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Changelog for update (added 13.07.2015):

- We've added the Linux version of Volgarr the Viking.
Changelog for update 1.36c / GOG-8 (Windows) / GOG-9 (Mac) / GOG-3 (Linux) (added 17 February 2016):

- Added alternate palettes for color blind players, accessible via Graphics. This replaces the Triple Buffering option, which is now automatically set based on other settings (like color depth) and available VRAM.
- Added a follow-up message to clarify that to skip already-completed Worlds, the player must go left multiple times, once for each World to skip.

Patch 1.36b (17 February 2016):
- Fixed incorrectly loading older save data, preventing skipping Worlds until the player had beaten them again with the new save data file.
- Volgarr will no longer bonk his head on the posts that ropes are sometimes tied to when jumping from the rope. This confused many players who did not understand that this is what was preventing upwards movement from jumping from the top of a rope and that they needed to jump from lower down.

Patch 1.36 (17 February 2016):
- Fixed graphical distortion in World 2-1 when using DX9 renderer on graphics cards with low Guard Band Clipping values.
- Fixed graphical corruption when using OpenGL renderer on systems with low-end on-board Intel graphics chipsets.
- Fixed crash if go under water while using the '-nosound' command-line option (or have no compatible sound card enabled).
- Fixed the spelling of "received".
- Added a note on our video monetization policy (i.e. we don't care, go nuts!) as a button in the Settings menu.
- Added an option to replace the licensed Sonic Prophecy credits music with just the generic theme song so video creators can use it to avoid the hassle of getting flagged by content ID matching systems like YouTube's (though this option makes the end credits far less awesome...).
- Added graphical button icons instead of text names for buttons when game detects the player is using an XInput (360) controller.

Patch 1.35 (17 February 2016):
- Added Achievement and Records tracking (just stored on user's hard drive).
- Improved the first-time player experience through the first World, without changing how it plays for experienced players.
- Fixed a graphical glitch with the sail of the boat when it stops at the end of its journey in World 2-1.

Patch 1.34c (17 February 2016):
- Fixed issue where all game sound could be permenantly muted.

Patch 1.34b (17 February 2016):
- Fixed issues with multiple monitors and full screen modes on SDL-based versions (Mac/Linux).
- Added an option in the Settings menu to let the game keep running when it loses focus (so music keeps playing and it doesn't auto-pause).
- Tutorial help strings now display actual assigned key/button names for actions instead of generic terms like "Jump" and "Attack".
- Added support for Force Feedback (Rumble) to the SDL controllers module which should enable it for supported devices on Mac/Linux. Windows users with non-360 controllers might also be able to get force feedback now by using the command-line option -controller=2 to switch to SDL mode.
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PaterAlf: - Improved the first-time player experience through the first World, without changing how it plays for experienced players.
Anyone know what exactly this means?
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Falkenherz: Anyone know what exactly this means?
That.
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Falkenherz: Anyone know what exactly this means?
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Gydion: That.
???
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Falkenherz: ???
0__o Thought you were an experienced player for the first World.
Post edited March 02, 2016 by Gydion
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Falkenherz: Anyone know what exactly this means?
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Gydion: That.
Thanks much for this, haven't installed the updated version yet. I figure " - Improved the first-time player experience through the first World, without changing how it plays for experienced players." means it goes back to non-dumbed-down (original) level design after your first full playthrough?
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Falkenherz: ???
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Gydion: 0__o Thought you were an experienced player for the first World.
Yeah, you could say that, I guess. Can't remember how often I died to the first boss without ever seeing world 2. But it's been like a year since I played the game last, so sorry if these screenshots tell me nothing. So again, what exactly did they change and would it be worth for me to try the game again after I failed so many times in the first world?
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Falkenherz: So again, what exactly did they change and would it be worth for me to try the game again after I failed so many times in the first world?
Have you made it to World 2? If not, then yes try the game again. Otherwise I'd say it's up to you.
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chevkoch: ...means it goes back to non-dumbed-down (original) level design after your first full playthrough?
You wish.

The signs are tacky as shit, but do not affect the level design. Given the broken, yet consistent, jumping mechanics guess it's helpful the first time through. There used to be spikes instead of the drop where you can come back around. Honestly, I'm not sure how useful a change that even is. I'm sure I've fallen on those spikes in the past, but they only cause 1 damage. It's not like they automatically kill you. It's obvious you need to double-jump to make it across. The jump itself is the same.
Those are the only changes. All enemies are in the same position. I had killed the bee/wasp before taking the screenshot.
Post edited March 03, 2016 by Gydion
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Falkenherz: [...] would it be worth for me to try the game again after I failed so many times in the first world?
The game is worth it, if you persist. It's truly a grand title, hard but fair and rewarding. Just know that this little change won't make things easier anywhere else.
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Gydion:
Thanks for the explanation. Totally unnecessary tweak, if players new to the game won't fail now at this spot, they will give up not much later if they don't persevere. And I agree on the signs being a cheap solution, looking out of place - meta, really. I think I'll stick with my old version.
Post edited March 03, 2016 by chevkoch
Thanks for all you answers.

I already have been very persistent and enduring with Volgarr, but if after a certain time you don't make any progress anymore, there's no point in wasting more time with the game if there are other games waiting. My problem has been that I cannot get past the first boss. Getting there is easy enough, but after I get killed by him three or four times in a row I get annoyed and bored by having to slog through the same content over an over again. So I always had to quit to come back the next day, usually with the same result.

If it's only these added signs and some removed spikes that they changed, there's no point for me in coming back, I guess.
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Falkenherz: If it's only these added signs and some removed spikes that they changed, there's no point for me in coming back, I guess.
NO0oo. The sticky isn't the place for boss strategies, but he's brokenly easy if you get to him with the flaming sword.
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Falkenherz: If it's only these added signs and some removed spikes that they changed, there's no point for me in coming back, I guess.
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Gydion: NO0oo. The sticky isn't the place for boss strategies, but he's brokenly easy if you get to him with the flaming sword.
To be fair, my initial question was simply what exactly that one line from the changelog meant, which could have been answered in one sentence, I guess. It spawning a series of posts from multiple people was not my intention. Sorry. (I already wrote about the first boss and my other gripes with the game in a different thread here, so we should probably leave it at that.) :-)