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

Update 5 released!

Blade and Sorcery - April 5, 2019

I'm happy to announce that update 5 has been released and are now live!

Further Back

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

New year update January 4, 2019

Update 3 released! December 14, 2018

Update 2 released! December 11, 2018

Early Access Trailer and Release Date December 6, 2018

Closed beta-test November 13, 2018

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