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
- Gameplay
- UI and audio
- Events
- Performance
- Fixes
- Balance
NORSE: Oath of Blood changes
Steam post image NEW Content! (Skirmish Missions & Maps)
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:
Localization (Additional Language)
By popular demand, NORSE: Oath of Blood has been translated to Polish (Text only) a big shoutout to DrSkillzDeficit for his contribution in this endeavour!
PLEASE NOTE: Steam, Epic, and GOG achievements have not yet been translated[UPDATE] Polish Achievements are now translated. No client update was needed for this. Thank you for your patience!
Additional Localization
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)
User Interface
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
Save System
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
Optimization
Adjusted optimization logic to not interfere with primary cutscene characters, fixing cloth animation issues
Removed some redundant enemy AI calculations
Achievements
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
Enemy AI Improvements
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
Village
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
Ability Changes
Wolf Fang now inflicts 1 Rend
Combat
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
Audio
Fixed issue where soundscape volume did not activate if camera starts inside the volume
Graphics
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
Animation
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
Missions
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
Battle of the Borg
Fixed last stand cutscene where Arn was invisible
The mission will now end if Ivarr Whalerider falls in battle
Wild Hunt
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
Night Terrors
The mission will now end if Karl Gudmundson falls in battle
Utlagi Camp
Removed a fallen tree that was laying unnaturally on the ground and moved a nearby one to make it lay more naturally
Source
Changelog.gg summarizes and formats this update. How we read updates.
