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VALHALL: Harbinger News

Happy Holidays!

[h3]Hello Vikings![/h3]

We wish you a Merry Christmas and Happy Holidays!

Pre-Beta 0.5.1 patch mentioned in the previous update has arrived.

The maze that changes in every match is here, we continue to improve it and fix bugs. There is a chance of its collision disappearing, it will be fixed with the next patch.



Our team is sending you all our warmest holiday wishes! Take care of yourselves and your loved ones.

Skål!
Blackrose Arts

Maze & Pre-Beta 0.5.1

[h3]Hello Vikings![/h3]

[h3]Pre-Beta 0.5.1:[/h3]

We are working on BR mode and there will be a procedural maze around its central arena. As mentioned earlier, we will first test it with you in the current Deathmatch.

This patch brings the labyrinth. It will arrive coming Friday at 19:00 UTC.

[h3]Patch note:[/h3]


  • Added the maze.
    Each match the maze is different. It changes during the match in real time as well.



  • Added display of the enemy's name when you look at it.

  • Added new settings.
    Control, audio and new graphics settings with more options.

  • Fixed capsule collision remaining after player dies and goes to ragdoll.

  • Improved post processing.


[h3]Known issues:[/h3]


  • In rare cases game client can crash at the moment of character death.

  • Lightning strike shockwave which should throw player has no impulse and no sound.

  • Dead bodies disappear fast after death.

  • Timings of the new parring.

  • Pickup from Dual Wield to Shield and vice versa doesn't work.


[h3]The next patches bring:[/h3]


  • Modular weapon customization system.
    Build your weapon with different modular parts such as blade, guard, grip, pommel, etc.



  • Archery.

  • Parring improvements.

  • Other additions and bug fixes.



Skål!
Blackrose Arts

Multiplayer branch merged & Pre-Beta 0.5.0

[h3]Greetings, Vikings![/h3]

[h3]Pre-Beta 0.5.0:[/h3]

[h3]Patch note:[/h3]


  • Merged multiplayer branch with the default.
    Now you can join Deathmatch servers without switching to public test branch.

  • North America and Oceania servers are live now too.

  • Added diverse cries playing on characters death.

  • Added block impact particle spawn for new parring system.

  • Fixed loading not showing up.

  • Improved rain VFX. View became clearer.

  • Improved optimization.


[h3]Known issues:[/h3]


  • Lightning strike shockwave which should throw player has no impulse and no sound.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • In rare cases game client can crash at the moment of character death.

  • Dead bodies disappear fast after death.

  • Timings of the new parring.

  • Dead player collision interferes movement.

  • Pickup from Dual Wield to Shield and vice versa doesn't work.


[h3]The next patches bring:[/h3]


  • Weapon customization system.

  • Maze.

  • Normal settings for audio and binding.

  • Parring improvements.

  • Archery.

  • Other additions and bug fixes.



Skål!
Blackrose Arts

Multiplayer merge coming & Pre-Beta 0.4.9

[h3]Hello Vikings![/h3]

The next patch will merge multiplayer Steam branch into default one so you won't need to switch them.
It will become available coming Friday at 19:00 UTC.


[h3]Pre-Beta 0.4.9:[/h3]

[h3]Patch note:[/h3]


  • Added new parrying.
    Based on community requests we reworked parring and added timing elements. They still should be perfected to be more dynamic and satisfying.

  • Fixed server crashes.
    If you couldn't connect yesterday now you can.

  • Fixed weapons sometimes falling through the ground after the player's death.

  • Fixed not being able to pickup dropped weapon UI not showing in multiplayer.



  • Fixed weapons staying in the air after player disconnects.

  • Fixed hitting dead player giving additional kills.

  • Fixed ragdoll flickering.

  • Fixed custom weapon impulses in multiplayer.
    For example, two handed axe last hit throws body with stronger impulse than one handed without sending the character to space.


[h3]Known issues:[/h3]


  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • In rare cases game client can crash at the moment of character death.

  • Dead bodies disappear fast after death.

  • Timings and VFX for new parring.

  • Pickup from Dual Wield to Shield and vice versa doesn't work, problem with picking up a weapon dropped by an enemy.


[h3]The next patches bring:[/h3]


  • Multiplayer merge.

  • Norse America and Oceania servers turning on.

  • Maze.

  • Diverse death cries.

  • VFX improvements.

  • Parring improvements.

  • Other additions and bug fixes.


Loki's maze is on the way to be tested in Deathmatch first. Walls move and paths change even while you are inside.




We remind that currently the multiplayer is available on a separate branch. To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Skål!
Blackrose Arts

Deathmatch in Loki's maze info & Pre-Beta 0.4.8

[h3]Hello Vikings![/h3]

[h3]Pre-Beta 0.4.8:[/h3]

With this patch, we have a multiplayer Deathmatch. It will be upgraded to Deathmatch in Loki's maze mode while we test new features. You can read about it in this update.

[h3]Patch note:[/h3]


  • Added map reload.

  • Added 10 min timer.

  • Added score table showing up in the end of the match.

  • Fixed score board not showing name of 1st connected player.

  • Fixed stamina regeneration bug.

  • Fixed hits not causing damage to more than 1 player when hit a few.

  • Fixed fists dropping as a weapon after death and causing crash.

  • Progressed in blocking system upgrade. Now it doesn't bug and miss front hits and we are finishing addition of timing element which community requested.

    Note: we temporarily put NA and OCE servers into maintenance. They will return with one of the next patches. This is caused by the implementation of a new way to join the session.


[h3]Known issues:[/h3]


  • The weapon remains in the air after the player leaves the session.

  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • Weapons fall through the ground when drop.

  • Dead bodies disappear fast after death.

  • Pickup from Dual Wield to Shield and vice versa doesn't work, problem with picking up a weapon dropped by an enemy.

  • Ragdoll flickers after death.

  • There are cases when game client crashes at the moment of death.


[h3]The next patches bring:[/h3]


  • Upgraded parrying system with timing aspects as community requested.

  • Merging multiplayer into default branch.

  • Ragdoll flickering fix.

  • Other features addition and bug fixes.


While this patch covers today's additions, let's talk about the closest period.

We clearly understood your wish of BR mode before and are focusing on it first. Current tests take place in Deathmatch, however we understand that if we continue just pushing features progress from patch to patch - this will not bring you the necessary gameplay experience as quickly as we all want to. We need to give a gripping gameplay loop asap so there are more players testing PvP together.

So, what we are doing now is for Battle Royale and other planned modes. For example, new BR map has a huge labyrinth around the central arena entrance. Now we will test with you the system of procedurally generating maze in Deathmatch, improve, and it will be ready for BR.

This is not about making a new random mode and spending time on many instead of making one enjoyable. This is about uniting the current and the developments we need to test for what you are actually waiting for into a playable experience meanwhile. This is why we are updating current Deathmatch to Deathmatch in Loki's maze.


[h3]Deathmatch in Loki's maze [/h3]

We will show it in the next update. Let's start from what it is about:

This is a challenge. Warriors start in the arena in the center of the maze created by Loki. You need to fight the others to be able to sacrifice your enemies and earn glory points.

The match has a total time. At the end of each match, all points that were not accepted by gods are reset to zero.

For saving glory points within a match Vikings need to make a sacrifice. To do this there are several altars outside the maze. Only you decide when and how often to go there.

This maze changes dynamically through the match. To reach the altar warriors need to find the exit first. Also, Loki placed his minions there. Also, don't forget that while warrior is on the way to make a sacrifice, the other warriors are on the arena gathering more and more points.

When or if warrior reaches altar he needs to do a ritual that takes some time. It can be interrupted by any damage dealt by another warrior.

If sacrifice is successful all the unsaved points become saved and warrior returns to the battle for more.

Ok, let's accumulate the core features:


  • A central arena where main fights take place. PvP is available everywhere around the map.

  • Dynamically changeable maze. Its walls move during the challenge.

  • Two types of glory points: saved and unsaved. This brings unexpected situations within the match. Some of warriors can decide to save points only once that will let them stay in the center more time and get more points. But in this way they have a chance to miss opportunity to save their points in time (they can be killed by minions, lightning strikes, other players or just don't find the exit from the maze in time). On the other hand if warrior makes sacrifices and saves points too often he will not be able to get many points because it will take much time.

  • The score table will rank the warriors at the top and bottom of the list according to their total number of glory points. Therefore, the picture of the final score in the end of the match may change significantly.

  • A lot of danger in the maze between central arena and exit: Loki's minions, other players, lightning strikes, etc.


And more. If you have any thought that you want to share with us about Loki's maze Dethmatch game mode - feel free to let us know through this form: Share ideas


We remind that currently the multiplayer is available on a separate branch while we are finishing the preparations before merging into the main one with subsequent updates.

To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Thank you!

Skål!
Blackrose Arts