Vikings!
We are continuing to work on the Einherjar Challenge, and as previously mentioned, the horn will begin sounding in Survival mode in the November update, summoning warriors to descend to its battlefield.
Here is some work in progress.
From the screenshot, you may have already guessed what it's for - a special way of transportation to descend to the Challenge battlefield.
Our current main focus is on upcoming new content, but in today’s patch, we have addressed control and combat related feedback that we decided to tackle sooner.
We believe this update will be helpful for many Survival players. We have implemented tangible improvements to enhance stability and visibility during fights, introduced an alternative simplified control scheme, and added new settings to let you customize combat complexity to your preference.
Let's take a look at this patch!
Simplified Attack Control
A new attack control type for clicking attacks has been introduced.
Instead of being directional, this type is simplified to specific angles, with the possibility of combo attacks in the opposite direction. The side mouse buttons control alternative attack angles.
You can switch back to directional attacks in the new combat settings.
With this new type, the cursor for the attack appears as a simple dot.
Additionally, you can still hold the attack button to enter stance mode, allowing you to control the cursor that appears with the mouse for desired attacks.
Queuing Attacks
If the attack button is clicked during an ongoing attack, the next attack will start automatically after the current one.
This helps reduce spam clicking, allowing players to press it once when the timing feels right.
Also, enjoy more comfort while chopping trees.
Updated Attack Animations
Attack animations have been adjusted to be less jelly-like, more predictable, and to land much closer to the center of the screen.
Combat Settings
Combat Settings have been added to the pause menu, allowing for easy tweaking and experimentation with different combat options.
First Person Visibility
The attachment method for the first-person camera has been changed to resolve previous issues.
It now provides better visibility, even when close to other objects or characters.
The hands and weapon are not as close to the camera, and it works better with different field-of-view (FOV) settings.
Auto Approach
Added a new feature that automatically steps forward depending on character movement during attack release. This allows the character to close the distance and reach the enemy more frequently, making fights look more natural overall.
As you can see in the GIF, the character steps forward when moving backward during an attack release.
Enhanced AI Distance
Updated the distances between characters during fights to provide more space and possibilities of pushing enemies forward, while reducing the likelihood of being pushed back.
Additionally
Enhanced the feel of impacts.
Updated several dual-wielding animations.
Adjusted the transition from first-person to third-person camera.
Changed the default feint button.
Made autofocus (targeting without holding the attack button) savable after a button press or from the settings.
Thank you for the feedback guys. We hope you enjoy this update!
Skål!
Blackrose Arts