About This Game The era of the VR weightless, wiggle-sword combat is over. Blade & Sorcery is a medieval fantasy sandbox like no other, focusing on melee, ranged and magic combat that fully utilizes a unique and realistic physics driven interaction and combat system.Built exclusively for VR, collisions are dictated by fine hitboxes, objects have weight and follow the laws of physics, creatures have full body physics and presence, and blades can be used to penetrate soft materials or deflect magic.In Blade & Sorcery, the combat is limited only by your own creativity. Choose your weapon, choose your stance, choose your fighting style; Be the powerful warrior, ranger or sorcerer you always dreamed of becoming! a09c17d780 Title: Blade and SorceryGenre: Action, Adventure, Indie, RPG, Simulation, Early AccessDeveloper:WarpFrogPublisher:WarpFrogRelease Date: 11 Dec, 2018 Blade And Sorcery Ativador Download [Crack Serial Key blade and sorcery 4chan. blade and sorcery dismemberment mod. blade and sorcery optimization. blade and sorcery not responding. blade and sorcery 1v1 mod. blade and sorcery oculus store. blade and sorcery gun mod. blade and sorcery g2a. blade and sorcery infinite loading screen. blade and sorcery mods download. blade and sorcery 5.3. blade and sorcery vr release date. blade and sorcery patch notes. blade and sorcery 2019. blade and sorcery windows mixed reality. blade and sorcery vr mods. blade and sorcery multiplayer. blade and sorcery walkthrough. blade and sorcery highlights. blade and sorcery key. blade and sorcery gif reddit. blade and sorcery mods. blade and sorcery knuckles. blade and sorcery update 5 crack. blade and sorcery lightning. jacksepticeye blade and sorcery. blade and sorcery performance issues. blade and sorcery brutal. blade and sorcery tutorial. blade and sorcery price. blade and sorcery motion sickness. blade and sorcery vr ps4. blade and sorcery amazon. blade and sorcery controls. blade and sorcery how to slow time. blade and sorcery forum. blade and sorcery gtx 1060. blade and sorcery easy dismemberment. blade and sorcery framerate. blade and sorcery electrical mod. blade and sorcery workshop. blade and sorcery easier dismemberment. blade and sorcery latest update. blade and sorcery all spells. blade and sorcery cracked. blade and sorcery thor. blade and sorcery version 5. blade and sorcery crashing. blade and sorcery neck breaking mod. blade and sorcery. blade and sorcery attack on titan. blade and sorcery pvp. blade and sorcery kills. blade and sorcery update 5. blade and sorcery 5.0. blade and sorcery berserker mod. blade and sorcery version. blade and sorcery new spells. blade and sorcery running. blade and sorcery loading screen. blade and sorcery for android. blade and sorcery reddit. blade and sorcery wmr. blade and sorcery trailer. blade and sorcery wikipedia. blade and sorcery mjolnir. blade and sorcery yt. blade and sorcery 45 fps. blade and sorcery funny. blade and sorcery pc download. blade and sorcery coop. blade and sorcery update 5 kick. is blade and sorcery on ps4. blade and sorcery flying. blade and sorcery weapon handling. blade and sorcery vr download free. blade and sorcery cheats. blade and sorcery infinite slow mo. blade and sorcery bad performance. blade and sorcery game size. blade and sorcery download size. blade and sorcery axe. blade and sorcery how to unlock spells. blade and sorcery vr download. blade and sorcery longsword. blade and sorcery better weapons mod. blade and sorcery website. blade and sorcery female. blade and sorcery trojan Early Access Trailer and Release Date: The day has finally arrived, folks! Blade & Sorcery is about to go into Early Access and will be purchasable on Steam. Check out the release date trailer!https://www.youtube.com/watch?v=KyZDbWvRxZM. Update 4 (beta 7) released!: Good news everyone! Unity finally fixed the memory leak! If everything work correctly, it mean that beta 7 should be the last beta of update 4, and the live/stable version will be updated soon. :)Here is the beta 7 changelog:Enhancements & Changes. Official Update 5 Trailer - Update will be live April 4th: Hey, all! The Baron here with news about Update 5. The Update will be released on April 4th, and if you don't wanna spoil it for yourself before checking out the new trailer, you can watch that here:https://youtu.be/3-90-BE8uq8 Features of U5:. Update 4 released!: 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.Enjoy!Features- 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 Changes- 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 balancingModding- 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 parametersFixes- 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 fixesNext 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!KospY. Update 4.1 released!: Hello guys!I'm mainly working on update 5 currently but I wanted to release a small update today to fix some issues encountered in update 4.Update 4.1- Fixed black pixels on characters on some ATI cards- Fixed arena very easy wave 3 not starting- Fixed some animations not taking into account the gravity- Fixed some issues when inverting trigger and gripBy the way, next update is still planned for March and it should be a good one! You can already expect new features and the first batch of content for the game.More information should come in the next coming days on Discord ;)Big thanks to everyone for your support!KospY. Closed beta-test: The closed beta test of Blade & Sorcery has started since the beginning of November.The game Discord has now reached more than 2k users, so access to the beta will be done from random giveaway only. So if you want to help, stay tuned on the Discord ;)Early access release is still planned to December, and the final date will be set when all major bugs are resolved and when the beta-testers will feel that the game is ready for release I will try to focus my communication about the game on Discord so don't hesitate to join it to ask questions, to check the roadmap, to follow content creators and to post suggestions!Here are the places where you can find more information about the game:Discord : https://discordapp.com/invite/nqCR8KGReddit : https://www.reddit.com/r/BladeAndSorceryTwitter : https://twitter.com/BladeAndSorceryKospY. Update 5.3 released!: Just a small update to fix some new issues included in the latest patch (5.2).Changelog:- Force game to windowed mode (1920x1080) to prevent a performance issue in full screen (default resolution can be changed in the Options.opt file)- Fixed an issue causing infinite loading when the game try to load a modded weapon from the save file that doesn't exist anymore- Fixed neck collider staying disabled for new NPC after some beheading- Reduced hand scale- Added a note for the warzone III wave specifying that it's only for high-end configuration (20 NPC!). Update 5 released!: I'm happy to announce that update 5 has been released and are now live!https://youtu.be/3-90-BE8uq8Below the full changelog:Features- Dismemberment (big thanks to Kenamis from the UMA team to make this real!)- 4 new weapons: Longsword, Dual blade, Dane Axe, Rapier- New map: Canyon- NPC disarming- Physic based climbing (currently experimental and need to be enabled in the options)- New grappling points on bodies (arms and legs)- Draw cuts (cut while sliding or press a blade along flesh)- Weapons can penetrate multiple materials at once (stick enemies on wood, Shishkebab NPC...)- NPC / Ragdoll collisions (throwing NPC to others will damage them and knock them out)- Rope sliding- Enabled dynamic shadows (can be disabled in the options)- Improved lightning- Dynamic blood painting on weapons- Spectator modeEnhancements- Damage now take into account the mass and torque of the weapon- Improved and added some sound effects- Dying animation now stop relative to impulse force- Increased arrow snap radius on the bow- Swords can penetrate tougher material with enough force (head, wood) - Prevent telekinesis to work when the player is not looking the target- All physic props (barrels, mugs, chandelier...) has been updated and now inherit the same logic than weapons (imbue lightning on metal, blunt damage, blood painting, etc...)- Possible orientations for handles are no more limited to 4 (shields and ropes get more handling orientations)- SteamVR: Opening the steam menu will disable inputs and pause the game- Oculus: Opening the Oculus menu or removing the headset will disable inputs and pause the game- Misc weapons balancingModding- Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken- Created dedicated JSON class for interactables and damagers- Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables)- All prefabs has been updated to use standalone components (in preparation for the future BAS SDK)- All props are now an item and therefore moddableModding- Some major structural changes to prepare custom maps and weapons, the downside is a lot of mods should be broken- Created dedicated JSON class for interactables and damagers- Holsters, ragdoll grapple point and ropes/ladders handles are now moddable (interactables)- All prefabs has been updated to use standalone components (in preparation for the future BAS SDK)- All props are now an item and therefore moddableFixes- Updated to 2018.3.11- Fixed NPC turning their head too much when a target is behind them- Fixed some issues in the character customizer- Fixed Pimax controllers not recognized as HTC wands- Fixed locomotion collider preventing jumping along wall- Fixed wrong ground textures in the market map- Fixed cult and mercenary being in the same team- Fixed jump and kick reverted on the HTC Vive- Fixed NPC recoil on parry going in the wrong direction. Update 3 released!: Update 3 released!Changes- Added an option to disable the blood overlay- Added an option to hold grip to grapple (is default now)- Increased the grappling radius for shoulders and head- Removed body/object and body/ragdoll collision from the options as it cause some issues (will come back later)- Experimental: Added an option to change the global weapon handling forces (more or less "floatiness" / "drag")Modding- Added a JSON for global parameters- Moved slowmotion parameters to global parametersFixes- Fixed handle sliding for HTC Vive- Fixed game stuck in infinite loading when the "My Document" folder is inaccessible (should fallback to appData folder)- Prevent the arrow in the player bow to disapear when starting a new wave- Fixed reloading when the player die in the home- Reworked auto drop to prevent weapon to be dropped when swinging- Added a maximum force to all physic joints (should prevent some physic issues and potentially some crashes). New year update: Hi everyone!It has been some time since my last update, so I wanted to keep people informed about what is happening.Since December, 3 versions of the next update (update 4 - beta 3) have been released on the beta branch on steam.The current beta addresses some issues and more importantly greatly improves the combat and weapon handling (changelog can be found on the #beta-changelog channel on Discord). However, this update is a bit special because I upgraded to a new major version of the Unity engine. The use of this version is mandatory for the future as it improves the physic engine, overall stability and will be the only one receiving new updates about the input system I use (I’m mainly waiting the Unity fix about inputs which is not working when the game window is not focused).Unfortunately, the new Unity version comes with a pretty serious issue in VR that can lead the whole computer to crash, and this problem prevents me of switching the beta to live.With the Christmas period being over, I’m however confident that this issue will be resolved soon (hopefully this month).In the meantime, I’m still working on the beta, and the next update (beta 4) should include an overhaul of the combat animations as well as an improved and more aggressive AI.Most importantly, I wanted to say Thank you to everyone for your support, the game release was awesome, and I could not have expected better! The community on Discord is approaching 10k users and doesn’t stop to amaze me every day! Modders are also doing wonder with the game, I really didn’t expect this to be so quick! I wish I could talk more often on Discord, but I’m still really focused on the game itself.The current game is only the beginning, with the release success I already increased the scope (check roadmap on Discord) and I’m happy to announce that I should get some help with a dedicated 3D artist and level designer soon 😊.Thanks again for your support! And Best Wishes for 2019!Cheers!KospY
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