About the Game
Built exclusively for VR, collisions are dictated by fine hitboxes, objects have weight and follow the laws of physics, creatures have full body physics and presence, and blades can be used to penetrate soft materials or deflect magic.
Embark on an adventure in Crystal Hunt progression mode, with 78 skills to unlock. Explore the dungeons and dive into the deep lore of Byeth to uncover the secrets of the ancient Dalgarians.
Play in unrestricted sandbox mode to access all 76 weapons, 90 armour pieces, and enable any skill you desire.
In Blade & Sorcery, the combat is limited only by your own creativity. Choose your weapon, choose your stance, choose your fighting style; Be the powerful warrior, ranger or sorcerer you always dreamed of becoming!
Screenshots
10 images
Version Information
Steam Patch Notes
Official update history
Hello mates, Baron here. The guys are already busy working on the next Byeth release - The Khar-Tib Update. However, that hasn't stopped the team finding and killing the bugs that had popped up in the Sentara Update.
The team have a Sentari bugfix patch for you today. Notable bugs that have been addressed are things like the discombobulate skill not working, or being able to skewer right though enemies with a spear, which was super buggy (the unintended behavior was being caused by the skill that allows arrows to pass right through enemy).
Heads up, if you were experiencing any very strange issues in 1.2.0 that are not mentioned below in the changelog, such as enemy with invisible faces or spell wheels not working, etc, be aware that what you have there is a mod bug! In those cases, you would need to just update your mod to the latest Sentara version, and if the mod issue persists, make a new character.
That's it for now folks. There is always the possibility of another small Sentara patch, but other than that, the guys are deep diving into Khar-Tib.
Bye for now!
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Sentara v1.2.1 Change Log
CHANGES
\ Allow igniting torches with the flamethrower
\ Buff Airstrike skill
\ Disable Ranged Expertise on all spears
FIXES
\ Fix Sentara Ship NPCs navmesh issues
\ Avoid NRE during Release Areas
\ handle NRE when ragdoll is destroyed while force is being applied
\ Fix NRE in EffectModuleDecal
\ Fix EffectAudio NRE
\ Fix needing to double click some survival options
\ Remove JsonIgnore from PushBehaviour merge key and reserialize to fix overriding brains
\ Fix survival reward spawning and equipment despawning
\ Reduce mesh duplication by not static batching single meshes
\ Fix issue causing discombobulate to no longer work after changing levels
\ LevelDatas failing to load due to a concurrency issue with level options
\ Fix NRE in PIDController
\ Fixed Trappdoor Collidergroup
\ Pine tree branch damager
\ Flintlock LOD dupe fix
\ Sewer wood collider
\ Fix missing colliders on Sup_pillar2.prefab
\ Female Officer helmet clipping fix and torso skin weight adjustment
\ Performance issue with the globe in the sentara ship
\ Avoid multiple items being highlighted in the item book after switching category
\ Fix Female Officer neck dismemberment
SDK
\ Improve Catalog Editor usability in modding
\ Override catalog path methods for MapData, ModOptionData
\ Changed dropdowns in a number of components to use AppendToField
\ Fix TextData JSON saving and catalog editor open folder button
\ Catalog Editor considers overrider JSONs as being not drawn and shows a note
\ Change UpdateAllExpressions signature in AdvancedAudioContainer to fix the inspector
\ Prevent NREs from GameData related dropdowns in Catalog Editor
\ Fix overriders drawing overtop each other in the Catalog Editor tree view
\ Fix LootTable UI in catalog editor by unstripping methods for buttons and labels
\ Fix custom categories, category groups, and factions not showing up in dropdowns
\ Make sure catalog data types that have generated merge keys always get a key
\ Fix error from removing element from list
\ Fix multiple jsondbs being exported
\ Improved clean destination support for android and windows exports. Improve adb command feedback
\ Fixed multiple jsondbs being exported with a mod. Added functionality to rename mod folder and move catalog/bundles with it
\ Allow modders to rename the mod name different to the folder name
\ Update Protomap board
\ Fix currencies dictionary not drawing in GameModeData InventoryStart lists
\ Expose LootTable AddLevel method and button for SDK
\ Fix copying json when exporting to game folder
Hello mates! Baron here, and the Sentara Update is officially upon us!
Update 1.2 is now live, and it wraps up everything we’ve been previewing over the last couple of news posts into one big Byeth release. This marks the 2nd of 4 free Byeth Updates, with the goal being to canonize some of the extended lore of Blade & Sorcery through additional content and maps.
Of course I say that was the goal, but then as usual the update spiraled into a bunch of unplanned scope creep... ːamadeus_happyː But luckily things didn't get so out of hand that the ThunderRoad framework exploded, so it's all good, lol.
Now, let's get into it!
Welcome to Sentara
[img src="{STEAM_CLAN_IMAGE}/33834682/5e862df3ef0b16a885996c5500553a0b255ff85d.png"]
Sentara is a small maritime nation west of Eraden, known for its sailors, traders, pirates, and general seafaring shenanigans. We tried to incorporate those themes throughout this update, with the weapons, armour, maps, and even how water behaves.
New Sentari Weapons
The staple of every Byeth update: a full batch of new themed weapons.
Sentara is loosely based on the aesthetics of Mediterranean maritime nations, so we took inspirations from pirates, sailors, and privateers.
The full weapon list includes a classic cutlass, stiletto dagger, a boarding axe, a harpoon, a dueling sword, and quite a lengthy sabre.
[img src="{STEAM_CLAN_IMAGE}/33834682/ed97d30aa3d20d63d735eb61180a93109364fdbd.png"]
[img src="{STEAM_CLAN_IMAGE}/33834682/5fe8fee773d6c83eeb13fe7f1e0926ab8598c153.png"]
[img src="{STEAM_CLAN_IMAGE}/33834682/2a7ecf777f2c63ee0e064793d195a046672c5586.png"]
But of course… it wouldn’t be a pirate update without something extra.
Sentari Firearm
We did it boyz; guns in Blade & Sorcery. But... not gunpowder.
Rather than opening the can of worms that comes with real life musket simulation and long, complex reload procedures, we went with a lore-friendly, crystal-based firearm. It works by imbuing a base crystal with an element, then striking crystals together to unleash powerful effects.
[img src="{STEAM_CLAN_IMAGE}/33834682/19aeb32e4e1350535e456e9e1c4310cadb57c324.jpg"]
Different imbues have different unique effects.
A fire imbued firearm can set enemies ablaze and create zones of fire.
I love all the imbues, but this one really rocks because it feels totally gnarly to shoot.
[img src="{STEAM_CLAN_IMAGE}/33834682/24e7a5ab67db4b88b27f457d694d45bab5d166d0.gif"]
A gravity imbued firearm does exactly what you probably expect, and hits enemies like a truck, blasting them and all surrounding objects in the cone of fire away.
If you catch an enemy with enough force, you may also blow off a limb!
[img src="{STEAM_CLAN_IMAGE}/33834682/b888389e8e3df0625a8cd570352d22f341b23608.gif"]
The lightning imbued firearm is the most insane of the three, in that it flat out gibbs enemies on impact, lol. Quad damage time!
[img src="{STEAM_CLAN_IMAGE}/33834682/3e864c21fdcd991ed104ce6ae81aa025cf8ba02f.gif"]
Also, to preemptively answer a question I know folks will have - if you are wondering if the imbue retains when you holster the weapon - yes it does!
You can keep multiple firearms charged and holstered, ready to fire just like real life pirates did.
This is likely the point at which you may be thinking, "But Baron, these look wildly overpowered??"
[img src="{STEAM_CLAN_IMAGE}/33834682/99790f6e9d7d641690f1e424bb6834b172f693e7.gif"]
The rule of cool was very much in effect here, as is often the case with Blade & Sorcery design. The Sentari firearm was designed to be flashy, powerful, but most importantly, fun. Lyneca worked on this firearm, and he and I are very much each others enablers when it comes to circumventing game balance for the sake of cool, lol.
However, jokes aside, I think you will find it is not as overpowered as you might expect. A good balance was struck between having a musket experience that was something between a real life 20 second reload simulator, and a magic boomstick. Feedback received was that the imbue reload on the firearm was just right for Blade & Sorcery gameplay.
Sentari Concoctions
The bottles that some of you guys pointed out from previous news were not health potions; they were a whole big scope creep.
Sentara introduces three new concoctions, designed to be playful, situational, and occasionally chaotic, just like the Sentari themselves.
[img src="{STEAM_CLAN_IMAGE}/33834682/95fe3c2c9614979404a80ac3adfc307042832b44.jpg"]
Feather Draught
Temporarily makes you weightless, letting you “swim” through the air. Just remember, when it ends, gravity comes back.
I guarantee there will be community posts about people falling to their death from this lol.
[img src="{STEAM_CLAN_IMAGE}/33834682/018ca889052f4fb3377de14bfdd3aa9001dd3070.gif"]
Burning Draught
Causes the drinker to belch flames and briefly glow, which can be useful as a byproduct to temporarily illuminate dark areas of the dungeons if you have no torch.
[img src="{STEAM_CLAN_IMAGE}/33834682/e0c20a922d114236e3d8d17f51db9b0ac43031b5.gif"]
Shocking Draught
Triggers a short-term magnetism, pulling nearby metal objects into orbit. This is a very contextual and utilitarian concoction, since you can imagine how useful it would be if you are surrounded my metal-clad opponents wielding metal weapons. YOINK!
[img src="{STEAM_CLAN_IMAGE}/33834682/27e5517089c58a31b17679ea79f5ace6b77f7823.gif"]
For the design of these concoctions we tried to go a direction that was not pure damage tools, since there is already a ton of that in Blade & Sorcery. So the idea here was that they are more utilitarian, and open up creative and emergent gameplay moments.
But we were also aiming for just plain fun.
Sentari Armour Set
Sentara’s faction armour leans more toward mobility and style than raw protection.
The full outfit includes light cloth attire - a shirt, jacket, trousers, boots, hat, and some decorative jewellery. It’s practical for life at sea and has a bit of flair to it.
[img src="{STEAM_CLAN_IMAGE}/33834682/2fe89635bb6b30c859b472b699591a7b20322ce5.png"]
Sentari enemies will wear mix-and-matched variants of this armour, and players can equip the full set as well.
The jewellery pieces are cosmetic only, for those wondering.
New Faction Maps
One the very first Byeth announcement we stated that we were at risk of breaking our game framework (ThunderRoad) if we were not careful about the content we add in these updates. As such, you may remember me saying NO MAPS because maps are one of those risky things.
But it just didn't feel right!
We knew before Rakta release, and we surely knew after, that there was a hole missing there and it left us uneasy to be adding lore elements from different parts of the world yet you don't even get to see what that part of the world looks like.
We felt this omission would be something that would disappoint the players, and that made us feel bad. So here we are in 1.2 and we are releasing faction-specific maps. (plural!)
Sentara Map
Being a maritime nation, you surely guessed the Sentara map would involve some sort of ship!
The enviro team had a lot of fun making and designing this environment.
[img src="{STEAM_CLAN_IMAGE}/33834682/fe8cee5db0a9c360b1d74162f10fb5abc4093051.png"]
[img src="{STEAM_CLAN_IMAGE}/33834682/384bfc166b325344450ca6ef7a236d2ab8f246b9.png"]
A Sentari ship, marooned against a crumbling lighthouse, cracked open to reveal a mysterious crystal.
The lighthouse has some fun effects for you to discover, but I will let you explore it yourself!
[img src="{STEAM_CLAN_IMAGE}/33834682/15fde4e04b4e25b814a35d41ae57d2763e464fe5.png"]
The map is a lot bigger than you probably realize, as it includes the ship deck, a captains quarter, a below deck, and a small island with the lighthouse.
There are fun parkour opportunities as well since there are lots of rigging, sails and things to swing on.
Crazy design detail note: the window frames on the ship are designed to mirror the Sentari flag. Absolutely insane attention to detail by the one and only Kaou from enviro team.
[img src="{STEAM_CLAN_IMAGE}/33834682/8c202b1f48c25b03e5109f020399f1b7558da0d7.jpg"]
[img src="{STEAM_CLAN_IMAGE}/33834682/e30f936cbc41fc6874d7160dfb3a5eb22c42fb8b.png"]
Rakta Map
The Rakta are a highly magical and martial people, with their aesthetic being loosely based on an amalgamation of east-Asian cultures.
This new map is a Raike dojo, located deep in the southern tropics of Rakta, where their fierce warriors train for warfare.
[img src="{STEAM_CLAN_IMAGE}/33834682/a22b76b73cdede63fab6d9ec1ba80de124ff4d1e.png"]
This map was an interesting lore expansion for us. Up to now, the only mention of the Raike are from the perspective of the shopkeeper, who describes their homeland as a snowy and mountainous.
But with this Rakta map we wanted to expand on the idea that the Rakta Empire is quite large and expansive, much like Eraden, so this map is located in the southern reaches of the empire which crosses into a more tropical climate.
[img src="{STEAM_CLAN_IMAGE}/33834682/fea1eed1a9b8f6b62f48b68c10b026164b97ac95.png"]
Both maps are playable in Sandbox, and both can appear in Crystal Hunt as special opportunities to fight for money.
For lore logic, the faction maps lock enemy types - Sentari in Sentara, Raike in Rakta - but Sandbox still lets you mix and match freely, because why not. Sandbox is always a great for "what if" type scenarios in my opinion.
Each future Byeth update will include one faction map, but 1.2 gives you two since the Rakta map is a retroactive bonus.
[img src="{STEAM_CLAN_IMAGE}/33834682/9644db4d9db6743d3e75139972400bff578ed76f.png"]
Before you ask, yes you can ring the gong! This was a critical inclusion, lol.
There are also mounted katana all along the walls of the dojo; great for when you need a weapon quick.
[img src="{STEAM_CLAN_IMAGE}/33834682/e8a7846980e8c5fffaae721182121ba3d5dffd5a.png"]
Mapboard Rework
To support these lovely new locations, the mapboard has been redesigned.
[img src="{STEAM_CLAN_IMAGE}/33834682/ee13afd58ee2941a620d477d161091e30668956d.png"]
The new layout is cleaner, more readable, and introduces tabbed world maps. You can now switch between Eraden, Rakta, Sentara, and future regions via the nice little icon tabs, with the background map updating to match the lore.
[img src="{STEAM_CLAN_IMAGE}/33834682/45721fc0963070ce855819af9f43560aa0fac1e5.gif"]
This system is also modder-friendly!
Space has been reserved so modders can add their own tabs and custom regions if they want. Hypothetically, a modder could add an entirely new region and have all their location icons neatly grouped there.
Survival Mode Rework
A little scope creep that went out of control; introducing the new and improved Survival mode, which has been completely reworked.
In summary, the new system is highly customizable and progression-based. There are tons of goodies you can tweak, but to give an overview, some of the things that are new:
Earn skills as rewards
Unlock armour sets or full themed bundles
Retain and accumulate power across waves in a roguelite fashion. Will you focus on becoming the ultimate glass cannon fire mage, or will you diversify your skillset?
Play a chaotic roulette-style mode where you pick one reward per wave, which resets after every round. One round you may be blasting with a meteor and the next you are reduced to a rusty dagger.
[img src="{STEAM_CLAN_IMAGE}/33834682/3303ff1717720c30774c272100a1e698ab36490b.jpg"]
However as I say, the beauty of this new Survival mode is that it is highly customizable, so you can tailor it however you want and by doing so create new scenarios.
For example, perhaps you would like to unlock only weapons as rewards, disabling skills and magic.
Or perhaps the opposite, maybe you wanna do a mage run only where you accumulate magical power with each incremental reward.
Maybe you want to tweak it so you can or cannot take enemy weapons.
For true freedom, there is even an option to allow you to enter the Survival with sandbox equipped gear and skills, in case you wanted to do a very specific custom build run or even if you just wanted to give yourself a starting boost.
[img src="{STEAM_CLAN_IMAGE}/33834682/21b625dac94712e488d489cd50829373ada23942.png"]
Our main goal in the redesign was to give players who have played Blade & Sorcery to death a new way to experience the game. We also wanted to provide a little structured challenge to those who crave it, yet without telling anyone how they should play or have fun.
Another beauty is that the Survival mode works on all maps, including the new faction maps. And best of all, we made it so it’s very easy for modders to plug their own content into the reward system. That means you could play the Survival mode where you are unlocking modded weapons and spells!
Buoyancy Simulation
Sentara wouldn’t be complete without water behaving properly.
What started as a small "I wonder" project evolved into full buoyancy simulation, based on weight and material, and yes, that includes bodies!
[img src="{STEAM_CLAN_IMAGE}/33834682/a08840c7276eb45f6f9d6245c00253f5f5ee2c76.gif"]
New Music
Two beautiful new tracks have been added to the Byeth faction maps, composed by our very own Glamdok, the same composer behind the original soundtrack.
This will be case for the future Khar-Tib and Madlu maps as well.
You can check out the full game soundtrack in this Blade & Sorcery OST playlist over on YouYube.
Survival Achievement Change
A small QOL change, but worth it's own section because of how annoying this achievement was.
Those of you who achieved the the “Wildfolk Stamina” achievement: I salute you. For everyone else who tried and gave up, you surely experienced how incredibly draining the achievement was, as it required you to last 50 rounds in one sitting.
[img src="{STEAM_CLAN_IMAGE}/33834682/043b650fd9062b0f0ff75337216f644b45ddef9d.png"]
The main gripe here was not even that it was too hard, it was that it was too boring and grindy, which is something we are always looking to avoid. Even if you sat there spamming the "kill all" dev cheat, you are still gonna be sitting there for about 30 minutes.
With the 1.2 change, surviving 50 waves no longer has to be done in a single run. Progress is now cumulative across play sessions, so you can earn it over time without losing everything on wave 49. This makes it much less of a chore.
To those who already broke their backs unlocking the achievement the old way, you get the 0.1% bragging rights!
That’s the Sentara Update, folks!
As always, thank you for playing, modding, and being part of the Blade & Sorcery community. And of course, thanks for all the positivity. It really boosts the team to read all the kind support!
We hope you enjoy exploring Sentara, but for us, we are on to the next Byeth update!
Next stop: Khar-Tib.
Bye for now!
The Sentara Update - Full 1.2.0 Changelog
FEATURES
- \ Add Rakta Dojo level
- \ Add Sentara Ship level
- \ Add Sentara Weapons
- \ Add Sentara Armor
- \ Add Shopkeeper Sentara Items voice lines
- \ Overhaul survival mode with multiple presets for roguelike mechanics, plus options for customization
- \ World map region tabs to view maps for other regions
- \ World map level options board redesign
- \ Implement water physics, including simulated wave mechanics, drift, undertow, orbitals, plus buoyancy on items and ragdolls
- \ Implement AI for NPCs to be able to swim when dropped into water, allowing them to return to land
- \ The survival achievements now tracks waves done over multiple sessions instead of just in one session.
IMPROVEMENTS
- \ Various cpu and memory performance improvements
- \ Audio memory usage optimizations
- \ Improved memory usage on imbue vfx point caches from 8MB > 64KB per item imbued
- \ Player menu optimizations
- \ Improved localizations
- \ Improved and reduce logging
- \ Improved wrist stat placement with thicker clothing
- \ Improved imbue transfer vfx
- \ Rebalancing/Handling Changes to some Rakta Weapons
- \ Emissions rework on Rakta Weapons
- \ End Tower lighting improved greatly and reduced lightmap memory and disk usage
- \ Improved lightmap quality across various assets
- \ Reduced asset bundle size
- \ Improve azure start visuals on Nomad
- \ Switched to optimized ladders on citadel
- \ Added improved azure star reflections in the ocean
- \ Improved Flamethrower vfx
CHANGES
- \ Added damagers to corks
- \ Add voice volume slider to options menu
- \ Added rakta pottery loot tables
- \ Add chicken drown sound effects
- \ Make chickens easier to drown
- \ Update throwing star bag and Throwing Dagger quiver tiers to T2 to match their contents
- \ Adjusted holster rotation for some single edged weapons
- \ Made all branches available to be put in all slots
- \ Using focus will no longer have a fixed minimum cost when activated before it starts to tick down
- \ Added zipline wheel to sandbox player containers
- \ Reduced minimum velocity needed for axes to damage
- \ Added hat-covered blendshape to all hairs
- \ Slashing staff can now dismember on its stab
- \ Add expiry time to projectiles
- \ Add amplitude curves for voice audiocontainers for lip syncing / haptics
- \ Add spinning blade puff vfx
- \ Show the male and female variants for the battlemage gloves on the one picture on the book
- \ Updated Apple item preview image on the item book
- \ Buffed the imbue stats for the Ancient Dalgarian Tool weapons - the Gravity imbue will last longer and the weapons are easier to handle
FIXES
- \ Fixed npcs getting stuck on amphora spawn points in Metal Storage 1
- \ Fixed a baked shadow issue on beach stairs in home
- \ Fix shopkeeper clipping through ground when he spawns
- \ Add missing Rakta Duel wave localizations
- \ Fixed issue with player getting stuck when moving out of water
- \ Fix UIEndGameMenu race condition causing end game menu to not show up
- \ Avoid NRE from the player in the options and end game menus
- \ Make dropped items in home able to be deleted on the book
- \ Fix NPCs skipping animations if grabbed or pushed when standing
- \ Fix for Gravity Hammer affecting sliced parts
- \ Fix gravity imbue being invisible
- \ Fix ethnicities failing to apply body materials
- \ Fix issue causing player to get multiple instances of spells from the skill menu
- \ Fixed images not rendering on the UI Display Message
- \ Fix android imbue transfer vfx spawning at the players feet
- \ Fix chicken tail using chicken neck interactable
- \ Prevent NRE on golem head crystal effect controller
- \ Fix NRE on the Inventory UI when changing language
- \ Fixed: coins stacks added to inventory adding individual coins to your stash
- \ Fix hand poses not being reset when exiting a merge early or after casting it
- \ Handle potential NRE on SpellMergeData unload
- \ Fix Wrist Menu visibility according to the ShowWristStats option
- \ Add null/empty/whitespace check for item data category string before checking if shopkeeper dialog dict contains it
- \ Show the skill tree and infuser skills popups texts in the selected language
- \ Force set isShooting and isReloading to false when the bow module's stop ranged attack method is called
- \ Removed references to brick1 in all rooms and replaced them with breakable rocks
- \ Fix mod io settings error in log
- \ Fixed Ocean in Main Menu edge being too extreme
- \ Fix negative colliders in LootChest_Large_Static.prefab and LootChest_Medium_Static.prefab
- \ Fix colliders on static chests
- \ Remove duplicate Manikin MeshPart from Human Male Officer Shoulders 01 and 02
- \ Fixed missing physics materials on chests
- \ Fixed Canyon Water Wheel Unassigned reference exception
- \ Crate_0.7m_Closed_LOD2 wrong rotation fix
- \ Removed locomotion collider from arena and citadel blocking out of bounds
- \ Fixed torch flipbook texture outlines
- \ Fixed Shop mesh holes and Buy Point Cloth clipping
- \ Fixed Chapel small holes in entryway
- \ Fixed Granary general meshing update (fixed clipping meshes and bad lightmapping)
- \ Assign main handle left to improvised wrist, officer legs
- \ Set handled mass on all chicken ragdoll parts (Fixes NaN mass causing infinite velocity)
- \ Fixed fabric in Library being affected by wind
- \ Removed nonexistent reference to "DungeonHumansNormalMelee" in dalgarian gate
- \ Fixed Barrel meshing/collider issue by splitting the mesh from the item.
- \ Madene, Kharese and Sentari head skinning fix
- \ Fix large objects not blocking NPC sight
- \ Fix for brain NRE when more creatures are spawned than the pool has in it
- \ Fix NPCs running at hyperspeed when they come out of the pool
- \ Fix zones applied forces staying on items/npcs after they are despawned then spawned again
- \ Fix creatures being affected by slow zones even after despawning and respawning
- \ Fix issue with zone still applying to items/creatures that are despawned/holstered when they have multiple colliders
- \ Fix NRE from despawning creatures if they never had their multipliers/modifiers initialized
- \ Fix Hinge Drive NRE
- \ Fix for statuses causing NRE
- \ Fix performance bug in Item.GetLocalCenter, affecting most radial or cone item searches
- \ Fix underwater effects persisting after teleport
- \ Add navmesh obstacle to ingot pile prefabs
- \ Add navmesh obstacle to large loot chest prefab
- \ Strip enlighten keyword from shaders on windows to reduced shader variants
- \ Strip _USE_SSS_ON on android to reduce shader variants
- \ Fix ragdoll slicing errors
MODDING
- \ ThunderEntity.SetPhysicModifier now takes an optional `originPart` parameter to avoid applying modifier to detached parts
- \ Make effects gradients public
- \ Add ModOption ApplyOnLoad check, so that mods can disable having their option applied when the savegame/mods are loaded
- \ Pull a few skill utilities out to static methods
- \ Runtime blendshape activation for ManikinParts (Hat-covered hair blendshapes)
- \ Add missing Interactable Action methods
- \ Handle customPhysicBody property fixes
- \ Add event manager item touch mouth event
- \ Fix itemspawner spawnOnLevelLoad not actually calling Spawn
- \ Add some new json params to item and collider group
- \ Added merge keys for ContainerDatas, CreatureTables, LootTables, WaveDatas, and BrainModuleHitReaction to allow modders to override specific entries in lists
- \ Load sessionprefab prefab in LoadAddressableAssetsCoroutine
- \ `Creature.airHelper` removed, moved to `Player.airHelper`
- \ Added PID-based physics movement controller, named `PIDController`
- \ Added new Survival-related `SkillData` properties
- canSpawnAsReward: Whether the skill can appear in any survival mode
- allowInRouletteMode: Whether the skill can appear in Roulette Mode
- Generally this should be true if the skill cannot kill enemies if you only have it and its dependent skills
- combatSkill: Whether the skill has a use in combat or is more utility
- allowOnFirstWave: Whether the skill can ever show up on the first wave of combat
- \ Bundles
- New CatalogData type, allows for spawning of groups of items and skills
- Bundles support Items, Skills and can have LootTables that will be randomly picked on spawn
- \ Loot Table Rework
- Loot Tables can now include Skills and Bundles
SDK
- \ Change Odin to TriInspector
- \ Added new catalog editor
- \ Make bow string audios addressable
- \ Fix armor part wizard not showing monoscript field, fix missing root issue
- \ Fix the address references in ItemModuleBow being unused
- \ Catch specifically if a modoption fails due to a nullable attribute being used
- \ Add overload to prevent mods breaking when accessing Creature.airHelper
- \ Fix ID map arrays not generating in SDK
- \ Ensure Creature UVs are wrapped around when sampling from the IdMapArray
- \ Add default value field for part blend shape activators
- \ Remove missing references from hand overlap colliders list on Handle awake, prevent NRE from missing references
- \ Fix ItemModuleAI ranged weapon data being force-populated
- \ Add code to find and/or remove duplicate IDs from text datas
- \ Generated permutations of features for lit moss so variants are compiled for usage by modders
- \ Update wpn materials to all use the SDK reveal textures. Remove old references to a MossMetalMode metallic map
Hello mates, Baron here! The last patch of the year is here, but it is also the last of the Rakta patches. After this, the next update you will see is the Sentara Update, which is shaping up lovely by the way! I should be able to drop a sneak peek of that just before Warpfrog break for Christmas.
But for now, check out what we have in store with patch 1.1.2 - this small update contains a bunch of fixes for Rakta, but the more juicy news is that it actually brings a whole bunch of great QOL improvements to the mod manager.
The most notable change is that overall loading and previewing will be dramatically faster. This is due to a variety of changes we made for how mods display, including dynamic loading of previews, which as well as being faster will also give a boost in performance for weaker machines.
Check out this comparison gif to see how it stacks up to the last update:
[img src="{STEAM_CLAN_IMAGE}/33834682/23e8cc160fa271294a02fb9aca61988200ac285c.gif"]
Full video of the demonstration here:
[dynamiclink href="https://youtu.be/RW9-p5ebSgg?si=YztEqWJaYb9a6ARH"](thanks Wully for the video!)
If you have a ton of mods, your loading time may still be longer than the video, but nonetheless it will still be dramatically faster than your 1.1.1 loading times.
As well as this, the mod manager has gotten plenty of general improvements in stability and functionality, so overall it should simply play nicer. ːlunar2019piginablanketː
For a full list of changes in 1.1.2, the changelog is below!
Full Rakta 1.1.2 Changelog
Additions
Mod previews now dynamically load, providing a major performance increase
Mods are now culled when no longer in view, increasing performance
Thumbnails are now loaded when you can see them, speeding up scrolling and loading times
If a mod fails to download, the mod manager will now re-attempt 3 times before giving up
Updated to modio v2025.10.1, bringing improvements and fixes
Fixes
Fixed large mods freezing your game while installing
Fixed stability when cancelling mods downloading
Fixed the report mod button not working
Fixed mods needing to be moved around causing frequent layout changes
Fixed like/dislike button showing both as coloured
Fixed inconsistent mod manager font sizes
Fixed uninstall/install not updating the mods display
Fixed the mod manager not refreshing mods properly to keep their state up to date
Fixed uninstalling mods sometimes not properly unsubscribing/removing
Fixed an issue with mods (especially larger ones) getting stuck on ~99%
Fixed an issue where the error window could overlap the mod browser window
Fixed a potential race condition when cleaning mods up during install
Fixed potential errors that could occur when mod displays are removed
Fixed a visual bug where like/dislike counter could overlap on mods with huge numbers
Fixed skill tree ring vfx not showing
Fixed infuser lightning video
Fixed blood not showing on Guandao weapon
Fixed draw cuts on axes
Fixed some vfx showing green/NaN
SDK
\ Fixed missing custom snap method implementation
\ Expose pierced spawner pierced method
\ Expose Load, ClearLinkedHolders, LoadFromContainerId, and LoadFromPlayerInventory methods
Hello mates, Baron here! Patch 1.1.1 is here and it is a nice one, with some new goodies to compliment the recent release of The Rakta Update.
Rakta Faction in Dungeons
The most notable addition is Rakta enemy can now be encountered in Sandbox mode dungeons. ːpraisesunː
We knew even for 1.1.0 that players would want this and honestly their absence never felt right to us! But the issue we had was it was impossible for us to add a new faction into Crystal Hunt dungeons without rewriting the code for how factions spawn in Dungeons because it is all tied to the progression system.
Doing major code rewrites at this stage would have been way too risky and almost guaranteed to have broken the game... so you can see how this would have been far from a "small content" addition which was our self-imposed requisite when making the Byeth Updates.
It also would have needed to be shoehorned into the lore to provide some explanation as to why Raike soldiers are running around Eraden dungeons unchecked. This would have also meant new writing, journal stuff, icons, QA and dungeon spawners - all stuff that quickly adds up in scope creep.
However, a good compromise we found was to add the Rakta faction into the Sandbox mode dungeons. Since sandbox is just for fun it doesn't really matter if it makes lore sense, and makes it a nice "what if" scenario.
You will find the Rakta faction under "Enemy Factions" on the Sandbox mapboard in both Outpost and Dalgarian dungeons.
[img src="{STEAM_CLAN_IMAGE}/33834682/b29f28daddb325b953ee45b883dbf366f30d52dc.gif"]
The cool things is we will now be able to do the same with the upcoming Sentari, Kharese and Madene enemy when those factions release. ːlunar2019piginablanketː
As another bonus, you can now find the previously missing Outlaw faction in Dalgarian sandbox dungeons.
Rakta Categories
A nice QOL improvement - Rakta weapons and armour appear in their own custom categories.
A surprising number of people messaged me after the update to say they didn't get the new content in 1.1.0, but the explanation was that they just didn't realize the new weapons were buried in the normal categories.
To make it more neat and tidy and to give a distinction to the special new Raike content, you can now find all the new weapons in their own unique Rakta category with the Raike flag icon.
[img src="{STEAM_CLAN_IMAGE}/33834682/e790bc1ebc03abcd46ad281697ed040a199ba029.png"]
Rakta armour is also in its own special category, under Apparel. This should make it much easier to see all the components of the armour set.
[img src="{STEAM_CLAN_IMAGE}/33834682/d744021b492658374acb4652845e4bdcbc11fe4e.png"]
More Rakta Waves
In Sandbox mode you can now find Rakta waves under their own special categories.
As well as that, we added more variants of Rakta waves, such as "melee only", etc.
[img src="{STEAM_CLAN_IMAGE}/33834682/b27c47946944abef5bc0c5f14ad74b51706d0e9a.png"]
To go with these new waves, there are now more Raike loadouts too. Sorcerers will have the Raike dual-crystal staff, and archers will use the T3 bow and arrow.
There are also dangerous Raike spellswords, who will fight with magic and katanas.
Raike Hip-Draw
If you are a lore enthusiast you might recall the shopkeeper mentioning the Raike have a strange way of drawing arrows from their hip. It was originally just a little lore flavour line for fun, but now it is a reality!
New animations were added for Raike archers so they can draw arrows from a hip quiver.
[img src="{STEAM_CLAN_IMAGE}/33834682/5c015b80c6a042a76650d0d422c498031f08ccec.gif"]
Bugfixes
There are a variety of bugfixes added in this patch which you can read in the changelog below, but the most notable fixes which deserve a shout out are the Rakta chest plate which was not blocking stabs, and the dual-staff which was not firing each end independently.
Both of these issues have been addressed!
That's it for now folks. The guys are already deep into the development of Update 1.3: The Sentara Update, which is expected to be ready sometime early next year, possibly around February.
When I have some nice previews of that I will be sharing them in the news. In the meantime, enjoy the Rakta Update!
Full Changelog - Rakta 1.1.1
Additions:
Added new item book icons for Byeth updates.
New Rakta enemy loadouts.
Additional Rakta waves.
Added Rakta Elite to Progressive 1v1 duel.
Add Rakta as faction option for Outpost dungeon.
Add Outlaw as faction option for Dalgarian Dungeon
Add animation for Rakta NPCs to draw arrows from hip-holstered quiver.
Changes:
Reward items (chosen from the pillar) remain in player hands + holsters when the wave ends.
Rakta items are now in their own categories in the item book.
Rakta melee items no longer have ranged weapon data which caused weird behaviour.
(Modding) Make brain modules merge in brain data.
(Modding) Make LightManager public to expose it for modding access.
Fixes:
Fix Rakta chest plate not blocking incoming attacks.
Fix Rakta dual-crystal staff sides not activating independently.
Prevent telekinesis targeting items while merging spells.
Fix achievement logic trying to run load method before it loads.
Fix errors caused by unloading achievements.
Fix fatal crash caused by duplicate mod IDs in mod manager.
Fix for archers with gravity imbue on their arrow shooting over the player's head.
Fix golem head emission not turning on when defeated.
Fixed ethnic group not applying in certain situations (after first dungeon room).
Fixed Rakta staff on NPCs hip holster being aligned badly.
Fixed some fire shaders causing NaNs or turning green.
Fixed LOD2 on Female Rakta right arm bracer rendering incorrectly
Hello mates! The Baron here, with news from the Warpfrog front that The Rakta Update is now available!
This is update 1 of 4 in the free series of "Byeth Updates" Warpfrog is planning, from now until the end of 2026.
If you want to read more about The Byeth Updates, what they are and what we have planned, Warpfrog did a Q&A here.
The Rakta Update focuses on the nation of Rakta, adding Raike themed content into the game, officially expanding the canon of the Blade & Sorcery universe.
[img src="{STEAM_CLAN_IMAGE}/33834682/ff259a4e834f591420ffe62ef768073940bf60a2.png"]
Now, let's dive into what is new in the update! ːpraisesunː
New Raike Weapons
The Rakta Update brings 8 new canon Raike weapons into the base game. Thematically they are inspired by an amalgamation of East Asian real life counterparts.
Check out these renders of the new content:
[img src="{STEAM_CLAN_IMAGE}/33834682/5fcaa6a63109dd94efe8db1aacefa506111d8789.png"]
These exotic weapons can be purchased at The Baron's Bounty in Crystal Hunt, or accessed freely in Sandbox mode.
It might have taken 7 years, but we did it guys - the katana is a canon part of Blade & Sorcery. ːsteamlaughcryː
[img src="{STEAM_CLAN_IMAGE}/33834682/c761e8c2e7073510cfaf9c0f7b068cf523356dad.png"]
Physics bases shuriken
Among the new weaponry are physics-based shuriken (including a shuriken pouch).
These shuriken will actually spin when thrown, with a little under-the-hood assistance to help ensure the blade actually sticks into the target. (annoying when you throw a weapon and it just bounces off an enemy ːsteamfacepalmː )
[img src="{STEAM_CLAN_IMAGE}/33834682/74391ed99c9868a39f17b622a54de75aa4a48302.gif"]
Dual Spell Staff
My personal favourite addition to the update: the Raike Dual Crystal Staff.
[img src="https://media3.giphy.com/media/v1.Y2lkPTc5MGI3NjExcGw1dmlsbGI0Ynd5a29iZTg4c3NwemllcjJ3bGZhdXFrNXJpeHN2dCZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/YTEQMGDkDjHkV4vYWV/giphy.gif"]
Being a highly magical warrior nation, the Raike have developed a combat staff that allows for a dual imbue; one element on each end.
This allows for some really cool and creative combinations! For example, you to have one end blasting a flamethrower spell while the other end is lashing a lightning whip.
Or, double up on the element and unleash hell!
[img src="https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExMTA3eG9meDhrejdjYWN4M2Fxdm02d3EyYmo0ZDFjbndodDJpM3RwaSZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/VOPpEnCab0o412YOuj/giphy.gif"]
New Raike Armour
Available in Crystal Hunt to purchase in the Baron's Bounty, or freely available in Sandbox mode, for the first time ever, a non-Eraden armour is available to wear.
[img src="{STEAM_CLAN_IMAGE}/33834682/21cfff29594443b802e2bdf33055dae1aa7bac95.png"]
[img src="{STEAM_CLAN_IMAGE}/33834682/1287f6e6907dcba0dd60369472d4778e51a55599.png"]
The armour reflects the warrior culture of the Raike, reflecting exquisite craftsmanship, functionality, and aesthetic.
You can find the new armour under the plate section of the armour spawner.
[img src="{STEAM_CLAN_IMAGE}/33834682/a8c7055242afc5404cdb23b550f4e7af4317f954.png"]
Special Rakta Wave
Fight in Sandbox mode against Raike warriors, equipped with their Rakta attire and weapons.
Currently we have it limited to 1v1 duels, but expanding this is a real possibility in the future, if not in minor patches then possible as a bonus in the future Byeth Updates.
[img src="{STEAM_CLAN_IMAGE}/33834682/903656a6e709ed8493ee28f0a31223373dcd8622.png"]
You can find this special 1v1 wave in under the category Special > Rakta Elite Duel.
[img src="{STEAM_CLAN_IMAGE}/33834682/6039122925621f911edb03154a8e59e5605ef7d9.png"]
Achievements
The Rakta Update brings 37 achievements to find and unlock.
A couple of the achievements are listed and you can see what is necessary to unlock them. These are the really obvious type achievements, like complete X in the game, or collect Y items.
[img src="{STEAM_CLAN_IMAGE}/33834682/8d37736b961b6be5b097c02e69b1491de8a25cdb.png"]
However, we really, really wanted to avoid these grindy type achievements, because our vibe is that those kind of achievements always feel like they are just there to waste your time and keep you grinding hours.
So in the case that we have visible achievements, we tried to make them more landmark accomplishments (mostly relating to the end game) but mainly we opted to make most of the achievements hidden. The idea here was we wanted to make them more easter eggy, and something fun for the player to try and find in game themselves through discovery. Typically they relate to an in game secret, or are a reference to some community in-joke, so the objective is to explore the game, and see what you discover.
[img src="{STEAM_CLAN_IMAGE}/33834682/c68f4e8406818d057cdf3411227abdda76e82a34.png"]
You can of course spoil the unlock conditions by simply revealing them on Steam, so no worries if you are a straight-up completionist type person and don't want to actually discover them for yourself.
What about Unity 6 and OpenXR?
I mentioned in an earlier preview about the Rakta Update being the time when we would update the game to Unity 6 and OpenXR - this is a purely technical decision which will help Warpfrog handle the snowballing maintenance of Blade & Sorcery across so many headsets, but players would not actually notice any difference at all.
However, the move to Unity 6 is a big one because it risks breaking all sorts of mystery things in the game, and indeed when we began the migration, we start to notice all sorts of stuff was breaking, from dungeons to VFX.
Because of the bug risks involved, we would need to do a really massive QA pass over the whole game, and given that we didn't want to delay the update release, we decided to hold off on the Unity 6 / OpenXR switch for now and we will tackle it in the coming months instead.
As said, the delay on this migration will be completely indifferent for players, except for one thing - full body tracking. OpenXR was likely to improve FBT, so this is one thing players will benefit from when the migration happens.
Modwatch: will this update break mods?
The short answer: no!
Of course you can't guarantee anything 100%, but the main concern was that Unity 6 threatened to break map mods and scripting mods. However, since we are not moving to Unity 6 right now, this is not an issue.
This update has no major code changes and we are being deliberately careful so as not to break mods if it can be helped.
That's it for now, folks! Coming down the line is likely to be some small bugfix patches, and a patch that switches the game to Unity 6 and OpenXR. Other than that, it is on to the next Byeth Update - The Sentara Update!
Cheers!
[img src="https://media4.giphy.com/media/v1.Y2lkPTc5MGI3NjExMnBpN3hzeWkweXl6d3lqZzVkMXAwaThpYXF2MnZlaWM5eG93YmJwayZlcD12MV9pbnRlcm5hbF9naWZfYnlfaWQmY3Q9Zw/I329W3aeqwKFUlL9yw/giphy.gif"]
The Rakta Update - Full 1.1.0 Changelog
Features
- \ Add Rakta Weapons
- \ Add Rakta Armor
- \ Add Shopkeeper Rakta Items voice lines
- \ Add Achievements
- \ Add Rakta 1v1 Wave.
IMPROVEMENTS
- \ Ensure video players don't drop frames
- \ Improve game mode title and description readability on the world travel map
- \ Improve Steam setting up callbacks for getting tickets
- \ Improve handling of Steam API error states
- \ Improve Mod.io error handling
- \ Reduce Mod.io logging
CHANGES
- \ Make the zipline return to you if you drop it
- \ Remove the Falchion and the Cupbending Cup from the Sandbox book
FIXES
- \ Fix messages popup transparency
- \ Fix tutorial dungeon sometimes not showing up on the Shop map
- \ Fix Sepia grayscale not working with Hyperfocus on Nomad
- \ Prevent NRE from hand overlap coroutine
- \ Fix OpenVR not being stripped from platforms that don't use OpenVR
- \ Fix double call back from Steam
- \ Add blood content flag to slice flesh parent and slice flesh child effects
- \ Fix Notes lighting issues
- \ Fix missing shadows on mirror in Home and Shop
- \ Add missing mesh collider to the Cliff Bridge of the Citadel
- \ Fix overlapping fabric mesh in the Shop
- \ Fix boat sail visual issue
- \ Fix the missing physics material on the skill orb
- \ Remove duplicate creature spawner point in Castle RopeTraverse
AI
- \ Fix Shopkeeper not saying the Falchion and the Baron Hat easter egg lines
- \ Fix for NRE if the item is despawned before the NPC can start aiming
- \ Prevent NREs from BrainModuleRanged due to Throw, Bow brain modules dropping items
- \ Prevent unconscious creatures sharing targets with nearby enemies
- \ Fix navmesh issues on the Canyon, the DA Forge, and the DA Metal Storage
MODDING
- \ Move manikin channel layers address out of ItemModuleWardrobe and into CreatureData
- \ Fix golem activating player events on zones
- \ Fix for NPCs not taking gravity modifiers into account when aiming
- \ Fix for Note text loading
- \ Remove runtime-only bool property from JSON in brains
- \ Only snap creatures to the ground if they are properly grounded
- \ Fix session prefab data
- \ Fix skill menu not showing modded skills under certain circumstances
- \ Add support for manual assembly resolving for multi DLL mods
- \ Add mono cecil and use it to handle sorting assembly dependencies
- \ Add condition to allow creatures to be made immune to stun
- \ Add GetHandAngularVelocity method
SDK
- \ Add new editor tool to setup armor items
- \ Add AssetPostProcessor to ensure modders asset bundle groups get moved to Assets/Personal so they are ignored by the SDKs git repo
- \ Add button to open platform export folder for each asset bundle
- \ Fix GUI errors when building bundles
- \ Add export mode so that modders can export directly to a folder
- \ Change assetBundleGroup list to buttons to edit the groups easier
- \ Fix catalog files not exporting to Nomad
- \ Expand merge events for crystals
- \ Add proto shield rack and proto bow rack
- \ Remove Steamworks from the SDK
- \ Fix menus for tools
- \ Make methods in BrainModuleStance virtual
- \ Improvements to making Groups in SDK
- \ Move crystal shader into SDK
- \ Update MOES maker and improve it to allow splitting existing mixed-channel textures, improve GUI
- \ Fix Detail map toggle not working on LitMoss shader
- \ Hide the set compressed button in the SDK
- \ Add SDK tools to help modders switch platform + quality setting
- \ Fix setting the gitignore on the SDK
- \ Add new compile checker, fix compile errors
- \ Add DrawGizmosCircle into common for throwspinner gizmos
- \ Make Odin stubs editor only
- \ Make sure onvalidate is run on the assetbundlegroup before building
- \ Ensure the AssetBundleGroup folder name is never empty
- \ Expose Play() method on AudioContainerPlayer
- \ Add reveal shared bundle to save modders bundle size
- \ Add water enter/exit events for creatures/items
- \ Add offset transform field to PhysicbodyForceApplier
- \ Add level load/unload events to GameEventLinker
- \ Make OptionBase use name as a JSONMergeKey
- \ Make boneHash a property with a backer field which is set on get
- \ Add release item method to item magnet
- \ Add holder filter to container saver
- \ Add method to creature tool to run all ragdoll part actions
- \ Add comments to discombobulate, add condition to allow creatures to be made immune
- \ Make some fields on skill tree crystal public
- \ Add CustomSkillData class
- \ Call PhysicBodyZoneChange in force item/creature enter/exit methods
- \ Add snap item and snap item silently methods for public SDK
- \ Expose methods in ItemMagnet by moving them out of ProjectCore
- \ Invoke blackboard update event on SessionBlackboardTool when setting variables
Cheers!
Changelog - 1.0.7.682
- Fixed bug with Mod Manager not remembering if the user accepted the terms of agreement when it reauthenticates with mod.io
The guys also knocked out a couple of other small annoying things, like an issue with the water in certain rooms being non-swimmable.
Changelog below!
Change log 1.0.7.677
Fixes:
- Fixed mod manager not properly reauthenticating when the login token expires
- Fixed Water in Drainage and MonumentalWaterfall dungeon rooms
- Fixed Underwater1 dungeon room black thin wall being visible
- Fixed a issue with the sky sometimes blurring on android in the main menu
- Fixed null error when modded skill tree crystals dont have sparkle Effects
- Fixed null when modded skill tree crystals dont have music
Changes:
- Added 2 more Aldaric statue lore spawners to the chapel dungeon
- Increased the lore chance to spawn rate by 25%
- Added option to prevent crystal merging in ItemModuleCrystal
Besides a bunch of bugfixes, we have a surprising QOL feature addition in this update - a height offset.
If you are really tall or really short, you probably knew all about how annoying that could, and this was an accessibility feature we always wanted to have but encountered issues with implementation due to the full body avatar. However Wully found an unexpected and nice way around it, so now you can offset your character height vs your real height. This also means you could play the game sitting down if you wanted. ːtmntleoː
This update took freaking ages to roll out, guys... After 5 years of development our game framework ThunderRoad has become really difficult and inefficient to work on due to regressions. The good news however is that KospY has been developing ThunderRoad 2. All those nagging issues we had from TR1 are no more on TR2, so this allows us to work much faster and more efficiently on our next game. ːpraisesunː
Full changelog below, cheers!
UPDATE 1.0.7 CHANGELOG
FEATURES
- Added height offset feature in options book (Seated mode)
- Mod Manager in-game report functionality
FIXES
- Creatures should no longer play death animations if they died while in the air
- Bhaptics integration fix
- Metal textures being too dark in infuser room on Android
- Fix localisation not updating in character creator
- Fix dungeon arena gates not opening if enemies died through weird means
- Fix for gravity holes on end tower puzzle disappearing
- Fix for grip on index/vive controllers. Added back grabGripAction for SteamVR
- Fix for stabbing an edible object then eating it makes the edible object stay stuck
- Fix inventory orb lagging behind the player
- Fix issue with missing items not being returned to the player stash if they fell through the ground
- Fixed TK Problem on Small Crate
- Fixed an edible audio not being linked to volume controls
- Fixed gamemode option description not updating
- Fixed lighting in dungeon not using normal maps on Android
- Fixed hole in mesh in temple
- Fixed wearable sfx not linked to volume controls
- Made Crate able to be stored in Inventory
- Fixed TK Issue on crate
- Mod manager TOS localised
- Fixed some VFX not fading to black when changing level on Android
- Prevent Gravity Hammer from picking up the player
- Prevent backing out of mod manager when its loading to prevent invalid state
- Fixed not being able to grab Dalgarian door orb with your hands
- Underwater1 Mesh fix for lighting
- Updated new mods warning Spanish translation
- Improved light probes in UrbanStreets2
- Possible fix for lore not being saved on Android
- Fixed issue with static batching breaking vertex data on pcvr
- Fixed blue glow on things in home on PC
- Add slice random button to spectator for dismemberment testing
- Added button to spawn an item owned or not owned by the player in QA menu
- Dev mode command line arg added
PERFORMANCE
- Lots of mesh optimisations within Dalgarian dungeons
- Optimised Market exterior terrain
- Reduced animation memory usage
- Unlocked additional GPU level on Meta headsets for improved GPU performance
SDK
- Add "AppendNextDrawer = true" to uses of ValueDropdown in SDK to allow modders to type in custom IDs instead of using the dropdown
- Add persistent levels list to Crystal Hunt GameMode class + JSON for persistent levels other than the shop
- Move capture audio syncer out of editor folder to fix missing scripts error
- Separate face property bindings so the shopkeeper face bindings can be included in the SDK
- URP changes annotated
- Expand player mana events to include spell casting, add skill count to skill event linker to check loaded skills
- Add creature tool methods to equip apparels
- Methods to unequip apparels in CreatureTool
- Add level module to define shop data ID in JSON
- Add messageSkipEvent as alternative to onMessageSkip in SDK
- BrainModuleSpeak now automatically closes the jaw when not speaking
- Fixed issue with ethnic groups on creatureData not merging properly
The value of the gold bag in the dungeon treasure room chest is now reduced, but in contrast the value of the actual loot you find is increased, and more of it is added to the end of dungeon chest. That means a player who just races through the dungeon and doesn't bother searching for any extra loot will come out of the dungeon with around the same gold value as 1.0.5. But any player who actually searches for additional loot will now walk away from the shop with more gold. The idea here was to reward the players who search for hidden loot by offering a much more juicy incentive to do so.
This will hopefully make the shop experience a little nicer so that you don't have to take out a second mortgage just to buy that rusty dagger anymore. This was the first attempt at rebalancing by the game design team and hopefully it will be good right out of the gate, but the guys are going to monitor how players feel about these values and then determine if further tweaks are necessary.
UPDATE 1.0.6 CHANGELOG
CHANGES / QOL
- Improved paper note text resolution
- Rebalanced the loot from dungeons. Players should come out with more money than before when selling loot at the shop
FIXES
- Duplication bug when leaving items on the weapon rack then completing an arena fight in Crystal Hunt
- Added missing lore pages to lore spawners, they were second pages of existing lore packs that weren't set up
- Issue with enemy weapons not colliding with the players torso/arms/legs
- Paper notes flickering at a distance
- Prevent persistent items from being despawned by the level cleaner, fixes falchion and barons hat being despawned
- Minecarts not being lit properly causing them to glow
PERFORMANCE
- Fix memory leak with lighting data from dungeons
- Reduced music memory usage
- Reduced paper notes memory usage by half
Current Release
Not available
System Requirements
How to Install
setup.exe
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
11.1 GB
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