1. Update v1.0.2:
  2. Performance
  3. Fixed an issue where Dual Shock controller detection caused major hitches in-game
  4.  
  5. PLEASE NOTE: We continue to actively work on improving performance in the game and appreciate everyone’s continued feedback on this topic
  6.  
  7. Steam & GOG
  8. Fixed detection of DLC. Now, the game is able to detect whether or not it is enabled in store settings
  9.  
  10. Loading and Saving
  11. Added further changes to increase the robustness of the loading system
  12.  
  13. 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
  14.  
  15. Fixed an issue where the loading screen showed that it had completed immediately and wouldn't start the game
  16.  
  17. 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
  18.  
  19. 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
  20.  
  21. Fixed an issue where sometimes characters end up invisible after loading a save during a mission
  22.  
  23. Fixed an issue where movement events failed to trigger when loading a save during a mission
  24.  
  25. Fixed an issue where the game would start without any unit placeable if loading a save made during deployment with no unit placed
  26.  
  27. Fixed an issue where multiple copies of units where visible when loading a save made during deployment
  28.  
  29.  Combat
  30. Added a ‘Reset Ability’ button. You can now reset abilities on your Hirdmen at no cost and as often as you’d like!
  31.  
  32. Cycling units during deployment now skips already placed units
  33.  
  34. 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
  35.  
  36. 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
  37.  
  38. Missions
  39. Fixed an issue where missions would stop becoming available on the map
  40.  
  41. Added a fail safe system that adds back missions that have somehow gone past the deadline and gotten removed
  42.  
  43. Hammer Time
  44. Removed the reinforcement event during the second encounter. Additionally, we have removed the accompanying reinforcement horn
  45.  
  46. It is no longer possible to deploy on the high ground area in the first encounter
  47.  
  48. Fixed issue where the game could soft lock on second encounter waiting for reinforcement that never came
  49.  
  50. Fixed an issue where the second encounter would not end after killing all enemies, soft locking the game
  51.  
  52. Wild Hunt
  53. Fixed a bug where some boars became invisible
  54.  
  55. Battle of the borg
  56. Fixed cutscene not appearing after loading a save
  57.  
  58. Village
  59. Fixed an issue where Village UI elements would sometimes disappear after playing cutscenes
  60.  
  61. Removed empty wait time between events while progressing to next turn
  62.  
  63. User Interface
  64. Fixed Einherjar row not flashing when level is reached and path is not yet selected
  65.  
  66. Localization
  67. Added localization for the newly added "Reset abilities" button
  68.  
  69. Update v1.0.1:
  70. Combat
  71. Fixed wrongly displayed value on the unit health bar during “At The Gates”
  72.  
  73. Fixed crash that could occur if loading a different map during camera transition
  74.  
  75. Fixed wrong move AP preview after hovering a unit
  76.  
  77. Tweaked spearman animations
  78.  
  79. Re-baked several animations to help counter some glitching
  80.  
  81. Fixed Fenrir Tunic stretching while using “Body Slam”
  82.  
  83. 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
  84.  
  85.  AtTheGates
  86.  
  87. Removed double tap protection as it was causing issues
  88.  
  89. Improved target selection for voice line
  90.  
  91. Added temporary "CantBeTargeted" effect to prevent double tap when units enter at the gates
  92.  
  93. Fixed a problem where units would stand up when being missed by an attack while “At The Gates”
  94.  
  95. Added trigger for AllyAtTheGates audio event
  96.  
  97. Armor display and Ability Preview
  98.  
  99. Fixed inconsistent armor gathering method
  100.  
  101. Clamped hit chance calculation reflex to 0
  102.  
  103. Fixed Ability Preview showing up unintended sometimes
  104.  
  105. Focus
  106.  
  107. Changed icon so it's no longer a duplicate of "Hawk's Eye"
  108.  
  109. Boar passive
  110.  
  111. Fixed small boar passive missing name/description
  112.  
  113. Momentum
  114.  
  115. Made a fix where momentum bar wasn’t resetting on new deployment
  116.  
  117. Fixed momentum not being saved
  118.  
  119. Bersekr
  120. Bear Swipe
  121.  
  122. Updated to match being an einherjar ability
  123.  
  124. Damage increased from 50% to 150%
  125.  
  126. Ap cost increased from 4 to 5
  127.  
  128. Cooldown increased from 4 to 5
  129.  
  130. Slayer
  131.  
  132. Fixed Ferocity being removed early
  133.  
  134. Bogmathr
  135. Bloodseeker
  136.  
  137. Fixed additional damage not being multiplied with status effect lifetime
  138.  
  139. Death's kiss
  140.  
  141.  Reduced damage from 300% to 200%
  142.  
  143. Ullr's arrow
  144.  
  145. Increased damage from 300% to 400%
  146.  
  147. Drengr
  148. Trading Blows
  149.  
  150. Added missing audio event trigger for OrderAllySwap
  151.  
  152. Meat Shield
  153.  
  154. Updated supported abilities to only include damaging single target attacks
  155.  
  156. Added proper cooldown
  157.  
  158. Now changes weapon visibility of target on start and end to prevent clipping
  159.  
  160. Thor's Roar
  161.  
  162. Reduced shaken turns inflicted from 2 to 1 (previously compensated for status effect countdown)
  163.  
  164. Included origin when inflicting focus status effect
  165.  
  166. Improved timing of effects
  167.  
  168. Hersir
  169. Tactical exchange
  170.  
  171. Replaced animation with motion captured version
  172.  
  173. Added Audio event trigger for OrderAlly
  174.  
  175. Flyting
  176.  
  177. Fixed unintended single target configuration
  178.  
  179. Order Attack
  180.  
  181. Replaced animation with motion captured version
  182.  
  183. Added Audio event trigger for OrderAlly
  184.  
  185. Warcry
  186.  
  187. Fixed inflict status effect applying different settings on the owner
  188.  
  189. Fixed Ferocity status effect not being added for the intended amount of turns
  190.  
  191. VIP Specific
  192. Gunnar - Prowman Path
  193.  
  194. Bondi ability changed to "Trading Blows"
  195.  
  196. Raider ability changed to “Glima”
  197.  
  198. Housecarl ability changed to “Ram”
  199.  
  200. Gunnar - Leader Path
  201.  
  202. Housecarl ability changed from "Chopper" to "Brawler"
  203.      
  204. Sigrid
  205.  
  206. Swapped "Death's kiss" and "Blood seeker" (from trickster to sharpeyed)
  207.  
  208. Replaced duplicate "Death's kiss" with Ullr's arrow
  209.  
  210. Steinarr Drengr status effect
  211.  
  212. Removed stability (was meant for rekkr status effect)
  213.  
  214. UI
  215. Improved Lighting on the Hirdman Screen after a mission ends so it’s in line with the other End Screens
  216.  
  217. Replaced the button shown for highlighting interactables to be the Highlight Interactible button instead of Show Details
  218.  
  219. Options Tab: Fixed gore setting being unchecked on startup
  220.  
  221. Tutorial: Changed the button icon in interactable tutorial from ShowDetails button to HighlightTargets button
  222.  
  223. 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
  224.  
  225. Blocker button: Fixed progression animation not working
  226.  
  227. Fixed wrong highlighted interactables during combat. Now players in combat can not highlight interactables from exploration mode
  228.  
  229. Combat HUD: Fixed wrong button prompt for inspection mode
  230.  
  231. Mission preparation: Fixed back button being unusable during mission deadline while using a controller
  232.  
  233. Ability preview: Changed sort order so this is always shown on top
  234.  
  235. Mission end screen: Added failsafe for transform policy failing on title
  236.  
  237. Ability Tooltip: Added failsafe for transform policy failing on title
  238.  
  239. Armor Keyword: Added icon
  240.  
  241. General Tooltip: Added override when used on map so it still triggers the extended tooltip
  242.  
  243. Stopped the input action from consuming lower level inputs
  244.  
  245. Updated ability listings to use the ability tooltip
  246.  
  247. Optimization
  248. Enabled nanite for axes and spears
  249.  
  250. Reduced excessively high texture resolutions
  251. Food items
  252.  
  253. Farmer, Fisherman and Sons of The Wolf Drums
  254.  
  255. Ground, Ground cover, Roads,Mountains and surfaces
  256.  
  257. Docks and Drapes
  258.  
  259. Cooking and Corpses
  260.  
  261. Carpets
  262.  
  263. Blacksmith and Tools
  264.  
  265. Mushrooms, Bones
  266.  
  267. Boots and bracers
  268.  
  269. Vehicles
  270.  
  271. Structures
  272.  
  273. Lights
  274.  
  275. Decals
  276.  
  277. All armor textures.
  278.  
  279. Containers
  280.  
  281. Modular Assets
  282.  
  283. Banners
  284.  
  285. Some Modular assets
  286.  
  287. PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward.
  288.  
  289. Save System
  290.  
  291. Added Retry Mission button to the pause menu during combat
  292.  
  293. Fixed issue where you got stuck when loading saves made during combat in A Debt Of Blood
  294.  
  295. 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
  296.  
  297. Fixed a bug when a player is able to save game during a soft cut scene
  298.  
  299. Fixed crash that could happen when loading a save made during a mission
  300.  
  301. Fixed a softlock when reinforcements arrived in last encounter in Iron Will
  302.  
  303. Fixed wrong hirdman data sometimes being loaded after restarting a mission
  304.  
  305. 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
  306.  
  307. You are now blocked from saving during video cutscenes
  308.  
  309. 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
  310.  
  311. 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
  312.  
  313. Hirdmen
  314. Updated Arnsteinn Profile Picture to match his current Haircolor
  315.  
  316. Fixed a minor typo (Birgr and Birgir)
  317.  
  318. Profiles fix
  319.  
  320. Replaced some hirdmen profiles
  321.  
  322. Deleted an NPC armor that used an old Hersir armor with a false description
  323.  
  324. Missions
  325. Training With a View
  326. Fixed missing Gunnar bracers in cutscenes
  327.  
  328. Borre (Escaping Borre)
  329. Added slight delay to Alert tutorial
  330.  
  331. Fixed broken burning haypile, should now inflict burning as intended
  332.  
  333. Fixed some of Steinarr's reinforcement units being controllable by the player in the final encounter
  334.  
  335. 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
  336.  
  337. Settling In
  338. Increased the accuracy of the boat interaction area
  339.  
  340. Ullrs Arrow
  341. Increased interactivity range on runestone
  342.  
  343. Iron Will
  344. Removed superfluous encounter triggers for encounter 2
  345.  
  346. Forced second encounter to require enemies to be active
  347.  
  348. Cleaned up unused events and simplified setup
  349.  
  350. Fixed issue where the autosave would fire before last objective was complete, but after the encounter, causing a blocked state when loading that autosave
  351.  
  352. Debt of Blood
  353. Polished transitions when switching teams and areas throughout the mission
  354.  
  355. Removed unnecessary level streaming before final cutscene
  356.  
  357. Removed some assets that were floating in the air when the longhouse wall fades during final combat
  358.  
  359. Added missing dialogue to final encounter
  360.  
  361. Enabled missing archer in final encounter that had negative consequences for the encounter's balance
  362.  
  363. Added - Destructible combat barricade
  364.  
  365. Changed turn order, and replaced barricades
  366.  
  367. Removed evac point for 1st encounter
  368.  
  369. Into the Lair of the Beast
  370. Fixed minor navigation bugs
  371.  
  372. Fixed unit that seemingly had no movement restrictions
  373.  
  374. Fixed rock thrower that only wanted to retreat and use defensive stance
  375.  
  376. Fixed wolf warriors using alert every turn for too many rounds
  377.  
  378. Removed some underground navmeshes
  379.  
  380. Made sure it's not possible to walk off the rock bridge
  381.  
  382. Grounded characters that were floating on the bridge at the start of the mission
  383.  
  384. Eliminated underground NavMesh that seemed to cause issues for navigation, particularly for controllers / WASD
  385.  
  386. Longshot for A Longship
  387. Fixed second encounter being invisible after loading a save before the encounter
  388.  
  389. Expanded fading wall collision
  390.  
  391. Battle of the Borg
  392. Updated enemy enemy formations and status effect timings on the bridge so they join the fight much quicker
  393.  
  394. Changed enemy types on the bridge to adjust difficulty of the encounter
  395.  
  396. Made change to enemy alert timing
  397.  
  398. Switched out archer that was unable to shoot past obstructions with a spearman
  399.  
  400. Moved flanking berserker enemy closer in first encounter so he can reach a target easier
  401.  
  402. Restricted navigation on parts of the bridge to avoid AI units going outside of the grid
  403.  
  404. Utlagi Camp
  405. Removed empty interactable volume
  406.  
  407. Added new camera to boss intro level sequence, Ambush pathway
  408.  
  409. Wild Hunt
  410. Added activity to move navigation volume
  411.  
  412. Added collision to the jarl and guard
  413.  
  414. Update navigation near the longhouse to avoid characters going through the stones
  415.  
  416. Fixed Health decrease displayed as Gunnar equips the boar spear over the shield
  417.  
  418. Karl Comes Begging
  419. Replaced an archer that spawned too far away with an outcast spearman
  420.  
  421. Added the correct campfire combat actor
  422.  
  423. Village
  424. Fixed and flattened a departing area in the docks to prevent units from clipping into the ground
  425.  
  426. Fixed issue where you would get stuck if clicking on the blocker button to start mission preparation from the map screen
  427.  
  428. User Interface
  429. Fixed a wrong input context after timeline progress is ended - probably it could block a player from progression
  430.  
  431. Fixed mission info not displaying difficulty consistently between map and mission preparation
  432.  
  433. Balancing
  434. Higher provision consumption, 2->3 pr hirdman
  435.  
  436. Higher tier 2 project costs + more spend of riches
  437.  
  438. Sigrid is hunter instead of seamstress
  439.  
  440. No key item for docks
  441.  
  442. No key item for makeshift camp (hirdmen can be injured)
  443.  
  444. Drakkrship higher woodworker cost 1 -> 3
  445.  
  446. Jol, instead of +1, outdoor worksites receive -2
  447.  
  448. Higher cost of housing
  449.  
  450. Worksites
  451. Added idles for Blacksmith and Seamstress when state machine starts
  452.  
  453. Localization and Text
  454. General Localization fixes:
  455.  
  456. Applied widespread localization fixes, translating missing text strings and correcting inconsistencies
  457.  
  458. Tutorials
  459.  
  460. Removed duplicate mention of leather in the resources tutorial
  461.  
  462. German
  463. Updated Character Bio text
  464.  
  465. Added missing German Translation for No Lamb for the Lazy Wolf cinematic
  466.  
  467. Rewrite of all loading screen text
  468.  
  469. Fixed several flavor quotes
  470.  
  471. Fixed some translation inconsistencies
  472.  
  473. Norwegian
  474. Additional fixes
  475.  
  476. Audio
  477. User Interface
  478. Concurrency tweak to menu components that may stop a bug, soundset update for menu components that may fix another
  479.  
  480. Updated Unit Component so it is compatible with saves made in Norse 1.0.0
  481.  
  482. Resave of core audio components controlling menu sounds as these are different in the build to the editor
  483.  
  484. Interactions
  485. Added sound for untying prisoner to the animations used for these
  486.  
  487. Assigned physics materials to wooden bridge components so correct footsteps play
  488.  
  489. Music
  490. Borre
  491.  
  492. Fixed redundant music triggers in Training section
  493.  
  494. Cutscenes
  495. Into the Lair
  496.  
  497. Added audio to Grimlingr in his first appearance
  498.  
  499. New Beginning
  500.  
  501. Removed a bit of the dialogue lane to stop the ducking compressor blowing a music crescendo
  502.  
  503. Promise of Slaughter
  504.  
  505. Set the correct mix control on the cutscene
  506.  
  507. Brothers Again
  508.  
  509. Updated atmosphere stem to add the fire properly
  510.  
  511. Swapped the control mix for the sequence
  512.  
  513. Combat
  514. Reinstated the audio for Drengr blocking arrows with a deflected condition attached.
  515.  
  516. Added audio for opening gates to the BP
  517.  
  518. Combat Voice
  519.  
  520. Balanced DissJorunn voice select lines
  521.  
  522. Altered Berserkr charge ability so charge doesn't play off the target and it has some audio for impact
  523.  
  524. Settling In: Swapped one of the prisoner poles to the correct voice on freeing them (Hardsteinn's)
  525.  
  526. Mastering
  527. Stealing The Show
  528.  
  529. Rebalanced level env vs music, added a proper treescape, removed some things that were a bit odd, added several missing details
  530.  
  531. Iron Will
  532.  
  533. Made the river audio coverage less omnipresent and aggressive, and more in keeping with what the water now looks like
  534.  
  535. Fixed a number of general environmental audio issues, overbearing windage etc.
  536.  
  537. Balanced out Bog Lord's dialogue
  538.  
  539. Balanced the music for combat better
  540.  
  541. Into The Lair Exterior
  542.  
  543. Balanced out the rain sound, sorted out weirdness with water audio, set physics components on the wooden bridges
  544.  
  545. No Lamb for the Lazy Wolf
  546.  
  547. Dialogue stem for prerendered section for sub/loc
  548.  
  549. Hammer Time
  550.  
  551. Deactivated dynamic weather audio, balanced environment out a little better
  552.  
  553. A Karl Comes Begging
  554.  
  555. Rebalanced explore music vs weather, deactivated dynamic weather audio component as this is unnecessary
  556.  
  557. Night Terrors
  558.  
  559. Environment: calmed the wind audio down, switched off weather sound from dynamic weather audio as this is unnecessary
  560.  
  561. Cinematics and Lighting
  562. A Debt of Blood
  563.  
  564. Fix for last cutscene inside Longhouse
  565.  
  566. Updated longhouse interior lighting to improve readability
  567.  
  568. Updated cutscene lighting to reflect new changes
  569.  
  570. Camera polish on Debt Of Blood 02
  571.  
  572. Adjusted fire VFX for the close up shot
  573.  
  574. Extended duration of firelight to cover end credits roll
  575.  
  576.  A Promise Of Slaughter
  577.  
  578. Lighting pass
  579.  
  580. Village - Fisherman Worksite
  581.  
  582. Adjusted position of Fisherman Worksite actor so that the character is standing in a better position for the shot
  583.  
  584. Adjusted position of Camera_Fisherman
  585.  
  586. Added lights to Camera_Fisherman
  587.  
  588. Training With A View, Little Magpie 2, Ullr's Arrow
  589.  
  590. Polished camera and made adjustments to depth of field
  591.  
  592. Fixed frame boundary issues causing lighting glitches
  593.  
  594. Longhot for a Longship
  595.  
  596. The animations were reworked to ensure that all possible weapons selected by the player appear correctly in the cutscene
  597.  
  598. Blacksmith - Master Smithy
  599.  
  600. Adjusted camera and blacksmith position in master smithy to be consistent with other worksites
  601.  
  602. Updated lighting in master smithy
  603.  
  604. Known Issue
  605.  
  606. 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:
  607.  
  608. Start a new game
  609.  
  610. Once you're in the first mission (training with a view), you can quit that game and
  611.  
  612. Load the save you want to resume your campaign on