In this update15
Full notes
Full NORSE: Oath of Blood update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Performance
- Balance
- Gameplay
- Fixes
- Maps
- UI and audio
NORSE: Oath of Blood changes
Summarized Changelog
Performance & Stability
Optimized texture memory and Level of Detail (LOD) settings across multiple environment, character, and lighting assets to improve overall performance
Enabled Nanite rendering for specific weapon types
Fixed multiple crashes and soft-locks associated with loading save files, particularly in "A Debt Of Blood" and "Battle of the Borg"
Introduced a dedicated Pre-Mission Save system that triggers upon deployment and will not be overwritten by standard auto-saves or quick saves
Disabled the ability to save during video playback to prevent file corruption and progression blockers
Combat & Abilities
Rebalanced damage, action point (AP) costs, and cooldowns for several abilities (including Bear Swipe, Death's Kiss, and Ullr's Arrow)
Adjusted the ability paths and loadouts for Gunnar and Sigrid
Fixed an issue where identical utility items or abilities would incorrectly share a cooldown and be consumed simultaneously
Corrected the calculation and display of Momentum and Action Point (AP) previews during combat
Refined the "At The Gates" mechanic to prevent targeting errors, unintended double-tapping, and animation glitches
Updated and motion-captured several combat animations to prevent clipping and improve visual fidelity
Missions & Encounters
Improved enemy AI behavior, targeting, and encounter pacing across multiple missions (including "Training With a View", "Into the Lair of the Beast", and "Battle of the Borg")
Resolved various navigation mesh and collision issues that caused units to float, clip through terrain, or move outside the intended grid
Fixed encounter triggers and objective states that previously led to progression blockers or missing enemies
Smoothed transitions between gameplay, real-time cutscenes, and pre-rendered videos to improve mission flow
Village & Progression
- Adjusted village economy balancingAdjusted specific worksite resource requirements
Fixed pathing and clipping issues within the village hub, specifically around the docks.
Added and refined idle animations for characters at various village worksites (e.g., Blacksmith, Seamstress)
UI & Localization
Fixed a logic error in the tutorial that caused the game time to slow down or soft-lock when the tutorial window was closed
Resolved an issue where graphics settings (like gore preferences) were not saving correctly upon startup
Cleaned up UI tooltips, ability previews, and button prompts for both mouse/keyboard and controller inputs
Applied widespread localization fixes, translating missing text strings and correcting inconsistencies in German and Norwegian
Audio & Visuals
Rebalanced audio mixing across several missions, adjusting the volume of environmental effects (wind, water, weather) relative to dialogue and music
Added missing audio triggers for combat actions, cutscene events, and environmental interactions
Polished lighting, camera angles, and depth of field in multiple cinematics
Adjusted cutscene animations to ensure the correct player-selected weapons are displayed visually
Full Changelog
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 Interactible button instead of Show Details
- Options TabFixed gore setting being unchecked on startup
- TutorialChanged 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 buttonFixed progression animation not working
Fixed wrong highlighted interactables during combat. Now players in combat can not highlight interactables from exploration mode
- Combat HUDFixed wrong button prompt for inspection mode
- Mission preparationFixed back button being unusable during mission deadline while using a controller
- Ability previewChanged sort order so this is always shown on top
- Mission end screenAdded failsafe for transform policy failing on title
- Ability TooltipAdded failsafe for transform policy failing on title
- Armor KeywordAdded icon
- General TooltipAdded 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
Longhot 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
Known Issue
Some users are experiencing a black screen on loading a previous save. If this happens to you, as a work around please try the following:
Start a new game
Once you're in the first mission (training with a view), you can quit that game and
Load the save you want to resume your campaign on
Source
Changelog.gg summarizes and formats this update. How we read updates.
