Hello folks, The Baron here and I am happy to present to you the fruits of KospY's labour these last months: Update 6 is now live! Here is a look at the main features, and a full changelog is at the bottom. Cheers! [h1]Main Features [/h1] [b]Climbing 2.0 [/b] - New grip system that allows you to grip anything that makes sense [img]https://thumbs.gfycat.com/HiddenApprehensiveHawaiianmonkseal-size_restricted.gif[/img] [b]Half-Swording[/b] - grip weapons anywhere, even the blade [img]https://thumbs.gfycat.com/OilyAdventurousBovine-size_restricted.gif[/img] [b]Physic based hand and fingers + index controller ("knuckles") support[/b] [img]https://thumbs.gfycat.com/UnconsciousCooperativeDromaeosaur-size_restricted.gif[/img] [b]Return of the beloved kick![/b] [img]https://thumbs.gfycat.com/LazyComplicatedCuttlefish-size_restricted.gif[/img] [b]Foot tracked kicking support (using at least 1 tracker)[/b] [img]https://thumbs.gfycat.com/LimitedTightGecko-size_restricted.gif[/img] [b]Full body tracking support (using up to 3 trackers)[/b] [img]https://thumbs.gfycat.com/PalatableIckyBlackfootedferret-size_restricted.gif[/img] [b]Weapon storage[/b] - You can now spawn any weapon from a menu, also mod compatible! [img]https://thumbs.gfycat.com/BriskDifferentDiplodocus-size_restricted.gif[/img] [b]Large weapon rack[/b] - Store and save your favourite weapons from your home [img]https://thumbs.gfycat.com/VigilantHappygoluckyGermanspaniel-size_restricted.gif[/img] [b]New Weapons[/b] Maul, new Claymore and reworked dual blade [img]https://thumbs.gfycat.com/EntireWellwornChrysalis-size_restricted.gif[/img] [b]Full SteamVR 2.0 support[/b] - You can bind keys to any action from SteamVR [img]https://thumbs.gfycat.com/ColorfulSpottedBoto-size_restricted.gif[/img] [b]New Vive input scheme[/b] Because of some incoming features that need the trigger to be free while holding an object, the input scheme has been changed for Vive users, here is the new layout: [url=https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33834682/9e211b05b481db9a4b3978f0df81becfbe1d2748.png][img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33834682/442731a05f932b263a0bd9ab437d43cb51741163.png[/img][/url] [b]Native plugins and custom assets support[/b] With the first version of the SDK, modders will be able to create their own weapons and/or write custom code for them, without the need of a any third party tool. Just drop plugins, assets and JSON into the corresponding folder and you are good to go! More information and link to the SDK will be posted in the next coming days on Discord. [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33834682/8f98a202827dea7855ca8f33c66427f76aa89f35.png[/img] [b]Vortex modding support[/b] The nexus mod team was really nice and worked hard to add Blade & Sorcery support to Vortex! Big thanks to them for their support :) [img]https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/33834682/a9f1c87d3f27bd969dcfcbc786f083727c2b12ec.png[/img] And finally, totally a feature and 100% not just some bug that KospY left in because it's hilarious, ːsteammockingː I give to you: [b] Ear Grabbing![/b] [img]https://thumbs.gfycat.com/RipeFilthyFlyingfox-size_restricted.gif[/img] Link to full gif album of update 6: https://gfycat.com/@KospY44/collections/xWQx3JGq/blade-sorcery [h1]Full Changelog[/h1] [b]Features[/b] [list] [*] New gripping system, you can now grab anything that makes sense using your hands as a "clamp" [*] Hand climbing has been greatly improved with the new gripping system [*] Half swording, Mordhau or any other fancy weapons handling are now possible with the new gripping system [*] Hands and fingers are now physic based and collide with the environment [*] Weapons and items storage (everything is unlocked and infinite as the only game mode available is sandbox currently) [*] New larger weapons rack with more slots [*] Favorite weapons can be put on the home racks to be saved [*] New weapon : Maul [*] Claymore overhaul (replaces the old one) [*] Reworked dual blade staff [*] Fingers tracking (Oculus touchs and Index controllers only) [*] SteamVR 2.0 and Oculus native input support [*] SteamVR custom bindings support [*] Index controllers (Knuckles) support [*] Vive trackers support (feet and waist) [*] Foot tracked kicking (experimental) [*] Crates, barrels and some others props are now climbable [*] The chandelier in the house is now physic based [/list] [b]Enhancements[/b] [list] [*] Climbing is no more experimental and activates itself when the player doesn't touch the ground or when he grips a static object [*] Pressing the kick button while jumping allows the avatar to keep his leg raised (for kick) [*] Improved throwing [*] Improved haptics [*] Improved climbing collision [*] Added localization support to items (display name and description) [*] Added mirror glass hit sounds [*] Added grip and grap sounds [*] Adjusted weapons position on rack [*] Added a FOV option to the spectator cam [*] Spectator cam default FOV is now 80 (instead of 60) [*] Added camera stabilization to the spectator cam (can be toggled on/off) [*] New option: Reload current level [*] New option: Turn speed [*] New option: Language (only english for now) [*] New debug option: Reload JSON [*] New debug option: Show collision marker [/list] [b]Changes[/b] [list] [*] Increased grab range for neck and head [*] New game executable name : "BladeAndSorcery.exe" (the "&" character was causing some issues for another plateform) [*] Log files are now in C:\Users\[Username]\AppData\LocalLow\WarpFrog\BladeAndSorcery [*] Saves files are now in C:\Users\[Username]\Documents\My Games\BladeAndSorcery [*] Menu button (Vive) and A/X (Rift) is now used to slide along handles (trigger needs to be free for incoming features) [*] New input scheme for the Vive controller to reflect this change [*] Inverted jump and kick button [*] Axe no more fly straight when thrown [*] Updated book menu look [*] Memory performance enchancements [*] Moved debug menu to a dedicated page [*] Removed options "invert trigger & grip" and "locomotion controller", as we are now able to directly use the SteamVR binding menu for that [/list] [b]Modding[/b] [list] [*] Added native plugins support (custom code) [*] Added native asset bundle support (custom items models and textures) [*] Added item modules to allow multiple custom logic to run on each item [*] Potions, apparels, AI, quivers, hands and bows are now an item module (therefore potions and bows are now moddable) [*] New JSON serializer to handle class types directly [*] Note: The BAS SDK will be released in the next coming days [*] Note: Custom map support is not yet finalized but should come "soon" [/list] [b]Fixes[/b] [list] [*] Fixed kicking [*] Fixed inputs not working if the game was not focused [*] Fixed wrong hand scale [*] Fixed an exploit allowing to use ragdolls to fly :( [*] Fixed visual issue while grabbing ropes and ladders [*] Fixed player ragdoll stuck in T pose on death [*] Fixed player body collider getting stuck while climbing [*] Fixed mirror colliders and adjusted reflection [*] Fixed missing colliders on some maps [*] Fixed some locomotion issues [*] Fixed menu not returning to the last page [*] Fixed an exploit allowing the player to fly while kicking its own weapons [*] Fixed auto drop [*] Updated to Unity 2019.1.8 [/list]