In this update15
Full notes
Full NORSE: Oath of Blood update
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What changed
- Fixes
- Gameplay
- Performance
- Balance
- Events
- UI and audio
NORSE: Oath of Blood changes
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
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