Update 4 released!

Posted by: KospY on steam_community_announcements February 11, 2019

I'm happy to announce that update 4 has been released and are now live!
As a result, the beta is now closed.

The changelog below contains all features, changes and fixes I done since update 3.

- Updated to Unity 2018.3.5
- Reworked hit detection and improved collisions
- Throwed objects can now hit multiple enemies at once
- New animations
- AI will try to dodge incoming attacks
- Reworked wave selection menu and added a scrollable wave list (using touchpad or thumbstick)
- Added new waves: 1 vs 1, Endless, Very hard, Mercenaries vs bandits, Warzone
- Randomized NPC height
- Throwing heavy objects is more reliable and will go through enemy’s defense
- Added legs sweeping for bardiche, claymore, spear and mace
- Added snap turning in character selection
- AI will now stay at distance before engaging into melee if the target is already surrounded (1 to 3 depending of the AI difficulty).
- Prevent AI to attack if a friendly unit is close
- New option: Invert trigger/grip
- New option: Two-handed mode (position, dominant or auto rear/front. Default is auto front now)
- Added footstep particles to the sand surface in the arena

- Improved weapon handling speed and trajectory
- Two handed weapons will use position of hands or dominant hand for orientation depending of your stance on the handle
- Head is now harder to penetrate/cut
- Slightly reduced mana consumption of lightning
- Increased arms strength of NPC when parrying
- A strong hit will stop the NPC dying animation (relative to weapon recoil)
- Parrying with an arrow will not recoil the attacker
- Improved some wood collision effects
- NPC slow down approching their destination
- Grabbing and throwing a dying NPC will stop the death animation
- Increased slow motion speed (0.5x instead of 0.25x)
- Increased overall physic quality / precision during normal time
- Improved weapon handling during slow motion
- Improved NPC hit reaction
- Enhanced AI parry prediction
- Removed dual wielding for AI (will come back later with dedicated animations)
- Reworked footstep to use the collision and FX system
- Improved melee damage of NPC
- Friends count is now 1/3 the enemies count
- Reduced arrow damage for the player
- Modified hard waves to mix medium and large shields
- Enchanced rubbing and penetration haptic feedback
- Reduced spawn delay
- Misc weapon balancing

- Prevent obsolete mods to be loaded (added version number to JSON files)
- Waves: Unlimited number of custom waves
- Waves: Added categories and description
- Waves: Custom player and enemy health ratio
- Waves: Loop support (infinite wave)
- Updated UMAPreset version: race field is now a string instead of an enum (sex field is kept for compatibility with the old saves and will be removed later)
- Container and brain overrides defined in a creature tables referencing another creature tables will now be applied (in case of multiple overrides, the shortest one will be applied)
- Added some haptic parameters in Global.json
- Misc new JSON parameters

- Fixed crashes
- Fixed haptics issues
- Prevent NPC to grab a weapon in their holster if the weapon has been stolen by the player
- Fixed NPC falling when running on slope
- Fixed brow using hair color
- Fixed home fireplace not being affected by audio options
- Fixed weapons staying electrified after death
- [WMR] Fixed grip and trigger issues on the right controller after going into the menu
- [Pimax] Fixed inputs issues
- Head shadow are now visible from first person view
- Fixed infinite loading when saves are corrupted
- Prevent holstering a weapon handled with both hands
- Fixed character loading issue when a mace is equipped
- Fixed incorrect weapon velocity calculation when moving
- Added game version to log files
- Fixed weapon lightning propagation not working correctly
- Disabled telekinesis spin for potions and shields
- Text corrections (thanks to plato!)
- Reworked VR UI pointer (improved performance and misc fixes)
- Fixed game not loading if the option file is missing
- Fixed wrong hand pose for the bow string
- Fixed market stairs
- Fixed an issue while grabbing an arrow sticked in the same arm as the player hand (could happen while grabbing arrow mid-air)
- Fixed bow string animation issue
- Fixed movement being a bit slower using the HTC Vive (touchpad issue)
- Fixed physics not being the same between normal time and slow motion
- Fixed "right click" to "left click" in the character selection inputs warning text
- Fixed NPC fighting each other after stopping and restarting a wave
- Fixed navigation issue causing NPC to shake
- Fixed some issues happening below 50% normal speed
- Fixed some lightning issues in the arena
- Fixed an issue causing the first 0.25s of an attack animation to be blended/skipped
- Fixed the large shield colliding with NPC arms and torso
- Head rendering optimizations
- Misc perf optimization
- Misc internal fixes

Next milestone will be update 5 in March. You can already expect more content, new features, and some surprises ;)
Thanks everyone for your support and feedback!


Other Blade and Sorcery News

The Future of Blade Sorcery

Blade and Sorcery - August 8, 2019

Hello folks, The Baron here with some pretty exciting news. As you know, Kospy tends to hold all his cards close to his chest, so it has been quietly sizzling away in the background for some time now, but all the pieces are now moving nicely into place that it is safe for me go on record with a reveal of the future direction of Blade & Sorcery, including some long awaited information on a campaign mode!

Further Back

U6 Climbing Preview June 19, 2019

U6 news! June 5, 2019

Update 5.3 released! April 28, 2019

Update 5.2 released! April 27, 2019

Update 5 released! April 5, 2019

Official Update 5 Trailer - Update will be live April 4th March 26, 2019

Update 4.1 released! February 22, 2019

Update 4 released! February 11, 2019

Update 4 (beta 7) released! February 9, 2019

New year update January 4, 2019

More News

Blade and Sorcery

Blade & Sorcery is a built-for-VR medieval fantasy sandbox with full physics driven melee, ranged and magic combat. Become a powerful warrior, ranger or sorcerer and devastate your enemies.

Developer: WarpFrog

Publisher: WarpFrog