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VALHALL: Harbinger News

Active Combat Physics & Intro WIP & Numerous Survival and Combat Improvements

[h2]Vikings![/h2]

Today, we have a special update for the combat system, as it now incorporates active physics.

An intro for Survival is a work in progress but has been separately added for testing.

Numerous important improvements have been made to enhance both Survival and combat, taking into consideration valuable feedback.

Meanwhile, we are preparing a substantial update for activities in Survival related to combat as well.



Let's take a look!


[h2]Active Combat Physics[/h2]



The physics in the game have reached a new level. Characters now possess active body physics, meaning they are highly interactive in a cool way, and you can use it to your advantage in battles.



And you can play with these physics in multiplayer mode.

For animals, such physics will be fully set up in future updates.

We welcome feedback, as we will be tweaking it to make it more interactive and useful. It will improve further. If you encounter a bug, please let us know.


[h2]Improved Character Stability[/h2]

The character now moves more stably. The stance mode is activated only by holding the attack button, there is no auto activation. Also, there is no longer an issue with staying in stance mode indefinitely.


[h2]Faster Loading[/h2]

With the recent changes, there is no longer a "Prepare yourself" screen. The loading is faster and includes a smooth fade-out effect.


[h2]Improved Riposte[/h2]

Riposte can now be felt more acutely, as it is faster and easier to transition into.


[h2]Berserk State Stats Boost[/h2]

Upon activating the Berserk state, it now provides a health and stamina boost.


[h2]First / Third View Perspective Saving[/h2]

Your preferred view perspective is now automatically saved.


[h2]Animated Stamina[/h2]

It should be easier to understand when your stamina is running out with a new animation.


[h2]Improved Networking Stability[/h2]

Fewer lags, a smoother multiplayer experience.


[h2]Combat Balancing[/h2]

Adjusted delay before attacking after hit reaction slightly.

Decreased damage from AI.

Stamina regenerates faster.

Attacks cost a bit more stamina. Note: we might decrease it in the next patch, let us know if you find it challenging to maintain stamina. The idea is to recover it during the fight, similar to a boost after a parry.

Sprinting costs slightly more stamina.

Parrying provides more stamina.

Reduced stamina costs for holding block.

Tweaked AI health.


[h2]Other Combat Adjustments & Fixes[/h2]

Fixed getting stuck in a block after weapon destruction.

Adjusted the shield's directional block for smoother and more effective usage.

Updated AI behavior to make movement more interesting and easier to handle when facing a few enemies.

Addressed several bugs of the Mjolnir and allowed movement during its activation.

Temporarily disabled ragdolling from kicks while alive.

The bow animations broke very badly in this update after adding physics. Initial adjustments have been made, but further work is needed.

Updated death UI animations.

Resolved the T pose when unarmed bug.

Fixed the 2h axe not causing damage in certain cases.

Corrected the character's permanent movement speed increase issue in multiplayer.

Improved the overhead one-handed attack with a faster animation.


[h2]Tweaked Sprinting Control[/h2]

Movement is more mobile, sprinting diagonally is possible, and turning right/left no longer cancels sprinting. However, sprinting cannot be initiated when moving left, right, or backwards.


[h2]More Branches & Stones[/h2]

Scattered more branches, usually found near the trees. and small stones.


[h2]Accumulations of Iron Ore & Raid Camp[/h2]



Added a location where a significant amount of iron ore has accumulated.

This location is defended by a hostile camp, eliminate them to mine a lot of ore faster.

Also, iron ore doesn't always spawn as a single entity, sometimes it appears in groups now, and there is more of it.


[h2]Ore Mining Improvement[/h2]

Fixed the issue of iron and stone ore breaking into pieces instantly. Now, they can be mined much more easily in the place they are located.


[h2]Survival Improvements & Balancing[/h2]

Added a building snap point from the roof to the celling for constructing larger houses.

Fixed stairs placement.

Fixed a crash that occurred during the camp quest.

Fixed the issue of traders not restocking over time. If the Queen bee is out of stock, please check back in 10 minutes.

Made some material improvements.

Increased timberaxe durability until new axes arrive.

Implemented diverse UI updates.

Balanced iron craft costs. The trader now sells it at a cheaper price.

Reduced crafting times for certain items.

Increased the amount of meat and hides obtained from deer.

Reduced wood costs for ship construction, but leather is now required.

Leather is now a part of the default shield crafting recipe.

You can now sell leather to the trader.


[h2]Intro Work in Progress[/h2]



Slide through the Singleplayer game modes and find the Tutorial & Path to the Gates.

This is a work in progress, which will become an intro/lore introduction for Survival later.

In the next update, we will finish the Combat Tutorial there.

The other part of it is a goal - follow the sound of voices and find the Gates while fighting enemies on the way.

We will add and show more about it in the next update.


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


Skål!
Blackrose Arts

Big Combat Update & Directional Shield & Berserker State & Survival Additions

[h2]Vikings![/h2]

Today, we have a big combat update and various Survival improvements.

There are many GIFs here, it might take some time to load.


Let's take a look!


[h2]Combat Control Update[/h2]

The combat control undergoes another set of adjustments as we continue tuning it to become the best it can be. This round of adjustments is deeper than most of the previous ones and may require some playstyle adaptation.

It introduces numerous little subsystems that modify turn caps and camera smoothness during a fight, making holding control tighter and more focused while still allowing for broad swings and easier attacks.

We've updated inverse kinematics to provide more fluidity and responsive control to the player. The precision of cursor control during a swinging state is significantly higher, and the hand moves to the desired point more quickly.

Additionally, there are more stabilized camera movements, adjusted block animations and their inverse kinematics, and the addition of stance control to Mjolnir.


[h2]Directional Shield Block[/h2]



Combat with a shield has received new idle, walk, blocking, and stance system animations.

Blocking with a shield is now directional. Based on your mouse direction, you can choose which side you want to block.

This addition introduces a new layer to the gameplay that is more complex yet intuitive.


[h2]Animal Combat Update[/h2]



Animals can now dodge, attack more actively, and react to hits based on their body parts.

Improved their AI for more interesting fights.


[h2]AI Combat Update[/h2]

AI warriors maintain distance better, block faster, and move more realistically.

They can now dodge both backward and forward for close attacks.

Arrow dodging has been reduced.


[h2]Better Blood & Camera Effects[/h2]

Improved blood and wound effects.

Blood on the screen starts appearing when health is slightly lower than before.

Fixed issues with incorrect changes to dynamic depth of field during combat.


[h2]Helmets Actual Collision[/h2]



Added a helmet collision that you can actually hit during the fight.


[h2]Faster Riposte[/h2]

The transition into riposte is now faster, making it more useful.


[h2]Dramatic Death[/h2]



Fixed issues and reintroduced death animations. Now, there's a chance that your defeated enemy will crawl and beg for mercy instead of simply falling as a ragdoll.


[h2]Ragdoll Update[/h2]

Ragdolls have become weightier, walking over or hitting them doesn't send them far away. The same applies to animals.

Additionally, ragdoll bendings have been tweaked to be more realistic. Updated weapon impulses.


[h2]Berserker State[/h2]



We already had that effect in the Battle Arena, however, now it has become an actual game mechanic, for all modes.

Runes under the health bar are filled when you perform a kill or a block. This is a rage bar. When fully filled, you can activate the Berserker ability and initiate a special power effect with changing slow motion.

It allows for easier facing multiple enemies at once. Additionally, it feels satisfying when used at the right timing. Slow motion works only in single-player mode and provides the opportunity for more successful fights as you learn combat.

Press the V key by default.


[h2]Kick Improvements[/h2]

Fixed excessive hand shaking when ragdolled.

Added a delay so the character lies down before getting up.

Getting up after a kick no longer appears to result in getting stuck underground, but more tests are needed for this.


[h2]Auto-add Weapons In Battle Arena[/h2]

Different weapons will appear in your inventory automatically after certain waves.

The delay before starting a new wave has been increased to allow time for picking up items and preparation.

Additionally, the shield on the rock in the arena can now be picked up.


[h2]Fixed Combat Crash[/h2]

Fixed a game crash that occurred in certain cases upon landing a hit.


[h2]Customized Pause Menu Per Game Mode[/h2]

Certain options have been removed from the pause menu in specific game modes as they are not relevant to them. This also eliminates the possibility of accidentally clearing Survival saves from other modes.


[h2]Scattered Branches And Stones[/h2]

Added branches and stones around the map for gathering, providing assistance in the early game or when needed by hand, for example, after an axe has broken.


[h2]Better Gathering & Picking up[/h2]



Added gathering resources animation.

Updated resource collection holding times to make the process more pleasant.

Added sounds for pick up. Improved dropped item physics.


[h2]Footsteps Sounds Update[/h2]

New grass footsteps sounds have been added to enhance the satisfaction of walking.


[h2]Beehive & Honey[/h2]

Added a new building object Beehive.

To create it, you need a Queen Bee, which can be purchased from a trader. After some time, honey will appear, and it can be consumed.


[h2]Well & Seawater[/h2]



Added a well - a new source of fresh water, so you don't have to live near the lake to have access to it.

Added a seawater notification to eliminate confusion about which water is drinkable.


[h2]Fixed Resource Respawn[/h2]

Some important resources, such as iron ore and flax, were not respawning correctly. Now, each resource respawns correctly within its own timing.


[h2]Fixed Broken Shaders[/h2]

The last patch had some materials broken and grayed out in the game, fixed.


[h2]Other Changes[/h2]

Replaced 3 melee & 2 archers with 5 melee in Deathmatch options.

Fixed character collisions that were pushing each other in a strange way in certain cases.

Fixed the cooking types issue that was allowing hides to be cooked.

Improved the UI for moving items.

Slightly improved walking animations for one-handed weapons.


[h2]Survival Tweaks[/h2]

Increased Timberaxe durability.

Added more flax to the map.

Reduced the frequency of rain and thunderstorms.

Increased the time for fish to appear in the fishing trap.

Decreased the costs of stone building elements.

Made minor map improvements, adjusted physical materials, added more decorations around the trader.


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


Skål!
Blackrose Arts

New Crafting Chains & Buildings & Trading & Combat & Survival Improvements

[h2]Vikings![/h2]

We wish you happy holidays and a happy new year!

A patch with various gameplay improvements and new content has arrived. In this update, we have many GIFs, which might take some time to load.


Let's take a look!


[h2]New Crafting Chains & Items[/h2]

We've added new items such as twine, gold, hides, leather, and updated the recipes for crafting and building.



For instance, gold is necessary for crafting a new gilded shield and a gilded two-handed axe. Twine can be used for building new objects such as an archery target.



You can obtain hides from animals and then create leather from them by using a tanning rack.


[h2]Trading[/h2]



Added trading and a trader, which you can find marked on the compass.

You can use gold coins from raids to buy various resources. Additionally, you can sell them, for example, hunt and sell hides for coins.


[h2]Changed Roof Placement[/h2]



The roof placement issues have been resolved, now you can easily swap its orientation like this.


[h2]New Building Elements[/h2]



Added new building elements: stakes, archery target, hanging rack, long table, wooden throne, tannery rack, and round table.



The objects can be placed indoors and outdoors.



Changed the fireplace and addressed its placement issues. Also, corrected the incorrect orientation of the window wall.


[h2]Iron & Other Balance[/h2]

Now you can get much more iron from smelting iron ore – it takes 30 seconds for 2 iron ore to become 1 iron. The maximum stack is set to 10 for ore.

Added more flax to the map.

Fixed an issue with the two-handed axe cutting down trees too quickly.


[h2]UI Improvements[/h2]

Made UI improvements with updated icons and more understandable notifications.


[h2]Music Loop Fix[/h2]

Fixed music in Survival, looping non-stop. Added a bigger change delay. More music will be added later.


[h2]Survival Landscape Adjustments[/h2]

Flattened landscape near the lake. Connected certain fjords. Work in progress.


[h2]Survival Warrior AI Update[/h2]

Instead of roaming randomly in the woods, they are now concentrated around the camps.

Now they can search for you within a certain radius near the camp.

They return to the camp if you successfully run far enough away.


[h2]Deer Tweaks[/h2]

Improved deer AI, they run farther away and then start walking instead of staring at you. They may still stare for a bit when you come closer, this staring period might become shorter.


[h2]Better Sprinting[/h2]

Improved sprinting animations, added a slight post-process, and adjusted the sprinting camera position.


[h2]Attacking Control Adjustments[/h2]

We have further adjusted the attacking controls, incorporating the received feedback. Updated dynamic turn caps. Camera movement during stances mode / attack holding is much slower now, while control intensity is increased, and when released the movement is faster.

It's a tangible change and may take some time to adjust to playing with it, however, it should be more satisfying and allow for more effective fighting.


[h2]Important Block Update[/h2]

Blocking has become much better in this patch, as the issue causing artificial delays and preventing quick consecutive block inputs has been resolved.

This addresses the frustration of unintuitively missed blocks and allows for more effective usage.

This brings significant benefits to multiplayer, especially considering that the delay was more pronounced there.


[h2]Stamina Recovery Update[/h2]

When you fight a few enemies at once, stamina drains quickly, and it's bad when you don't have any opportunity to fight back at that moment.

We have addressed this in a specific way: now you receive a stamina boost after each successfully blocked hit. However, constant stamina draining is slightly increased when you are holding the block.

This adjustment provides you with a better chance to actively fight multiple warriors at once and emerge victorious.


[h2]Camera Shake & Effect Update[/h2]

Adjusted default attacking camera shakes to be more stable.

Added dynamic camera shakes when hitting an enemy.

Additionally, with these shakes, we incorporated some camera effects to make the hits feel more impactful.


[h2]Kick Improvements[/h2]

Fixed the issue with hitting invisible walls. Getting up after a fall shouldn't bug characters. Additionally, increased the kick impulse for ragdolls.

Resolved the kick animation problem when holding a bow and made adjustments to the first-person bow pulling animation.


[h2]Dual Wield Control Update[/h2]



The issue of incorrect second-hand attacks has been resolved with the updated control. Now, the second hand always attacks upon a special attack press.

The second hand isn't controlled with mouse movement mid-flight like the first hand, instead, it functions as an additional hand.

The speed of dual-wield attack animations has been adjusted to be more effective in combat.


We hope you enjoy this update!


Skål!
Blackrose Arts

Combat Control Update & Block Update & Resource Balance & Survival Improvements

[h2]Vikings![/h2]

Today's patch brings tangible combat improvements and addresses the latest feedback in various aspects. For the next update, we are preparing new Survival content, crafting elements, a trading system, and more.


Let's take a look!


[h2]Combat Control Update[/h2]



First of all, the click-attack remains and is incorporated into the updated system.

Simultaneously, it allows you to hold the attack button to enter a controlled stance mode and perform attacks in a manner we were testing before, but improved.

As you move the cursor, it controls both stances blending and inverse kinematics. When you move it a certain radius, you perform an attack in the corresponding direction, and aim at your target. It's akin to swinging with your mouse or drawing an attack.


[h2]Dynamic Turn Caps[/h2]

We updated the turn caps to make the combat more controllable and weightier.

Different actions activate different turn caps. When holding the attack button while entering stance mode, it's one turn cap, when the attack in this mode begins, it's another. When attacking by clicking, it's also a different turn cap.

The goal is to make it easier to aim, track enemies, and land attacks without excessive camera movement.

It also makes special attacks easier to perform accurately, and chopping becomes a more satisfying process.


[h2]Improved Accuracy In Attack Angles[/h2]

The attack angle is now being tracked more accurately, so you may notice that the performed attacks align more closely with your desired direction, especially when holding down the attack button.


[h2]Block Update[/h2]



Now it's possible to activate the block almost instantly. Keep in mind that it doesn't activate when you are in a hit reaction. When it allows you to block, your task is to choose the direction correctly, which is quite intuitive when you try to aim at the attacking blade.

The block animations have been adjusted and new angles have been added, making it more diverse. This also allows and requires better precision.


[h2]Archery Update[/h2]

Increased arrow damage and headshot damage multiplier.

Slowed arrow flying speed, now, it and its trace are more visible in flight.

Improved string pullback - feels more satisfying.


[h2]Improved Ragdolls[/h2]

Added ragdoll bleeding on hit.

Viking ragdolls are now more stable, still not perfect, but they are no longer thrown far away when walked over. They fall more naturally after a death hit.

Animal ragdolls have also been adjusted, they will need more work as they can still be thrown in certain cases, but the jittering has been significantly reduced.


[h2]Solo Deathmatch Options[/h2]



Added first options allowing the selection of enemies for single-player Deathmatch: 1 melee, 3 melee, 3 melee & 2 archers.

Also, added a slow-motion option in single-player Deathmatch – hold the T button.


[h2]Resource Balance[/h2]

Decreased the wood amount obtained from hitting trees. Ensured a more accurate proportion between big and small trees. Smaller trees will no longer fall from two hits.

Decreased the amount of iron obtained from hitting ore.

Increased the amount of stone acquired from hitting rocks.

Increased the quantity of meat and fat obtained from each animal.


[h2]Tree Chopping Update[/h2]

Added noticeable tree shakes on hit.

Fixed holes under the trees. Some got roots.

Max wood stack is set to 100.

Fixed issues with some actions, such as dodge, not working with the timber axe.


[h2]Karvi Improvements[/h2]

The ship is now faster, easier to rotate, and shouldn't bend too much when rotating.


[h2]Weather Probabilities[/h2]

Tweaked further for a sunnier summer, less rain and more clouds during autumn.


[h2]Addressed Deer Issues[/h2]

Adjusted it's chasing distance, so the deer should stalk you less now, just drive it away, if it's still annoying, let us know.

Adjusted its footsteps sounds and reduced attenuation.

Repositioned deer around the map and slightly reduced their numbers.


[h2]Fixed Animals Hitting Invisible Collisions[/h2]

The issue of an animal biting or hitting an invisible wall in front of it has been fixed.


Thank you for sharing feedback, we hope you enjoy this update!


Skål!
Blackrose Arts

Winter Update & Animal Update & Improved Lighting & Waves & Combat Tweaks

[h2]Vikings![/h2]

Today's patch introduces enhancements across various aspects of the game, ranging from combat mechanics to the way weather temperature changes. Let's delve into the details!


[h2]Winter Update[/h2]





The transition to winter season now works correctly, as the issues that previously hindered it have been resolved.

Snow levels are now directly linked to the trees and grass, so you will observe them gradually getting covered when it snows.

The same applies to wind intensity, during blizzards, the foliage shakes under the pressure.


The temperature during winter is colder now, so make sure you have places to warm up. The way the walls of your house dynamically block the wind sounds gives a really comfy feeling.


[h2]Animal Update & Deer[/h2]


Added deer with AI behavior that doesn't make them easy prey.

They spot you from a distance, and you can see them looking from side to side at that moment. When you get closer, they run quite fast.



Overall, encounters with animals have now increased.

The item drop for animals have been adjusted to balance them.


[h2]Global Lighting Update[/h2]














We had many of them before, but this one is quite significant. As some players mentioned earlier, the shadows were too dark in certain places, and this was part of a larger issue that made the shadows inaccurate in other aspects too. This problem has now been fixed, and in general, the Survival map looks more beautiful.

Indirect lighting has also been improved, so the interior looks better, especially with Lumen.

The skylight's color changes during different weather have become more pleasant.

Additionally, nights have become significantly brighter.


[h2]Weather Update[/h2]


Weather possibilities were altered for different seasons. We received feedback regarding frequent rain, now it should occur less often during summer. Thunderstorms will happen more frequently than before as they were rare.

The weather changes have become more dynamic, introducing additional intermediate states.

Fog levels have been made more organic across different weather conditions.

The various types of weather adjust the wind intensity differently, causing trees to visibly sway in response.


[h2]Balancing Attack Animation Timing[/h2]

We keep adjusting it to balance and find sweet spots. This patch should feel much better than the previous one. As always, we welcome your feedback.


[h2]IK & Stance System Smoothness[/h2]

Finally achieving optimal smoothness that doesn't look weird but works well during combat. We know the stance system gave a twitchy feel to some players when it was introduced, but it has been improved. We also adjusted the angles of some animations to make it feel more enjoyable.


[h2]Bow Damage Adjustments[/h2]

Arrows cause more damage. Headshot damage scaling has also been slightly increased.


[h2]Item Durability Adjustments[/h2]

Changed the durability parameters of weapons and tools. For example, the basic sword breaks much faster than the raven sword.

The wood cutting axe now has durability, which it didn't have before.

Fixed the issue of weapons flying in the air after their destruction.


[h2]Survival Improvements[/h2]

A two-handed axe can now also chop down trees.

Adjusted the spawn rate of enemies' pocket items.

Fixed flying trees, sorry for the reoccurrence in the previous patch.

Made landscape improvements and fixed bugged collisions on the map.

Changed the scary sounds when a lootable item disappears.


[h2]Reduced Frequency of Raids in Early Game[/h2]

Based on feedback, we have rearranged the waves of settlement raids to make it easier during the first few days. The raiders specifically targeting players will now come less frequently too. Let us know if it feels too rare.


[h2]Easier Enemy AI in Survival[/h2]

In Survival, the enemies become easier to fight. Those that attack in groups have balanced health points.


[h2]Pickup Animation[/h2]



Added an animation for picking up items.


[h2]Battle Arena Wave Adjustments[/h2]

The Battle Arena waves are now more diverse and scale earlier, offering a more saturated experience.


[h2]Mjolnir Now Granted on the 6th Wave[/h2]

It's now easier to reach Mjolnir, it appears in your inventory on the 6th wave instead of the 10th.


We hope you enjoy this update!


Skål!
Blackrose Arts