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VALHALL: Harbinger News

Horn Call & 500 Einherjar System & Shrinking Zone & Improvements

[h2]Vikings![/h2]

In this update, the Horn begins to sound, inviting to take part in the Challenge.

As mentioned before, its arrival will happen in multiple iterations, as it is a grand-scale event system. Today, it brings a very short playable teaser of the Challenge, offering a quick glimpse before sending you back home.

This patch has a larger-than-usual disk size as it already includes content that will become available in future updates.

After 15 minutes in Singleplayer Survival, you will hear the horn and feel the earth shake, signaling your invitation to descend. This will also appear in Co-op in upcoming patches.

The core of the Challenge is to search for rare loot, mine precious ores, and safely bring them back home. Then, use these resources to build special structures, strengthen your survival, and fuel your coming adventures. (New buildings and crafts related to the Challenge soon). But there's much more to its concept, which will be unveiled as we progress.



[h2]Horn Call[/h2]


When the horn sounds, it can be heard throughout the realm, and even the ground shakes.

You can then press Enter to accept the call and be transported (instantly in this patch).


[h2]500 Einherjar System[/h2]



There are 500 warriors participating in the Challenge.

They are AI directed and highly optimized.


[h2]Shrinking Zone[/h2]



The Challenge is introduced in circles, which vary greatly and have a dynamic atmosphere and zone.

It always shrinks inward toward the center, pushing the player deeper through the circles.


[h2]Auto Focus Improvements[/h2]

Enabled auto targeting focus starting from the first attack rather than activating immediately. Also made it convenient to cancel targeting by canceling the stance.

Made auto targeting available for players in co-op mode.


[h2]Fixed Recent Crashes[/h2]

Fixed some crashes that appeared in the last patches.


[h2]Deathmatch Servers On[/h2]

Turned Deathmatch servers (EU, NA) back on.


[h2]Additional Improvements[/h2]

Fixed the deer hooves shaking strangely when dead.

Fixed the bow hit camera shake occurring for the client when hitting the host.

Fixed the issue where the client was sometimes incorrectly seen holding the stance from the host's view.


Thank you for the feedback guys. We hope you enjoy this update!


Skål!
Blackrose Arts

Post-Update Fixes & Improvements

Greetings!

This patch follows up on the previous update, addressing its combat related bug fixes and improvements.

  • Fixed incorrect attack angle during basic attacks in some cases.

  • Fixed click attacks not queuing in certain cases, which caused frustration.

  • Fixed double attacks for directional combat type.

  • Fixed queued attack not starting after a clash sometimes.

  • Slowed down overall combat slightly, especially the speed of stabs.

  • Updated physics to make actions more stable and authentic.

  • Slightly increased stamina regeneration speed.

  • Improved shield mechanics and added the attack queuing feature for it.

  • Further increased distance from bot enemies.

  • Fixed directional cursor not appearing when switching through the new tab.

  • Fixed hit markers being visible from hits by hired warriors.

  • Fixed some effects being visible for clients when experienced by the host.

  • Adjusted turn caps during attacks for smoothness.

  • Made character scream less often during fights.

  • Made it possible to dodge in the direction of the ASD button using the Spacebar, while still allowing jumping when moving forward.

  • Enabled auto targeting by default, with the option to toggle it in the control settings.

  • Made it possible to enter stance mode during an ongoing basic attack.

At the end of the month we will have an update focused on new content!

Skål!
Blackrose Arts

Simplified Controls & Smoother Fights & Challenge WIP

[h2]Vikings![/h2]

We are continuing to work on the Einherjar Challenge, and as previously mentioned, the horn will begin sounding in Survival mode in the November update, summoning warriors to descend to its battlefield.

Here is some work in progress.


From the screenshot, you may have already guessed what it's for - a special way of transportation to descend to the Challenge battlefield.



Our current main focus is on upcoming new content, but in today’s patch, we have addressed control and combat related feedback that we decided to tackle sooner.

We believe this update will be helpful for many Survival players. We have implemented tangible improvements to enhance stability and visibility during fights, introduced an alternative simplified control scheme, and added new settings to let you customize combat complexity to your preference.

Let's take a look at this patch!


[h2]Simplified Attack Control[/h2]



A new attack control type for clicking attacks has been introduced.

Instead of being directional, this type is simplified to specific angles, with the possibility of combo attacks in the opposite direction. The side mouse buttons control alternative attack angles.

You can switch back to directional attacks in the new combat settings.

With this new type, the cursor for the attack appears as a simple dot.

Additionally, you can still hold the attack button to enter stance mode, allowing you to control the cursor that appears with the mouse for desired attacks.


[h2]Queuing Attacks[/h2]

If the attack button is clicked during an ongoing attack, the next attack will start automatically after the current one.

This helps reduce spam clicking, allowing players to press it once when the timing feels right.

Also, enjoy more comfort while chopping trees.


[h2]Updated Attack Animations[/h2]

Attack animations have been adjusted to be less jelly-like, more predictable, and to land much closer to the center of the screen.


[h2]Combat Settings[/h2]

Combat Settings have been added to the pause menu, allowing for easy tweaking and experimentation with different combat options.


[h2]First Person Visibility[/h2]



The attachment method for the first-person camera has been changed to resolve previous issues.

It now provides better visibility, even when close to other objects or characters.

The hands and weapon are not as close to the camera, and it works better with different field-of-view (FOV) settings.


[h2]Auto Approach[/h2]

Added a new feature that automatically steps forward depending on character movement during attack release. This allows the character to close the distance and reach the enemy more frequently, making fights look more natural overall.

As you can see in the GIF, the character steps forward when moving backward during an attack release.


[h2]Enhanced AI Distance[/h2]

Updated the distances between characters during fights to provide more space and possibilities of pushing enemies forward, while reducing the likelihood of being pushed back.


[h2]Additionally[/h2]

Enhanced the feel of impacts.

Updated several dual-wielding animations.

Adjusted the transition from first-person to third-person camera.

Changed the default feint button.

Made autofocus (targeting without holding the attack button) savable after a button press or from the settings.


Thank you for the feedback guys. We hope you enjoy this update!


Skål!
Blackrose Arts

Hotfix - Resolving Building Issues

Greetings!

Here’s what’s in this hotfix:

  • Fixed an issue introduced in the last patch where certain objects weren’t spawning correctly when interacting with water.

  • Fixed the bug where the building object preview stayed after switching to a weapon.

  • Fixed a rare bug preventing the build button from working despite having enough resources.

  • Fixed the rabbit trap mistakenly acting like a beehive and not saving properly.

  • Changed the introductory closure button to Enter.

  • Tweaked the map spawn area edges to prevent confusion when navigating.

Skål!
Blackrose Arts

Challenge Introduction & Important Co-op Fixes & Save Fixes & Water Fixes

[h2]Vikings![/h2]

This update brings significant fixes to many issues present in the previously added co-op testing, as well as enhancements to Survival gameplay. Additionally, we are beginning to roll out developments related to the third point of our roadmap. As noted earlier, these will be released in iterations, today's is just the introductory one.

For Survival, we are creating a vertically multi-layered world consisting of different realms, along with a special event system called Challenge.



You are Einherjar, a chosen warrior who dwells in the mountains of Asgard, near the mighty hall itself. When the horn thunders across the skies, you descend to the eternal battlefield.

There, you fight to claim precious loot and be the last one standing.

Upon your return, trade, craft and build with your hard-won spoils, live, fueling your adventure through the relentless cycle of death and rebirth.

The mentioned horn will start calling in the next one or two updates, and we will share more details in them.

*These GIFs are teasers for upcoming patches, not today's patch.*








Let's take a look at the today's patch!


[h2]Challenge Introduction[/h2]

We've added an introduction on the first game load, a new tab in the Survival menu, and made some preparations to the map. During the initial game load, you may notice Jormungandr moving around the world.


[h2]Co-op & Save Fixes[/h2]

Resolved an issue where the client wasn't saving during the first host save in co-op.

Fixed some building objects not placing in co-op for clients.

Fixed some building objects sometimes not saving in co-op.

Fixed co-op saves in some cases overlapping with single-player saves.

Made dropped items saving in co-op.

Adjusted the co-op UI to prevent incorrect overriding of existing saves.

Resolved an issue where one player would spawn on another player's head.

Fixed an issue where the hotbar would occasionally disappear for the host.


[h2]Multiplayer Sleeping Fixes[/h2]

Resolved an issue where a character would spawn under the ground when disconnected instead of sleeping and wouldn't register hit effects.

Fixed a lag issue when near a sleeping player.


[h2]Water & Swimming & Sailing Fixes[/h2]

Resolved a swimming issue that caused the host to crash.

Fixed underwater air from clients incorrectly showing for the host in co-op.

Fixed an issue where players could "fly" from swimming.

Improved how air consumption works underwater, making it deplete slower.

Addressed an issue causing characters to walk underwater in rare cases.

Enhanced the swimming mechanic to be smoother.

Fixed a bug causing players to spawn outside the ship in co-op after saving.


[h2]Other Improvements[/h2]

Resolved an issue with inventory from combat game modes overlapping with Survival mode inventory in certain cases.

Tweaked further the wet-cold effect to prevent unnecessary damage from popping up.

Fixed a not frequent but irritating UI icon highlight bug.

Fixed a bug where a distant mountain would sometimes unload its material.

Reduced the second respawn cooldown for the bed to 10 seconds.


[h2]Deathmatch Maintenance[/h2]

Deathmatch mode multiplayer is in maintenance until the November update.


[h2]Co-op Banner Privatization Changes[/h2]

The banner is no longer required for quests. You can now place beds without it and area privatization. Share a house in co-op mode with a friend without any issues now.


[h2]Dynamic Depth of Field Improvements[/h2]

Changed the dynamic camera's Depth of Field effect approach to reduce blurring and ensure the effect is applied where needed. You can turn it off if you prefer.


Thanks for the feedback guys. We hope you enjoy this update!


Skål!
Blackrose Arts