Blade & Sorcery 1.3.1: Khar-Tib patch adds force stagger and skybox stars
Blade & Sorcery's Khar-Tib 1.3.1 patch is out now. It's primarily a bugfix and optimization pass, but there's a meaningful gameplay addition: long maces, long axes, greatswords, and ballista bolts can now stagger enemies through shield (and weapon) blocks when they land with enough impact, better representing the transfer of force. The patch also adds a loading tip for that mechanic and brings Oron and the Azure Star back to the Khar-Tib skybox after their absence from 1.3.
Highlights
- New force-impact stagger for long maces, long axes, greatswords, and ballista bolts.
- Loading tip added for the force-impact mechanic.
- Oron and the Azure Star added to the Khar-Tib skybox.
- Khar-Tib desert zones optimized; desert jump links adjusted to stop NPCs getting stuck on ledges.
- OutOfBoundsFader utility expanded; fader added to Sentara Ship, Home, and Shop.
- Hair 10 optimized for both genders.
- Dalgarian tools added to the Crystal Hunt Shop; Khar-Tib Desert added to the Crystal Hunt arena levels pool.
- Spell bombs can be armed using the TK spin input; lightning bombs chain-trigger any bombs in their radius.
- Fire bomb stick targets now include golem and modded thunder entities.
- Molten beam got a scale curve; floating effect scaling mode changed.
- Skill tree music volume increased to match other music.
- Falchion's shopkeeper dialogue expression changed from angry to intrigued.
- AnimatorParamController logging now includes invalid values.
Fixes
- Fixed Weightless Kinesis NRE and skill orbs being broken by it.
- Fixed skill tree orb destroying child effects.
- Modded skills now load correctly through the main menu.
- Levels reload after in-level player calibration so level components initialize properly.
- Player spawner now spawns creatures at their target position instead of at origin and teleporting, fixing the infinite gravity effect on the Senate.
- Khar-Tib Ballista's missing damagers fixed; kinematic disabled on its bow string for 0.1 seconds at wave start to allow string lock.
- Player hand no longer slides down weapons on survival mode pedestals.
- Locomotion fixed on Museum stairs; lighting fixed on destroyed teleporter room door debris in Home.
- Khar-Tib armor leg occlusion now only hides upper legs.
- Missing localizations restored for Crystal Core, Wrist Blade, and Sword of Naa shopkeeper dialogue lines.
- Genie Lamp visual and sound effects synced, and its VFX disabled when the item is created.
- Static creature ungrab event now fires correctly.
- MapData uses its own category to prevent merging with other data types.
- Spectator and QA Menus got missing level variants.
- Mod menus no longer overlap when mods load on the main menu; invalid Mod Manager TOS shows an error window.
- Item despawn zone added on the ocean beneath the house to catch items clipping through the floor.
- All items now have VFX meshes, so telekinesis VFX appear on every item at the correct size.
- Debug console scroll speed reduced and made configurable.
- Mercenary headband handle renamed and fixed.
- Removed an erroneous imbue from the Khar-Tib Warpick handle.
- Fixed misaligned imbue VFX on Nailclub and Hatchet, and misaligned imbue audio/TK effects on both dual-blade weapons.
- Falchion's shopkeeper dialogs updated.
SDK
- Various SDK fixes.
- Easier compound collider Zone setup.
- Advanced audio containers saved after changes.
- ColliderGroup-created imbue meshes now generate in the same folder as the prefab, save as .asset files, and overwrite the previous imbue mesh when regenerated.
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