WATCH HARBINGER EARLY ACCESS LAUNCH DATE REVEAL
Today we are excited to reveal VALHALL: Harbinger launch date! Watch the teaser to find out when Steam Early Access begins.
If you missed the previous update, Thor blesses you to check there information about:
- Harbinger and its Early Access launch
- Ultimate supporter status
- NDA lifting
- Steam keys for backers from Indiegogo
- Big patch note
- Weapon customization system announcement
More details on the Harbinger story part, game modes, and other launch info are coming in the next update.
Thanks to everyone who helped to test the multiplayer in a new village hub in the mid patch. We collected the issues and will be working on them, multiplayer put in maintenance again. Here is a list of other changes:
- Weapon hit collision VFX/SFX
You will notice throughout the world that you can now strike the environment. This strike is accompanied by an animation of the impact and a corresponding VFX/SFX effect. We hope that this inclusion, which we will keep upgrading for each material type, creates a higher level of immersion.
- General VFX/SFX Improvements
We have improved and upgraded the blood VFX as well as trails in weapons (both for air while slashing and for blood if you hit).
- Impulse on death
Tired of just seeing corpses fall to the floor after killing another viking? You will now feel a much improved feel upon killing another viking! When a viking dies, it is sent flying in the direction of the last hit. The amount of impulse is variable per weapon (a knife will not cause as much of an impulse as a sword)
- Weapon fall
The currently equipped weapon is now dropped upon death and is free to be picked up and used! All the previous status of the weapon is carried over, that means, if someone used that weapon to kill someone, you will inherit the blood marks present in the weapon from those kills!
- Village hub
New location for weapon testing and lobbies. It’s work-in-process, we are improving the landscape, adding new props, interior, etc.
- Block reworked
Weapon block has suffered a big rework. While more realistic, this new block system is way harder to master as it requires direct contact between weapons! You will have to point and preview where your enemy will hit in order to block it!
- New UI Bars (Smooth)
You will notice that the bars for HP/Stamina/Rage now present a much smoother feel as well as a delayed drop down (instead of instant). That gives a better read of your current situation as well as a better feel in general.
- Per stat regeneration
Health regeneration and Stamina regeneration used to be tied (they would start regenerating at the same time and cancel at the same time). These are now separate regenerations. Health regeneration will start after a certain amount of time after the last loss of health. Stamina regeneration, similarly, will start after a certain amount of time after using stamina for any action (blocking, attacking, etc).