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VALHALL: Harbinger News

Massive Combat AI Update & Clashing & More Combat Animations & Survival Tweaks

[h2]Vikings![/h2]

This update brings noticeable improvements to the combat, making it more fun in many aspects. AI warriors' behavior has reached a new level, a new type of blocking has arrived, parrying finally has a tangible rhythm, there is more diversity in animations, and much more. Of course, we have Survival improvements today too.

Later, we will make a video showcasing the updated combat system and providing some tips.

With this update, we finish the current combat roadmap milestone, and in the following updates, we will be focusing on content and Survival additions.



Let's take a look!


[h2]Clashes & Comfortable Parrying[/h2]

Our stance system requires holding the attack button (LMB), which isn't always comfortable for switching to the block button (RMB). To make things easier and more satisfying, we've added a new feature.

Now, weapons can clash when they touch, and it's enough to hold the stance to be able to clash. Simply hold the attack button, adjust the weapon position to the enemy attack, and if weapons touch, you're parrying that attack.

This way allows you to maintain the stance from which you can make faster attacks.

Blocking is still more defensive, as it covers a larger blocking zone.

Also improved parrying hit impact animations, as well as its overall feel and effects.


[h2]AI Movement Update[/h2]

AI warriors now move in a more interesting manner that complements the overall combat.

They don't approach you in a straight line. Instead, they move to one side, then the other, step back, and so on. They try to get around you to land an attack.

When there are multiple enemies, they also don't approach from one direction in synchrony. Instead, they try to surround you and come from different sides. Chasing is also not just a straight line, reducing the chances of enemies hitting each other.

The way AI warriors keep their distance has changed. They can still come really close but will try to maintain a certain distance and step back when necessary.

AI warriors no longer attack the air while walking from afar as they sometimes did. Their attack timings are smarter now.

They are better at chasing and will start sprinting to reach you.


[h2]Parry Rhythm[/h2]

Achieved parry rhythm thanks to a combination of adjustments.

The new parrying logic of AI and movement with proper positioning plays a significant role, allowing for easier contact with your opponent (reducing air swinging).

Riposte has been sped up a bit, and the blocking zone is now bigger.

In multiplayer PvP you can feel the improvement too.


[h2]AI Taunts & Body Animations[/h2]

AI warriors now perform body-bending movements as if they were players aiming up, down, and sideways.

Additionally, they execute additional actions mid-fight to add diversity and fun. They taunt, crouch, and perform unexpected movements.


[h2]More Combat Animations Update[/h2]



Added more combat animations to make them more fluid and diverse for different weapon types.

Adjusted animation angle precision. It's now more likely that the attack will align with the cursor.

The addition of physics has made attacks less precise, which was particularly noticeable with the fist jab when it veered sideways. However, it has now been adjusted to maintain both physics and direction.


[h2]Click Attack Improvement[/h2]

Improved click attacks with a subsystem that will start an attack after recovery even if you clicked during the attack (in a short window close to its end). It decreases the urge to spam click and stimulates more thoughtful attacks.

Adjusted timings for the attack recovery beginning.

Fixed targeting in some cases interferes with click attack direction tracking.


[h2]Physics Improvement[/h2]

Improved active combat physics, making it less jelly-wobbly and more forceful.

Fixed issue of character body jumping up too much after playing death animation when transitioning to ragdoll.

Enhanced dead ragdoll falling.


[h2]Other Combat Improvements[/h2]

Made stamina bar more visible.

Made enemy health bar and name more visible.

Increased stamina regeneration speed.

Made holding block not drain stamina.

Increased weapon durability, as battles now will have more clashes and parries that damage your weapon.

Made the cursor automatically go to the middle after the attack finishes while holding stance.

Decreased camera targeting jittering when there are many enemies around.

Made aim tracking skip friendly hired warriors.

Made shield nonstance idle more open to attacks.

Fixed bow kick animation not playing correctly.

Improved hand-to-hand combat sounds.

Fixed stab attack with shield not causing a hit.

Fixed Mjolnjr throw sometimes leaving enemies running in place.

Fixed AI shield warriors not equipping shields in certain cases.


[h2]Improvements To Combat Modes[/h2]

Visually improved Path to the Gate (tutorial / future intro) with better dynamic environment switching and a more visible leading point. Also added a not limited slow-motion feature that changes the environment (activated with the B key).



Improved UI, added the highest score and remaining points needed to reach the Gate.

Balanced enemies on the path, it's now easier to complete.

Added traders along the path where you can buy bandages and weapons for the loot you've collected.

Added an option to hire warriors to help reach the end.

Adjusted tutorial notifications.

Introduced a new raven animation at the beginning.

Included bows and targets in the tutorial section.

In multiplayer Deathmatch, made that one bot disappear if there are 2+ players.

Fixed characters walking higher than the Arena ground and resolved some other collision issues.

Fixed instances of enemies sometimes spawning in the air at the Arena.

Enhanced post-effects in the Northern lights.

Changed the third option of the enemies in Deathmatch to 3 archers for Arena and 6 melee fighters for Northern lights.

Fixed issues with Deathmatch AI, including randomly stopping movement and other behavioral problems. Previously, Deathmatch combat AI was less intelligent compared to others. Now it utilizes the same boosted AI.


[h2]Survival Improvements[/h2]

Made it possible to chop trees with the timber axe by just holding the attack button for comfort.

Improved tree falling to be more weighted and realistic.

Made it possible to get wood from hitting trees with fists, weird, but helpful and kind of fun.

Added bandages drop chance for the enemy warriors' inventory to loot.

Added more flax and branches around the map.

Fixed a rare issue of Survival mode and Tutorial not launching from the Singleplayer menu.

Fixed the bug of Build and Craft buttons becoming incorrectly unavailable.

Added hover UI for trader and hiring warriors.

Made it impossible to accidentally place objects while in the build menu.

Fixed the character not leaving attack stance in Co-op.

Fixed incorrect Raven Sword size.

Fixed the issue of invisible attackers and enemies spawning under your buildings.


Thank you for sharing your feedback. We hope you enjoy this update!


Skål!
Blackrose Arts

Archery Overhaul & Combat Targeting & Many Survival Improvements & Bug Fixes

[h2]Vikings![/h2]

In this update, we have completely overhauled archery, introduced an additional new system for combat to make it more enjoyable, made many improvements to Survival based on player feedback, and fixed priority bugs.



Let's take a look!


[h2]Archery Overhaul[/h2]



Updated all bow animations for both first and third person views. Improved its locomotion and transitions.

After considering a lot of feedback, added a specific crosshair animation that plays along the string-pulling process and then disappears shortly after.

Made bow zoom attached to string pulling, right mouse button zooms and pulls. Reworked zooming to be smooth and effective.

Added a pulling time limit before autocancellation.



Added directional bow melee attacks. Choose a direction and use the mouse wheel forward/backward. You can even hit with your head (swing up and scroll the mouse wheel down).

Added dodges with the bow in different directions.

Improved shooting, arrow flight, and arrow hit sounds.

Fixed bow animations not changing after unequip and UI not removing.

Fixed bow and hands jittering when walking.

Removed movement slowdown when using the bow.

Fixed bow physics issues after equipping before the first shot.



Increased bow damage and adjusted how hitting different body parts causes damage.

Improved how pulling duration and shooting distance change damage.

Made deer and wolves killable by headshot.

Increased AI arrow dodge chance.

AI shooting is more accurate at longer distances but with a lower headshot chance.


[h2]Combat Improvements[/h2]

Improved physics and weightiness, bodies collide more realistically, and the hits feel more weighted.

Made it possible to just click to block for a second instead of only holding down the block button.

Adjusted running accelerations during unarmed state to allow for more precise movement.


[h2]Combat Targeting[/h2]



Added a system that helps in targeting enemies smoothly during stance mode and attacking.

It activates only when holding the attack button. While you hold it, the camera will smoothly adjust to keep your enemy in view.

You can still attack without it. Also, it can be fully deactivated in the Control Settings.

We welcome your thoughts on it after giving it a try.


[h2]Additional Settings[/h2]

Added No Combat Blur option, this allows you to turn off the depth of field effect (blur) during attacks.

Added No Interface option.

Added Motion Blur setting.


[h2]Trees & Chopping Update[/h2]



Added tree fall damage. Trees can now kill you.

Made trees not go through the ground but fall on it, added falling VFX, additional sound, and shake.

Increased delay before trees disappear.

Thin trees now give less wood than thick ones.

Removed screams during tree chopping.

Improved sounds of hits during chopping.

Improved timberaxe hit collision and physics.


[h2]Pickup Improvements[/h2]

Made pickup instant.

Improved tracing for easier aiming, now it's easier to pick up, noticeable improvement for the 3rd person view.

Fixed pickup issues for clients in co-op.


[h2]Fixed Bug Mixing Workstation Items[/h2]

Fixed the issues causing items from one workstation, like the furnace, to be visible during processes in another one, such as the campfire. Items no longer mix in co-op either.


[h2]Other Fixes[/h2]

Fixed bots on the island not attacking.

Fixed falling under the Norse Lights map and adjusted some visual holes in it.

Made Shift + LMB move items stuck in inventory, in addition to RMB.

Addressed attacks stopping while performing, leaving only hand movement. This issue is hard to fully track, we think there is a chance it could still happen, please let us know if this is the case.


[h2]Survival Balancing[/h2]

Lowered costs of many building elements that require wood to make it easier to build with.

Added more mushrooms around the map.

Increased Timberman axe durability.

Increased Raven sword durability.

Fixed pickaxe durability not working.


[h2]Stamina Balancing[/h2]

Increased delay before the last drain and started stamina regeneration.

Speeded up stamina regeneration significantly, making running across the map easier.


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


Skål!
Blackrose Arts

Hotfix - Addressing Object Placement In Water

Greetings!

The latest patch had a bug related to placing objects in water. This is why you may have encountered issues with fishing trap placement. This small patch resolves the problem.

Skål!
Blackrose Arts

Co-Op Testing & Diverse Survival Improvement & Better Animations & Combat Tweaks

[h2]Vikings![/h2]

In today's update, we have added Survival Co-Op, which allows you to play together with your Steam friends.

This is an early version of co-op. As you may know, it's a further point on the roadmap, however, we decided to add it earlier because it was a very popular request from players.

Sometimes, we touch upon certain elements from future points of the roadmap, which might be a bit confusing. To clarify, we are currently approaching the 3rd point of the roadmap. These 2 are big, especially the combat upgrade. We are finishing them while simultaneously adding and fixing many things based on player feedback, and preparing something special for the 3rd point.

There are bugs to fix and additional co-op features that we will add later. We welcome your feedback on it during the process.



Let's take a look!


[h2]Survival Co-Op[/h2]



There is a new Survival menu available in the Multiplayer tab. You can choose the save you would like to use to host. Then your friend can see your server in the Join tab and connect.

At the moment, there is no strict player amount limit. Of course, more players will put more strain on the server, but you can try with as many as you want. This is for testing purposes, later, we will set an optimal number.

You can also fight each other, loot, and destroy buildings if you want.



We've already fixed a huge number of Survival multiplayer bugs, but there are still some remaining. Hiring warriors has some issues, and ships don't work in co-op yet. We will address these problems.

To avoid issues with saving, in this patch, it is recommended that the client (someone who is connected to the host) exits the game first, followed by the host shutting it down.


[h2]Extended Combat Tutorial[/h2]

Added more information to the combat tutorial and an enemy to fight in the process. We will be adding more things to it from time to time.


[h2]Intro WIP[/h2]



We keep working on it, its fuller demonstration will be in the next update. Here are the gates you reach after you finish the path by following voices.

The issues with voices' sound position not being heard understandably and the issue with the sound stopping have been fixed. Fixed music not muting.


[h2]Animation Improvements[/h2]

Updated one-handed weapon idle and movement animations (improved walk, run, jump).

Slightly refined dual-wield animations. Adjusted first-person view bow animation.

Resolved issue with AI running animation slowdown.

Enhanced inverse kinematics to apply animations more naturally and reduce excessive stretching of body joints.


[h2]Faster Attack From Stance[/h2]

You attack faster from the stance as you are already partially in wind-up when you move the mouse in this state.


[h2]Important Combat Fixes[/h2]

Fixed helmet blocks its own character's attacks.

Fixed a bug where riposte was not working when holding the attack.

Fixed a visual effects particle issue with the huge shield bash.

Fixed some weapons not triggering death animations.

Fixed a bug where the character capsule collision would not disappear after death animations. This issue was also causing slight lag in multiplayer near the dead player, which has been fixed.


[h2]Combat Improvements[/h2]

Updated the way AI maintains distance, should provide you with more space.

Increased the speed of unarmed movement compared to armed.

Changed the fists key (X by default) to toggle off too instead of only toggling them on.

Deathmatch bots now occasionally switch to using shields.


[h2]Damage Post-Effects Update[/h2]

Changed how low health and damage receiving post-processes work. They should now be much clearer and less confusing.


[h2]Character Physics Improvement[/h2]



Improved body physics with world collisions, the character can now pass through obstacles where it would previously get stuck. Check out how the body bends.

Resolved issues with flax and other elements that were affecting character physics in strange ways.


[h2]Menu Updates[/h2]

Fixed Escape key in Audio settings discarding edits.

Fixed Ambient sound reset issue.

Fixed a button in the main menu not working in certain cases and updated the positions of the modes.

Fixed a bug in the main menu unexpectedly returning to the main screen.


[h2]Fixed Reconnection[/h2]

Fixed an issue where sometimes the game couldn't reconnect to a restarted server without restarting the game.


[h2]Survival Improvements[/h2]

Fixed hammer does not always destroy/repair objects due to physics.

Added the possibility to repair all objects.

Changed repair costs to 0.

Reduced crafting times.

Fixed a small hole in the pond.

Fixed player character's eyes not being visible.

Resolved a game crash related to a specific map area.

Improved the realism of grass bending.

Added a new one-handed battle axe for crafting, which is more durable and deals nice damage.


[h2]Ship Fixes[/h2]

Fixed the recent issue of ships getting stuck and resolved border collisions that were affecting sailing.

Increased the maximum sailing speed by 30%.


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


Skål!
Blackrose Arts

Hotfix - Addressing Animal Death Issues

The new physics in the latest patch introduced a few bugs for animals. This minor patch addresses problems such as animals dying without allowing looting and ragdoll-related issues.

Skål!
Blackrose Arts