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Update 1.0.7.682 Hotfix

Another little hotfix today, guys - this small fix is to address a problem some users were still having with mod.io authentication. This should iron out any remaining issues some folks were having.

Cheers!

[h3]Changelog - 1.0.7.682[/h3]
  • Fixed bug with Mod Manager not remembering if the user accepted the terms of agreement when it reauthenticates with mod.io

Update 1.0.7.677 hotfix

Hi folks, the team are rolling out a very small hotfix for 1.07 to address an issue some players were having with the mod manager where mod.io tokens were not authenticating.

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!

[h2]Change log 1.0.7.677[/h2]

[h3]Fixes:[/h3]

    - 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

[h3]Changes:[/h3]

    - 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

Update 1.0.7 released

Hello mates, Baron here with a fresh patch for you from the Warpfrog team.

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!

[h2]UPDATE 1.0.7 CHANGELOG[/h2]

[h3]FEATURES[/h3]
  • Added height offset feature in options book (Seated mode)
  • Mod Manager in-game report functionality

[h3]FIXES[/h3]
  • 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
  • [Debug] Add slice random button to spectator for dismemberment testing
  • [Debug] Added button to spawn an item owned or not owned by the player in QA menu
  • [Debug] Dev mode command line arg added

[h3]PERFORMANCE[/h3]
  • 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

[h3]SDK[/h3]
  • 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

Update 1.0.6 released

Hi folks, a small bugfix and QOL patch for you today - Some nice fixes in here to issues such as the duplication bug, some lore note issues and the missing falchion/baron hat, but the most notable addition is a QOL change where loot values have been rebalanced so that the shop wont seem as expensive anymore.

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.

[h2]UPDATE 1.0.6 CHANGELOG[/h2]

[h3]CHANGES / QOL[/h3]
  • [Feature] Improved paper note text resolution
  • [Change] Rebalanced the loot from dungeons. Players should come out with more money than before when selling loot at the shop

[h3]FIXES[/h3]
  • [Fix] Duplication bug when leaving items on the weapon rack then completing an arena fight in Crystal Hunt
  • [Fix] Added missing lore pages to lore spawners, they were second pages of existing lore packs that weren't set up
  • [Fix] Issue with enemy weapons not colliding with the players torso/arms/legs
  • [Fix] Paper notes flickering at a distance
  • [Fix] Prevent persistent items from being despawned by the level cleaner, fixes falchion and barons hat being despawned
  • [Fix] Minecarts not being lit properly causing them to glow

[h3]PERFORMANCE[/h3]
  • [Performance] Fix memory leak with lighting data from dungeons
  • [Performance] Reduced music memory usage
  • [Performance] Reduced paper notes memory usage by half

Update 1.0.5 released

Hello mates! Warpfrog team have a little bugfixing patch for you guys.

About half of the patch is pure bugfixing; a nice one being the fix for the pause button which was not working when you press space bar. There is a super rare Unity bug in all Unity VR games that can randomly occur where the game will start paused. Those unlucky enough to experience this rare issue were stuck because the usual fix of just unpausing the game with space bar was not working, so this patch will be a relief for anyone who encounters that.

Other than that there is a few new things such as new tutorials, console commands, and couple of small QOL things; NPCs armors now make sound when they move around or attack - this will hopefully make it less annoying when you are attacked from behind with no way to know. Now you can hear enemy who sneak up and surround you.

Lastly, there are a bunch of performance improvements and SDK additions.

Cheers!

Full Changelog


Version 1.0.3.576

[h2]Enhancements[/h2]
  • [Added] Armor tutorial
  • [Added] Spell wheel tutorial
  • [Added] Armor SFX - NPCs armors now make sound when they move and attack
  • [Added] Support for Pico Trackers & New tracker calibration page on the main menu
  • [Added] Comfort movement vignette
  • [Added] Default hmd bindings for steamvr for index and vive cosmos
  • [Added] Console command to make player invincible
  • [Added] Console command to load a spell on the players hand
  • [Added] Console command to take panoramic screenshots


[h2]Fixes[/h2]
  • [Fix] Added sound effect on arena crystal break
  • [Fix] Added weapon rack position to bone
  • [Fix] Can now click and hold on various UI buttons to increment values
  • [Fix] Carpets not having collisions, things could fall through them
  • [Fix] Eye lashes not being transparent
  • [Fix] meteors not breaking when thrown against breakables
  • [Fix] molten arc persisting on enemy weapons under very specific circumstances
  • [Fix] thunder-sapping lightning not applying modifiers immediately
  • [Fix] Shop keeper subtitle not changing language
  • [Fix] Twin flame and swarm detonation event not unregistering correctly (fix flamewall stacking more and more effect each we reload level)
  • [Fix] arcwire blocking TK
  • [Fix] canvas on worldmap board being hidden by the mesh
  • [Fix] creatures thinking they werent on the ground when going down stairs
  • [Fix] handles being setup incorrectly on crates and broken crate parts
  • [Fix] issue with spell wheel effects going missing when spammed open/close
  • [Fix] placement of subtitles covering barons face
  • [Fix] some death animations causing npcs to teleport to the side
  • [Fix] some dynamic objects not being lit properly in dungeons
  • [Fix] tribal shield not doing damage
  • [Fix] twin flame fire line spawning instantly
  • [Fix] LitMoss fixed detail maps not looking correct.
  • [Fix] Navigation issues in home and arena and stairs in various scenes
  • [Fix] Player hand stretching
  • [Fix] Player hands will now snap back to the tracking origins if they are unnaturally far from the player.
  • [Fix] Prevent merge when not casting spells
  • [Fix] Prevent persistent items from being despawned by the level cleaner, fixes falchion and barons hat being despawned
  • [Fix] UI sub menus toggle height according to the text lines count
  • [Fix] Various mesh gap issues fixed across scenes/dungeons
  • [Fix] Various translations and localisation UI components
  • [Fix] Add delay to heatwave for when instant casting is enabled


[h2]Performance[/h2]
  • [Performance] Performance improvements for the mod manager
  • [Performance] Atlased various icons
  • [Performance] Change menu prefabs to use sprites to reduce draw calls
  • [Performance] Culling improvements in tower
  • [Performance] Optimized many meshes
  • [Performance] change mirror to thunderbehaviour. Cache shader properties. Avoid checks in update when not active
  • [Performance] dont play hinge creak noise when its barely moving
  • [Performance] dont try updating finger poses when they are at the target weight


[h2]SDK[/h2]
  • [SDK] Added exclude type on container saver
  • [SDK] Clean up animation data fields and remove unused melee animation datas
  • [SDK] Fix cast left/cast right now calling cast side method to actually trigger spells
  • [SDK] Fix item tool method issues, fix mod option linker not invoking value invokers, add TK enable/disable to player mana linker
  • [SDK] Fixed protomap, compile issues, added ocean example
  • [SDK] Fixed protomirror
  • [SDK] Make note textgroupId and textId public
  • [SDK] Move materialenumdrawerextended to the sdk so sdk shaders have drop downs
  • [SDK] Prevent removal of License.txt in future SDK builds, include License.txt in project to copy if cleared
  • [SDK] Put normalize + mix to mono macro in SDK/Examples/Characters/Facial Animation folder
  • [SDK] Reserialize all animation JSONs
  • [SDK] Strip _SOFTPARTICLES_ON on android globally as they need depth and thats not supported on android
  • [SDK] Unstrip ModManager code which allowed JSONs in mod folders to load in SDK Catalog Editor
  • [SDK] Added new events for DamagerEventLinker
  • [SDK] Added owned parameter to spawn item command
  • [SDK] Prevent exceptions and warnings if ItemModuleWardrobe effect ID is null or empty
  • [Updated] Meta SDK from v68 to v69
  • [Updated] PICO SDK to 3.0.0