- LIV support now available - 17 May 2021
We’ve been working with the team over at LIV to add mixed reality streaming support to The Morrigan and as of today it’s now available for everyone to use! Many of you will already be aware of LIV, but for those who aren’t LIV is a platform for enabling mixed reality streaming placing you or your avatar in the game. Just plug in your webcam, calibrate the camera and then see yourself in the game. To enable LIV support, right click on the game in your library tab. Go to properties and select the beta tab. From there select LIV Support from the drop down menu and you’re all set for some mixed reality monster hunting. Image credit: AtomBombBody LIV
- Patch notes: 18th Feb 2021 - 18 February 2021
* Added option to hide damage numbers * Fixed issue on some devices where the screen would flicker on changing level * Updated to Unreal Engine 4.26 * Minor bugfixes
- Update 1.12 Multiple Language support! - 31 July 2020
It’s been a while since the last update. It turns out adding multiple languages to a game is a non-trivial matter. Who knew? Added French translation Added German translation Added Spanish translation Added Simplified Chinese translation UI updates Some bug-fixes based on feedback If you find any issues with the translation, please let us know and we will get onto fixing them.
- The Morrigan is now out of Early Access! - 31 March 2020
After a year of Early Access, The Morrigan is finally out as a full release! A big thanks to all those who played during Early Access and helped make the game better. We feel that the game has reached a level good enough to warrant removing the Early Access tag. This doesn't mean that this is the end of updates for the game. It's not the end, but perhaps it is the end of the beginning.
- Update 1.11 Achievements and more! - 28 February 2020
Over 50 achievements added to the game! Fixed the appdata folder to read TheMorrigan rather than Raiders (the prototype name). You can copy over the saves folder if you want to keep the save games see this post for more info. Also fixes previous config issue when updating and not being able to move. Added a new arena level - this one more suited to archery. Added one new weapon unlocked on completion. Bugfixes.
- Update 1.10 We’re done? - 12 February 2020
Added three new levels to complete the game, end sequence, and credits. Added four new enemy types. Added three new weapons. Weapons can now be thrown at enemies and do damage. Added graphics options for anti-aliasing. You can now choose 4x MSAA (best quality), 2x MSAA (good quality), FXAA (low quality), and off for no anti-aliasing (lowest quality). Additionally, on headsets other than Oculus (which uses dynamic resolution) you can also tweak the base screen size for more performance customisation. This should only be an issue for Vive Pro / Index headsets with their higher resolution screens. Honestly, Vive Pro with 2x MSAA is fine and there is very little benefit going full 4x MSAA. Rolled back audio changes from last update as it seemed to have a large performance impact for some players. Steam Input code updated - this may cause issues updating from 1.9 to 1.10. See the forum post…
- Master Swordsman VR Bundle - 4 February 2020
There’s some exciting news to share. We’ve teamed up with Deep Dive Interactive to bring you the Master Swordsman VR bundle If you’re a fan of The Morrigan, you’ll love Vengeful Rites. It’s a great title full of adventure, magic and, of course, swordplay. Best of all, you can now get it for 20% off if you already have The Morrigan. We’re very pleased with this collaboration to bring fans of VR RPGs together and to get everyone a great deal on VR content. Check out the latest trailer for Vengeful Rites below: And The Morrigan's trailer:
- Audio Hotfix - 1 November 2019
We've had a few reports of audio issues for some players. This hotfix addresses those issues.
- Halloween Update. - 22 October 2019
Halloween has come to The Morrigan!
- Update 1.9 Community suggestions and polish - 22 October 2019
Player movement code has had a re-write from the ground up. This removes getting stuck in walls occasionally and also prevents walking through walls. It feels a lot more polished than it did before. Let us know what you think! There is an option now to toggle running rather than press to run Fixed an audio issue with spacialisation - the game should sound quite a bit better now Changed key behaviour to activate on overlap with lock rather than trigger press Weapon attacks no longer activate with small movements when running Quiver position has been moved and its tracking sped up so it’s easier to find and use without looking at it. It also has a greater haptic effect when overlapping it. Nocking an arrow happens when overlapping the string and no longer requires a trigger press Holding a bow in the right hand will nock the arrow on the left side. Left-handed still nocks to the right. Re…
- Update 1.8 - new levels added - 28 September 2019
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 (…
- Stability Patch - 18 August 2019
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! - 15 July 2019
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 - 9 July 2019
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 b…
- Update 1.6 Difficulty levels now on Default branch - 12 June 2019
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 kil…
- Update 1.5 - Boss battles now on Live branch - 29 April 2019
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…
- Update 1.4 is Live - WMR Support - 12 April 2019
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 - 10 April 2019
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 - 3 April 2019
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 Ad…
- Update 1.3 - On Beta branch now - 1 April 2019
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 killi…