- Update v1.0.2:
- Performance
- Fixed an issue where Dual Shock controller detection caused major hitches in-game
- PLEASE NOTE: We continue to actively work on improving performance in the game and appreciate everyone’s continued feedback on this topic
- Steam & GOG
- Fixed detection of DLC. Now, the game is able to detect whether or not it is enabled in store settings
- Loading and Saving
- Added further changes to increase the robustness of the loading system
- Players experiencing loading into ‘black screens’ has been greatly reduced based on internal testing. The team will continue to monitor community feedback on this topic
- Fixed an issue where the loading screen showed that it had completed immediately and wouldn't start the game
- Loading screens have seen improvements where it won’t end prematurely allowing the player to begin interacting with the game before it is ready and potentially causing issues
- Fixed an issue where the save button wasn't blocked during events when saving isn't supported, such as during cutscenes and combat moves. Saves made during these kinds of events are likely to run into issues when loaded and it is therefore important to be prevented from being made
- Fixed an issue where sometimes characters end up invisible after loading a save during a mission
- Fixed an issue where movement events failed to trigger when loading a save during a mission
- Fixed an issue where the game would start without any unit placeable if loading a save made during deployment with no unit placed
- Fixed an issue where multiple copies of units where visible when loading a save made during deployment
- Combat
- Added a ‘Reset Ability’ button. You can now reset abilities on your Hirdmen at no cost and as often as you’d like!
- Cycling units during deployment now skips already placed units
- Fixed a bug where two units could end up occupying the same tile after being pushed when one of the units were in a prone state
- Made vaulting over obstacles follow the movement path more closely preventing units from ending up at unintended locations at the end of the vault and sometimes even outside the combat area
- Missions
- Fixed an issue where missions would stop becoming available on the map
- Added a fail safe system that adds back missions that have somehow gone past the deadline and gotten removed
- Hammer Time
- Removed the reinforcement event during the second encounter. Additionally, we have removed the accompanying reinforcement horn
- It is no longer possible to deploy on the high ground area in the first encounter
- Fixed issue where the game could soft lock on second encounter waiting for reinforcement that never came
- Fixed an issue where the second encounter would not end after killing all enemies, soft locking the game
- Wild Hunt
- Fixed a bug where some boars became invisible
- Battle of the borg
- Fixed cutscene not appearing after loading a save
- Village
- Fixed an issue where Village UI elements would sometimes disappear after playing cutscenes
- Removed empty wait time between events while progressing to next turn
- User Interface
- Fixed Einherjar row not flashing when level is reached and path is not yet selected
- Localization
- Added localization for the newly added "Reset abilities" button
- Update v1.0.1:
- Combat
- Fixed wrongly displayed value on the unit health bar during “At The Gatesâ€
- Fixed crash that could occur if loading a different map during camera transition
- Fixed wrong move AP preview after hovering a unit
- Tweaked spearman animations
- Re-baked several animations to help counter some glitching
- Fixed Fenrir Tunic stretching while using “Body Slamâ€
- Fixed identical abilities sharing cooldown, as an example if a Hirdman had two throwing axe utility items equipped both were consumed on one use. Now they should work as intended where you use one at a time
- AtTheGates
- Removed double tap protection as it was causing issues
- Improved target selection for voice line
- Added temporary "CantBeTargeted" effect to prevent double tap when units enter at the gates
- Fixed a problem where units would stand up when being missed by an attack while “At The Gatesâ€
- Added trigger for AllyAtTheGates audio event
- Armor display and Ability Preview
- Fixed inconsistent armor gathering method
- Clamped hit chance calculation reflex to 0
- Fixed Ability Preview showing up unintended sometimes
- Focus
- Changed icon so it's no longer a duplicate of "Hawk's Eye"
- Boar passive
- Fixed small boar passive missing name/description
- Momentum
- Made a fix where momentum bar wasn’t resetting on new deployment
- Fixed momentum not being saved
- Bersekr
- Bear Swipe
- Updated to match being an einherjar ability
- Damage increased from 50% to 150%
- Ap cost increased from 4 to 5
- Cooldown increased from 4 to 5
- Slayer
- Fixed Ferocity being removed early
- Bogmathr
- Bloodseeker
- Fixed additional damage not being multiplied with status effect lifetime
- Death's kiss
- Reduced damage from 300% to 200%
- Ullr's arrow
- Increased damage from 300% to 400%
- Drengr
- Trading Blows
- Added missing audio event trigger for OrderAllySwap
- Meat Shield
- Updated supported abilities to only include damaging single target attacks
- Added proper cooldown
- Now changes weapon visibility of target on start and end to prevent clipping
- Thor's Roar
- Reduced shaken turns inflicted from 2 to 1 (previously compensated for status effect countdown)
- Included origin when inflicting focus status effect
- Improved timing of effects
- Hersir
- Tactical exchange
- Replaced animation with motion captured version
- Added Audio event trigger for OrderAlly
- Flyting
- Fixed unintended single target configuration
- Order Attack
- Replaced animation with motion captured version
- Added Audio event trigger for OrderAlly
- Warcry
- Fixed inflict status effect applying different settings on the owner
- Fixed Ferocity status effect not being added for the intended amount of turns
- VIP Specific
- Gunnar - Prowman Path
- Bondi ability changed to "Trading Blows"
- Raider ability changed to “Glimaâ€
- Housecarl ability changed to “Ramâ€
- Gunnar - Leader Path
- Housecarl ability changed from "Chopper" to "Brawler"
- Sigrid
- Swapped "Death's kiss" and "Blood seeker" (from trickster to sharpeyed)
- Replaced duplicate "Death's kiss" with Ullr's arrow
- Steinarr Drengr status effect
- Removed stability (was meant for rekkr status effect)
- UI
- Improved Lighting on the Hirdman Screen after a mission ends so it’s in line with the other End Screens
- Replaced the button shown for highlighting interactables to be the Highlight Interactible button instead of Show Details
- Options Tab: Fixed gore setting being unchecked on startup
- Tutorial: Changed the button icon in interactable tutorial from ShowDetails button to HighlightTargets button
- Fixed issue where the pause logic in Tutorial was run even when the tutorial window wasn't open resulting in time being slowed down leading to practical soft locks when time (almost) stops. Now it only runs the logic while the tutorial is visible so this doesn't happen anymore
- Blocker button: Fixed progression animation not working
- Fixed wrong highlighted interactables during combat. Now players in combat can not highlight interactables from exploration mode
- Combat HUD: Fixed wrong button prompt for inspection mode
- Mission preparation: Fixed back button being unusable during mission deadline while using a controller
- Ability preview: Changed sort order so this is always shown on top
- Mission end screen: Added failsafe for transform policy failing on title
- Ability Tooltip: Added failsafe for transform policy failing on title
- Armor Keyword: Added icon
- General Tooltip: Added override when used on map so it still triggers the extended tooltip
- Stopped the input action from consuming lower level inputs
- Updated ability listings to use the ability tooltip
- Optimization
- Enabled nanite for axes and spears
- Reduced excessively high texture resolutions
- Food items
- Farmer, Fisherman and Sons of The Wolf Drums
- Ground, Ground cover, Roads,Mountains and surfaces
- Docks and Drapes
- Cooking and Corpses
- Carpets
- Blacksmith and Tools
- Mushrooms, Bones
- Boots and bracers
- Vehicles
- Structures
- Lights
- Decals
- All armor textures.
- Containers
- Modular Assets
- Banners
- Some Modular assets
- PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward.
- Save System
- Added Retry Mission button to the pause menu during combat
- Fixed issue where you got stuck when loading saves made during combat in A Debt Of Blood
- A Debt Of Blood blocker - Fixed a bug where players were unable to progress after the first turn when loading a save that was made in the final encounter of the mission
- Fixed a bug when a player is able to save game during a soft cut scene
- Fixed crash that could happen when loading a save made during a mission
- Fixed a softlock when reinforcements arrived in last encounter in Iron Will
- Fixed wrong hirdman data sometimes being loaded after restarting a mission
- Fixed issue where retrying mission on the second part of a multilevel mission it would reset progress data from first part of the mission, now it returns to the state you were in at the beginning of the second part
- You are now blocked from saving during video cutscenes
- Added pre mission save that is triggered when departing for a mission. This save is a separate type and will not be overwritten by auto or quick saves. It gets overwritten when departing to a different mission
- Modified loading system to prevent loading complete triggering early which can lead to issues when the player starts performing actions in the game and triggering events before everything is ready
- Hirdmen
- Updated Arnsteinn Profile Picture to match his current Haircolor
- Fixed a minor typo (Birgr and Birgir)
- Profiles fix
- Replaced some hirdmen profiles
- Deleted an NPC armor that used an old Hersir armor with a false description
- Missions
- Training With a View
- Fixed missing Gunnar bracers in cutscenes
- Borre (Escaping Borre)
- Added slight delay to Alert tutorial
- Fixed broken burning haypile, should now inflict burning as intended
- Fixed some of Steinarr's reinforcement units being controllable by the player in the final encounter
- Modified AI behaviour of allied units in final encounter to make sure they stay aggressive and moved their starting positions so they are a bit more centered in the encounter
- Settling In
- Increased the accuracy of the boat interaction area
- Ullrs Arrow
- Increased interactivity range on runestone
- Iron Will
- Removed superfluous encounter triggers for encounter 2
- Forced second encounter to require enemies to be active
- Cleaned up unused events and simplified setup
- Fixed issue where the autosave would fire before last objective was complete, but after the encounter, causing a blocked state when loading that autosave
- Debt of Blood
- Polished transitions when switching teams and areas throughout the mission
- Removed unnecessary level streaming before final cutscene
- Removed some assets that were floating in the air when the longhouse wall fades during final combat
- Added missing dialogue to final encounter
- Enabled missing archer in final encounter that had negative consequences for the encounter's balance
- Added - Destructible combat barricade
- Changed turn order, and replaced barricades
- Removed evac point for 1st encounter
- Into the Lair of the Beast
- Fixed minor navigation bugs
- Fixed unit that seemingly had no movement restrictions
- Fixed rock thrower that only wanted to retreat and use defensive stance
- Fixed wolf warriors using alert every turn for too many rounds
- Removed some underground navmeshes
- Made sure it's not possible to walk off the rock bridge
- Grounded characters that were floating on the bridge at the start of the mission
- Eliminated underground NavMesh that seemed to cause issues for navigation, particularly for controllers / WASD
- Longshot for A Longship
- Fixed second encounter being invisible after loading a save before the encounter
- Expanded fading wall collision
- Battle of the Borg
- Updated enemy enemy formations and status effect timings on the bridge so they join the fight much quicker
- Changed enemy types on the bridge to adjust difficulty of the encounter
- Made change to enemy alert timing
- Switched out archer that was unable to shoot past obstructions with a spearman
- Moved flanking berserker enemy closer in first encounter so he can reach a target easier
- Restricted navigation on parts of the bridge to avoid AI units going outside of the grid
- Utlagi Camp
- Removed empty interactable volume
- Added new camera to boss intro level sequence, Ambush pathway
- Wild Hunt
- Added activity to move navigation volume
- Added collision to the jarl and guard
- Update navigation near the longhouse to avoid characters going through the stones
- Fixed Health decrease displayed as Gunnar equips the boar spear over the shield
- Karl Comes Begging
- Replaced an archer that spawned too far away with an outcast spearman
- Added the correct campfire combat actor
- Village
- Fixed and flattened a departing area in the docks to prevent units from clipping into the ground
- Fixed issue where you would get stuck if clicking on the blocker button to start mission preparation from the map screen
- User Interface
- Fixed a wrong input context after timeline progress is ended - probably it could block a player from progression
- Fixed mission info not displaying difficulty consistently between map and mission preparation
- Balancing
- Higher provision consumption, 2->3 pr hirdman
- Higher tier 2 project costs + more spend of riches
- Sigrid is hunter instead of seamstress
- No key item for docks
- No key item for makeshift camp (hirdmen can be injured)
- Drakkrship higher woodworker cost 1 -> 3
- Jol, instead of +1, outdoor worksites receive -2
- Higher cost of housing
- Worksites
- Added idles for Blacksmith and Seamstress when state machine starts
- Localization and Text
- General Localization fixes:
- Applied widespread localization fixes, translating missing text strings and correcting inconsistencies
- Tutorials
- Removed duplicate mention of leather in the resources tutorial
- German
- Updated Character Bio text
- Added missing German Translation for No Lamb for the Lazy Wolf cinematic
- Rewrite of all loading screen text
- Fixed several flavor quotes
- Fixed some translation inconsistencies
- Norwegian
- Additional fixes
- Audio
- User Interface
- Concurrency tweak to menu components that may stop a bug, soundset update for menu components that may fix another
- Updated Unit Component so it is compatible with saves made in Norse 1.0.0
- Resave of core audio components controlling menu sounds as these are different in the build to the editor
- Interactions
- Added sound for untying prisoner to the animations used for these
- Assigned physics materials to wooden bridge components so correct footsteps play
- Music
- Borre
- Fixed redundant music triggers in Training section
- Cutscenes
- Into the Lair
- Added audio to Grimlingr in his first appearance
- New Beginning
- Removed a bit of the dialogue lane to stop the ducking compressor blowing a music crescendo
- Promise of Slaughter
- Set the correct mix control on the cutscene
- Brothers Again
- Updated atmosphere stem to add the fire properly
- Swapped the control mix for the sequence
- Combat
- Reinstated the audio for Drengr blocking arrows with a deflected condition attached.
- Added audio for opening gates to the BP
- Combat Voice
- Balanced DissJorunn voice select lines
- Altered Berserkr charge ability so charge doesn't play off the target and it has some audio for impact
- Settling In: Swapped one of the prisoner poles to the correct voice on freeing them (Hardsteinn's)
- Mastering
- Stealing The Show
- Rebalanced level env vs music, added a proper treescape, removed some things that were a bit odd, added several missing details
- Iron Will
- Made the river audio coverage less omnipresent and aggressive, and more in keeping with what the water now looks like
- Fixed a number of general environmental audio issues, overbearing windage etc.
- Balanced out Bog Lord's dialogue
- Balanced the music for combat better
- Into The Lair Exterior
- Balanced out the rain sound, sorted out weirdness with water audio, set physics components on the wooden bridges
- No Lamb for the Lazy Wolf
- Dialogue stem for prerendered section for sub/loc
- Hammer Time
- Deactivated dynamic weather audio, balanced environment out a little better
- A Karl Comes Begging
- Rebalanced explore music vs weather, deactivated dynamic weather audio component as this is unnecessary
- Night Terrors
- Environment: calmed the wind audio down, switched off weather sound from dynamic weather audio as this is unnecessary
- Cinematics and Lighting
- A Debt of Blood
- Fix for last cutscene inside Longhouse
- Updated longhouse interior lighting to improve readability
- Updated cutscene lighting to reflect new changes
- Camera polish on Debt Of Blood 02
- Adjusted fire VFX for the close up shot
- Extended duration of firelight to cover end credits roll
- A Promise Of Slaughter
- Lighting pass
- Village - Fisherman Worksite
- Adjusted position of Fisherman Worksite actor so that the character is standing in a better position for the shot
- Adjusted position of Camera_Fisherman
- Added lights to Camera_Fisherman
- Training With A View, Little Magpie 2, Ullr's Arrow
- Polished camera and made adjustments to depth of field
- Fixed frame boundary issues causing lighting glitches
- Longhot for a Longship
- The animations were reworked to ensure that all possible weapons selected by the player appear correctly in the cutscene
- Blacksmith - Master Smithy
- Adjusted camera and blacksmith position in master smithy to be consistent with other worksites
- Updated lighting in master smithy
- Known Issue
- Some users are experiencing a black screen on loading a previous save. If this happens to you, as a work around please try the following:
- Start a new game
- Once you're in the first mission (training with a view), you can quit that game and
- Load the save you want to resume your campaign on