Fixed Lighting bug on Campsite and Crypts Fixed Bots not moving after respawning in Battle Mode
Hotfix
- Fixed Lighting issue in tutorial level
Online Issues Hotfix.
Fixed Server issues caused by Steamworks SDK compatibility Apologies for this oversight, and thank you for reporting the issue. I wanted to release this as quickly as possible, so here it is!
Have fun, and let me know if you encounter any other issues!
Luminedge - Steam Page Out Now!
Thrilled to announce that my new game Luminedge now has a store page! Check it out and Wishlist the game!
- Added difficulty settings - Added female body selection - Fixed being able to block when knocked down - Fixed spear trace issue
Plague of Fiends is back
- Added Events menu under Arena (Plague of Fiends Halloween event is contained in there). - Press A to skip cinematics (no longer need to hold) - Spear Collision Tweaks - Added rank icon next to items in Vendor UI
Vendor Fixes
- Vendor now sells more items - The number and quality of items found in the shop now depend on the player's rank - Misc fixes to Vendor UI - Mail surcoat armor (Wound) now varies with team color.
Crash hotfix
- Fixed a crash where AI ledge climbing would sometimes cause an infinite loop.
Griefhelm: Plague of Fiends
NEW Limited Time Plague Doctor Armor and Halloween Game Mode!
“When the night falls and shadows creep… when hideous sounds ooze out from places unseen… that is the time to take up arms and battle fear itself!”
Happy Halloween from the Griefhelm team at Thorrnet! To celebrate, we’re kicking off our own seasonal event: Plague of Fiends! From October 29 to November 6 experience brand new terrifying content and ghoulish delights!
🎃 Play as a monster-hunting warrior in a new single-player game mission!
🎃 Explore a new map filled with branching paths, secrets, and hordes of the undead.
🎃 Unlock the new Plague Doctor armor, only available to get during this event!
🎃 Battle against all new enemy types and unique bosses!
Do you have what it takes to brave the darkness, fight off the monsters, and achieve your reward? Or will you simply become their next victim? Only you can fend off this plague of fiends, so get to it! And have a happy Halloween!
Major Update - Patch 1.3
Patch 1.3
Hey there! We've been hard at work making improvements and additions to Griefhelm since launch. Based on community feedback, we've focused on combat feel, hit detection, and adding more interesting options to the combat experience. But we also found time to add a new game mode that we think you'll love.
We've departed from the original content update schedule a good bit, so we'll get an updated calendar soon. But we plan to continue making improvements to campaign and multiplayer through the end of year at least, as well as adding content well into next year. Hope you enjoy!
Gameplay Enhancements
New Ability: Dash
Players are able to dash or dodge backward or forward with Left Alt (LB on Xbox Controller)
This can be used to move away from an opponent to avoid a swing, or through your opponent to force your opponent to turn around
New Ability: Dagger
Everyone has a dagger equipped at all times
Press Z (B on Xbox Controller) to drop your weapon and pull out the dagger
After the dagger has been pulled out, it cannot be put away
Dagger cannot be used to block incoming blows
Dagger increases movement speed while out
New Gamemode: Battle
Available in Campaign, Encounters, and Online Custom Matches
Two teams with large groups of AI fight for control of the map!
In Campaign, this gamemode is a prerequisite to fight Leaders
Player must capture points to progress through the map, fighting groups of enemies
Capture points heal the player’s team and replenish fallen teammates
If the player’s whole team is slain, the player loses
Massive overhaul to the combat/movement system as a whole
Weapon hitbox changes across the board
Shoving/kicking is now possible immediately following a successful block
Attacks should now blend into each other more accurately and fluidly
You can now buffer other inputs and attack while turning your knight
Knights occupying the same space should now automatically distance themselves
Knights on mounts now backpedal much more slowly
Other slight tweaks to movement and combat to improve game feel
The audio that plays when the non-lethal part of some weapons strike an opponent has been updated
AI and Campaign Changes
Team-based Campaign nodes should now only generate as a 1v1 or a 2v2
Depending on the gamemode, AI in Campaign should now use the perk that is shown to be that node's reward, where applicable
Fight enemies with flaming swords, mounts, or damaging shoves!
AI should now adopt various fighting styles, and fight differently at different times
AI can be disarmed and forced to pull out their dagger
This can be done if the player strikes their weapon right as they finish an attack
This change is experimental - we want to see how players react to this change before making further adjustments
Map Changes
Beach: New terrain and background elements
Throne: Gaps have been sealed and replaced with stairs
Woods: Reduced foreground elements
Crypts: Reduced foreground elements, updated hazards with new visuals
New Armor
This can be unlocked through a duel with a new Adversary
New Plume
This can be unlocked through a duel with a new Adversary
Bugfixes
Fixed a bug where the host was forced to spectate multiplayer matches in certain instances
Fixed a bug that stripped a knight of certain stats when respawning in Tug of War