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Steam News19 May 20261mo ago

NORSE: Oath of Blood Hotfix 1.07.2

Save System Fixed issue where difficulty setting was not changed to the setting saved when loading a save file Open turn is now saved so when saving after starting an open turn you will now be able to switch unit after

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

18 fixes13 additions25 changes6 removals
  • Fixes
  • Gameplay
  • Performance
  • Balance
  • Events
  • UI and audio
fixedSave SystemFixed issue where difficulty setting was not changed to the setting saved when loading a save file
changedSave SystemOpen turn is now saved so when saving after starting an open turn you will now be able to switch unit after loading that game
fixedSave SystemFixed issue where the incorrect combat area outlines could display when loading a game
addedOptimizationThe system that adds footprints in the snow is now only being processed during the winter season
changedEnemy AI ImprovementsAI is now able to detect that pushing someone off from high ground or into fire cause damage
changedEnemy AI ImprovementsAI now penalizes pushing units needlessly and recognizes that pushing unit against combat area border doesn't cause damage
maximum range AI considers enemies relevant for alert on ranged units615maximum range AI considers enemies relevant for alert on ranged units increased, buffHealth-1-25%Health decreased, nerfHealth-2-25%Health decreased, nerfReflex-20-50%Reflex decreased, nerf

NORSE: Oath of Blood changes

fixedFixed issue where difficulty setting was not changed to the setting saved when loading a save file
changedOpen turn is now saved so when saving after starting an open turn you will now be able to switch unit after loading that game
fixedFixed issue where the incorrect combat area outlines could display when loading a game
addedThe system that adds footprints in the snow is now only being processed during the winter season
changedAI is now able to detect that pushing someone off from high ground or into fire cause damage

Save System

  • Fixed issue where difficulty setting was not changed to the setting saved when loading a save file

  • Open turn is now saved so when saving after starting an open turn you will now be able to switch unit after loading that game

  • Fixed issue where the incorrect combat area outlines could display when loading a game

Optimization

  • The system that adds footprints in the snow is now only being processed during the winter season

Enemy AI Improvements

  • AI is now able to judge the outcome of pushing targets and will aim to push units into walls or allied targets

  • AI is now able to detect that pushing someone off from high ground or into fire cause damage

  • AI now penalizes pushing units needlessly and recognizes that pushing unit against combat area border doesn't cause damage

  • AI now avoids just pushing units to a different tile without hitting something or pushing them off high ground

  • Fixed issue where sometimes the AI would not evaluate all options and miss out on possible actions

  • Now, AI is able to use Alert actively based on the situation

  • Increased the maximum range AI considers enemies relevant for alert on ranged units from 6 to 15

  • Abilities that affect units along its path is now taking those effects into consideration when AI estimates the outcome of abilities

  • Attacks that damage allies is now considered enemy damage when AI estimate ability outcomes

  • Enemy damage now reduce the ability estimate rating properly

  • Fixed issue where healing allies was interpreted as causing harm by the AI rating calculation, now is adds to benefit instead

  • When calculating rating for healing abilities the AI now rounds to closest whole instead of always down when healing by percentage amount so it matches the actual outcome when the ability is used

  • AI now culls away all actions that have a negative rating on the action itself (disregarding positioning) so it doesn't perform idiotic actions just to do something

  • Fixed issue where AI failed to detect that ability would end turn and end up trying to use abilities it in wrong order resulting in turn ending before it could use the last ability

  • AI is now able to judge if engaging would benefit it

  • AI now takes into account that engaged target reflex is nullified when calculating attack rating, making it realize it is more likely to deal damage to engaged targets

  • AI now correctly disregards dead units and no longer avoid moving to tiles of dead units

Combat

  • Fixed issue where sometimes unit would be placed outside the combat area when released from Meat Shield

  • Fixed being able to switch units during locked turns

  • Fixed a softlock that could occur if the last enemy unit dies during their turn

  • Fixed reinforcements not arriving if last enemy dies from bleed

  • The camera no longer changes zoom when deploying units

  • Fixed Rend status effect so it works as intended

  • Fixed turn getting skipped if you use Trance ability and end your previous turn with 0 AP while having a buff that is removed when the turn ends

Enemy Ability Changes

  • The following list of enemy types have been given the abilities listed under each

Spearman/Seasoned Spearman

  • Bandage

Starved Wolf-Hood/Ulfhedinn/Berserkr

  • Alert

Seasoned Archer

  • Mighty Shot

Shieldman/Seasoned Shieldman/Duelist

  • Shield Slam

Wolf Hood Alpha

  • Chopper (passive)

Outcast Shieldbearer/Holdman

  • Bandage

  • Shield Slam

Wolf-Hood Bloodletter

  • Bandage

  • Alert

Skyti

  • Blood Seeker

  • Gnawing Wounds

Bonebreaker/Warrior/Seasoned Warrior

  • Bandage

  • Alert

  • Defend

Viking Spearman

  • Bandage

  • Defend

  • Alert

  • Skullsplitter

  • Embolden

  • Expose Weakness (passive)

Holmgangr

  • Alert

  • Defend

  • Dead Leg

  • Brawler (passive)

Game Balance

  • Fixed the Wolf-Hood Pelter to not have their AP reduced to 2 on story mode difficulty which caused them to not afford any ability and therefore couldn't do anything besides moving"

  • Fixed the difficulty modification for basic units that reduced skill by 10 on hard difficulty vs normal, now it is increased by 10 instead

  • Arch Type was removed from SoTW Djarfr and SoTW Ulfhednar allied units so they don't get nerfed/boosted based on difficulty

  • Story mode has had the stats of many enemy arch types adjusted

Armor Tank

  • Added Health -25%

  • Added Reflex -20

  • Added Critical hit chance -100%

Basic

  • Changed Health from -1 to -25%

  • Kept Reflex at -20

  • Added Critical hit chance -100%

Boss

  • Changed Health from -2 to -25%

  • Kept Reflex at -20

  • Added Critical hit chance -100%

Dodge

  • Added Health -25%

  • Changed Reflex from -20 to -50%

  • Added Critical hit chance -100%

Health Tank

  • Changed Health from -20% to -25%

  • Added Reflex at -20

  • Added Critical hit chance -100%

Graphics

  • Fixed a few instances where lootable corpses would fail to display the sheen effect on the face

User Interface

  • Added new camera shake effect that occurs when taking damage, this can be turned off in the game options if it is not to your liking

  • Critical Hit Chance is now displayed in the attack preview

  • Adjusted the Hit Announcements Look and feel

  • Low health red vignette indicator now has been refined and flashes when taking damage in addition to displaying when low on health

  • Now Status Effects that are replaced don't show a remove indicator and the buff icon in the unit list show an animation to indicate that it was updated

  • Fixed issue where using highlighting feature within a combat encounter would highlight units outside of that encounter

  • Removed unintended dark gradient from Guard icon

  • Removed Hide Screen Messages from Interface Options as this is not usable in release builds

Missions

Borre

  • Fixed issue where you could end up in a bad state and get stuck during the combat tutorial

Night Terrors

  • Fixed issue where intro sequence played when loading a save made during the mission

Tides of War

  • Fixed an issue where loading the mission's first autosave caused the first combat encounter to be skipped

Debt of Blood

  • Blocked navigation on the left side so units can't move past the shield wall

  • Changed the No Movement setup on the shield wall in the first encounter so they start moving if attacked or they attack you

  • Added a combat event when player moves past the shield wall that remove the AI logic that makes them stationary from all enemy units

  • Adjusted the turn order of the first encounter to give an archer the turn earlier so it signals to the player that they can't just remain passive

  • Made archers on first encounter able to use attack so they aren't forced to hurt the shield wall to damage the player

Source

Steam News / 19 May 2026

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