- Update v1.0.7.6:
- Skirmish Mission Changes
- After Skirmish Missions were made repeatable, there was an unintended impact on the village economy. As such, there will now be some new restrictions added to these missions:
- Mission rewards are granted only the first time Skirmish missions are completed
- Missions are available to play only once per turn; they return when progressing turns on the map
- Optimizations
- The level of detail system evaluation has been optimized to reduce hitches
- Optimized how the face level of detail is changed to significantly reduce frame rate hitching during gameplay.
- Village
- The hirdmen assigned when departing for missions are now based on the most recent selection made by the player from the previous mission. Thank you to the community for surfacing this request.
- You are no longer prevented from sending injured hirdmen into missions, but doing so will result in them starting the mission with Injured status effect
- User Interface
- Fixed an issue where using the ‘Retry Mission’ option on a repeatable skirmish mission that has been completed before would result in the mission failing immediately sending you back to the ‘game over’ screen blocking progress.
- Fixed issue on the character screen where the Armor stat was not updated when switching to a unit with 0 armor, and would instead display the armor of the previously selected unit
- Fixed the wrong loading screen being used when repeating Skirmish missions
- Fixed an issue where hirdmen slots displayed incorrect data on the Mission Departure Screen when the slots starts with no hirdman assigned
- Save System
- Fixed an issue where you don’t lose the game when Hallbjorn gets killed when loading either "Sons Of The Wolf" or "No Lamb For The Lazy Wolf" missions
- Fixed an issue where arms would be incorrectly colored for some clothing during mission when loading a mission save
- Fixed bad autosaves at the start of encounters that was present in the following missions:
- Settling In
- The Little Magpie
- A Karl Comes Begging
- Iron Will
- Stealing The Show
- Long Shot for a Longship
- Utlagi Camp
- Animations
- The Meat Shield idle animation is now kept in sync between the units more reliably
- Combat
- Fixed Meat Shield not working if the player unit has no armor equipped
- Missions
- Battle of the Borg
- Fixed an issue where Ragnhild was hidden during the hostage fight
- Improved synchronization of the struggle animation between Haukr and Ragnhild
- A Karl Comes Begging
- Fixed an issue where enemies would teleport on top of a tree while running past the tree. Now, the enemy should run along the ground as expected
- Localization
- Fixed a bad entry for Jorunn in the Polish translation
- Translated repeatable icon tooltip on Skirmish missions for all languages
- Update v1.0.7.5:
- Missions
- Skirmish missions are now repeatable!
- Combat
- Battle of the Borg
- Fixed crash when killing Haukr's bodyguards via Rampage during the final combat encounter in Battle of the Borg.
- Fixed abnormal AI behavior during the final Battle of the Borg encounter, where Jarl Haukr could be attacked prematurely and his bodyguards moved to unintended locations.
- Miscellaneous
- Fixed an issue where interactable items (chests, runestones, objects to investigate, lootable corpses) were not highlighted during inspection mode.
- Fixed lootable corpses highlighting during combat.
- Added highlight refresh for interactable objects when moving in inspection mode.
- Localization
- Various minor fixes to the Polish translation
- Update v1.0.7.4:
- Combat
- Fixed issue where Rampage ability would only strike once when there are more units around the unit
- Rampage ability now displays the damage it causes correctly in tooltip
- Improved how animation looks when executing Rampage ability
- Graphics
- Fixed bad looking LOD on "Common Borg" clothing worn by enemy units (Farspear Hersir, Thorvald Eriksson and some Spearman units and Gripr units) as well as the default clothing for Havardr Hirdman
- Update v1.0.7.3:
- NEW Content! (Skirmish Missions & Maps)
- A new set of missions have been added to the game via Skirmish maps! These are smaller, optional combat-focused missions that appear throughout the game that have no deadline; these new missions will allow you to further level up any characters of your choice.
- Skirmish missions can be encountered like any other missions, by unlocking them on the map. By progressing through turns on the map via either new or pre-existing save(s), mission markers will periodically drop onto the map and the player can then launch into them at any point during the campaign. A new game is not needed to access these missions, unless it's a late-game save, since there would not be enough turns before A Debt of Blood to access Skirmish mission(s).
- *Please note, these new missions are not repeatable.
- The new maps/missions names are the following:
- The Wolf Wood
- Silver and Shadows
- Blood Soaked
- The Beast Men
- The Eagle's Challenge
- Greybeards
- An example of what this new mission marker looks like can be seen below:
- Localization (Additional Language)
- By popular demand, NORSE: Oath of Blood has been translated to Polish (Text only) a big shoutout to DrSkillzDeficit for his contribution in this endeavour!
- PLEASE NOTE: Steam, Epic, and GOG achievements have not yet been translated
- Additional Localization
- Fixed formatting mistake in the crafting entry in the points list of changes for Huntsman worksite construction
- Fixed 'At the Gates' state being written as one word in the tutorial explanation
- Fixed text not being localized on some project complete sequences (Ritual Circle, Makeshift Camp, Master Loomhall, Lumber Camp)
- User Interface
- Improved enemy highlighting when hovering mouse over enemy alert tiles, now all enemies that cover that specific tile will get highlighted
- Alert tiles will now be displayed for enemies that start the encounter with alert active
- Highlights on units now clear reliably when you stop hovering the mouse over units
- Updated description on Glima and Sound of Death abilities
- Improved tooltip when targeting units that are out of range
- Improved info text above ability bar when hovering units
- Tutorials can no longer be triggered while screen is black
- Fixed issue where the game could get stuck if mission is restarted just when a tutorial starts
- Added notifications message about not enough AP to do action or move, and notification about not being able to switch to other player units
- Fixed tooltip on Wolf Fang ability displaying incorrect number
- Fixed tooltip for explanation when lacking AP, which used the incorrect term
- Fixed damage preview not taking armor piercing into account
- Hovering units in the turn order now behave the same as hovering the unit in the scene
- Fixed issue where you were unable to select unit by clicking on them when standing outside combat areas outside of combat
- Changed how Turn Slots look when selecting a unit for open slots to indicate that the unit's turn has not started yet.
- Added New Turn Start announcement when the turn starts to clarify when this happens
- The turn order slot now displays a flash animation when a unit starts its turn
- Made the mission difficulty icon more high quality and look consistent between the different screens that uses it
- Fixed issue where ability tooltip did not update properly when inspecting passive abilities retaining the range and cooldown information, this is now cleared when displaying passive abilities
- Fixed Trade Item slot price layout issue
- Save System
- When save file types exceed the limit, it now deletes the oldest file instead of the newest
- Save files that are automatically generated no longer reuse files that don't follow the naming convention if the save file got renamed at some point and will instead delete the file and make a new one
- Fixed issue where village events that are meant to trigger during turn progression would trigger early if loading a save made after the event was queued to execute on next turn progression
- Dead enemies now keep the elevation they were saved at when loading a save
- Optimization
- Adjusted optimization logic to not interfere with primary cutscene characters, fixing cloth animation issues
- Removed some redundant enemy AI calculations
- Achievements
- Fixed an issue where the "No Escape, No Mercy" achievement would not be granted when killing a unit held via Meat Shield ability
- Made "The Warlord's Sight" achievement increment every time the Vulnerable status effect is inflicted on any enemy by any hirdman
- Made "Rend and Ruin" now only trigger when attacking people and animals, not inanimate objects
- Made achievements not count individually for each Hirdman, but instead use the sum of all of them
- Achievements that have been changed will convert the data from individual to shared amount on load
- Enemy AI Improvements
- AI now handles abilities that combine push with other forms of damage better, as it won't avoid performing attacks that also pushes if it isn't colliding with anything
- Fixed AI actions for Outcast Shieldbearer and Svein Bloodhammer so they don't engage already
- engaged units
- Village
- The Great Market project now actually reduces the price of trading once completed
- You can now send less units than there are slots available if you so choose as empty slots won't be filled up automatically once mission starts
- Ingebjorn no longer have the Bruiser trait and have his initial rank reduced from 3 to 2
- Ability Changes
- Wolf Fang now inflicts 1 Rend
- Combat
- Made Rend status effect work the way it was intended
- Fixed flee status effect so it behaves as intended
- Death's Kiss ability now only resets the cooldown when an enemy is killed
- Fixed issue where Warden status effect would trigger a counterattack, even when the attacker was out of range
- Fixed issues with fleeing status effect
- Player actions are now blocked while performing delayed abilities
- When player knocks enemy into ally with active alert, they now targets the enemy correctly when performing the combo attack
- Fixed issue where in some particular circumstances, the player's turn could end when an turn enemy begins
- Fixed issue where sometimes you would be unable to move the unit
- Fixed softlock when there are multiple player units available but all of them have a charged delayed ability
- Fixed issue where player would be unable to perform actions when starting the turn of a unit with a delayed ability active that couldn't be performed
- Added Injured status effect which is now inflicted when health reaches the injury threshold
- This effect has two levels, when you reach At The Gates the level increases
- At the lowest level it blocks the health from going past 50% and at the highest it blocks it at 33%
- Fixed issue where you would start in the same area regardless of where you approached the encounter that was intended to have multiple options, you now get different starting area on supported encounters
- Charge ability is now interrupted if killed or somehow gain the special effect where you can't move during a charge
- Fixed issues with charge that would sometimes result in units ending on top of each other
- Fixed issue where On New Turn events would sometimes trigger on incorrect unit when using fixed player turns
- Fixed issue where turn would lock when unit is selected if you had cripple status effect
- Ram ability is now restricted from targeting units at different elevation than yourself
- Fixed issue with Wild Boar which had a range of 0 preventing it from performing attacks, this is now set to 1
- Fixed issue with Enrage ability where two units could end up on the same grid position
- Fixed issue where boars would face the wrong direction when striking after the charge
- Updated Boar's Charge ability - now boar can't use charge ability when it is in engagement
- Fixed glitching issues during movement which in some cases when moving down from high ground could cause issues where the unit disappears and can't be used anymore
- Fixed rare cases where units are inexplicably unable to move during combat
- Alert is now interrupted if the unit is constrained by a status effect
- High ground tiles now blocks line of sight when standing at non high ground tiles
- High ground now cause full cover on all non high ground neighboring tiles
- Fixed issue where units not yet spawned would occupy tiles within combat area
- Audio
- Fixed issue where soundscape volume did not activate if camera starts inside the volume
- Graphics
- Updated the physics colliders for Arn's cape so it follows his body better
- Fixed deforming mesh issue on the legs on Wildborn Coat model
- Animation
- Tuned animation settings on all basic attacks, dodges, and hits
- Tuned animation settings on knockbacks
- Tuned all ability animation settings to make them blend better and be more responsive
- Adjusted some animations when needed to play well with the adjusted settings
- Fixed shield flipping issue on one of the Ram attacks
- Fixed issue where movement animation would interfere with attack animation when attacking diagonally
- Updated particle effects and animation speed on Hail of Arrows animations so the actions and outcome seems more plausible
- Adjusted arrow shoot and attach logic to be able to handle multiple shots (as well as none) in a single animation
- Fixed issue where if a unit was prone while at the gates he would stand up when prone buff ended
- Fixed animation issue when animals are targeted by Enrage ability
- Added support for playing additive animations
- Made additive animations for Take Hit and Dodge that is played when alert attack deals damage or misses while the target moves
- Fixed issue where Berserkr enemies would slide towards the target when using charge
- Fixed issue where unit held by Meat Shield could change animation pose when inflicted with prone, now the unit remains in the meat shield animation until released
- Missions
- General
- Fixed issue where you would not receive any items or resources after a mission if you had failed the mission and complete it after choosing the retry mission option
- Fixed issue where the game would get into a bad state if you retry mission after losing
- Increased the size of the deployment area in appropriate encounters in Battle of the Borg, Blood in the Water, Tides of War, Into the Lair of the Beast and Iron Will
- Battle of the Borg
- Fixed last stand cutscene where Arn was invisible
- The mission will now end if Ivarr Whalerider falls in battle
- Wild Hunt
- Fixed runestone not activating the first time you click it
- Fixed behavior of the Alpha Wolf in the wolf encounter, now it waits until the second turn before moving down
- Night Terrors
- The mission will now end if Karl Gudmundson falls in battle
- Utlagi Camp
- Removed a fallen tree that was laying unnaturally on the ground and moved a nearby one to make it lay more naturally