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VALHALL: Harbinger News

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

Hotfix - Fixing Recent Quest Issues

Greetings!


The latest patch brought an issue that prevented some quests from being completed. This small patch resolves that problem.

Additionally, the patch reduces hostile raid frequency during the initial days of survival.


Skål!
Blackrose Arts

Building Process Improvements & New Building Objects & Survival Enhancements

[h2]Vikings![/h2]

We've been holding off on the first update related to the third roadmap point mentioned in our recent updates. However, we'll start rolling it out and share more details with the September update. This will be coming in parts, as it's complex and includes a completely new activities system, a Survival map expansion, and things many have been waiting for a long time.



Today's update introduces enhancements to the building process, new construction objects, and improvements to the Survival gameplay.



Let's take a look at the patch!


[h2]Building Process Improvements[/h2]

When a built object is deconstructed, it will now give all the building resources. This is designed to encourage creativity and experimentation, especially as we introduce more complex building in the future.

There's a direct link between the current health of the object and the resources you receive. For example, if the object is at half health when dismantled, you'll get half of the resources.

Additionally, we've adjusted the system so that some objects won't remove connected components when dismantled, until further system improvements. This resolves the issue of incorrect destruction of interconnected objects in specific cases.


[h2]New Building Objects[/h2]

Tub




Bonfire

A large bonfire that offers more comfort and casts light over a greater distance than a campfire.


Wood Stack



Wood stacks can be used to store wood instead of chests or as decorative elements.


Shelf

A large shelf to enhance your home decor.


Chest (New)

Changed the chest for a more authentic appearance.


Hanging Brazier



One more way to light up the environment.


[h2]Snapping Test[/h2]



While advanced and user-friendly snapping for construction is planned for future updates, we'd like to know if its absence prevents you from diving into creative building. When we add more objects for custom constructions, will snapping become a must-have for you, or is the current free-placement system sufficient?

This patch adds snapping for Log 1 for testing.


[h2]Temperature Improvements[/h2]

Improved the cold and wetness mechanics, addressed irritating damage effects from rain and storms too early.

As you ascend into higher elevations, like mountains, the cold intensifies, and you'll begin to experience these effects.


[h2]Additional Improvements[/h2]

Added bed notifications to clarify that after placing the bed, you also need to press E to set the spawn point.

Other small UI fixes.

The character now actually has a fire effect when on fire.

Fixed the button camera targeting not working in the Intro.


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


Skål!
Blackrose Arts

Viking Combat Video Showcase – Physics & Progress & Tips

[h2]Vikings![/h2]

As shared in recent updates, we've made a video showcasing the combat system’s progress, along with some tips on its special features.

Check it out!

[previewyoutube][/previewyoutube]

Thank you to everyone who’s been helping us improve it. The combat system will keep evolving, and we’d love to hear more of your feedback as we refine the experience.

This video highlights the progress we've made on the combat system from past updates.

We know many of you are eager for new content updates rather than just polish, and as we’ve mentioned before, that’s exactly where our focus is headed with the current updates.

Our regular update will be released at the end of the month.

Skål!
Blackrose Arts

Fortifications & Adjustable Fences & Ladder & Gameplay Improvements & Bug Fixes

[h2]Vikings![/h2]

This update adds fortifications to surround and defend your settlement, new adjustable fence placement, survival gameplay improvements, a nice physics adjustment, feedback-based combat tweaks, and bug fixes.

Next month, we will have 2 updates instead of the usual monthly 1.



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


[h2]Fortifications[/h2]



Added fortifications to defend your settlement. You can control the gates and attack enemies from above.

There are 3 tiers with different building costs and durability. Additionally, a lean-to has been added, which can be used as cover.



Also, we understand that more plains are needed, and this will be in the next map expansion updates.


[h2]Adjustable Fences[/h2]



Changed the old fence and made its snapping height adjustable during placement.

This means that even if the landscape is not flat, you can still surround your settlement.


[h2]Adjustable Ladder[/h2]



Use it to get where you need, for example, climb to your fortifications.

There's no option to climb it vertically yet, however, you have full control over its placement angle.


[h2]Settlement Raid Adjustments[/h2]

Slightly increased raiding frequency on more days survived.

Just a reminder, you can repair fences and fortifications with a hammer.


[h2]Less Dumb Deer[/h2]



Instead of getting stuck in place as it used to before in some cases, the deer should step back when you approach and then start running.


[h2]Comfortable Building Deconstruction[/h2]



We heard feedback that the process of hitting to destroy buildings is not comfortable, so we made it easier. To deconstruct an object you placed, just press the Middle mouse button while aiming at it with the hammer in hand. You can still hit things to deconstruct them if you prefer.

The key can be changed in the settings under the Building section. If it doesn't show up there, press Restore Defaults in settings to make it appear.


[h2]Ship in Co-Op[/h2]

It is now possible to place and sail ships in Co-Op mode.

Some minor bugs may still occur and will be fixed in future patches.

The wood cost for building a Karvi has been slightly reduced.


[h2]Character Physics[/h2]

In the previous update, we adjusted the minimum distance between the player and an enemy. However, this also increased the minimum distance between the character and environmental objects even more.

We’ve changed how it works so that your character maintains the same distance from enemies but can now get much closer to objects in the world and physically touch them. This change also provides more physical interactability during combat and allows the player to pass through narrower spaces than before.


[h2]Intro Additions[/h2]

Added more elements to the future intro (Path to the Gate), including environmental additions, improved effects, and enemy balancing.

The video next month will showcase more of these updates.


[h2]Combat Improvements[/h2]

Added a key to lock on targeting without holding the stance, allowing you to maintain targeting while clicking to attack. This feature is completely optional, the current key for testing is N and can be changed (restore defaults in control settings if you don’t see it in the list).

Improved targeting with better character focus, less jittering, and reduced tracking of enemies from behind.

Made the slow motion key bindable in the settings.

Improved the Mjolnir impulse physics for enemies when they are thrown.

Fixed some incorrect Mjolnir animations that were playing.

Fixed many Mjolnir-related bugs and crashes, such as switching to fists after a throw.

Made block impact particles smaller and less frequent.

Reduced the frequency of grunt sounds during combat.

Improved some of the shield attack animations.


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


Skål!
Blackrose Arts