1. Update v1.0.7.2:
  2. Save System
  3. Fixed issue where difficulty setting was not changed to the setting saved when loading a save file
  4.  
  5. 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
  6.  
  7. Fixed issue where the incorrect combat area outlines could display when loading a game
  8.  
  9. Optimization
  10. The system that adds footprints in the snow is now only being processed during the winter season
  11.  
  12. Enemy AI Improvements
  13. AI is now able to judge the outcome of pushing targets and will aim to push units into walls or allied targets
  14.  
  15. AI is now able to detect that pushing someone off from high ground or into fire cause damage
  16.  
  17. AI now penalizes pushing units needlessly and recognizes that pushing unit against combat area border doesn't cause damage
  18.  
  19. AI now avoids just pushing units to a different tile without hitting something or pushing them off high ground
  20.  
  21. Fixed issue where sometimes the AI would not evaluate all options and miss out on possible actions
  22.  
  23. Now, AI is able to use Alert actively based on the situation
  24.  
  25. Increased the maximum range AI considers enemies relevant for alert on ranged units from 6 to 15
  26.  
  27. Abilities that affect units along its path is now taking those effects into consideration when AI estimates the outcome of abilities
  28.  
  29. Attacks that damage allies is now considered enemy damage when AI estimate ability outcomes
  30.  
  31. Enemy damage now reduce the ability estimate rating properly
  32.  
  33. Fixed issue where healing allies was interpreted as causing harm by the AI rating calculation, now is adds to benefit instead
  34.  
  35. 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
  36.  
  37. 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
  38.  
  39. 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
  40.  
  41. AI is now able to judge if engaging would benefit it
  42.  
  43. 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
  44.  
  45. AI now correctly disregards dead units and no longer avoid moving to tiles of dead units
  46.  
  47. Combat
  48. Fixed issue where sometimes unit would be placed outside the combat area when released from Meat Shield
  49.  
  50. Fixed being able to switch units during locked turns
  51.  
  52. Fixed a softlock that could occur if the last enemy unit dies during their turn
  53.  
  54. Fixed reinforcements not arriving if last enemy dies from bleed
  55.  
  56. The camera no longer changes zoom when deploying units
  57.  
  58. Fixed Rend status effect so it works as intended
  59.  
  60. 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
  61.  
  62. Enemy Ability Changes
  63. The following list of enemy types have been given the abilities listed under each
  64.  
  65. Spearman/Seasoned Spearman
  66. Bandage
  67.  
  68. Starved Wolf-Hood/Ulfhedinn/Berserkr
  69. Alert
  70.  
  71. Seasoned Archer
  72. Mighty Shot
  73.  
  74. Shieldman/Seasoned Shieldman/Duelist
  75. Shield Slam
  76.  
  77. Wolf Hood Alpha
  78. Chopper (passive)
  79.  
  80. Outcast Shieldbearer/Holdman
  81. Bandage
  82.  
  83. Shield Slam
  84.  
  85. Wolf-Hood Bloodletter
  86. Bandage
  87.  
  88. Alert
  89.  
  90. Skyti
  91. Blood Seeker
  92.  
  93. Gnawing Wounds
  94.  
  95. Bonebreaker/Warrior/Seasoned Warrior
  96. Bandage
  97.  
  98. Alert
  99.  
  100. Defend
  101.  
  102. Viking Spearman
  103. Bandage
  104.  
  105. Defend
  106.  
  107. Alert
  108.  
  109. Skullsplitter
  110.  
  111. Embolden
  112.  
  113. Expose Weakness (passive)
  114.  
  115. Holmgangr
  116. Alert
  117.  
  118. Defend
  119.  
  120. Dead Leg
  121.  
  122. Brawler (passive)
  123.  
  124. Game Balance
  125. 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"
  126.  
  127. Fixed the difficulty modification for basic units that reduced skill by 10 on hard difficulty vs normal, now it is increased by 10 instead
  128.  
  129. Arch Type was removed from SoTW Djarfr and SoTW Ulfhednar allied units so they don't get nerfed/boosted based on difficulty
  130.  
  131. Story mode has had the stats of many enemy arch types adjusted
  132.  
  133. Armor Tank
  134. Added Health -25%
  135.  
  136. Added Reflex -20
  137.  
  138. Added Critical hit chance -100%
  139.  
  140. Basic
  141. Changed Health from -1 to -25%
  142.  
  143. Kept Reflex at -20
  144.  
  145. Added Critical hit chance -100%
  146.  
  147. Boss
  148. Changed Health from -2 to -25%
  149.  
  150. Kept Reflex at -20
  151.  
  152. Added Critical hit chance -100%
  153.  
  154. Dodge
  155. Added Health -25%
  156.  
  157. Changed Reflex from -20 to -50%
  158.  
  159. Added Critical hit chance -100%
  160.  
  161. Health Tank
  162. Changed Health from -20% to -25%
  163.  
  164. Added Reflex at -20
  165.  
  166. Added Critical hit chance -100%
  167.  
  168. Graphics
  169. Fixed a few instances where lootable corpses would fail to display the sheen effect on the face
  170.  
  171. User Interface
  172. 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
  173.  
  174.  
  175.  
  176. Critical Hit Chance is now displayed in the attack preview
  177.  
  178. Adjusted the Hit Announcements Look and feel
  179.  
  180. Low health red vignette indicator now has been refined and flashes when taking damage in addition to displaying when low on health
  181.  
  182. 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
  183.  
  184. Fixed issue where using highlighting feature within a combat encounter would highlight units outside of that encounter
  185.  
  186. Removed unintended dark gradient from Guard icon
  187.  
  188. Removed Hide Screen Messages from Interface Options as this is not usable in release builds
  189.  
  190. Missions
  191. Borre
  192.  
  193. Fixed issue where you could end up in a bad state and get stuck during the combat tutorial
  194.  
  195. Night Terrors
  196.  
  197. Fixed issue where intro sequence played when loading a save made during the mission
  198.  
  199. Tides of War
  200.  
  201. Fixed an issue where loading the mission's first autosave caused the first combat encounter to be skipped
  202.  
  203. Debt of Blood
  204.  
  205. Blocked navigation on the left side so units can't move past the shield wall
  206.  
  207.  
  208.  
  209. Changed the No Movement setup on the shield wall in the first encounter so they start moving if attacked or they attack you
  210.  
  211. Added a combat event when player moves past the shield wall that remove the AI logic that makes them stationary from all enemy units
  212.  
  213. 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
  214.  
  215. Made archers on first encounter able to use attack so they aren't forced to hurt the shield wall to damage the player
  216.  
  217. Update v1.0.7.1:
  218. Combat
  219. Fixed an issue where the alert indicator for players disappeared when set
  220.  
  221. Update v1.0.7:
  222. Optimization
  223. Decreased hitching when enemies spawn
  224.  
  225. AI Improvements
  226. Enemy AI no longer move away when using an ability other than attacking
  227.  
  228. Enemy AI units will now avoid moving into bog tiles
  229.  
  230. Enemy AI for defensive archers are now much less defensive and won’t just move away
  231.  
  232. Combat
  233. Enemies that start with alert enabled now have the affected tiles marked when you enter combat
  234.  
  235. When hovering alert tiles, all enemies that are targeting that tile now get highlighted
  236.  
  237. Disabled feature that would sometimes block unit placement based on where other units were already placed
  238.  
  239. Fixed an issue where combat encounters got additional empty slots when an allied team was the active team
  240.  
  241. Fixed an issue that would sometimes cause auto-deployment to fail
  242.  
  243. Fixed a crash that could sometimes happen when a status effect ends and the unit changes idle animation
  244.  
  245. Fixed issue where the unit orientation was not updated during deployment initialization, which lead to various elements displaying incorrectly
  246.  
  247. Loading
  248. Fixed a rare crash that could occur during loading of missions
  249.  
  250. Graphics
  251. Fixed Steinarr Warrior enemy type sometimes missing a head model
  252.  
  253. User Interface
  254. Fixed an issue where a previously highlighted unit would remain highlighted when changing to hover a different unit
  255.  
  256. Improved the layout on Mission end screen, so the height of graphical element stays consistent when earning medals or losing hirdmen
  257.  
  258. Medals now display a tooltip when hovered over
  259.  
  260. Version number is now displayed on save slots created in version 1.0.7 or newer
  261.  
  262. Localization
  263. Fixed spelling errors (The Little Magpie message and Hammer Time mission objectives)
  264.  
  265. Removed <> from Utlagi Camp title in french translation
  266.  
  267. Removed from Map tutorial text
  268.  
  269. Removed duplicated words in Utlagi Camp message
  270.  
  271. Fixed “under attack” dialog in No Lamb for Lazy Wolf mission not being translated
  272.  
  273. The Runestone tooltip in Hammer Time mission now displays the correct translated description
  274.  
  275. Missions
  276. A Karl Comes Begging
  277. Increased deployment area size
  278.  
  279. Debt of Blood
  280. The enemies in tower encounter no longer remain passive during their first turn
  281.  
  282. You can no longer see dead bodies on the ground during the a late game cinematic
  283.  
  284. No Lamb for the Lazy Wolf
  285. Updated the cinematic sequence to better match the final deploy locations
  286.  
  287. Tides of War
  288. Made Svala Short-Tongue wait until next turn before escaping the second encounter to better communicate what is happening