is now possible with only one hand gripped (not only feet) - Added a bit more force to jump while climbing - Separated Wood pierce value from chainmail for axes in damageModifiers - Improved buckler model and textures - Improved Axe Depths to make axes easier to pierce, while making it harder to take out - Updated LIV to 1.5.4 - Adjusted Containers for Berzerkers and Rogues to use LootTables rather than Items defining for weapons.
Fixes
- Fixed infinite loading when loading a save with an item not existing (often happen with mods removal) - Fixed gap and LOD issue on female mage armor - Fixed clipping issues on female mage glove - Fixed hand going through an object gripped with the other hand - Fixed some skinning and clipping issues on bandit hand gloves - Fixed some lightning issue on Citadel - Fixed player height not saving correctly - Fixed new carts missing audio - Fixed thumbstick not working with HP Reverb G2 - Fixed texture issue on Rapier - Fixed missing climbing grip sound - Fixed missing penetration exit effect for fire imbued weapons - Fixed handles not applying blood decal - Fixed issue causing the character to disappear when changing hair - Fixed an audio issue after player death - Fixed missing grip sound while climbing - Fixed missing jump sound - Fixed missing fall damage sound - Fixed hand going through objects after ungrabbing - Fixed baron hat color - Fixed axes not being able to penetrate wood - Fixed some Out-of-bound access areas in Citadel
Modding
- Added disallowDespawn option for ItemSpawner and ContainerSpawner - Added CreatureTableSpawner
Hello mates! 8.4 Beta 8 is now released, featuring the much anticipated, new and improved blood and wound decals, plus the return of the dying animations. The re-addition of dying animations is what contributed massively to the visceral and cinematic feel of combat in previous versions, versus the pure ragdoll experience as has been the case in U8 up to now. This means no more stabbing guys where they get pushed back; you can now properly skewer enemy again. Combined with some more big performance improvements, this should make the combat similar to the "U7 combat feel" that many players loved, but now with all the goodness of U8 additions, like armour and new models, etc.
With all the changes and additions, U8.4 has actually almost become it's own full update where it was supposed to be a small incremental update... ːeaglegagː But we think you guys are gonna love how the combat feels now. The end of the beta period is very near now and assuming everything looks good, this is looking like it will be the last beta and the 8.4 live version should be released soon. Then finally on to U9!
Added new pierce, blunt, slash and burn decals on characters
Improved dying animations
Added tone mapping post processing option
Moved the wave spawner next to the table in arena
Added and reworked some weapon collision sounds and effects
Piercing stuff with a weapon imbued with fire will now emit a sound and generate smoke
Ragdoll materials (flesh, leather, chainmail, plate) are now correctly detected for NPC environment damage
Reduced Max Alive for most waves
Player wounds are now visible
Drinking health potion will now heal wounds visually
Holstering a weapon will clean them after some time
Reworked penetration system and damage calculation
Added skewer detection, now piercing through a body will do a decal and effect on the other side
Added self collision debug option (for fun, not recommended for normal play)
Misc performance enhancements
Piercing or slashing neck will now show a bleeding effect
More weapon balancing
Fixes
Fixed NPC dying animations
Fixed head shadow missing in first person view
Fixed character locked in jump animation when game is paused
Fixed wood penetration with bladed weapons
Fixed ungrab causing the NPC to float sometimes
Fixed issues in survival mode
Fixed navmesh issue on stairs in Market
Fixed blood effects on Ragdoll impacts when gore is disabled
Fixed Dismember via TK still occurring when dismemberment was turned off
Fixed gravity ring on NPCs being flipped the wrong rotation
Fixed hands being seen through the rounded shield
Fixed an issue causing weapons and projectiles to unpenetrate when the NPC play some animations
Fixed minimum stabbing depth in arena sand
Fixed Minor Navmesh issues on Arena, Market, Ruins and Canyon
Fixed orientation issue when grabbing alive NPC
Fixed NPC neck issues after beheading
Fixed haptic causing performance issue on Oculus
Updated Unity to 2019.4.19
Modding
Reworked (again) collision system to make it easier to maintain and update.
Removed materialDamage and materialEffect JSON. Materials is now directly handling effects and materialDamage is replaced by damageModifier JSON.
Reworked penetration damage logic, added extra damage at specific depth and/or when piercing on the other side
Reworked penetration dampening, added temporary modifiers to improve piercing for thrown weapons
Added filters into effects JSON to help simplify the collision system
Added audio playing delay option to EffectModuleAudio
ColliderGroups with the same name will no longer override each other's ImbueGeneratedMesh
Fixed Custom Holsters/Quivers making them crash the game
(C# plugins) The struct "CollisionStruct" is replaced by a class "CollisionInstance"
Reworked effects logic, added filters and imbue filters to effects to simplify collision management
Blades and crystals physic material is no longer changed when imbued with a spell
Reworked potion liquid logic. Potion liquids are now moddable (derive from the "Liquid" class and override "OnLiquidReception" method), then custom liquid can be set from the Item module JSON
Removed creature DamageModifier and moved variables to Ragdoll.PartData
Fixed zone events
ItemPhysic and ItemSpell are now merged into ItemData. Old ItemPhysic json should be still compatible but ItemSpell will need to be redone (you will have to do an ItemData and add an ItemModuleSpell)
Hello folks! Another beta update with a variety of bugfixes fixes is here, included the much awaited return of full body tracking. Damage values have also been rebalanced to hopefully make weapons feel a bit nicer and especially make blunt strikes finally feel meatier; let us know how it is for you. And last but perhaps most importantly, Baron's Hat is now fixed, so we can all place down the pitchforks. ːsteammockingː
The beta is drawing to an end, with the only key missing piece now being decals. The new and improved decal system is almost complete and should roll out in the next beta, and if it is successful with no issues then it is likely that the B8 beta will become the full live version of 8.4, so the finish line is in sight!
Enhancements
- Re-added full body tracking support - Hips move back a bit more when looking down - Hats are now using the new character system (Skinned meshes) - Optimized performance on Market, Ruins and Canyon maps
Damager Rework
- Blunt weapons feel more powerful - Damage has been altered for all weapons - Daggers can now dismember (though it is harder than usual) - Dismemberment is a bit harder now - Ragdolls no longer one-shot enemies - Bladed weapons can now pierce wood easier - Sand is now pierce-able in the arena - Rapiers now use their own slash damager - The player takes less damage from arrows and fireballs - Shield bashing should feel better to use now
Fixes
- Fixed NPC scaling issues after a long play time (hopefully) - Fixed item swap grabbing issue - Fixed Baron's hat - Fixed lightning and gravity imbue VFX on characters - Fixed dismembering using Gravity - Fixed missing pointer is the character selection menu - Fixed missing pointing hand pose when targeting UI - Fixed NPC armor debug option - Fixed handling issue on plates - Fixed fists collision haptic (This should include modded spells colliding with hands on cast) - Fixed shaman staff not able to shoot fireball or do gravity slam - Fixed deflected fireballs going through NPC
Modding
- Removed quantity on ContainerData.Content - Updated to latest version of addressable: 1.16.15
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