Home Products Changelog

Release Notes for NORSE: Oath of Blood

Patch 1.0.5

Optimization

With patch 1.0.5 comes some significant optimizations (Up to 38% performance improvements under certain conditions) for both gameplay, combat and cinematics. Players can expect a lot less hitching/stuttering overall, along with frame rate increases across the board. This of course comes from data from internal testing on various hardware configurations, so the team will continue to monitor player feedback to ensure the community is seeing similar results. Optimization work will continue with future updates, as needed.

Saving & Loading

Combat

Ability and Status Effects

Missions

Night Terrors

Battle Of The Borg

Longshot for a Longship

Stealing the show

Tides of War

Village

Game Options

User Interface

Controller

Cinematics

Tides of War

Debt of Blood

Sword Brothers

General

Localization


Patch 1.0.4

Save & Load System

Fixed an issue where saving the game would be blocked after interacting with a health interactable

Fixed wrong amount of attack hits after loading a game during a mission - the bug was present only when a unit had identical weapons in both hands

 

Optimization

Removed hitching when targeting enemies

PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward


Combat

Ranged AI units now knows it has additional skill and range while in high ground and attacking targets not in high ground

Fixed an issue where AI would not get all valid options when targeting specific targets

Fixed an issue where AI would fail to use push abilities

Hirdmen that join during a mission can now be injured during that same mission

Hirdmen that join during a mission will now gain experience during that same mission

All abilities that don't require selecting a target can now be used by double clicking the ability

Pushing a unit within an alert area now triggers an attack of opportunity

Fixed issue where pushing Frida into alert area while she has Frustration would cause the game to crash

 

Ability and Status Effects

Guardian - This ability sometimes did not negate incoming damage correctly, this is now fixed

Odin's Chosen -  This now allows you to redeploy units correctly

Whirlwind - AP cost in description of ability now reflect its correct cost

Shield Wall - Added filter to shield wall ability so it can't affect units already affected by meat shield


Missions

 

Battle of the Borg

Fixed some tiles being inaccessible during the battle on the bridge

 

Blood in the Water

Moved boss shield wall ability to start of encounter

 

Iron Will

The party will no longer automatically heal after finishing encounters

 

Night Terrors

Blocked area between bridges that should be possible to walk in

 

Woodcarver’s Chisel

Fixed rare bug with wrong behavior of Woodcarver Chisel deployment, where it sometimes started a manual deployment instead of the intended auto deployment


Village

Fixed an issue where some items that were crafted by the Seamstress, Blacksmith, and Huntsman were duplicated

Added the completion sequences for Northern, Western, and Eastern Reach


Items    

Fixed a small gap on Gunnar's armor caused by wrong armor mask settings

 

Trade

Fixed a bug with the resource list occasionally getting filled with items instead of resources

 

User Interface

Added support for different keyboard layouts (Azerty, Dvorak, etc.). The keyboard layout is detected automatically

Mission count and kill count now apply for hirdmen. These counts will not update retroactively

Resolved an issue where you were unable to confirm an untargeted ability using a controller while the cursor was positioned on a different tile than the selected unit was located in

 

Options

Fixed a display problem with the Overall Quality setting in the video options menu

Fixed problems with changing resolution and Full Screen in the video option menu. Now when switching the screen mode the game selects the closest resolution to current scale or it will scale to current resolution

 

Cinematics

A Land of Men and Gods - Fixed lighting glitches


Patch 1.0.3.1

Combat

Fixed an issue that would cause some AI to have more attacks than intended


Patch 1.0.3

Save & Load

Saving is now blocked while actions triggered by interactions is carried out to prevent issues that could occur if loading a save made during the activities

Fixed wrong blocker in Borre when player save and load during ability tutorials

Fixed issue where engagement indicators remain stuck after loading a save during combat with engaged units.

Fixed A Debt Of Blood bug when Volva's party is replaced with the main party after loading the first autosave made during the first mission cutscene


Optimization

Replaced all smoke effects with an optimized version in Borre

Collision optimizations in Borre

Collision optimizations in Stealing the Show

LOD Bias updates on several assets

PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward.


Combat

Removed underutilized feature of deployment, where placing a Hirdman would block earlier available tiles used for deployment. You can now freely place Hirdmen in the deployment grid without any restrictions!

A character will now transition properly when leaping between different elevations

Fixed issue where game crashes when changing level while doing certain actions.

Fixed Second Wind ability not removing negative status effects

Added check during Ram ability that interrupts it if your unit is unable to move up to the target after pushing it backwards.

Fixed issue where Odin's Chosen ability did not display the deployment visuals

Fixed issue where you would be unable to move after ending Meat Shield ability by selecting the unit

Pushing a unit within an alert area now triggers attack of opportunity

Fixed issue where end turn triggered twice when using the keyboard shortcut which would skip your extra turn when using Trance ability.

Turn order entry: Fixed RMB (right mouse button) targeting not working

Added check during Ram ability that interrupts it if your unit is unable to move up to the target after pushing it backwards.

Added Bogmathr execution animation and fixed bow mesh UVs

 

Ability and Status Effects

Drunk: Now being applied correctly at the start of combat

Ran's Wave: Are now correctly set as a delayed ability

Engage: Added disengage and rotation before engaging to make sure the characters face each other

Engage anim: Added EngageAttack_owner animation, with a unique variation of the spear attack to better fit other engage animation and fixed the spear engage animation not being timed correctly

Grit: Changed from being temporary armor to armor stat change and added "At the gates" to the list of trigger buffs

Gjallarhorn: Fixed heal amount adding the intended 25% heal.

Death's kiss: Reduced damage from 200% to 150%

Wrath: Fixed lifetime not accumulating        

Ullr's arrow: Reduced damage from 400% to 300%

Cat's Tail: Fixed so the "Swift" effect are not being removed immediately

 

Missions

Borre

Fixed an issue where under some circumstances the mission wouldn't end once you reached the boat.

Fixed an issue where the game would freeze if paused shortly after the longhouse video sequence.

Fixed minor navigation issues

Replaced all smoke effects with an optimized versions in Borre (Also listed under Optimization)

Collision optimizations in Borre (Also listed under Optimization)

Lighting pass

 

Wild Hunt

Fixed boar boss starting out the fight too passively

 

A Karl Comes Begging

made sure the reinforcement archer keeps their position

 

Ullr’s Arrow

Fixed positions of some ground decals that were projecting on characters

Fixed Sigrid's duplicate bow in a cutscene

Ulfhedinn reinforcement now skips his first turn as intended

 

Hammer Time

It is no longer possible to deploy on the high ground area in the first encounter

Fixed reinforcements not joining if you kill all the enemies before reinforcements arrive

 

Woodcarver’s Chisel

Collision optimization

Fixed some navigation issues.

 

 Battle of the Borg

Fixed softlock when reinforcements arrived in last encounter

Fixed some ground decals

Fixed unit that was mistakenly lootable despite not having any loot

Fixed a unit that dropped the wrong item

Added additional invisible walls on the sides of the bridge so enemies don't walk, charge or get pushed off it.

Fixed cutscene not appearing after loading a save

The Little Magpie

Fixed so the intro camera pan don’t block input and it can now be skipped


Into The Lair Of The Beast

Fixed navigation issues        

Fixed minor bugs with foliage

Eliminated more hidden underground navmesh areas that caused issues when playing with controller


Debt of Blood

Turn order disappearing in some instances is now fixed

Polished transitions when switching teams and areas throughout the mission

Changed transitions at the gate after the second and fourth encounter

Fixed a bug when Steinarr uses enrage on Hardsteinn

 

Longshot for a Longship

Changed the turn order insertion method on second encounter from "Deployment" to "Every turn"


Stealing the Show

Fixed positions of some NPCs that were misplaced

Collision optimization (Also listed under Optimization)


Tides Of War

Fixed some collisions that were blocking a pass to healing resources near the final encounter


Night Terrors

Fixed some errors on some units in 2nd and 3rd encounters.


 

Village

Fixed a blocker after completing Large Dock project

Modified the events for Volva's Den so the project starts automatically after the Lair of the Beast mission, granted that you have created the project before the cutscene where Gunnar visits the Volva

Uncraftable items will no longer appear in the itemlist

When acquiring Masterwork items via trade that can't be unlocked you are able to craft them

Drakkrship is now added as "New Village Standing", not "New Project" as intended

Added lighting to Blacksmith 1 Upgrade phase when in process of building Master Smithy

Removed a Blacksmith light from Village correctly placed it in Master Smithy

Fixed issue where camera clips through Shipbuilder building

 

General

Fixed an issue where the game would crash when retrying a mission, returning to the title screen or loading a save while certain actions are taking place


Items        


Boar Horn: Fixed wrong icon on effect for 

Rune-etched drinking horn: Fixed knockback effect not being applied consistently

Fenrir Tunic: Fixed graphical issues

 

User Interface

Armor Display: Added an update event for buff change to compensate for "armor changed" not being called in every instance

Ability preview: Hit chance is now hidden when target is invalid

Action Point Tooltip: Made it more visually in-line with the rest of the tooltips

Fixed issue where the pause logic in Tutorial was running 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.

Options 

Help: Fixed empty entries (they were gathering description from the wrong place)

Video: Added gamma slider

Video: Added gamma name and description

 

Hirdmen

Hirdman presentation: Added fade out for "New Hirdman Text"


Audio

Added relevant soundscapes for the weather early in the level of a Longshot for a Longship

Made the weather audio in the covered section attenuate more consistently when the camera moves under cover.

Several audio tweaks within the village


Cinematics

Sword Brothers

Adjusted level visibility tracks in Sequencer to stop incorrect levels being show

 

A Promise Of Slaughter

Lighting pass


Patch 1.0.2

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

 

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


Patch 1.0.1

Combat

Fixed wrongly displayed value on the unit health bar during “At The Gates”

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 Slam”

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 Gates”

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 “Glima”

Housecarl ability changed to “Ram”

 

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 Interactable 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


Longshot 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