Fixed an issue with HMD based locomotion not being saved between levels and play sessions.
Fixed some issues with locomotion using the Virtuix Omni. We're not done tinkering, but today’s hotfix is a huge step in the right direction.
Patch #7 - Version 0.5.8.6
New Stuff
Journal: Added HMD tracked movement to locomotion options. The toggle can be found under Controller Options and will replace the controller tracked Onward-style locomotion.
Added full support for Virtuix Omni. A toggle to align is found under Controller Options in the Journal. Please note that we don't yet have an Omni set ourselves, so if anything is amiss, please let us know on the discussion forums and we'll get right on to fixing it!
Added 30 additional achievements, bringing the total number of achievements to 49. One is hidden.
Tweaks and Changes
The tutorial will now give information on how to change locomotion options.
Game world: The numbers displaying coin and food values have been elevated in order to prevent them from starting inside the environment.
General Bug Fixes
A (non-intentional) hole in the ground, trapping unlucky adventurers in Level 2, has been filled.
Fixed an area in Level 2 where arrows got stuck in rocks instead of breaking or bouncing off.
Improved collision on a large rock next to the first soul trap in Level 2 make sure players can't move inside it.
Fixed a bug that incorrectly awarded the Totally Intentional achievement for any ricochet hit, instead of the intended headshot ricoshet. The achievement has not been wiped.
Monday Lore #9
On moon elves
A story I was told or, rather, that was conveyed to me through the art of storytelling dance was an ancient legend that goes thus: that moon elves came from the sky, were in fact themselves celestial bodies that amorously tugged at our tides, before coming down to our planet, to be with those who had lovingly gazed up at them for so long. Somewhere along the way, they forgot the paths back up into the heavens. On this mortal earth they remain.
There are other stories and variants. One says that moon elves actually lived... Read more
Patch #6 - Version 0.5.8.4
New Stuff
Added 19 Achievements to the game.
Tweaks and Changes
Removal of teleport/movement blocker on dead enemies has been moved to happen on Time of Death instead of Time of Dissolve as the latter was causing some issues.
Optimized the arrow's fire particle as this was causing framerate drops on low end systems in Level 3. These drops should no longer occur.
Hitting a pustule on the Corrupted Troll should now display as a Critical hit.
Changed voiceover for the Journal part of the tutorial to give new players information about the Journal's contents.
General Bug Fixes
Oculus: Fixed an issue that would incorrectly place the camera below ground when returing to game view after using the "Reset View" button from Oculus Home Menu.
Fixed a bug that was making enemies unresponsive to being hit with an arrow in their weapon or shield. They should now immediately aggro if this happens.
Fixed a issue where the archer's arrow would sometimes not fire if the draw hand was too close to a wall.
Touching any of the tablets in the pre-lobby should now always return a sound and give haptic feedback.
An issue where the hand used for looting would sometimes clench itself, and stay clenched after picking up loot, should no longer occur.
Pottery should now always break when hit by arrows, except in some rare edge cases.
A location in Level 2, close to the goblin mini-boss, should no longer render the player stuck when attempting to teleport.
An issue where Archer enemies became unresponsive during combat, and stayed this way until taking damage, has been fixed.
Mosquitos will no longer continue attacking dead actor.
Friday Fiction #6
MURDER IN THE STY
They found the murder victim in a pigsty, yet the pigs had not eaten him. They attributed this to the good manners and breeding of the swine. The dwarves of Kanwuhrum were all a buzz, and a small crowd gathered.
If all the murmured voices were to form one coherent sentence, it would have been: "Where the bloody hell is the constable?"
As if in answer, a voice slurred, "Clearly, the victim was poish—hic—poisoned, and the pigs had the good sense not to make a meal of him." Read more
New Gameplay Video
We compiled footage from some of our reviewers to make a new gameplay video! Thanks to Bumble, Martin Risby, Cas and Chary, ParadiseDecay, and SweViver for letting us use your material.
Are you a streamer or a YouTuber who want to review the game? Contact us privately via email or our social media sites.
Send an email to contact@nordictrolls.cn, or send us a message here:
https://www.facebook.com/nordictrolls
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The new minimum requirement is lowered to GeForce 970, and recommended is lowered to GeForce 1070 (both AMD equivalent). All other specs remain unchanged.
Karnage Chronicles now runs smoothly on lower end graphics cards, and we feel comfortable it'll continue to do so in the future, even with the adding of more open spaces and graphical enhancements that will come in later updates and chapters.
Patch #4 - Combat Patch #2 - Version 0.5.8.2
From today we are fully supporting Oculus. A big heartfelt thank you from our small team to all Oculus players who have been testing on the beta server and giving feedback on Oculus specific issues. Your feedback helped us reach this milestone and make the Oculus experience as great an experience as on the HTC Vive.
NEW STUFF
Oculus support added.
Parry AI has been improved. Enemies should now parry more often, making it a bit more of a challenge causing damage to them. There are still corner cases that are possible to exploit and we will continue fixing these during early access. As always when fighting in Karnage; imagine you are holding a real sword and put some velocity and a proper swing behind it.
Added consumables that can be eaten to regain health, they are placed throughout the levels. Until we have added the inventory system, simply touching the food items will consume them. Except if you are full health, then touching them will not consume the item.
A hint of what's to come. Visit the wolves den in level 1 for a sneak peak.
Enemy close quarter combatants have learned new fighting tricks to break through the warrior shield guard.
Added critical hits to both melee and ranged attacks. Scoring a critical hit will currently only do extra damage but future updates will bring additional proc effects.
TWEAKS AND CHANGES
Rebalanced all levels for Easy and Normal difficulty due to the improved parry AI.
Archer enemies can now dodge incoming arrows aimed at their heads.
Mage enemies can now dodge incoming arrows aimed at their heads.
Fixed up the Arrow Trap area in level 1 a bit and added new functionality.
Melee head hits will no longer cause double damage against bosses.
Added an extra signpost in a bid to make it clearer where the shop is.
Tutorial will now display controller information according to chosen preset and HMD.
Added a slightly smoother transition to using portals and a portal sound.
Enemies will always make an audible attack sound if outside of player field of view in close quarter combat.
Added a proper health bar to the Journal to make it easier to judge health status with a quick glance.
Did further optimizations on both CPU and GPU side.
Added new parry effects.
Wolves should now sound more angry and whimper less, except when they die, they don't like that.
Wolves should now attack more often and not freeze up during combat.
Arrows fired from melee range will now deal less damage.
Headshot damage has been reduced.
The attack animation speed of the Shield Goblin has been slightly increased on Normal difficulty.
Added haptic feedback and sound to touching buttons in the game start area.
Removed those weird tiny side jumps that enemies were sometimes doing during combat.
Tweaked the exit shot angle on the crossbow. Firing the crossbow should no longer make it feel like the bolt is immediately falling.
Tweaked combat AI. It should no longer get into a loop where it chose the same attack animation over and over again.
Changed the beak attack animation of the Vulture Bear slightly.
Made it a bit more obvious in Controller Options that there are several options to choose from.
Fish that was previously converted to coins has become food and will instead heal damage.
Warrior shields have been reduced slightly in size in order to promote more active blocking.
Removed the old book tutorial as everything is now moved into Controller Options.
GENERAL BUG FIXES
Fixed several issues with crystals and mushrooms that could not be hit (animated flora can still not be hit).
Vulture Bear should no longer back up through the portal.
The target practice in the warrior area of the shop that was floating in mid-air has been moved up to where it belongs.
Goblin Archers should no longer enter into a weird spin mode.
Touching the light beam in level 1 after it is locked on the gem will no longer lead to a slow death after removing your hand.
Enemy health bars should now always update correctly visually.
Enemy health bar was staying a bit too long after enemies died, this has been fixed.
Fixed some steps in the portal area leading to level 1 that was hard to target with teleport beam.
Anti-wiggle system was not working correctly in boss battles. This has been fixed.
Mosquitos in the Vulture Bear lair should no longer stop moving and just hang around.
Mosquitos in the Vulture Bear lair should no longer stack inside each other.
Fixed a problem where the Vulture Bear would often not cause any damage with its claw attacks.
Fixed a problem where the Vulture Bear wasn't using its close quarter area denial attack.
Fixed a bug where the Corrupted Troll on level 3 had too little health on Normal difficulty.
Fixed a bug where a non-attack movement of the Corrupted Troll weapon on level 3 was causing damage.
Fixed an issue where it was possible to get stuck on the stairs leading down to the water line in the beginning of level 1. This only affected use of free locomotion.
Weapon dissolve effect upon death should no longer be blue for the sword and shield wielding goblin.
Fixed a couple of visual issues with the goblin manning the ballista in Level 3.
Fixed a continues vibration bug with the bow that could happen if switching to another weapon exactly at exactly the same moment that an arrow was released.
Fixed a bug that made it possible to draw too many adds when the bridge came down on Level 3.
Oculus Beta
Oculus Beta Invite!
Oculus support is close to being done, and before we release it to the masses we'd like to invite you to test it. Your current save game will be the same as on the live game, and progress made (like coins gained, weapons bought, etc.) will be permanently saved.
Follow these steps to join the beta:
Right click on Karnage Chronicles in your library
Open Properties
Go to Beta tab
Select the beta you would like to participate in from the drop-down menu
To leave the beta, select "NONE - Opt out of all beta programs" from the drop down menu in #4.
Please leave your feedback on the forums. Bug reports, short and simple comments, and in-depth reviews are all welcome.
Monday Lore #8
On sun elves
There is a legend, older than I can accurately date, that says the elves were angels or servants of the gods, punished for some forgotten crime. This crime was not so severe as to warrant sentencing them to the chthonic pits. Rather, they were clothed in flesh and banished to this planet.
There is more than one story casting the elven race as celestial beings trapped upon the earth, cast from the heavens. And indeed, they do have a certain luminous quality, and none more so the Sun Elves. Their civilization is older than... Read more