Vikings!
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!
New Type Of Trap
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.
Adjustable Torch Stand
Added a new object to light both outdoors and indoors. Its height is adjustable.
Placeable Lighting Optimization
More lighting sources can be built with less performance impact. Light it up.
Decorative Rugs
Added a rug and a larger rug to decorate your house.
Hired Warriors Fix
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.
Well Fix
Fixed well-related bugs that prevented it from allowing drinking in both standalone and co-op modes.
Combat & Physics Realism
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.
Tighter Control & Feel
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.
Larger Distance During Fights
Increased the distance between you and the enemy during fights. This should eliminate some irritating moments and allow for more comfortable swinging.
Actually Better Ragdolls
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.
Other Improvements
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