Movement, Physics & Fixes
[h2]Greetings, Vikings![/h2][p][/p][p]A new patch has arrived. Today's update focuses heavily on mechanics and game feel, addressing movement issues and combat wobbliness.[/p][p][/p][p]We are pushing these improvements now while we continue preparing the big map update for next month and completely new activities coming in the near future.[/p][p][/p][p]We also haven't forgotten about two-handed axes. They require a few more tweaks to resolve physics quirks, but they are on the way.[/p][p][/p][p]
[/p][p]Here is what today's patch brought:[/p][p][/p][p][/p][h2]Movement Update[/h2][p][/p][p]Adjusted movement speed and animation rates to match a more realistic human pace, making dodges a more valuable choice. [/p][p][/p][p]Overhauled the Unarmed state, combining it with fists into a single cohesive mode. This also includes fixing the weird hands issue during unarmed idle and the bug where they would attach to certain body parts.[/p][p][/p][p]Added turn-in-place animations for legs for specific states and adjusted the gait look.[/p][p][/p][p]Fixed crouching movement to make it usable, and made it replicate correctly in co-op.[/p][p][/p][p]Fixed instances of random sprinting and reduced the headbob effect for a smoother experience.[/p][p][/p][p]
[/p][p][/p][h2]Reducing Wobbliness[/h2][p][/p][p]
[/p][p][/p][p]Reduced floaty movement and physics during combat for humanoid characters. This should also help reduce motion sickness. While we know it definitely isn't perfect yet, it is much more grounded and stable during combat.[/p][p][/p][p]Upgraded hit reactions to reduce sudden position snapping or that drunk floating walk effect. [/p][p][/p][p]Smoothed out movement network synchronization.[/p][p][/p][p][/p][h2]In-game Bug Report[/h2][p][/p][p]Added a built-in issue report form accessible directly from the pause menu or button press (F8 by default). It’s very convenient and quick to use, feel free to share any issue you encounter.[/p][p][/p][p][/p][h2]Control & Feel[/h2][p][/p][p]Reduced base mouse intensity. Note that this might impact your current sensitivity settings.[/p][p][/p][p]Auto-targeting is now turned off by default. It can still be easily toggled via a button or in the settings. If you previously played with camera targeting, we suggest trying without it to see how the new flow feels.[/p][p][/p][p]The camera will now automatically switch to a third-person view upon death.[/p][p][/p][p]Added a "Hide Interface" button (F1 by default).[/p][p][/p][p]Combat settings have been moved from the pause menu to a graph within the Control Settings.[/p][p][/p][p][/p][h2]Bug Fixes & Quality of Life[/h2][p][/p][p]Fixed a bug where players would often spawn unarmed despite having a weapon in a quickslot.[/p][p][/p][p]Fixed excessive load usage while in the main menu.[/p][p][/p][p]Fixed motion blur not turning off in certain cases.[/p][p][/p][p]Resolved visibility issues in the server browser.[/p][p][/p][p]Disabled the sleeping character model persisting after logging off.[/p][p][/p][p]Added a camera collision probe smoothing with height adjustment to prevent clipping.[/p][p][/p][p]Clarified the notifications when a Building Hammer is required and fixed incorrect title for the Steak item.[/p][p][/p][p]Fixed various character cloth simulation issues.[/p][p][/p][p]Fixed an issue where arrows would sometimes disappear when they couldn't penetrate a material.[/p][p][/p][p]Addressed animation and physics issues that caused the right hand or sword to stick to the character's backside.[/p][p][/p][p][/p][p]Thank you guys for your feedback and support![/p][p][/p][p][/p][p]Skål![/p][p]Blackrose Arts[/p]