1. Update v1.0.7.6:
  2. Skirmish Mission Changes
  3. 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:
  4.  
  5. Mission rewards are granted only the first time Skirmish missions are completed
  6.  
  7. Missions are available to play only once per turn; they return when progressing turns on the map
  8.  
  9. Optimizations
  10. The level of detail system evaluation has been optimized to reduce hitches
  11.  
  12. Optimized how the face level of detail is changed to significantly reduce frame rate hitching during gameplay.
  13.  
  14.  
  15.  
  16.  
  17.  
  18. Village
  19. 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.
  20.  
  21. 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
  22.  
  23. User Interface
  24. 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.
  25.  
  26. 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
  27.  
  28. Fixed the wrong loading screen being used when repeating Skirmish missions
  29.  
  30. Fixed an issue where hirdmen slots displayed incorrect data on the Mission Departure Screen when the slots starts with no hirdman assigned
  31.  
  32. Save System
  33. 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
  34.  
  35. Fixed an issue where arms would be incorrectly colored for some clothing during mission when loading a mission save
  36.  
  37. Fixed bad autosaves at the start of encounters that was present in the following missions:
  38.  
  39. Settling In
  40.  
  41. The Little Magpie
  42.  
  43. A Karl Comes Begging
  44.  
  45. Iron Will
  46.  
  47. Stealing The Show
  48.  
  49. Long Shot for a Longship
  50.  
  51. Utlagi Camp
  52.  
  53. Animations
  54. The Meat Shield idle animation is now kept in sync between the units more reliably
  55.  
  56. Combat
  57. Fixed Meat Shield not working if the player unit has no armor equipped
  58.  
  59. Missions
  60. Battle of the Borg
  61.  
  62. Fixed an issue where Ragnhild was hidden during the hostage fight
  63.  
  64. Improved synchronization of the struggle animation between Haukr and Ragnhild
  65.  
  66. A Karl Comes Begging
  67.  
  68. 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
  69.  
  70. Localization
  71. Fixed a bad entry for Jorunn in the Polish translation
  72.  
  73. Translated repeatable icon tooltip on Skirmish missions for all languages
  74.  
  75. Update v1.0.7.5:
  76. Missions
  77. Skirmish missions are now repeatable!
  78.  
  79. Combat
  80. Battle of the Borg
  81.  
  82. Fixed crash when killing Haukr's bodyguards via Rampage during the final combat encounter in Battle of the Borg.
  83.  
  84. 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.
  85.  
  86. Miscellaneous
  87.  
  88. Fixed an issue where interactable items (chests, runestones, objects to investigate, lootable corpses) were not highlighted during inspection mode.
  89.  
  90. Fixed lootable corpses highlighting during combat.
  91.  
  92. Added highlight refresh for interactable objects when moving in inspection mode.
  93.  
  94. Localization
  95. Various minor fixes to the Polish translation
  96.  
  97. Update v1.0.7.4:
  98. Combat
  99. Fixed issue where Rampage ability would only strike once when there are more units around the unit
  100.  
  101. Rampage ability now displays the damage it causes correctly in tooltip
  102.  
  103. Improved how animation looks when executing Rampage ability
  104.  
  105. Graphics
  106. 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
  107.  
  108. Update v1.0.7.3:
  109. NEW Content! (Skirmish Missions & Maps)
  110. 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.
  111.  
  112. 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).
  113.  
  114. *Please note, these new missions are not repeatable.
  115.  
  116. The new maps/missions names are the following:
  117.  
  118. The Wolf Wood
  119.  
  120. Silver and Shadows
  121.  
  122. Blood Soaked
  123.  
  124. The Beast Men
  125.  
  126. The Eagle's Challenge
  127.  
  128. Greybeards
  129.  
  130.  
  131. An example of what this new mission marker looks like can be seen below:
  132.  
  133.  
  134.  
  135.  
  136.  
  137.  
  138. Localization (Additional Language)
  139.  
  140.  
  141. 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!
  142.  
  143. PLEASE NOTE: Steam, Epic, and GOG achievements have not yet been translated
  144.  
  145. Additional Localization
  146. Fixed formatting mistake in the crafting entry in the points list of changes for Huntsman worksite construction
  147.  
  148. Fixed 'At the Gates' state being written as one word in the tutorial explanation
  149.  
  150. Fixed text not being localized on some project complete sequences (Ritual Circle, Makeshift Camp, Master Loomhall, Lumber Camp)
  151.  
  152. User Interface
  153. Improved enemy highlighting when hovering mouse over enemy alert tiles, now all enemies that cover that specific tile will get highlighted
  154.  
  155. Alert tiles will now be displayed for enemies that start the encounter with alert active
  156.  
  157. Highlights on units now clear reliably when you stop hovering the mouse over units
  158.  
  159. Updated description on Glima and Sound of Death abilities
  160.  
  161. Improved tooltip when targeting units that are out of range
  162.  
  163. Improved info text above ability bar when hovering units
  164.  
  165. Tutorials can no longer be triggered while screen is black
  166.  
  167. Fixed issue where the game could get stuck if mission is restarted just when a tutorial starts
  168.  
  169. Added notifications message about not enough AP to do action or move, and notification about not being able to switch to other player units
  170.  
  171. Fixed tooltip on Wolf Fang ability displaying incorrect number
  172.  
  173. Fixed tooltip for explanation when lacking AP, which used the incorrect term
  174.  
  175. Fixed damage preview not taking armor piercing into account
  176.  
  177. Hovering units in the turn order now behave the same as hovering the unit in the scene
  178.  
  179. Fixed issue where you were unable to select unit by clicking on them when standing outside combat areas outside of combat
  180.  
  181. Changed how Turn Slots look when selecting a unit for open slots to indicate that the unit's turn has not started yet.
  182.  
  183. Added New Turn Start announcement when the turn starts to clarify when this happens
  184.  
  185. The turn order slot now displays a flash animation when a unit starts its turn
  186.  
  187. Made the mission difficulty icon more high quality and look consistent between the different screens that uses it
  188.  
  189. 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
  190.  
  191. Fixed Trade Item slot price layout issue
  192.  
  193. Save System
  194. When save file types exceed the limit, it now deletes the oldest file instead of the newest
  195.  
  196. 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
  197.  
  198. 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
  199.  
  200. Dead enemies now keep the elevation they were saved at when loading a save
  201.  
  202. Optimization
  203. Adjusted optimization logic to not interfere with primary cutscene characters, fixing cloth animation issues
  204.  
  205. Removed some redundant enemy AI calculations
  206.  
  207. Achievements
  208. Fixed an issue where the "No Escape, No Mercy" achievement would not be granted when killing a unit held via Meat Shield ability
  209.  
  210. Made "The Warlord's Sight" achievement increment every time the Vulnerable status effect is inflicted on any enemy by any hirdman
  211.  
  212. Made "Rend and Ruin" now only trigger when attacking people and animals, not inanimate objects
  213.  
  214. Made achievements not count individually for each Hirdman, but instead use the sum of all of them
  215.  
  216. Achievements that have been changed will convert the data from individual to shared amount on load
  217.  
  218. Enemy AI Improvements
  219. 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
  220.  
  221. Fixed AI actions for Outcast Shieldbearer and Svein Bloodhammer so they don't engage already
  222.  
  223. engaged units
  224.  
  225. Village
  226. The Great Market project now actually reduces the price of trading once completed
  227.  
  228. 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
  229.  
  230. Ingebjorn no longer have the Bruiser trait and have his initial rank reduced from 3 to 2
  231.  
  232. Ability Changes
  233. Wolf Fang now inflicts 1 Rend
  234.  
  235. Combat
  236. Made Rend status effect work the way it was intended
  237.  
  238. Fixed flee status effect so it behaves as intended
  239.  
  240. Death's Kiss ability now only resets the cooldown when an enemy is killed
  241.  
  242. Fixed issue where Warden status effect would trigger a counterattack, even when the attacker was out of range
  243.  
  244. Fixed issues with fleeing status effect
  245.  
  246. Player actions are now blocked while performing delayed abilities
  247.  
  248. When player knocks enemy into ally with active alert, they now targets the enemy correctly when performing the combo attack
  249.  
  250. Fixed issue where in some particular circumstances, the player's turn could end when an turn enemy begins
  251.  
  252. Fixed issue where sometimes you would be unable to move the unit
  253.  
  254. Fixed softlock when there are multiple player units available but all of them have a charged delayed ability
  255.  
  256. 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
  257.  
  258. Added Injured status effect which is now inflicted when health reaches the injury threshold
  259.  
  260. This effect has two levels, when you reach At The Gates the level increases
  261. At the lowest level it blocks the health from going past 50% and at the highest it blocks it at 33%
  262.  
  263. 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
  264.  
  265. Charge ability is now interrupted if killed or somehow gain the special effect where you can't move during a charge
  266.  
  267. Fixed issues with charge that would sometimes result in units ending on top of each other
  268.  
  269. Fixed issue where On New Turn events would sometimes trigger on incorrect unit when using fixed player turns
  270.  
  271. Fixed issue where turn would lock when unit is selected if you had cripple status effect
  272.  
  273. Ram ability is now restricted from targeting units at different elevation than yourself
  274.  
  275. Fixed issue with Wild Boar which had a range of 0 preventing it from performing attacks, this is now set to 1
  276.  
  277. Fixed issue with Enrage ability where two units could end up on the same grid position
  278.  
  279. Fixed issue where boars would face the wrong direction when striking after the charge
  280.  
  281. Updated Boar's Charge ability - now boar can't use charge ability when it is in engagement
  282.  
  283. 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
  284.  
  285. Fixed rare cases where units are inexplicably unable to move during combat
  286.  
  287. Alert is now interrupted if the unit is constrained by a status effect
  288.  
  289. High ground tiles now blocks line of sight when standing at non high ground tiles
  290.  
  291. High ground now cause full cover on all non high ground neighboring tiles
  292.  
  293. Fixed issue where units not yet spawned would occupy tiles within combat area
  294.  
  295. Audio
  296. Fixed issue where soundscape volume did not activate if camera starts inside the volume
  297.  
  298. Graphics
  299. Updated the physics colliders for Arn's cape so it follows his body better
  300.  
  301. Fixed deforming mesh issue on the legs on Wildborn Coat model
  302.  
  303. Animation
  304. Tuned animation settings on all basic attacks, dodges, and hits
  305.  
  306. Tuned animation settings on knockbacks
  307.  
  308. Tuned all ability animation settings to make them blend better and be more responsive
  309.  
  310. Adjusted some animations when needed to play well with the adjusted settings
  311.  
  312. Fixed shield flipping issue on one of the Ram attacks
  313.  
  314. Fixed issue where movement animation would interfere with attack animation when attacking diagonally
  315.  
  316. Updated particle effects and animation speed on Hail of Arrows animations so the actions and outcome seems more plausible
  317.  
  318. Adjusted arrow shoot and attach logic to be able to handle multiple shots (as well as none) in a single animation
  319.  
  320. Fixed issue where if a unit was prone while at the gates he would stand up when prone buff ended
  321.  
  322. Fixed animation issue when animals are targeted by Enrage ability
  323.  
  324. Added support for playing additive animations
  325.  
  326. Made additive animations for Take Hit and Dodge that is played when alert attack deals damage or misses while the target moves
  327.  
  328. Fixed issue where Berserkr enemies would slide towards the target when using charge
  329.  
  330. 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
  331.  
  332. Missions
  333. General
  334.  
  335. 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
  336.  
  337. Fixed issue where the game would get into a bad state if you retry mission after losing
  338.  
  339. 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
  340.  
  341. Battle of the Borg
  342.  
  343. Fixed last stand cutscene where Arn was invisible
  344.  
  345. The mission will now end if Ivarr Whalerider falls in battle
  346.  
  347. Wild Hunt
  348.  
  349. Fixed runestone not activating the first time you click it
  350.  
  351. Fixed behavior of the Alpha Wolf in the wolf encounter, now it waits until the second turn before moving down
  352.  
  353. Night Terrors
  354.  
  355. The mission will now end if Karl Gudmundson falls in battle
  356.  
  357. Utlagi Camp
  358.  
  359. Removed a fallen tree that was laying unnaturally on the ground and moved a nearby one to make it lay more naturally