Gladius VR cover
Gladius VR screenshot
Genre: Fighting, Indie

Gladius VR

Update 1.19.1

This update fixes several crashes when hitting the enemies if the gore mode was active.


    New blood on enemies

  • Optimized the system to apply the blood on enemies. The new system has several advantages:
  • Fixes a crash when gore was active and you hit the enemies (specially on ATI Radeon cards)
  • Allows to have blood when hitting the enemy with 2h weapons and arrows (it was disabled before)
  • Is much faster to apply the blood, resulting in less re-projection when hitting the enemies

    General Improvements


  • Upgraded to UE4 4.17.2
  • Added more weight to the ragdoll of Archer, Tigers, Minos, and gladiators.

    Fixes


  • Fixed text in the arena menu showing that Blood arena is unlocked after completing Day 1
  • Fixed a bug that would show a black screen on the Oculus rift when starting the game.

Patch 1.19.1

This update fixes several crashes when hitting the enemies if the gore mode was active.


    New blood on enemies

  • Optimized the system to apply the blood on enemies. The new system has several advantages:
  • Fixes a crash when gore was active and you hit the enemies (specially on ATI Radeon cards)
  • Allows to have blood when hitting the enemy with 2h weapons and arrows (it was disabled before)
  • Is much faster to apply the blood, resulting in less re-projection when hitting the enemies

    General Improvements


  • Upgraded to UE4 4.17.2
  • Added more weight to the ragdoll of Archer, Tigers, Minos, and gladiators.

    Fixes


  • Fixed text in the arena menu showing that Blood arena is unlocked after completing Day 1
  • Fixed a bug that would show a black screen on the Oculus rift when starting the game.

Patch 1.19 - New tiger AI + Arm swing locomotion

The new update is finally here!

Below you have the list of improvements/fixes:


    New locomotion mode: Arm swing

  • You can select this new mode in the options menu.
  • To move, press the trackpad (or X/B in the Rift) and move the controller.
  • Known issues: Collision detection against walls is not activated yet.

    Tiger AI Improved


  • Tigers AI has been revamped to change their attack and movement patterns
  • Added two new attacks. Now they can hit you on the head.
  • You can now stab tigers in the head
  • Removed the snap turn
  • 25% chance of fury attack ( they will attack you right after you hit them )

    AI Improvements


  • Archers now always get out of cells in the blood arena before shooting any arrows.

    Reverse grip


  • Added reverse grip to the Gladius, Long Sword, Spartan and Katana. Rest of swords coming in the next updates.
  • To activate it just "double-click" trigger when holding the weapon.

    Ragdoll on hit: Experimental


  • Human enemies will be knocked out under the following conditions
    - Hitting them on the legs if they are trying to kick you
    - Hitting them on the head if they are not wearing a helmet
    - 1/5 chance when hitting them on any part exposed part
  • You can enable this new feature in the options menu. It's disabled by default.

    General improvements


  • Blood arena is now unlocked when completing Day 1 instead of Day 3.
  • Moved selling basket further away from the racks to avoid accidental selling of items.
  • Added weapon poke - this feature blocks enemies from moving towards the player without hurting them when the weapon moves slowly.
  • Added extra blood spurts when beheading an enemy (more gore coming)

    Fixes


  • Fixed blood of hits not being rendered at impact location floor (tigers)
  • Fixed not being able to pick up the bow again after storing it in the belt and releasing it
  • Fixed bug for the Rift that would not initialize some options in the menu.
  • Fixed oculus rift height
  • Fixed enemies not attacking in "The Days"
  • Fixed Spectator camera in Day3 not following player
  • Fixed flail crash when hitting enemies
  • Fixed internal errors when dying in the chariot
  • Fixed left hand would not allow to store items back to the locker in the lobby or the chariot.
  • Fixed picking up the sell basket would leave it floating in the air.
  • Added more granularity to the logs.
  • Fixed game crash when hitting the enemy and he was sent to ragdoll right after it.
  • Fixed hitbox error in sword master and legionaries at waist level that would register as a block instead of a hit
  • Fixed belt not storing food
  • Fixed belt not storing helmets
  • Fixed AI alignment to player when behaving in group


Please let me know what you think either here in the forums or in our discord channel: https://discord.gg/63PBXdQ

Cheers!

Update 1.19 - New tiger AI + Arm swing locomotion

The new update is finally here!

Below you have the list of improvements/fixes:


    New locomotion mode: Arm swing

  • You can select this new mode in the options menu.
  • To move, press the trackpad (or X/B in the Rift) and move the controller.
  • Known issues: Collision detection against walls is not activated yet.

    Tiger AI Improved


  • Tigers AI has been revamped to change their attack and movement patterns
  • Added two new attacks. Now they can hit you on the head.
  • You can now stab tigers in the head
  • Removed the snap turn
  • 25% chance of fury attack ( they will attack you right after you hit them )

    AI Improvements


  • Archers now always get out of cells in the blood arena before shooting any arrows.

    Reverse grip


  • Added reverse grip to the Gladius, Long Sword, Spartan and Katana. Rest of swords coming in the next updates.
  • To activate it just "double-click" trigger when holding the weapon.

    Ragdoll on hit: Experimental


  • Human enemies will be knocked out under the following conditions
    - Hitting them on the legs if they are trying to kick you
    - Hitting them on the head if they are not wearing a helmet
    - 1/5 chance when hitting them on any part exposed part
  • You can enable this new feature in the options menu. It's disabled by default.

    General improvements


  • Blood arena is now unlocked when completing Day 1 instead of Day 3.
  • Moved selling basket further away from the racks to avoid accidental selling of items.
  • Added weapon poke - this feature blocks enemies from moving towards the player without hurting them when the weapon moves slowly.
  • Added extra blood spurts when beheading an enemy (more gore coming)

    Fixes


  • Fixed blood of hits not being rendered at impact location floor (tigers)
  • Fixed not being able to pick up the bow again after storing it in the belt and releasing it
  • Fixed bug for the Rift that would not initialize some options in the menu.
  • Fixed oculus rift height
  • Fixed enemies not attacking in "The Days"
  • Fixed Spectator camera in Day3 not following player
  • Fixed flail crash when hitting enemies
  • Fixed internal errors when dying in the chariot
  • Fixed left hand would not allow to store items back to the locker in the lobby or the chariot.
  • Fixed picking up the sell basket would leave it floating in the air.
  • Added more granularity to the logs.
  • Fixed game crash when hitting the enemy and he was sent to ragdoll right after it.
  • Fixed hitbox error in sword master and legionaries at waist level that would register as a block instead of a hit
  • Fixed belt not storing food
  • Fixed belt not storing helmets
  • Fixed AI alignment to player when behaving in group


Please let me know what you think either here in the forums or in our discord channel: https://discord.gg/63PBXdQ

Cheers!

Patch 1.18 - Two-handed weapons + Group AI

Hi everyone!

Sorry for the delay on this update, I plan to go back to more frequent updates from now on. Here are the list of improvements, hope you like it!


    2h weapons!

  • Added 4 new two handed weapons to the market. The weapons are unusable with only one hand (Gorn style), so you will need to grab them with both hands, but you gain additional reach and more power.
  • There are two types of weapons for now:

    • Halberds: Bonus damage vs flesh
    • Hammer: Bonus damage vs armor and enemies heads

    AI Improvements


  • Enemies attack you only one at a time. The only exception are tigers and archers, that still attack you independently of other enemies.
  • Improved positioning and surrounding when attacking in groups. Enemies now try to gradually surround you.
  • Added turning speed to enemies. It is now possible to flank them when they attack.
  • Hitting the helmet makes enemies stumble in the direction of the hit.

    Grabbing system improvements


  • Grab system revamped: Hands don't have collision anymore, this makes grabbing objects much easier than before.
  • You can now grab stabbed weapons and arrows from dead enemies!
  • Locker behavior simplified:

    • Items can now be grabbed directly, is not necessary to put the hand in the red sphere anymore. Just grab the weapon and it will dettach from the locker.
    • Store items just putting the hand in the red sphere, no click required.

    Spectator screen


  • Added different options to show in the mirror screen. You can change them in the graphics section of the options menu.

    • Mirror: 1rst person view
    • Arena view: 3rd person view
    • Combat view: 3rd person view - close up


    Performance improvements


  • Significant performance improvements when fighting against legionaries.

    Gameplay improvements


  • Training special kills mode now spawns enemies without helmet, or shields. This makes it much easier to practice dismemberment.
  • You can now sell weapons from your lockers for 25% of the cost! Just throw the weapon in the basket next to the training gate, and you will automatically receive the money back.
  • Added option to hide the hands while holding weapons.
  • Experimental: Go ragdoll on hit on gladiators added to the debug menu

    Fixes


  • Fixed incorrect lighting on day2 walls
  • Fixed dismemberment of the left leg in legionaries.
  • Fixed the text of the shops the market so is visible again.


Cheers!

Update 1.18 - Two-handed weapons + Group AI

Hi everyone!

Sorry for the delay on this update, I plan to go back to more frequent updates from now on. Here are the list of improvements, hope you like it!


    2h weapons!

  • Added 4 new two handed weapons to the market. The weapons are unusable with only one hand (Gorn style), so you will need to grab them with both hands, but you gain additional reach and more power.
  • There are two types of weapons for now:

    • Halberds: Bonus damage vs flesh
    • Hammer: Bonus damage vs armor and enemies heads

    AI Improvements


  • Enemies attack you only one at a time. The only exception are tigers and archers, that still attack you independently of other enemies.
  • Improved positioning and surrounding when attacking in groups. Enemies now try to gradually surround you.
  • Added turning speed to enemies. It is now possible to flank them when they attack.
  • Hitting the helmet makes enemies stumble in the direction of the hit.

    Grabbing system improvements


  • Grab system revamped: Hands don't have collision anymore, this makes grabbing objects much easier than before.
  • You can now grab stabbed weapons and arrows from dead enemies!
  • Locker behavior simplified:

    • Items can now be grabbed directly, is not necessary to put the hand in the red sphere anymore. Just grab the weapon and it will dettach from the locker.
    • Store items just putting the hand in the red sphere, no click required.

    Spectator screen


  • Added different options to show in the mirror screen. You can change them in the graphics section of the options menu.

    • Mirror: 1rst person view
    • Arena view: 3rd person view
    • Combat view: 3rd person view - close up


    Performance improvements


  • Significant performance improvements when fighting against legionaries.

    Gameplay improvements


  • Training special kills mode now spawns enemies without helmet, or shields. This makes it much easier to practice dismemberment.
  • You can now sell weapons from your lockers for 25% of the cost! Just throw the weapon in the basket next to the training gate, and you will automatically receive the money back.
  • Added option to hide the hands while holding weapons.
  • Experimental: Go ragdoll on hit on gladiators added to the debug menu

    Fixes


  • Fixed incorrect lighting on day2 walls
  • Fixed dismemberment of the left leg in legionaries.
  • Fixed the text of the shops the market so is visible again.


Cheers!

Patch 1.17

New update!

This one brings improvements to the grip system (the new sticky grip is much more reliable now, I recommend you guys to try it!), a new system to detect if the sword hit the enemy with the sharp edge, and additional changes to the blood arena and lobby.

I hope you like it! :)


    Grip Improvements

  • Sticky grip only unlocks weapons after 0.5s of pressing the grip and only if the controller speed is lower than 75. This greatly reduces the instances where the player unintentionally loses the weapon in the middle of a fight.
  • Lock grip has the possibility to use "trackpad up" button instead of the trigger to unlock/lock the weapon. You can change it in the options menu.
  • Added option to hide hands when holding weapons.
  • Removed the possibility of disabling the physics grip in the options menu. Is now the only mode in the game.

    Sword hit angle


  • Damage now depends on hitting the enemy with the right angle, and also hitting them with the sharp edge of the blade.
  • Under the new system damage is reduced to 10% if you hit the enemy with the blunt edge (e.g. back side of the Katana) or with an incorrect angle. This is a hit or miss model, so if you hit them correctly you get 100% of the damage, and 10% if you don't.
  • Tolerance depends on difficulty. The current set up is: +- 30 degrees hero, +-40 Gladiator, +-50 Novice.
  • Visual and sound effects change depending on the strength and hit angle.

    Blood Arena


  • Blood arena is now locked until day 3 is completed.
  • Added new panel at the blood arena gate to show your current rank and max score.
  • Removed skeletons and mummies from the list of enemies in the blood arena. It will only spawn humans and minotaurs.
  • Reduced Minotaur frequency to 1/8 (from 1/5)
  • Added a few stones on the floor.

    Gameplay


  • Shields now push human enemies and tigers when they attack you!
  • Stones now deal 35 damage vs flesh and 10 vs armor.
  • Reduced stabbing minimum speed to 200 from 250.
  • Reduced safe distance to 100. This allows you to get closer to enemies. I will further reduce this distance in the next updates.
  • Added sounds when punching helmets.
  • Use risky attacks is now disabled by default for new players. You can still activate it in the options menu.

    Group AI


  • Slower disengage velocity to 160 vs 220 (gladiator, sword master, Barbarian)
  • Enemies always make a sound when attacking if they are behind the player.

    Chariots


  • Increased break speed of horses (0.5 to 0.35). You can break faster now!

    Lobby


  • Brightened up the lobby and made overall lighting adjustments to the area.
  • Changed sign materials so they are less reflective.
  • Fixed UV maps of the barrels (they were darker than they should be)

    Fixes


  • Fixed lobby menus not working.
  • Fixed custom training not spawning archers.
  • Fixed enemies getting stunned and not attacking anymore.
  • Fixed error when trying to add blood to a sword that can't have it.
  • Fixed new players not seeing the early access panel.
  • Fixed blunt weapons being able to stab.
  • Fixed stabbing not doing full damage.
  • Fixed barbarian sword not registering a hit at tip of the sword.
  • Fixed momentum damage not being applied to armor.
  • Fixed shield bash against gladiators

    Internal stuff


  • Updated to UE4 4.16.2
  • Completely switched to Grip motion controller (VRExpansion Plugin)
  • Added animation granularity to gladiators
  • Added blocking blend parameter at Gladiator level. This will allow to block with shields and swords in the future.


As a side note, I know some of you guys are experiencing frequent crashes. If that is the case, please send me the logs to multiversevr@outlook.com and I will try to fix it asap.

You can find the logs here:
C:\SteamLibrary\steamapps\common\GladiusVR\GladiusVR\Saved\Logs

Cheers!

Patch 1.16 - Chariot Races + New Crowd + Throwing

Hi Guys!

This update brings a completely new game mode: Chariot races! I also improved the crowd in the blood arena (3d!) and throwing has improved a lot too.

You have the complete list of improvements below:


    New game mode! Chariot races

  • In this new game mode you can be like Ben-hur and compete to be the fastest to finish (alive) a chariot race! You will have bows and pilums to kill your enemies, while you avoid being hit and crash against the walls and traps.
  • You also have a new leaderboard in the lobby that shows the fastest players. The current champion is Turbatus, with an impressive 40s average lap (after bonus x kills)
  • The new game mode is available through the Menu -> Arena -> Chariots. Prepare to sweat, a lot! :D
  • Instructions:

    • The chariot works like a car (with gears). To whip the horses grab the handles with both hands, and whip them at the same time. This will up one gear and start moving the cart.
    • The carts have 6 gears, each with different time outs. Once the timeout expires, the gear switches automatically to a lower gear and starts a new time out.
    • To turn the chariot grab both handles and bring one arm close to you and the opposite arm forward.
    • To break, just pull both ropes
    • If you hit a chariot or a chariot hits you, you will slow down to gear 2
    • If you hit a wall and you go faster than gear 2, you will die
    • You have a bow and arrows to kill enemies. If you hit a horse in the head twice, the horse will die and flip the cart
    • The pilum now works as a throwing weapon (you have two in the cart). To put the pilum in throwing position, "double click" the trigger button. This alternates between normal position and throwing position. If you throw the pilum to a wheel, the cart will flip
    • To win a race you have to finish 3 laps in easy, 4 laps in normal and 6 laps in hero. There is a leaderboard in the lobby that registers the best time.
    • The best time is calculated as the average time of all laps - bonus per kill depending on the type of kill. (e.g. killing a horse gives more points than killing the archer)
    • Every time you kill an enemy, another one spawns, so the total number of enemies in the race is always 4.

  • Movement options: The chariot races in general are only recommended for people that are comfortable with trackpad movement, as the continuous movement of the chariot can induce motion sickness if you don't have good "VR legs". In this case, you have two additional options:
  • You can activate the option to rotate the camera with the chariot. By default you have to physically turn (which minimizes motion sickness)
  • Chariots also have the option Dual Drive mode to control the horses individually. This allows you to turn faster at the expense of more complex controls. This might induce motion sickness on some people.

    New crowd!


  • The new 3D animated crowd replaces the 2D People in the Blood Arena (Finally! :). I will gradually add this new crowd to the other arenas in the next updates and add additional animations and transitions as well.
  • The new crowd has 7 levels of LOD, 4 different animations, and has no significant performance hit over the old sprite system.

    Throwing


  • Revamped the system to throw weapons! Throwing is now more natural and predictable than before.
  • Some weapons now have different holding positions. To switch between them "double click" the trigger.
  • For instance, the knife rotates 180 degrees to a stabbing position, and the pilum rotates 120 degrees so it's easier to throw.

    General improvements


  • Archers are now much more accurate in Gladiator and Hero difficulty.
  • Changed wall textures of the blood arena to be stone instead of plaster.
  • The Minotaur will only appear every five enemies killed (at least). This will stop the frustration of killing a mino and another one spawning right after it.

    Day 3 improvements


  • Chariots in day 3 don't snap anymore! I know this was very immersion breaking... sorry :) They now move in continuous trajectories.
  • Chariots don't collide with each other anymore.
  • Archers spawn in different positions so they can't be killed by chariots.

    Performance


  • Switched to the latest version of Unreal Engine (UE4 4.16).
  • Activated forward render. This brings some performance improvements over the previous renderer.
  • Added new LOD levels to the 2d crowd. Most noticeable in the new circus maximus.

    Fixes


  • Fixed the player would be sent to the lobby after being killed in the blood arena.
  • Fixed sword master would spawn a broken shield after breaking the left gauntlet.
  • Fixed arrows sometimes clinging mid air right after being released.
  • Fixed error that would result in a crash if overmind was not assigned
    to the player.
  • Fixed not being able to select any option in the menu when grabbing a flail
  • Fixed crash when shooting arrows very close to the minotaur
  • Fixed crash when shooting arrows very close to a tiger
  • Fixed crash when putting on a helmet while wielding another weapon




Please let me know what you think either here on the steam forums or on our discord channel: https://discord.gg/63PBXdQ

Cheers!

NOTE: The focus in the next update will be AI improvements. Stay tuned! :)

Patch 1.15 - Breakable armor

Hi guys,

New update!! This one brings breakable armor to human enemies, and several performance improvements that should make gameplay a bit smoother.

Here is the complete list of improvements:


    Breakable Armor
    Added breakable armor to human enemies which offers them additional hp. The new system works as follows:

  • Armor gives enemies full protection until it breaks or falls off. Exposed areas receive damage as usual.
  • In the case of helmets, there is 2/8 probability that the helmet will not break and will fall to the ground so it can be reused by the player.
  • Each armor type provides different protection/number of hits to break:

    • Shin guards 40hp (1-2 hits)
    • Gauntlets 60hp (2-3 hits)
    • Helmets 100hp (4-5 hits)
    • Body armor 200hp (6-8 hits)
    • Shields 250hp (7-10 hits)

  • Stabs in the face and arrows can still pierce helmets like before (a shot in the head instantly kills most enemies)
  • Added bonus vs armor and bonus vs head in all weapons. Bonus vs armor is set to 1 by default, except the mace that has x2. Bonus vs head is set to x3 for all weapons to compensate for the additional hp.
  • Added new fx and sounds for helmets, body armor, shin guards and gauntlets when hit
  • The new armor system is completely configurable, so it will be easier to add different types of armor pieces and configurations in the future.
  • The only exception to this new system is the archer, which can still be beheaded with just one hit for the amusement of the crowd :)

    Performance Improvements


    NOTE: This the first pass of an overall effort to improve the performance of the game, I plan to add more improvements in the next update.
  • Significantly improved the performance, specially when fighting against Gladiators, SwordMasters and Legionaries. You should now be able to figth against more enemies with less frame drops.
  • Reduced the number of materials per mesh, thus reducing overall drawcalls.
  • Activated DBuffer decals in preparation for the Forward Render.
  • Reduced crowd numbers in the blood arena
  • Disabled dynamic shadows on objects that don't need it (e.g. shin guards and bracelets)
  • Disabled separate translucency pass
  • Disabled lens flares
  • Disabled screen space reflections
  • Added LOD to most rendered meshes
  • Significantly reduced the polycount of most meshes in the game:

    • Legionary sandals 12K -> 2K
    • Legionary Dismembered legs - 14K -> 3.6K
    • shinguard polycount LOD SM from 26K to 864
    • rezario polycount LOD SM from 52K to 2.6k
    • manica polycount LOD SM from 12K to 1.2k
    • brucae polycount LOD SM from 32K to 6k
    • belt polycount
    • player belt polycount LOD SM from 62K to 21k
    • loricasegmentata1 polycount LOD SM from 20K to 1.2k
    • loricasegmentata2 polycount LOD SM from 55K to 22k
    • gladiator helmet polycount LOD SM from 22K to 6.8k
    • 300 helmet polycount LOD SM from 4K to 1k
    • centurion helmet polycount LOD SM from 4.5K to 2.2k
    • legionary helmet polycount LOD SM from 22K to 7.2k
    • gladius sword LOD SM from 36K to 22k 9K
    • legionary shield sword LOD SM from 10k to 2.6k
    • shield0 LOD SM from 88k to 8k


    General Improvements


  • Reduced the time that enemies take to enter ragdoll when dismembered or beheaded
  • Oculus Thumbstick button can now be used as sprint button
  • Added blood to Axe1
  • Added blood to Axe2
  • Training custom enemy list is now saved as preferences
  • Enemies no longer keep track during slowmo(It is now possible to flank them and hit them on the side)
  • Expanded the size of the grabber when the quiver is mounted on the back. Now is easier to grab arrows.
  • Shortened the rope of the flail
  • Added "Default settings" option in the graphics menu
  • Added lazy mode (debug) to allow hitting the enemy with just 200cm/s (vs 500cm/s normal mode)
  • Weapons now have a bonus vs armor and bonus vs head parameter. Blunt weapons have additional bonus against shields and armor.
  • All weapons now have a x3 damage bonus vs a hit on the head, and beheading is easier than before.

    Fixes


  • Fixed small bow's erratic behavior
  • Fixed sarcophagi lighting in day 2
  • Fixed pilum attachment rotation
  • Fixed going to the market from the armory not saving the weapon layout


Please let me know what you think either here on the steam forums or on our discord channel: https://discord.gg/63PBXdQ

Cheers!

Patch 1.14 - Physics grip + Taunting + Access through gates!

Hi guys!

First of all, sorry for the delay! I usually try to push updates every two weeks but this one took much more than expected due to the complexity of some the new features that requiered significant changes behind the scenes. I plan to go back to biweekly updates from now on :)

Here is the list of changes, I hope you guys like it!


    Physics grip - BETA!


    <*> The physics grip is now the default option in the game. You can still disable it in the options menu if you prefer the old grip, but eventually this will be the only option. Please let me know what you think!
    <*> Taunting!!! This is one of the most demanded features ever, you can finally taunt your enemies in the arena! (sorry it took so long!)
    <*> Increased the minimum speed required to damage an enemy. Slashing now requires a min speed of 500cm/s (from 200cm/s previously). Thrusting only requires 300cm/s. This and the physics grip behavior makes much more difficult to just wiggle the sword to kill enemies.
    <*> Modified weapons so they rotate around the hand. This makes the grip much smoother.
    <*> Added snap distance depending on weapon speed so the weapon does not get stuck behind the enemy shield during combat.
    <*> Disabled physics collision with weapons attached to the belt.
    <*> Fixed stabbing with the physics grip.
    <*> Sword white trails now appear at 600cm/s instead of 800, indicating when you are actually dealing damage to enemies. Red trail lowered to 950 from 1100.
    <*> Increased stiffness of shield and sword when parrying or blocking
    <*> Added Oculus Rift compatibility to the physics grip

    Access through gates


    <*> You can now access the blood arena though the gates! I plan to add the rest of the scenes in the next updates (training arena, market, Colosseum). For now, you have menus at the gates (placeholder until full access to gates is available)
    <*> The option to go to the arena via menu is still going to be an option for those of you that prefer a faster route :)
    <*> Revamp of the trackpad movement system so you can walk through ramps (to the blood arena and the ones in the market).
    <*> Modified the crowd in the blood arena so there are less people watching (performance improved)
    <*> Changed lightning of lobby (new openings on the ceiling)

    Gameplay Improvements


    <*> New "default difficulty" setting: this applies to the blood arena when you access through the gates.
    <*> Blood arena enemies are now tougher. They have 1/2 of regular hp instead of 1/3 hp in the previous update.
    <*> Food now stays within the fence in Day3
    <*> New sword clang sounds for low and high speed impacts when parrying
    <*> New sound when stopping a kick with the sword
    <*> New sound when parrying mummy attacks
    <*> Made impossible to stab with blunt weapons (e.g. mace or shields)
    <*> Removed validation to make sure player has weapons before starting the games, you can punch them now :)
    <*>Added another quiver in day 3
    <*>Disabled physics grip for arrows
    <*>The torch now deals 5 damage, you can take it with you to the blood arena.

    New weapons


    <*> Khopesh (available for 8000 gold at the market)
    <*> New Katana (available for 5000 gold at the market)
    <*> Added blood to remaining weapons (Gladius3, Axe and Spatha)

    Training


    <*> Added a new option in training to spawn only humans as you requested :). I will add this as a general option in the next update so you can also apply it to the blood arena.
    <*> Added a new option in training to customize which enemies will spawn

    AI Improvements


    <*> Barbarian animation is x25% faster
    <*> New die animation for the skeleton.
    <*> AI Aggressiveness is now proportional to difficulty level
    <*> Hero difficulty aggressiveness also increased
    <*> Fixed enemies getting stuck circling the player
    <*> Archer goes ragdoll immediately after killing them.

    Fixes


    <*> Fixed enemies snap damage.
    <*> Fixed Torch, Kopis, Celtic and knife attachment rotation
    <*> Fixed being able to go through walls in the lobby (You can still physically walk through them, I will fix that in a later update)
    <*> Fixed equipping the helmet on would leave the hand locked
    <*> Fixed weapons not going to training from armory (Spatha and spartan shield)
    <*> Fixed Swordmaster getting knocked down sometimes when he attacks into your shield with physics grip on.
    <*> Fixed Mace collider so it doesn't rotate forever
    <*> Fixed Spartan shield collision box to better fit the shield
    <*> Picking up food would lead to the hand being 'locked in' with an invisible item.
    <*> Fixed Axe not unlocking in training random mode
    <*> Fixed during the sword master phase, after the equipment is removed, you could still grab invisible items.
    <*> Fixed completing Day 3 would send the player to limbo.
    <*> Fixed flail being able to stab and getting stuck mid air with the physics grip
    <*> Fixed blood arena thinking player was still inside the forbidden area
    <*> Added extra blocking volume to the lobby floor so weapons don't fall through the floor
    <*>Fixed shield hand controller vibrating constantly when reaching the swordmaster phase.
    <*>Added extra controls to avoid crashes when using the bow in day 3.
    <*>Fixed helmets disappearing from the rack when grabbing them with the physics grip on.
    <*>Fixed horses making die sound when they are already dead.
    <*>Fixed spawned skeletons and mummies not matching with total number of mummies to kill.
    <*>Fixed some mummies disappearing from the sarcophagus
    <*>Fixed concurrency sound with crowd cheering
    <*> Added several controls to avoid crashes in day 3 using the bow.
    <*> Fixed barbarian sword texture in the lobby

    As always, special thanks to all the amazing people in the discord channel that helped with the testing and feedback. Thank you so much guys! :)

    Please let me know what you think either here on the steam forums or on our discord channel: https://discord.gg/63PBXdQ

    Cheers!

    NOTE: The physics grip now uses the great VR Expansion Plugin created by mordentral. For the UE4 folks out there, you can find it here: https://forums.unrealengine.com/showthread.php?116782-VR-(OpenVR)-Expansion-Plugin