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:
By popular demand, NORSE: Oath of Blood has been translated to Polish (Text only;) a big shout-out to DrSkillzDeficit for his contribution in this endeavor!
PLEASE NOTE: GOG achievements have not yet been translated
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)
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
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
Adjusted optimization logic to not interfere with primary cut-scene characters, fixing cloth animation issues
Removed some redundant enemy AI calculations
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
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
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
Wolf Fang now inflicts 1 Rend
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
Fixed issue where soundscape volume did not activate if camera starts inside the volume
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
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
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
Fixed last stand cutscene where Arn was invisible
The mission will now end if Ivarr Whalerider falls in battle
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
The mission will now end if Karl Gudmundson falls in battle
Removed a fallen tree that was laying unnaturally on the ground and moved a nearby one to make it lay more naturally
The following list of enemy types have been given the abilities listed under each
Combat
Fixed an issue that would cause a crash during AI turn calculations in certain scenarios.
This should address the most common crash users have reported.
The development team will continue to monitor for feedback from the community on this issue. As always, please report on the forums and in a support ticket if you are still experiencing this issue with as much detail as possible, including crash zips and game save files.
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.
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
Removed hitching when targeting enemies
PLEASE NOTE: We are actively working on improving performance in the game and will continue this going forward
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
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
Fixed some tiles being inaccessible during the battle on the bridge
Moved boss shield wall ability to start of encounter
The party will no longer automatically heal after finishing encounters
Blocked area between bridges that should be possible to walk in
Fixed rare bug with wrong behavior of Woodcarver Chisel deployment, where it sometimes started a manual deployment instead of the intended auto deployment
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
Fixed a small gap on Gunnar's armor caused by wrong armor mask settings
Fixed a bug with the resource list occasionally getting filled with items instead of resources
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
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
A Land of Men and Gods - Fixed lighting glitches
Fixed an issue that would cause some AI to have more attacks than intended
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
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.
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
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
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
Fixed boar boss starting out the fight too passively
made sure the reinforcement archer keeps their position
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
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
Collision optimization
Fixed some navigation issues.
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
Fixed so the intro camera pan don’t block input and it can now be skipped
Fixed navigation issues
Fixed minor bugs with foliage
Eliminated more hidden underground navmesh areas that caused issues when playing with controller
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
Changed the turn order insertion method on second encounter from "Deployment" to "Every turn"
Fixed positions of some NPCs that were misplaced
Collision optimization (Also listed under Optimization)
Fixed some collisions that were blocking a pass to healing resources near the final encounter
Fixed some errors on some units in 2nd and 3rd encounters.
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
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
Boar Horn: Fixed wrong icon on effect for
Rune-etched drinking horn: Fixed knockback effect not being applied consistently
Fenrir Tunic: Fixed graphical issues
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.
Help: Fixed empty entries (they were gathering description from the wrong place)
Video: Added gamma slider
Video: Added gamma name and description
Hirdman presentation: Added fade out for "New Hirdman Text"
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
Adjusted level visibility tracks in Sequencer to stop incorrect levels being show
Lighting pass
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
Fixed detection of DLC. Now, the game is able to detect whether or not it is enabled in store settings
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
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
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
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
Fixed a bug where some boars became invisible
Fixed cutscene not appearing after loading a save
Fixed an issue where Village UI elements would sometimes disappear after playing cutscenes
Removed empty wait time between events while progressing to next turn
Fixed Einherjar row not flashing when level is reached and path is not yet selected
Added localization for the newly added "Reset abilities" button
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
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
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%
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
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
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)
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
Enabled nanite for axes and spears
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.
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
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
Fixed missing Gunnar bracers in cutscenes
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
Increased the accuracy of the boat interaction area
Increased interactivity range on runestone
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
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
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
Fixed second encounter being invisible after loading a save before the encounter
Expanded fading wall collision
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
Removed empty interactable volume
Added new camera to boss intro level sequence, Ambush pathway
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
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
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
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
Added idles for Blacksmith and Seamstress when state machine starts
Applied widespread localization fixes, translating missing text strings and correcting inconsistencies
Removed duplicate mention of leather in the resources tutorial
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
Additional fixes
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
Added sound for untying prisoner to the animations used for these
Assigned physics materials to wooden bridge components so correct footsteps play
Borre
Fixed redundant music triggers in Training section
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
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)
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
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