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VALHALL: Harbinger News

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

New Survival Objects & Gameplay Improvements & Combat Physics Tweaks & Bug Fixes

[h2]Vikings![/h2]

Today's patch introduces new building objects, enhancements to Survival gameplay, and bug fixes. We've also addressed the latest feedback on combat and physics.

This update is not yet the big one related to the third roadmap point, which will introduce the special activity system we previously mentioned. It will take a few more updates to get there. Recently we have experienced more severe electricity outages here in Ukraine. However, the upcoming updates that are in preparation will be cool.



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


[h2]New Type Of Trap[/h2]



Added a new type of trap that changes its appearance once it captures something, allowing you to see what it has caught. Introduced as a rabbit trap.


[h2]Adjustable Torch Stand[/h2]



Added a new object to light both outdoors and indoors. Its height is adjustable.


[h2]Placeable Lighting Optimization[/h2]

More lighting sources can be built with less performance impact. Light it up.


[h2]Decorative Rugs[/h2]



Added a rug and a larger rug to decorate your house.


[h2]Hired Warriors Fix[/h2]

Fixed an irritating bug making hired warriors not attacking on their own when they are in Auto mode. They attack animals too, so keep an eye on them in the woods.


[h2]Well Fix[/h2]

Fixed well-related bugs that prevented it from allowing drinking in both standalone and co-op modes.


[h2]Combat & Physics Realism[/h2]

This update makes combat and character physics more realistic. We received feedback after the latest update and decided to address it right away. Let us know how it feels now. Later, we will make a video showcasing combat.

The character's body is now less wobbly and jelly-like. Its movements have more force, similar to combat games without physics, but it still incorporates physics, which has become more natural during interactions.

There is no more strange body bending upon hits, instead, there is a more realistic hit reaction, still affected by physics.

The character no longer flails their arms crazily. IK no longer rotates the bones in an unrealistic way during attacks.

We removed some excessive animations that were too dance-like to maintain serious combat. We tweaked AI stance animations to be less chaotic and use fewer taunts.

These changes have also affected the speed of combat, and we have balanced timings to make fights fast-paced but more thoughtful.


[h2]Tighter Control & Feel[/h2]

We made many aspects of combat tighter, mostly noticeable during attack landings.

Fixed broken (too loose) controls from previous changes for playing without camera targeting. This also applies to those whose playstyle involves holding the mouse for swinging but releasing the mouse during an attack before hit.

Adjusted attack recovery timings to reduce unnatural morphing into new attacks.


[h2]Larger Distance During Fights[/h2]

Increased the distance between you and the enemy during fights. This should eliminate some irritating moments and allow for more comfortable swinging.


[h2]Actually Better Ragdolls[/h2]

They have undergone many iterations previously and will continue to improve, but this time the changes are easily noticeable.

Ragdolls no longer strangely follow the weapon up in the air. They are heavier and fall more dramatically.


[h2]Other Improvements[/h2]

Fixed a bug preventing beehives from giving honey.

Fixed score animation popping up when hitting a dead enemy.

Adjusted enemy order in the intro and added new items to the trader list.

Improved shield block control to make aiming easier.

Further improved the AI parry chain.

Enhanced impact VFX to make hits more satisfying.


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


Skål!
Blackrose Arts

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