VALHALL: Harbinger - AlexC
Greetings, Vikings!

Pre-Beta 0.5.0:

Patch note:
  • Merged multiplayer branch with the default.
    Now you can join Deathmatch servers without switching to public test branch.

  • North America and Oceania servers are live now too.

  • Added diverse cries playing on characters death.

  • Added block impact particle spawn for new parring system.

  • Fixed loading not showing up.

  • Improved rain VFX. View became clearer.

  • Improved optimization.

Known issues:
  • Lightning strike shockwave which should throw player has no impulse and no sound.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • In rare cases game client can crash at the moment of character death.

  • Dead bodies disappear fast after death.

  • Timings of the new parring.

  • Dead player collision interferes movement.

  • Pickup from Dual Wield to Shield and vice versa doesn't work.

The next patches bring:
  • Weapon customization system.

  • Maze.

  • Normal settings for audio and binding.

  • Parring improvements.

  • Archery.

  • Other additions and bug fixes.


Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!

The next patch will merge multiplayer Steam branch into default one so you won't need to switch them.
It will become available coming Friday at 19:00 UTC.


Pre-Beta 0.4.9:

Patch note:
  • Added new parrying.
    Based on community requests we reworked parring and added timing elements. They still should be perfected to be more dynamic and satisfying.

  • Fixed server crashes.
    If you couldn't connect yesterday now you can.

  • Fixed weapons sometimes falling through the ground after the player's death.

  • Fixed not being able to pickup dropped weapon UI not showing in multiplayer.



  • Fixed weapons staying in the air after player disconnects.

  • Fixed hitting dead player giving additional kills.

  • Fixed ragdoll flickering.

  • Fixed custom weapon impulses in multiplayer.
    For example, two handed axe last hit throws body with stronger impulse than one handed without sending the character to space.

Known issues:
  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • In rare cases game client can crash at the moment of character death.

  • Dead bodies disappear fast after death.

  • Timings and VFX for new parring.

  • Pickup from Dual Wield to Shield and vice versa doesn't work, problem with picking up a weapon dropped by an enemy.

The next patches bring:
  • Multiplayer merge.

  • Norse America and Oceania servers turning on.

  • Maze.

  • Diverse death cries.

  • VFX improvements.

  • Parring improvements.

  • Other additions and bug fixes.

Loki's maze is on the way to be tested in Deathmatch first. Walls move and paths change even while you are inside.




We remind that currently the multiplayer is available on a separate branch. To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!

Pre-Beta 0.4.8:

With this patch, we have a multiplayer Deathmatch. It will be upgraded to Deathmatch in Loki's maze mode while we test new features. You can read about it in this update.

Patch note:
  • Added map reload.

  • Added 10 min timer.

  • Added score table showing up in the end of the match.

  • Fixed score board not showing name of 1st connected player.

  • Fixed stamina regeneration bug.

  • Fixed hits not causing damage to more than 1 player when hit a few.

  • Fixed fists dropping as a weapon after death and causing crash.

  • Progressed in blocking system upgrade. Now it doesn't bug and miss front hits and we are finishing addition of timing element which community requested.

    Note: we temporarily put NA and OCE servers into maintenance. They will return with one of the next patches. This is caused by the implementation of a new way to join the session.

Known issues:
  • The weapon remains in the air after the player leaves the session.

  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • Weapons fall through the ground when drop.

  • Dead bodies disappear fast after death.

  • Pickup from Dual Wield to Shield and vice versa doesn't work, problem with picking up a weapon dropped by an enemy.

  • Ragdoll flickers after death.

  • There are cases when game client crashes at the moment of death.

The next patches bring:
  • Upgraded parrying system with timing aspects as community requested.

  • Merging multiplayer into default branch.

  • Ragdoll flickering fix.

  • Other features addition and bug fixes.

While this patch covers today's additions, let's talk about the closest period.

We clearly understood your wish of BR mode before and are focusing on it first. Current tests take place in Deathmatch, however we understand that if we continue just pushing features progress from patch to patch - this will not bring you the necessary gameplay experience as quickly as we all want to. We need to give a gripping gameplay loop asap so there are more players testing PvP together.

So, what we are doing now is for Battle Royale and other planned modes. For example, new BR map has a huge labyrinth around the central arena entrance. Now we will test with you the system of procedurally generating maze in Deathmatch, improve, and it will be ready for BR.

This is not about making a new random mode and spending time on many instead of making one enjoyable. This is about uniting the current and the developments we need to test for what you are actually waiting for into a playable experience meanwhile. This is why we are updating current Deathmatch to Deathmatch in Loki's maze.


Deathmatch in Loki's maze

We will show it in the next update. Let's start from what it is about:

This is a challenge. Warriors start in the arena in the center of the maze created by Loki. You need to fight the others to be able to sacrifice your enemies and earn glory points.

The match has a total time. At the end of each match, all points that were not accepted by gods are reset to zero.

For saving glory points within a match Vikings need to make a sacrifice. To do this there are several altars outside the maze. Only you decide when and how often to go there.

This maze changes dynamically through the match. To reach the altar warriors need to find the exit first. Also, Loki placed his minions there. Also, don't forget that while warrior is on the way to make a sacrifice, the other warriors are on the arena gathering more and more points.

When or if warrior reaches altar he needs to do a ritual that takes some time. It can be interrupted by any damage dealt by another warrior.

If sacrifice is successful all the unsaved points become saved and warrior returns to the battle for more.

Ok, let's accumulate the core features:
  • A central arena where main fights take place. PvP is available everywhere around the map.

  • Dynamically changeable maze. Its walls move during the challenge.

  • Two types of glory points: saved and unsaved. This brings unexpected situations within the match. Some of warriors can decide to save points only once that will let them stay in the center more time and get more points. But in this way they have a chance to miss opportunity to save their points in time (they can be killed by minions, lightning strikes, other players or just don't find the exit from the maze in time). On the other hand if warrior makes sacrifices and saves points too often he will not be able to get many points because it will take much time.

  • The score table will rank the warriors at the top and bottom of the list according to their total number of glory points. Therefore, the picture of the final score in the end of the match may change significantly.

  • A lot of danger in the maze between central arena and exit: Loki's minions, other players, lightning strikes, etc.

And more. If you have any thought that you want to share with us about Loki's maze Dethmatch game mode - feel free to let us know through this form: Share ideas


We remind that currently the multiplayer is available on a separate branch while we are finishing the preparations before merging into the main one with subsequent updates.

To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Thank you!

Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!


Pre-Beta 0.4.7:

The patch will come on Tuesday at 19:00 UTC, you can plan joining the multiplayer tests when more players are online.


Patch note:
  • Dual wielding.
    How to use: when you equipped two one-handed weapons, your LMB controls the attacks with the right hand and mouse wheel scroll down - the left hand. Each hand can attack in any direction, like the other weapons. We will be upgrading the dual weapons control system in the future.



    As you know, now you spawn with a random set of weapons.

    The following sets are available:
    - one-handed weapon (slot №1)
    - one-handed weapon (slot №1) and shield (slot №2)
    - two-handed axe (slot №1-№2)

    And now added:
    Dual Wield weapons - two one-handed weapons in the slots №1 & №2

    We see that some players face problems with inventory as it and its restrictions are not very clear. The necessary UI will be added to solve this. Before that here is a hint:

    You start with fists. Press 2 first to check the availability of a weapon in the second slot (shield, a second one-handed weapon for dual wield). If nothing happens then press 1 to use a weapon in slot №1.

    Also, you can pick up any weapon you see in the game by pressing E if you have empty slots. If your inventory slot 2 already has a weapon - hold E to swap the weapon you want.

  • Shield bash.
    Now you can attack with your shield during the fight. Use mouse wheel down when it is equipped. While you move the shield it continues to block.



  • New session searching solution.
    The method of connecting to servers has been updated. As a result, some players who were unable to connect due to ports can now.

  • Kill feed.
    The names of who killed whom are shown.

  • Score table.
    Watch your and other players names, kills, score, ping in the list.
    Hold "Tab" to show.
    Note: there is a bug which can happen for first player on the server, new don't show up. We know about this - will be fixed in the next updates. New UI to be added, current is a placeholder.

  • Reduced damage to head, upper, and middle body parts. Increased damage to legs.

  • Adjusted block volume.
    Now it covers more space, temp solution until we push full parring upgrade.

  • Fixed T-pose appearing in some cases.

    Note: we will temporarily put NA and OCE servers into maintenance with this patch. They will return with one of the next patches. This is caused by the implementation of a new way to join the session.

Known issues:
  • Blocking system. There is missing hit bug, and overall it is being changed based on your recent feedback to make it more playable and satisfying.

  • The weapon remains in the air after the player leaves the session.

  • Slowed stamina regeneration.

  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • Weapons fall through the ground when drop.

  • Dead bodies disappear fast after death.

  • Pickup from Dual Wield to Shield and vice versa doesn't work. Also, you can't pick-up a weapon dropped by an enemy.

  • Ragdoll's flicker after death.

  • Sometimes game client can crash at the moment of death of any player.

The next patch brings:
  • Deathmatch loop.

  • Weapon respawn points.

  • Parring system adjustment.

  • Faster regeneration.

  • Other additions and fixes.

After testing the common Deathmatch we'll add some unique elements such as a large maze of Loki with an arena in the middle. The maze is dynamic and changes in real time. See you soon for more updates on it and Battle Royale.

We remind that currently the multiplayer is available on a separate branch while we are finishing the preparations before merging into the main one with subsequent updates.

To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Thank you!

Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!

Pre-Beta 0.4.6

New servers are ready, 3 regions are available for testing. We remind that currently the multiplayer can be accessed on a separate branch while we are finishing the preparations before merging into the main one with subsequent updates.

Thank you for your feedback, some players were having problems joining to the server, and that should be fixed now. If you still have connection issues, please let us know.

To try multiplayer now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.
[/b]
  • Added region selection. New servers in Europe, North America and Oceania.

  • Added new equip and unequip animations for one-handed weapons, also its sounds.

  • Fixed issue preventing some players from joining the server.

  • Fixed infinite freeze after death.

  • Fixed spawning under the ground and not being able to exit.

  • Adjusted map, added weapon racks.

Known issues:
  • Server switching after death.

  • Blocking system. There is missing hit bug, and overall it is being changed based on your recent feedback to make it more playable and satisfying.

  • Slowed stamina regeneration.

  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • Weapons fall through the ground when drop.

  • Dead bodies disappear fast after death.

  • Attack by a shield (mouse wheel scroll down) doesn't cause damage.

The next patch brings:
  • Scoring, kill feed, Deathmatch gameplay loop.

  • Dual wield.



  • Shield bash no hit fix.

  • Slowed down stamina regeneration fix.

  • Other additions and fixes.

Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!


Multiplayer test

Today we added the option to try PvP through a separate branch while we finish the preparations mentioned earlier.

In the next updates, new server regions and other aspects of Deathmatch will arrive. With major multiplayer bugs fixed, it will be merged into the default branch.

Currently, each time you respawn you have a different weapon. Press 1 or 2 to equip. If your character receives a shield, key 1 will equip one-handed and 2 - shield.

To join now, you need to select the public test environment branch in your Steam game settings here:



Right click on VALHALL in your Steam library, click "Properties". Then go to "Betas" and select "publictestenvironment" from the list. Steam will download the branch for multiplayer testing. If you want to revert to a single, select the default branch in the properties. This is a temporary measure.


Pre-Beta 0.4.5
[/b]
  • Added multiplayer.
    You can fight other players now.

  • Added lightning strike.
    Is Thor not in the mood or just accidental deaths?



  • Fixed network stuttering.
    During the September tests, there were occasional lags in movement. Now if you run into one, it is a ping issue.

  • Fixed ragdoll replication.
    It doesn't explode on death anymore.

  • Fixed respawn with low health and stamina.
    Character respawns with everything full now.

  • Fixed respawn without visible body part.
    Sorry, no playable ghosts.

  • Adjusted movement speed.
    Slowed down walking and running to provide players with a better PvP experience.

Known issues:
  • Ping. The new servers we mentioned earlier are not yet included in this build.
    The current test server is hosted in the EU region. It will be replaced with regional servers in one of the next updates. First servers are in NA, EU, and OCE - based on Steam statistics about current players. Other regions will be added later too.

  • Block in some cases misses hit.

  • Slowed stamina regeneration.

  • Spawn outside the map.
    If you encounter this issue, you need to re-join the match through the main menu.

  • Lightning strike shockwave which should throw player has no impulse.
    Normally lightning strike brings not death only but also damage by a blast wave in area around it.

  • Weapons fall through the ground when drop.

  • Dead bodies disappear fast after death.

  • Attack by a shield in the left hand doesn't cause damage.
    Hotkey is mouse wheel scroll down.

  • Placed around the map weapon doesn't respawn.

The closest patches bring:
  • Scoring, kill feed and other Deathmatch aspects.

  • Region select. Servers in NA, EU and OCE. Other regions will be added later.

  • Voice chat and hub.

  • New combat features and improvements.

Keep an eye at those next updates, we will share more details on coming BR there.


Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hello Vikings!


Multiplayer

We have moved servers to the new machines, more powerful than we had during September and earlier tests.

Now we are finalizing preparations and will announce the start of multiplayer testing in the next update.

The first game mode is Deathmatch.


Battle Royale

This was the initial concept of the game. We have always wanted and will bring much more to VALHALL. The game is a blend of multiple genres with Viking realism and Norse mythology, not one game mode.

However, we listened to your recent feedback and realized that BR is what most of you want from the game in the first place.

As promised earlier, BR is being upgraded, the concept of the ultimate battlefield with 4 different parts and a central arena remains, but this is a new level of immersion and gameplay. These parts are not just different seasons where you could run during Alpha tests, each part is a biome with its own atmosphere, villages and obstacles.



In the next updates there will be more details what else is new in it. Beginning with Deathmatch tests will help us to fix the issues and improve the netcode to go further.


Patch - Pre-Beta 0.4.3

A new patch has arrived.

  • All known crashes are fixed. If you still encounter one, please let us know the details here.

  • Fixed weapon stops attacking after pressing certain buttons. Now if you can't attack it means you just don't have enough stamina or hammer charges.

  • Fixed the hammer not playing sound on thrown hit.

  • Increased attack speed.

  • Increased the minimum distance between characters.

  • Removed shields due to a critical bug, they will be fixed in the next update.

By the way, new modular shields are being prepared for the weapon customization system.
In VALHALL they block all the time, not just when you press block button. If you are standing, walking or running with a shield, it blocks the hit all the time.






The bug that prevented character from moving was fixed earlier, but if you were a tester before, you may need to delete VALHALL folder C:|Users|*YourName*|AppData|Local|VALHALL and start the game again.


We know this launch has been a letdown for many of you, and we are working to show changes with the next steps.


Skål!
Blackrose Arts
VALHALL: Harbinger - AlexC
Dear community,

We listen to your feedback and that's why as we announced yesterday on our Discord server - we are adjusting the roadmap and focusing on multiplayer.

First of all, we will resume the servers and announce the date of multiplayer tests arrival. We clearly understood you need it and more playable content.

Once again, we apologize for entering Early Access in the current state. We made mistakes, and learned the lesson.

We want to speak by action, so keep an eye on the next few updates.


Patch

Today we are pushing a quick patch for the current build:

  • Fixed an issue due to which players who participated in Alpha couldn't load the game.

  • Improved bots sight, they go for you and attack if see.

  • All enemies in a massive battle attack player. Added more bots.



  • Fixed certain weapons throwing dead ragdolls like hammer.

  • Slow motion doesn't explode ragdolls anymore.

  • Updated hub arena, added enemies and night mode.

  • After death level reloading speed became 80% faster.

In previous updates we showed some of the items we are preparing for the weapon customization system, here are some new modular spears.
We also heard a few questions about the use of third party assets and decided to mention it again, we always were open about it and even told in the trailer.
For the important things we do custom, and our artists reach AAA level in quality. Let's take a look.





Each part is modular.



We know that advanced gameplay is the first thing you need, not just a cool weapon. When we put it all together, you have both.

Also, keep in mind that our team tries to answer as many questions as possible, but we also need to focus on development. That's why please don't be upset if we don't answer immediately through DM, to your question on any social / Steam.

Thank you for understanding.

Skål!
Blackrose Arts
VALHALL: Harbinger - DadSkil
Dear community,

We apologize for launching Early Access in such an early state. We see your reviews and mostly all of them are absolutely deserved.

There was no intent to confuse anyone, but as we see a lot of players missed the information in the launch update about the current state, reworks and what is already in Pre-Beta.

We are glad that you enjoy the graphics, optimization and sound design. Thanks!

But also you are absolutely right about the lack of content in the current build.
We are doing our best to change that with the next updates.

That was mentioned before, but we will notify - VALHALL: Harbinger focuses on multiplayer.
Common deathmatches, BR and Siege will become available during Early Access. Singleplayer is an option we added to test the new features and that will be developed in the future. That can be found in our roadmap.

Keep in mind, this build is not all the developments of VALHALL. Multiplayer has been cut from it after we got feedback during the September tests to improve the netcode.
ETA of its upgrade is Q1. However, if you want to try it in any state earlier, let us know.

As we see a lot of players don't use melee weapon except for Mjolnir and don't pick up dropped weapons from died enemies. By holding E you can swap currently equipped weapon while looking at the one you want to take.



A new patch has arrived. We added different weapons near spawn in Wield Mjolnir so you could test different types. It should also fix an empty folder issue that players had, let us know if you still have it.

One more time, we are sorry that Early Access launch doesn't include a lot of things you expected. We have a lot of work to do to meet and then exceed your expectations, and be sure - we won't give up.

That's why we are preparing something for increasing playability of the current tests and will add that in one of the next updates.

Skal!
Blackrose Arts
VALHALL: Harbinger - AlexC
Hey Vikings!

Thanks to everyone for awaiting, we are very sorry for the confusion with the launch time. We got issues on the way and also found that ligtning strike feature in the final build causes crash in certain cases. It was cut for now, but will appear in the next patches!



We are excited to announce that VALHALL: Harbinger Early Access is live now!

Keep in mind that it launches in Pre-Beta.



About the mods availability.

We finally have the combat system reworked and started adding the new things on its base. It's been tested in multiplayer already, and after people weren't very happy with it, we understood that need to work on netcode much more. It will appear during Early Access in Q1 in improved state.

All the previously announced content will become available during Early Access on the new level we couldn't imagine before. You can find them on the roadmap on our website.


The game state you can try now is a part of a vertical slice of the new systems we are building for both old and new planned modes.

You might think - "Why do you bring the game so early in Early Access then?".
The answer is we want to open new VALHALL we're working on for tests for more people. This way we can build the new system in a right way while listening to the community, as well as have a possibility to continue independent development with your support. Earlier the tests were under NDA, now we want to progress publicly.

We want to be clear with you and suggest joining at this stage only if you are really interested in the game and already want to touch it.

While Pre-Beta doesn't provide full experience, it already has a full combat core (directional attacks, feints, dodges, advanced block, etc) and certain elements which we already added on top so you could tests it.

Weapon customization? No problem - it will appear in the November patch, we have already prepared big amount of modular items. Each is a piece of art and you will be able to build your own.







and...




That's all? Nope.
Many more weapons are in production right now.




etc.

Each weapon concept created with attention to details by a concept artist who knows what medieval battles are firsthand and "forged" by 3d artist who definitely knows what he is doing.




Dual Wield? All the animations are already done. It remains too add the logic allowing hit tracking for the secondary weapon and we will add in a patch so you could try it.



And so on.

We hope this information helps to understand what's going and at which stage is the current Early Access build. If you still have any questions or thoughts - feel free to share them with us!

Skal!
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