In this update4
Full notes
Full VALHALL: Harbinger update
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What changed
- Gameplay
- Maps
- Server
- Performance
- Fixes
- UI and audio
VALHALL: Harbinger changes
Skål, Vikings!
In today's update, we are rolling out a major upgrade to our character physics.
This lays the groundwork for upcoming special raid activities (a new map area for this is currently in the works). Building on this foundation, one of our upcoming patches will introduce a pretty unique physics-based feature that will be essential for tackling this new content.
Alongside this, we’ve added some requested quality-of-life improvements, including the ability to sleep through the night.
Here is everything included in today's patch:
New Physics & Ragdoll Mechanics
We are introducing entirely new ways for characters to physically interact with the world.
Getting struck by a moving physical object at high speeds now correctly forces your character into a ragdoll state and applies proper impact impulse, sending them flying realistically based on the hit.
Taking a hard enough impact to the head will now cause a temporary ragdoll. Watch your step, because sprinting full speed into trees, walls, or other solid objects will knock you right off your feet.
Head-to-head clashes will now result in both players being knocked off their feet, forcing a temporary ragdoll state.
Death ragdoll behavior and impact impulses have been improved, making you feel the weight of hits - especially when unleashing the wrath of Mjölnir.
Heavy impacts from falling from above now behave with proper physics, applying a realistic anvil-like effect.
The new physics system also establishes the foundation for physical traps, which we plan to introduce in a future update.
Certain heavy attacks from creatures will now ragdoll your character upon impact.
Added network replication for ragdolls. We are still working on further synchronization improvements, so you might occasionally notice some rough shakes when a character's get-up position adjusts.
A quick note on combat physics: This update does not yet address feedback regarding animation "jellyness" or general combat feel. We plan to tackle these in future updates.
Sleeping & Beds
Sleeping is now available in both singleplayer and co-op, allowing you to easily skip the night. In co-op, all players must go to sleep to advance the time.
Placing a bed is now much more straightforward, as it automatically names and sets itself as your spawn point the moment you place it.
Fixes, Tweaks & Other Improvements
You can now assign a custom name to your server during the creation process.
The intro is now skippable when creating your second character and beyond.
The overall performance impact per character spawn has been slightly reduced.
Fixed the remaining instances of a bug that allowed the Survival inventory to carry over into other game modes.
Adjusted the horn sound to be much less irritating to listen to.
Fixed an audio issue where music could still be faintly heard even when the volume slider was set to zero.
Fixed Hall floor collisions to properly interact with physics objects.
Fixed a UI issue that caused hotbar inventory slots to misalign.
As always, thank you for your support and feedback. May your blades stay sharp, and we will see you in the next update!
Skål!
Blackrose Arts
Source
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