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Steam News10 April 20264mo ago

Development Log #47

Welcome once again to the weekly Development Log for Lionhearts, an up-and-coming project on Steam created using Unreal Engine 5. This week, we did the first large stress test for Lionhearts: Melee.

Full notes

Full Lionhearts update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

18 fixes2 additions3 changes0 removals
  • Performance
  • UI and audio
  • Server
  • Balance
  • Fixes
  • Gameplay
fixedThis week, we did the first large stress test for Lionhearts: Melee. Fortunately, no major optimization or performance concerns were found! A few outstanding bugs and issues were identified, and are already in the process of being fixed or have been fixed. Alongside this, the team made major progress and improvements to many other areas.
addedCamera zooming has been vastly improved. We have also streamlined switching between normal, mouse lock, and tab target camera modes. Additionally, we made Push-to-Talk a toggle and added a HUD element to notify when you are unmuted and created a more reliable Loadout UI.
changedCharacter-to-character collisions and combat hitboxes has been greatly improved. Parrying while at low block defense will now result in a Guard Break instead of still parrying. SFX has also been added more fully to bows and arrows. We've also notably improved the sensitivity of changing attacking/block directions, greatly helping the feel of combat. The team also made matches best of 5 (instead of 3) to make them last longer and be more impactful. Finally, the server list will now periodically refresh if there are no listings.
fixedAs far as fixes, we fixed not being able to move when using the HUD shortcut menu as well as mouse lock HUD being inconsistent between the server and clients. NPCs will also no longer just stare at you while you're blocking, but rather attack consistently.
fixedFixed issue where, when taking block defense damage, it would always use the maximum charge damage of the weapon, regardless of how much was charged
fixedFixed an issue where the take damage camera shake effect would only and always play on the server host, regardless of who did and received damage

Lionhearts changes

fixedThis week, we did the first large stress test for Lionhearts: Melee. Fortunately, no major optimization or performance concerns were found! A few outstanding bugs and issues were identified, and are already in the process of being fixed or have been fixed. Alongside this, the team made major progress and improvements to many other areas.
addedCamera zooming has been vastly improved. We have also streamlined switching between normal, mouse lock, and tab target camera modes. Additionally, we made Push-to-Talk a toggle and added a HUD element to notify when you are unmuted and created a more reliable Loadout UI.
changedCharacter-to-character collisions and combat hitboxes has been greatly improved. Parrying while at low block defense will now result in a Guard Break instead of still parrying. SFX has also been added more fully to bows and arrows. We've also notably improved the sensitivity of changing attacking/block directions, greatly helping the feel of combat. The team also made matches best of 5 (instead of 3) to make them last longer and be more impactful. Finally, the server list will now periodically refresh if there are no listings.
fixedAs far as fixes, we fixed not being able to move when using the HUD shortcut menu as well as mouse lock HUD being inconsistent between the server and clients. NPCs will also no longer just stare at you while you're blocking, but rather attack consistently.
fixedFixed issue where, when taking block defense damage, it would always use the maximum charge damage of the weapon, regardless of how much was charged

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

This week, we did the first large stress test for Lionhearts: Melee. Fortunately, no major optimization or performance concerns were found! A few outstanding bugs and issues were identified, and are already in the process of being fixed or have been fixed. Alongside this, the team made major progress and improvements to many other areas.

Camera zooming has been vastly improved. We have also streamlined switching between normal, mouse lock, and tab target camera modes. Additionally, we made Push-to-Talk a toggle and added a HUD element to notify when you are unmuted and created a more reliable Loadout UI.

Character-to-character collisions and combat hitboxes has been greatly improved. Parrying while at low block defense will now result in a Guard Break instead of still parrying. SFX has also been added more fully to bows and arrows. We've also notably improved the sensitivity of changing attacking/block directions, greatly helping the feel of combat. The team also made matches best of 5 (instead of 3) to make them last longer and be more impactful. Finally, the server list will now periodically refresh if there are no listings.

As far as fixes, we fixed not being able to move when using the HUD shortcut menu as well as mouse lock HUD being inconsistent between the server and clients. NPCs will also no longer just stare at you while you're blocking, but rather attack consistently.

Various other minor polish and bug fixes were accomplished, including:

  • Fixed issue where, when taking block defense damage, it would always use the maximum charge damage of the weapon, regardless of how much was charged

  • Fixed an issue where the take damage camera shake effect would only and always play on the server host, regardless of who did and received damage

  • Fixed NPCs randomly dropping aggro

  • Fixed NPCs failing to attack a new target after their current target dies

  • Fixed NPCs targeting spectating players after their current target dies

  • Fixed an issue where NPCs would sometimes not spawn with their full loadout

  • Fixed an issue where if a teammate left mid-match, the round would not end if their team got wiped

  • Fixed a fatal crash from killing an NPC

  • Fixed tab target not switching and instead canceling after targeting a character

  • Fixed being able to tab target dead characters

  • Fixed being able to tab target while dead

  • Fixed tab target not canceling after dying

  • Fixed arrow trails remaining after hitting a shield

  • Fixed arrows doing normal damage to teammates instead of half

  • Fixed crouch prevention during combat not working for connected clients

  • Fixed the issue where you were able to use your weapons while dead

Finally, to improve progression feel we've added a level up custom notification menu and sound that plays, as well as a favor tracker on the HUD so players can more easily keep track of their progress!

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 / 10 April 2026

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