Vikings!
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.
With this update, we finish the current combat roadmap milestone, and in the following updates, we will be focusing on content and Survival additions.
![](https://www.eprison.de/pics/games/https://clan.akamai.steamstatic.com/images/33480851/aa41361fca59385e40fabf015908293fb895b022.jpg)
Let's take a look!
Clashes & Comfortable Parrying
![](https://www.eprison.de/pics/games/https://i.imgur.com/6UVtQrP.gif)
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.
AI Movement Update
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.
Parry Rhythm
![](https://www.eprison.de/pics/games/https://i.imgur.com/6jl9uTY.gif)
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.
AI Taunts & Body Animations
![](https://www.eprison.de/pics/games/https://i.imgur.com/xnPpLbV.gif)
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.
More Combat Animations Update
![](https://www.eprison.de/pics/games/https://i.imgur.com/RV40cVD.gif)
Added more combat animations to make them more fluid and diverse for different weapon types.
![](https://www.eprison.de/pics/games/https://i.imgur.com/eAoFERJ.gif)
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.
Click Attack Improvement
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.
Physics Improvement
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.
Other Combat Improvements
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.
Improvements To Combat Modes
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).
![](https://www.eprison.de/pics/games/https://i.imgur.com/uO0bccQ.gif)
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.
Survival Improvements
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