U11: The Home Update
New Home Exterior

Tutorial

Animation Overhaul



Stealth
This is one of those, "wasn't supposed to be a feature but players really wanted it so it became a feature" features, lol. Blade & Sorcery's history is now dotted with these type events. ːtmntleoː Stealth in B&S U11 works by lightness, darkness, enemy FOV, and sound. Crouching is not a factor in the determination of the enemy spotting the player; crouching reduces your speed and slow-walking reduces your footstep volume, so you may still find it convenient for sneaking, however it's not essential as you can slow walk while standing.



New Magic
There is enough here that this could have been it's own update haha. U11 brings a slew of new spells and staff functions to finally round out magic. For a start, all spells got a cosmetic upgrade. Imbues are looking particularly nice, and now have better particles, trails and smoke effects.


Fire
Fire now has a merge effect at last: merging two fireballs will now create a fiery meteor that will explode and devastate a large area, sending enemy and objects hurdling. Be careful not to get caught in the blast!


Lightning
To start, Lightning got a cosmetic upgrade of it's own, and arcs more chaotically now.




Gravity
Everyone's favourite spell got a little cooler. Live out some Ironman fantasies with the new Gravity Hover feature; while falling, activating gravity will allow the player to slowly glide in descent, kind of like a featherfall spell. It should bring a whole new element to how you think about navigating Dungeon rooms.


New Systems
U11 is an update that is largely setting up the framework for stuff to come in Crystal Hunt, aka "Progression Mode". As such, we added a whole bunch of new systems that aren't being fully realized in a gameplay sense right now, but nonetheless they are fun to mess around with and see the direction the game is headed.Clothing System
Blade & Sorcery now finally has a clothing system so that the player can change their outfits.


Inventory System
Players can now store small items such as potions, food, or torches in their inventory. This will not take up one of your precious weapon holster slots, so it makes taking potions into the Dungeons a lot more appealing! To access the inventory, simply place your hand to your chest and press the spell button to open the inventory UI. Navigate the inventory by rotating your hand like twisting a screwdriver. The concept here is to simulate a sort of rummaging around your inventory. You can interact with the menu via the trigger and grab buttons.
Doors System
Although just a framework and restricted to the Home for now, in the future we will be adding it into Dungeons. So what can you do for now?
Water Interaction

Other Goodies
Graphics Improvements


New Dungeon Rooms

Canyon Map Rework

Citadel Makeover

New Weapons

Disarming
It was always the case that the player could lose their weapon via being disarmed, however this feature was a bit buggy in previous updates and led to many "Why do I keep dropping my weapon" threads. Well consider this the 2.0 for disarming and hopefully the system will behave better this time! Players can be disarmed if a weapon is yanked from their hand with enough force, or if it is "over-imbued" with electricity. That means you can no longer infinitely block lightning from enemy mages, but the reverse is true for enemies too!
Zipline

Post-Processing LUTS
