It’s been a bit longer between updates than usual, because we wanted to deliver a fairly large content update rather than drip feed small changes. We’re continuing to push through with Early Access and full release is in sight!
Here is the change list:
* Three new levels added to the game, taking the total to 10 plus the arena * Added new wall and floor models for more variation in the levels * Two new enemy types: one boss type and one regular * Three new weapon types * Climbable areas are now highlighted in gold, and not just vines are climbable now. This allows greater variation in the climbing puzzles and prevents any confusion about decorative vines and climbable vines * The big boss on the Gates level has had his movement area tweaked to prevent it collapsing into the wall * The intro animation can now be skipped with a trigger press * Enemies close to combat distance faster now (should improve pacing) * Knockdown on characters happens less frequently now * Fixed treasure chest interaction so grabbing the gold is easier and less likely to result in moving the lid of the chest * Changed climbing interaction to make it less likely to accidentally draw a weapon while climbing * Tweaked navigable areas slightly to remove a few areas where you can get stuck * Fixed height differences in the floor in a few places * Runes on the zombie's chest now respond to grab as well as trigger - was causing confusion * Fixed game not showing in VR tab in Steam * A few bits of decoration added to the existing levels * General bugfixes and cosmetic content adjustments * Updated to Unreal Engine 4.23
Stability Patch
There's a new update live today that fixes a few crash bugs that have been reported.
More content and levels are in production, but they are not in today's patch.
Valve Index support now live!
The latest update has now been promoted to the default branch. Valve Index is now fully supported. Thanks to all those on beta that helped test this out. Additionally, all platforms have had control systems updated. Full patch notes are here
Update 1.7 Valve Index support and updated controls now on default branch
This update was all about adding the controls and options all you brave Early Access people have been asking for. Also we’ve added full Steam Input support, so remapping commands should be easier.
Here’s the changelist for this update:
Valve Index
Valve Index is fully supported, with grip controls, finger mapping, custom buttons and graphics for the device.
Vive
touch-to-move is now an option for Vive controllers (off by default)
if you are using touch-to-move, pressing the touchpad will sprint
teleport is now touch-to-activate, touchpad-click to confirm
turn left/right is now on touch
Oculus
the grip button is by default hold-to-grab, release-to-drop (this can be switched to toggle in the menu if you prefer)
thumbstick press will now sprint
moved menu to the A or B buttons as they are unused and easier to click
WMR
the grip button is by default hold-to-grab, release-to-drop (this can be switched to toggle in the menu if you prefer)
thumbstick press will now sprint
Cross platform
added a grab projection system so it should be easy to pick up items on the floor without bending
added height offset option if you find the roof is too low or you’d prefer to be higher in-game
added controller rumble on shoulder inventory slots and the quiver to make them easier to identify
added GUI highlights to make it clear which element you will interact with
all arrows can be grabbed now - even ones that hit you
added ability to swap movement hand if you prefer to move with the right hand
added option to use stick/touchpad input for movement acceleration. The default is off, and beware that this will introduce a bit of artificial acceleration which isn’t good for motion sickness
updated options menu to be cleaner and split into categories
plus the usual round of bug-fixes reported between this update and last
As usual these will go on the Beta branch for a few days prior to live. This is now on the default branch.
Update 1.6 Difficulty levels now on Default branch
Update time again. As usual we will stick this on Beta before it’s pushed through to live. This update is now live on the Default branch. Here’s a list of some of the main changes:
Difficulty levels have been added. Two harder versions of the base game are included. Difficulty levels modify many different elements to increase the challenge. Let us know what you think of the changes.
Enemies now have a knockback chance on hits and can even fall over if knocked back into something.
New enemy added: Flaming Skull.
Level stats and rankings are available at the end of a level.
Trophies to record your best rank are now in the Guildhall area.
There is a secret area to find on each level.
The bow now has a hip quiver to supply it with arrows (previous version was a little overpowered and this should dial that back a bit).
The heavy knight is now immune to arrows as he could very easily be killed by kiting.
Heavy knight axe damage has been pulled down to balance this out.
Weapon damage has been reworked to add more variation to the weapons.
Smooth Movement speed has been equalised between forward and backward movement.
Smooth Movement speed has been increased slightly.
Zombie attack range reduced and can now be blocked with shields. Attack damage increased to counter that.
Reworked player collision area to make dodging arrows feel more fair (no more hits a foot from your head).
Added a sign for the town area in case people don’t try that door.
Extra sound effects added.
Updated to Unreal Engine 4.22.
Plus the usual slew of small bugfixes.
Update 1.5 - Boss battles now on Live branch
A new level has been added: ‘The Gates’ features two new enemy types, one of which is now added to the arena. The other being slightly too large...
As usual this will be live on the default branch in a few days if no showstopper bugs are found. A few days have passed so this has been promoted to live.
Improvements:
Hand interaction now a hybrid of 1.4 and 1.3 - should be easier to open doors but still have physical interaction
Smooth movement speed increased
Archers no longer backtrack when you’re attacking them (as it was rather annoying)
Hit numbers displayed for arrow impacts
Arrow damage adjusted to boost headshots but lower body shots.
Fixes:
Bow aiming back to 1:1 after a bug in last update
Getting stuck in walls should now be detected and teleport to the nearest valid surface
Better CPU usage at times when multiple characters spawn
Enemies attack more consistently on stairs
Arena nav tweaks to remove a few points where AI can get stuck.
Update 1.4 is Live - WMR Support
Update 1.4 has been tested and is now ready for the main branch.
Here's what's changed:
Windows Mixed Reality support! If you’ve used or intend to use WMR, note that this is now a native WMR application and does not use Steam VR. The experience using the thumbsticks was far superior to using the touchpad (this was tested on a Samsung Odyssey). So if you use WMR via Steam VR, the thumbsticks will not work - close Steam VR.
Hands are now physically simulated, and hand placement on weapons is much improved.
Hands video
Enemies have IK foot placement. No more floating feet.
Feet video
Additionally, we think it’s prudent to add a rollback branch in case of issues in the future. This will always have the previous version available in case you run into issues with an update. Rollback is currently set to 1.3.
Update 1.4 - WMR, Hands & Feet
We’ve started on some new content and we’re glad you want more of The Morrigan! It would be easy to crank out a few similar levels to what we have already, but that’s not what we’re about. We do have some changes ready to share, however. As usual these will go on the Beta branch for a few days prior to live.
Here’s what’s changed:
Windows Mixed Reality support! If you’ve used or intend to use WMR note that this is now a native WMR application and does not use Steam VR. The experience using the thumbsticks was far superior than using the touchpad (This was tested on a Samsung Odyssey). So if you use WMR via Steam VR the thumbsticks will not work - close Steam VR.
Hands are now physically simulated, and hand placement on weapons is much improved. Hands
Enemies have IK foot placement. No more floating feet. Feet
Update 1.3 - now live on all branches
Update 1.3 has been live a few days on beta and there have been no issues reported. It's now live for all. In case you missed the update notes, here's what's changed:
Dropping items on the Vive is quicker
Bonfires can now light torches and arrows
Enemies pausing briefly at the pillars in the arena is fixed
All breakable pots have a chance of dropping gold.
Enemy weapon damage increased slightly. Health pickups increased to counter this extra damage
Opening doors and interaction in general should be easier
Skeletons should break doors reliably
Fixed issue where health potion sometime made damage sound on consume if health full
Fixed issue where switching a health potion from a shoulder slot and consuming straight away doesn't consume the potion
Health bar is now invisible when picking up heads.
Fixed an issue where killing a character while they were getting up caused animation issues
Adjusted start positions so it should not be possible to start in the floor
All potions now have glowing effect applied
Fixed a few floating rocks
Few slight level changes for better flow
We're on to a content update now.
Update 1.3 - On Beta branch now
Four days since release and the response has been great - thanks for the support! In this update we’re fixing a few bugs that were deemed too risky for pre-launch and adding a few of your suggestions to the mix.
Here’s what’s changed:
Dropping items on the Vive is quicker
Bonfires can now light torches and arrows
Enemies pausing briefly at the pillars in the arena is fixed
All breakable pots have a chance of dropping gold.
Enemy weapon damage increased slightly. Health pickups increased to counter this extra damage
Opening doors and interaction in general should be easier
Skeletons should break doors reliably
Fixed issue where health potion sometime made damage sound on consume if health full
Fixed issue where switching a health potion from a shoulder slot and consuming straight away doesn't consume the potion
Health bar is now invisible when picking up heads.
Fixed an issue where killing a character while they were getting up caused animation issues
Adjusted start positions so it should not be possible to start in the floor
All potions now have glowing effect applied
Fixed a few floating rocks
Few slight level changes for better flow
This update is currently live on the beta branch (everyone has access to all branches). If a few days pass with no major issues, it will be passed on to the default branch.