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Steam News21 February 20266mo ago

Development Log #42

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

Full notes

Full Lionhearts update

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What changed

13 fixes1 addition5 changes0 removals
  • Gameplay
  • Balance
  • Events
  • Server
changedLionhearts: Melee is being polished at an impressive rate, with major improvements being made.
fixedOn top of this, we also added guard-break reaction animation and the corresponding VFX. Flytext size for damage has been reduced to increase immersion. Favor tree icons resolutions has been fixed, making them appear much clearer.
addedThe crosshair for blocking and parrying has been polished. VFX for arrows via arrow trails has also been added. Bots/NPCs can now also effectively use their shields to block.
changedOn the 3d front, landscape and textures received massive visual improvements. The windmill blades were also redone to be more realistic and look cleaner.
fixedFixing NPCs not being able to run
fixedFixing NPCs not using stamina.

Lionhearts changes

changedLionhearts: Melee is being polished at an impressive rate, with major improvements being made.
fixedOn top of this, we also added guard-break reaction animation and the corresponding VFX. Flytext size for damage has been reduced to increase immersion. Favor tree icons resolutions has been fixed, making them appear much clearer.
addedThe crosshair for blocking and parrying has been polished. VFX for arrows via arrow trails has also been added. Bots/NPCs can now also effectively use their shields to block.
changedOn the 3d front, landscape and textures received massive visual improvements. The windmill blades were also redone to be more realistic and look cleaner.
fixedFixing NPCs not being able to run

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5.

Lionhearts: Melee is being polished at an impressive rate, with major improvements being made.

On top of this, we also added guard-break reaction animation and the corresponding VFX. Flytext size for damage has been reduced to increase immersion. Favor tree icons resolutions has been fixed, making them appear much clearer.

The crosshair for blocking and parrying has been polished. VFX for arrows via arrow trails has also been added. Bots/NPCs can now also effectively use their shields to block.

On the 3d front, landscape and textures received massive visual improvements. The windmill blades were also redone to be more realistic and look cleaner.

Several bug fixes were also prioritized this week, including:

  • Fixing NPCs not being able to run

  • Fixing NPCs not using stamina.

  • Fixing best-of-three breaking after the first match (turning into best-of-one)

  • Fixing the loadout display mannequin breaking when equipping a bow

  • Fixing players on the same team spawning inside of each other

  • Fixing block defense not decreasing for other players

  • Fixing NPCs not ragdolling

  • Fixing ragdolls not replicating for all players

  • Fixing an issue where players wouldn't respawn after a match

  • Fixing NPC sight perception

  • Fixing shield animation and shield offset

  • Fixing the clashing mechanic, weapons now bounce back when clashing

If you haven’t gotten a chance to check it out yet, our Kickstarter campaign is now accepting late pledges! Even if you only have a few bucks to spare, it helps us more than you know!

Reminder: We have begun handing out Discord rewards to Kickstarter backers, such as roles and other special permissions. Check your Kickstarter messages if you're a backer for info on how to claim these rewards!

Please join us on our Discord server where you can ask questions and participate in our growing community!

Be sure to wishlist the game on our Steam Page, too!

Source

Steam News / 21 February 2026

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