Overview:
A village lies abandoned, its people either killed or taken by a rival clan! You, a smith’s son visiting to deliver some weapons, are roped into getting them back by the chief’s beautiful daughter. Explore the land, become a renowned warrior and find plenty of women to take to your bed along the way!
Viking's Daughter is an adult RPG with beautiful 3D graphics set in the time of the Vikings.
Changelog
Animations
New scene with the slave Rose
Added more female and male SFW animations.
Characters
New character named Harald, who arrives on day 5 with his ship to help the village.
New character named Agatha (still in development, can be seen in-game on the village dock)
New character named Bjorn (still in development, can be seen in-game on the docks)
AI Changes
We have spent a lot of time to fully rework the characters AI, making it very easy for future development and extending their behavior.
Local avoidance - characters will avoid other characters while moving, instead of bumping into one another.
Changed the behavior of Hilde during the hide and seek quest, she is crouching while hiding and will stand up, once she realizes you’ve found her.
Added “Go to Location AI” to Hilde during the springs quest and the same one was reused for Harald during the fish hunting quest.
Combat & Weapons
Combat Preview
New weapon - spear with 5 animations.
We decided to change that and allow you to cancel any animation after the initial charging (it's around 0.5 seconds to avoid spamming) and play an animation from a similar angle. It means that you can start an attack from top right and cancel it to play a top left attack or a block. You are not able to start a top right attack and finish with a bottom right, because it's not possible to change that big angle.
We have also changed the player's bleeding system and you will see blood on the screen depending on how much damage you've taken.
Added block animations to the sword & spear. Here are the stats for the sword block:
80% damage reduction of attacks coming from animals
60% damage reduction of attack coming from one handed weapons
35% damage reduction of attacks coming from two handed weapons
85% damage reduction of attacks coming from ranged weapons
Something we are experimenting with: Before we used to render the arms and weapons on a second camera on top of every object in the world, this avoids arms clipping through walls when you are too close. The problem was that the collision was not as accurate as we wanted and the arms weren’t with realistic size. We have changed this and now we have accurate hit detection and realistic scale, but the weapons can clip through walls if you get too close. We are going to see if we can find a solution for that.
UI
New map, displaying the currently tracked quest.
New main menu and pause UI
New dialogue UI.
Crosshair changed.