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Blade and Sorcery Update 8 Gameplay - The Sorcery Update

Blade and Sorcery Update 8 Gameplay - The Sorcery Update

Huge update came out today. Full list of additions, bug fixes, and changes:

Features:

- New spells: Fire and Gravity
- New map: Citadel
- New characters design
- Added armors support to NPC
- Added hit material detection on characters, allowing different behavior and protection for flesh/clothes, leather, chainmail and plate
- Replaced models and textures of bow, quiver, arrows and large shield
- Added magic staves
- Lightning spell rework for consistency with other spells, improved vfx and audio
- Added the possibility to select a spell and imbue the closest blade while holding a weapon (enabled for bow and wrist blade)
- Wrist stats and spell menu overhaul
- NPC are now able to throw fireballs and use gravity to push their opponents
- New cast and throw animation for NPC
- Spell merging and staff shockwave only work with Gravity (other spells will come later)
- Added the possibility to deflect a fireball with some weapons
- Spells sound effects overhaul
- GPU painted blood decals on bodies
- Player fall damage (can be disabled from the debug menu)
- Added motion blur option to spectator mode
- Game can now run without any headset (spectator mode only)
- Added new console commands: "SpawnCreature", "SpawnCreatureTable", "GetCreatureTable", "SetPlayerFaction", "ToggleBookMenu" and "SetTimeScale" (type "help" in the console for more details)
- Added 4K screenshot support to spectator mode
- Updated Unity to 2019.3.14f (LWRP is now URP)

Enhancements:

- Physic materials and collision system overhaul
- New effect system for sounds, VFX, particles, decals and painting, improved performance
- New slow motion sound effects
- Lightning bolts performance enhancements
- Added more physic props to environments
- Improved Market map
- Changed stereo rendering mode from single pass to single pass instanced (better performance)
- Added damage relative to penetration depth
- Added penetration using pressure
- Improved hit detection
- Improved accuracy of penetration position
- Flesh is now easier to penetrate with a blade
- Improved item throwing flying rotation
- Improved player body hips position
- Added Early Access text to spectator mode
- Reworked knockout logic
- Increased player view distance
- Misc performance optimizations
Fixes

- Fixed collision detection inconstancies
- Fixed light probes not working correctly
- Fixed lights flickering in some situations
- Fixed bow not shooting arrows in a straight line
- Fixed arrow rotation when nocked
- Fixed spectator camera not changing from first person view to third person
- Fixed spectator click after loading a level
- Opening console lock keyboard spectator commands

Modding:

- Due to heavy internal changes for this update, mods will be broken. If you want to continue to play your U7 mods while waiting the mods to be updated for U8, it's possible to go back to U7 using the beta tab on Steam
- Renamed the namespace from "BS" to our framework/engine name: "ThunderRoad". Asset bundles will need to be exported with the new SDK and JSON will need an update of the namespace (asset bundles and JSON needed to be updated for U8 anyway so we took the opportunity to do it now)
- Added custom spell support by subclassing SpellCastCharge, SpellCastProjectile, SpellMergeData or SpellPowerData
- Spells are now more customizable from their JSON
- Spells is now distributed through a container item (this allow more flexibility like using loot tables)
- Telekinesis and slow motion spells can now be tweaked from JSON and even subclassed with a plugin
- It's now possible to completely disable magic (by removing all spells in the player container)
- NPC audio is now customizable
- Added background music support
- Holder slots are now a string list set in game.json
- "FXs" and "Effects" JSON are replaced by "Effects". Effects is the new modular system managing all the effects in-game (impacts, casts, blood splatter, etc...). It currently support Audio, VFX graph, Particles, Decals and Painting
- Removed "Collisions" JSON, renamed "PhysicMaterials" to "Materials" and added MaterialDamage / MaterialEffect to manage collisions logic.
- To improve imbue effect look on U8, it's recommended to add an emissive map and a dedicated mesh overlapping the blade for VFX. The emissive and imbue mesh need to be referenced from the ColliderGroup on the prefab.
- Added a DynamicProjectile item with no renderer that can be used to spawn different kind of projectiles (used for Fireballs)
- Fixed incorrect deserialization of Game.json
- Moved all methods to virtual in Brains
- Misc changes in a lot of JSON

#BladeAndSorcery

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5 июня 2020 г. 6:45:00
00:07:28
Яндекс.Метрика