- Update v1.0.7.2:
- Save System
- Fixed issue where difficulty setting was not changed to the setting saved when loading a save file
- Open turn is now saved so when saving after starting an open turn you will now be able to switch unit after loading that game
- Fixed issue where the incorrect combat area outlines could display when loading a game
- Optimization
- The system that adds footprints in the snow is now only being processed during the winter season
- Enemy AI Improvements
- AI is now able to judge the outcome of pushing targets and will aim to push units into walls or allied targets
- AI is now able to detect that pushing someone off from high ground or into fire cause damage
- AI now penalizes pushing units needlessly and recognizes that pushing unit against combat area border doesn't cause damage
- AI now avoids just pushing units to a different tile without hitting something or pushing them off high ground
- Fixed issue where sometimes the AI would not evaluate all options and miss out on possible actions
- Now, AI is able to use Alert actively based on the situation
- Increased the maximum range AI considers enemies relevant for alert on ranged units from 6 to 15
- Abilities that affect units along its path is now taking those effects into consideration when AI estimates the outcome of abilities
- Attacks that damage allies is now considered enemy damage when AI estimate ability outcomes
- Enemy damage now reduce the ability estimate rating properly
- Fixed issue where healing allies was interpreted as causing harm by the AI rating calculation, now is adds to benefit instead
- When calculating rating for healing abilities the AI now rounds to closest whole instead of always down when healing by percentage amount so it matches the actual outcome when the ability is used
- AI now culls away all actions that have a negative rating on the action itself (disregarding positioning) so it doesn't perform idiotic actions just to do something
- Fixed issue where AI failed to detect that ability would end turn and end up trying to use abilities it in wrong order resulting in turn ending before it could use the last ability
- AI is now able to judge if engaging would benefit it
- AI now takes into account that engaged target reflex is nullified when calculating attack rating, making it realize it is more likely to deal damage to engaged targets
- AI now correctly disregards dead units and no longer avoid moving to tiles of dead units
- Combat
- Fixed issue where sometimes unit would be placed outside the combat area when released from Meat Shield
- Fixed being able to switch units during locked turns
- Fixed a softlock that could occur if the last enemy unit dies during their turn
- Fixed reinforcements not arriving if last enemy dies from bleed
- The camera no longer changes zoom when deploying units
- Fixed Rend status effect so it works as intended
- Fixed turn getting skipped if you use Trance ability and end your previous turn with 0 AP while having a buff that is removed when the turn ends
- Enemy Ability Changes
- The following list of enemy types have been given the abilities listed under each
- Spearman/Seasoned Spearman
- Bandage
- Starved Wolf-Hood/Ulfhedinn/Berserkr
- Alert
- Seasoned Archer
- Mighty Shot
- Shieldman/Seasoned Shieldman/Duelist
- Shield Slam
- Wolf Hood Alpha
- Chopper (passive)
- Outcast Shieldbearer/Holdman
- Bandage
- Shield Slam
- Wolf-Hood Bloodletter
- Bandage
- Alert
- Skyti
- Blood Seeker
- Gnawing Wounds
- Bonebreaker/Warrior/Seasoned Warrior
- Bandage
- Alert
- Defend
- Viking Spearman
- Bandage
- Defend
- Alert
- Skullsplitter
- Embolden
- Expose Weakness (passive)
- Holmgangr
- Alert
- Defend
- Dead Leg
- Brawler (passive)
- Game Balance
- Fixed the Wolf-Hood Pelter to not have their AP reduced to 2 on story mode difficulty which caused them to not afford any ability and therefore couldn't do anything besides moving"
- Fixed the difficulty modification for basic units that reduced skill by 10 on hard difficulty vs normal, now it is increased by 10 instead
- Arch Type was removed from SoTW Djarfr and SoTW Ulfhednar allied units so they don't get nerfed/boosted based on difficulty
- Story mode has had the stats of many enemy arch types adjusted
- Armor Tank
- Added Health -25%
- Added Reflex -20
- Added Critical hit chance -100%
- Basic
- Changed Health from -1 to -25%
- Kept Reflex at -20
- Added Critical hit chance -100%
- Boss
- Changed Health from -2 to -25%
- Kept Reflex at -20
- Added Critical hit chance -100%
- Dodge
- Added Health -25%
- Changed Reflex from -20 to -50%
- Added Critical hit chance -100%
- Health Tank
- Changed Health from -20% to -25%
- Added Reflex at -20
- Added Critical hit chance -100%
- Graphics
- Fixed a few instances where lootable corpses would fail to display the sheen effect on the face
- User Interface
- Added new camera shake effect that occurs when taking damage, this can be turned off in the game options if it is not to your liking
- Critical Hit Chance is now displayed in the attack preview
- Adjusted the Hit Announcements Look and feel
- Low health red vignette indicator now has been refined and flashes when taking damage in addition to displaying when low on health
- Now Status Effects that are replaced don't show a remove indicator and the buff icon in the unit list show an animation to indicate that it was updated
- Fixed issue where using highlighting feature within a combat encounter would highlight units outside of that encounter
- Removed unintended dark gradient from Guard icon
- Removed Hide Screen Messages from Interface Options as this is not usable in release builds
- Missions
- Borre
- Fixed issue where you could end up in a bad state and get stuck during the combat tutorial
- Night Terrors
- Fixed issue where intro sequence played when loading a save made during the mission
- Tides of War
- Fixed an issue where loading the mission's first autosave caused the first combat encounter to be skipped
- Debt of Blood
- Blocked navigation on the left side so units can't move past the shield wall
- Changed the No Movement setup on the shield wall in the first encounter so they start moving if attacked or they attack you
- Added a combat event when player moves past the shield wall that remove the AI logic that makes them stationary from all enemy units
- Adjusted the turn order of the first encounter to give an archer the turn earlier so it signals to the player that they can't just remain passive
- Made archers on first encounter able to use attack so they aren't forced to hurt the shield wall to damage the player
- Update v1.0.7.1:
- Combat
- Fixed an issue where the alert indicator for players disappeared when set
- Update v1.0.7:
- Optimization
- Decreased hitching when enemies spawn
- AI Improvements
- Enemy AI no longer move away when using an ability other than attacking
- Enemy AI units will now avoid moving into bog tiles
- Enemy AI for defensive archers are now much less defensive and won’t just move away
- Combat
- Enemies that start with alert enabled now have the affected tiles marked when you enter combat
- When hovering alert tiles, all enemies that are targeting that tile now get highlighted
- Disabled feature that would sometimes block unit placement based on where other units were already placed
- Fixed an issue where combat encounters got additional empty slots when an allied team was the active team
- Fixed an issue that would sometimes cause auto-deployment to fail
- Fixed a crash that could sometimes happen when a status effect ends and the unit changes idle animation
- Fixed issue where the unit orientation was not updated during deployment initialization, which lead to various elements displaying incorrectly
- Loading
- Fixed a rare crash that could occur during loading of missions
- Graphics
- Fixed Steinarr Warrior enemy type sometimes missing a head model
- User Interface
- Fixed an issue where a previously highlighted unit would remain highlighted when changing to hover a different unit
- Improved the layout on Mission end screen, so the height of graphical element stays consistent when earning medals or losing hirdmen
- Medals now display a tooltip when hovered over
- Version number is now displayed on save slots created in version 1.0.7 or newer
- Localization
- Fixed spelling errors (The Little Magpie message and Hammer Time mission objectives)
- Removed <> from Utlagi Camp title in french translation
- Removed > from Map tutorial text
- Removed duplicated words in Utlagi Camp message
- Fixed “under attack†dialog in No Lamb for Lazy Wolf mission not being translated
- The Runestone tooltip in Hammer Time mission now displays the correct translated description
- Missions
- A Karl Comes Begging
- Increased deployment area size
- Debt of Blood
- The enemies in tower encounter no longer remain passive during their first turn
- You can no longer see dead bodies on the ground during the a late game cinematic
- No Lamb for the Lazy Wolf
- Updated the cinematic sequence to better match the final deploy locations
- Tides of War
- Made Svala Short-Tongue wait until next turn before escaping the second encounter to better communicate what is happening