Command, endure, and prosper in The Iron Oath, a turn-based tactical RPG where the fate of your mercenary company rests on your decisions. Customize your roster, build your renown, and discover the secrets that await in the medieval fantasy realm of Caelum.
Hey everyone! Today's patch is a much larger one that required some more thorough testing on our side (due to a few "under the hood" changes), so we apologize for taking a few extra days with it.
Now that we're able to take a moment, we wanted to give a big thank you to everyone for your support during our 1.0 launch! We're so glad that many of you are enjoying the game and its story. We've been reading all the feedback we receive (though we can't respond to it all), so we appreciate everyone taking the time to leave their thoughts on the forums, Discord, or in a review (and if you haven't left a steam review yet, we'd be grateful for it!). Here are today's notes:
[h1]Patch Notes 1.0.009[/h1]
[h2]New[/h2]
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[*] The total number of remaining reinforcements for the battle is now displayed on the right side of the turn order
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[h2]Updates[/h2]
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[*] Wealdere creatures are now Vulnerable to Frost damage
[*] Damage numbers and status text over a unit's head now displays each instance on its own line instead of trying to combine them into one (which made it hard to tell if a secondary damage source was applying or not)
[*] The combat indicator for offscreen characters now bounces a bit so it's easier to notice
[*] Optimized certain parts of combat to be a little snappier. Enemies now act slightly faster after moving (among other small tweaks to speed things up)
[*] Reduced the time it takes to use the Guard skill before going to the next turn
[*] Return to Cinder and Cold Feet can no longer stack on top of itself or other traps
[*] Updated some cave combat layouts to help with AI pathfinding
[*] Updated the camping screen visuals to display up to 7 units
[*] More choices during dungeon events now display a % chance (when relevant) to give you a better idea of the risk you're taking
[*] Dying and failing on any mission during the prologue will now prompt a game over screen and you will need to reload and retry. Previously the game allowed you to continue, but this was potentially a cause of a rare problem (and a full party wipe at that point sets you so far back anyway that it's not advisable to continue on)
[*] Made some adjustments to the flow of main campaign events that should result in less waiting around. Letters from [spoiler]Vahn[/spoiler] that advance the story will now be given to you when entering a city (if the prerequisites are met), instead of relying on the event to trigger during overworld travel (which was a much less consistent way of doing it)
[*] Increased the priority for Black Skull sabotage events to occur while the 'Blood Feud' quest is active
[*] Adjusted the minimum required level of the campaign event that occurs after completing the Strength in Numbers quest. We suspect that some players' average party level was too low for that event to trigger, resulting in them having to wait around without any direction. If you're far enough into the game to complete Strength in Numbers, the next event should now trigger much sooner
[*] Added in some new campaign quest objectives letting you know when you need to wait a bit (usually no more than 30~ days) to avoid any confusion on what you need to be doing
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[h2]Fixes[/h2]
[list]
[*] Enchantments and enemy traits (eg. Giant) that increase Health now work properly
[*] Damage Shields applied at the start of combat (from Enchantments and the Valkyrie's passive) now stack properly
[*] Fixed an issue where using Rainfall (with aoe upgrades) overtop of ice terrain could cause a huge slowdown
[*] Rainfall no longer destroys ice walls
[*] The damage preview when using the Pugilist's Crippling Force ability should now be accurate
[*] Fixed an issue where an empty text field could be shown over a unit's health bar which threw off the positioning of damage numbers
[*] Fixed an issue where units walking into Fire terrain were receiving a Burn that only lasted for 3 rounds. All burns should now last until cleansed
[*] If a character bounces off a cell and dies they will no longer leave behind a "ghost" that occupies their previous position
[*] Made some changes to the turn order so it now has a maximum number of units it can display (so the order won't go offscreen when there are many units on the field)
[*] Fixed an issue where if you couldn't see the end of the current round and used Wait, that character's turn would be lost (this currently wasn't an issue due to us displaying a large number of units in the turn order, but with the above change this has now been properly fixed)
[*] Fixed an issue where your units could be pulled despite having Push/Pull Immunity
[*] The off screen unit indicator no longer points towards your mouse cursor if you are moving a unit
[*] Fixed an issue where certain combat encounters that started with a cutscene could have enemies stacked on top of each other in certain situations
[*] The Deathlord boss can no longer perform Attacks of Opportunity
[*] Wealderes will no longer push you back when they hit you with an Attack of Opportunity (which could sometimes cause a softlock) and they'll now just do a generic attack for 100% of their Power
[*] Skeleton bone piles no longer count towards the Flanked status on your units
[*] The damage preview when using the Huntress' Rapid Fire ability now takes into account the 3rd shot from the Barrage upgrade
[*] The Refuel upgrade for Blazing Lance will no longer make the ability Stun instead of Taunt
[*] Can no longer overwrite planks and ice pit hazards with certain traps
[*] Fixed a few Shrine events where the preferred offering was incorrectly set
[*] Fixed a bug where Named gear that had rolls for increased Movement, Speed, or Evasion were having those effects doubled
[*] Fixed an issue where some high level recruits could sometimes not have the right number of ability points available
[*] Potentially fixed an issue where cities would eventually begin to recycle the same recruits you had previously seen. They should now generate brand new recruits when the inn refreshes (usually between 30-60 days)
[*] Attempting to recruit a character again that had previously left the company will now properly add them to your roster
[*] Fixed a rare issue where the game could autosave when a scripted event was playing, which could put you in a bad state if you were to go back and load that autosave
[*] Fixed an issue where a city that was destroyed would not appear destroyed when you first loaded a save file
[*] Fixed the following achievements: Unlock all jobs, visit every city, obtain 5 legendary items
[*] Made some changes to the flow when turning in contracts. We're hoping this will fix a very rare issue where you can get stuck in Andilon during the prologue (typically after the Void Breach quest). If you do still see this issue, please submit a bug report!
[*] Fixed an issue where renaming the company wouldn't update properly sometimes
[*] When renaming your company in an existing save, the max character length can now be as long as it is when naming your company when starting a new game
[*] Fixed an issue where doing battles in a city could cause the world UI to disappear afterward
[*] The Direct Action quest (miner's strike) will no longer show up multiple times (it's meant to be a unique quest)
[*] Fixed an issue where sometimes quests weren't being removed from a city immediately after accepting them (e.g. Direct Action quest)
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[h1]Future Plans[/h1]
We'll continue to patch with bugfixes, tweaks, and new additions over the next few weeks, but we wanted to let you know that you can also expect to see some new content added to the game towards the end of November. This will add to the pool of non-campaign quests available, so you won't be seeing quite as many repeatable quests once you get into the mid-late game.
A few people have also asked about what our roadmap for future development looks like, and while we're not going to share anything just yet, we are aiming to do so in December as we approach Christmas. Rest assured, we are not done developing and improving the game. It will still be receiving regular updates with new content, classes, enemies, and more!
-Curious Panda Games