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.