We've just put out a small patch to the test branch to fix a few issues. Thanks for all the help in testing!
Patch Notes 0.8.007a (Public Test branch)
Updates
- Added some falloff for ranking up the Mending stat (now aligns with other percentage-based stats) - Void Breach events now have a 100% chance to spawn in dungeons (on side paths) when there is a Void Breach 'city status' active in the area
Fixes
- Fixed an issue where normal gear was being given stat bonuses that were reserved for Named gear in certain situations - Fixed an issue with the 'Swell' upgrade for the Balladeer's Anthem of Warding ability that could cause targeting issues - Fixed an issue where some stats were not being calculated properly after ranking them up a lot - Fixed an issue that could cause a soft lock in combat when drawing custom movement routes on certain tilesets - Added a decimal place to the values of some attributes in the roster menu - Other various minor bug fixes
Public Test Branch (0.8.004a)
Hello mercenaries,
The 'Expeditions' update is now available on the public test branch! This is a much smaller update than our last two, but it adds some new content and introduces Named gear into the game, which is meant to act as a bridge between normal and Legendary gear (coming soon!).
To opt in: Go to your Steam Library, right click The Iron Oath and select Properties. From there, go to the Betas tab and select "Public test branch" from the drop down menu.
You can use your current save on the test branch, but you will need to first copy over the file. Navigate to: "C:\Users\YOURNAME\AppData\LocalLow\Curious Panda Games\The Iron Oath", and copy your save file from the "saves" folder into the "testBranch_saves" folder.
We don't anticipate too many issues, so we expect it to be on the test branch for about 1 week. If you encounter any issues, please submit a bug report in game (if you're unable to, posting in Discord or the forums would be the next best thing). Thank you!
New
Added a number of new quests (6 brand new, plus some "old" ones we realized weren't showing up)
Added new Company Moments (events where you converse with members of your company while traveling) and Overworld Encounters
Added Named Gear, which is an enhanced version of regular gear that has 2 random stat boosts applied to it (higher tier gear will have larger bonuses), and also comes pre-loaded with randomized enchantments. Named Gear will have a chance to drop from bosses at 2 Skull+, with a 100% chance from 5 Skull bosses.
Added a note during dialogue events to indicate when a character's personality trait has influenced them to say something
Added experimental support for controllers (still lots of work to be done). This can be enabled in options.json by setting ControllerEnabled: "true" (The file is found in C:\Users\YOURNAME\AppData\LocalLow\Curious Panda Games\The Iron Oath)
Added additional Steam Deck support (it's now marked as 'Playable' on Steam. There's only a few issues left and we'll continue working on this in the future to get it fully Verified)
Updates
Codex now only shows entries for enemies that you have encountered (this isn't retroactive, so old saves will need to find enemies again to unlock their Codex entry).
When unlocking a Codex Entry, a graphic will show at the bottom of the screen (either during Dungeon Exploration or in the Expedition Summary, depending on the situation)
Bosses now drop more appropriate gear for the type of enemy defeated (eg. you can expect to find a Staff from a Deathlord, but they won't drop a Lute)
Buffed the values of many Enchantments and also made them more likely to be found in loot chests
Better pathfinding on the world map when traveling to and from dungeons
Added more dungeon locations in every county
Updated quests so the location of its associated dungeon is within the county you accepted it from (eg. If you accept a quest in a town, you can expect the dungeon to be relatively close by instead of on the other side of the region, unless the context of the quest dictates otherwise).
Significantly increased default travel speed on the world map (just the visuals of it, the number of days passing remains the same)
When 'City Events' change in a city, the available quest list will now update immediately so the quests are more relevant to the current situation
Updated the description of the buff icon when the Valkyrie uses Champions Order with the 'Unimpeded' upgrade
Added text to inform users on their turn when a character is Rooted (so they know why they can't move)
Adjusted the percentages of disarming Traps (tools are now a bit more potent, though a Picklock being present remains the biggest bonus)
When completing 'A Blacksmith's Request', he now can give any type of weapon instead of always giving a Polearm. Additionally, if you choose to sell him any spare iron you have, he will now inform you he can't pay full price but will increase your reputation with the city.
Fixes
Fixed an issue when cycling through characters in the company management screens so it moves linearly through the list
Fixed various sound effect issues with breakable objects
Tooltips on the overworld HUD now show when you hover the icon (previously only showed when hovering the text/number)
Fixed a bug with the 'Camp Fortifications' upgrade where the Renown level requirements were incorrectly set
Fixed a bug where the Outlaw Deadeye was ignoring all Defense of their target (instead of only when the target has under 20%)
The Power Aura upgrade from the Pugilist's Battle Instinct now lasts for the same duration as the ability (It was only lasting 1 Round previously)
Patch Notes 0.7.018
Hey all, another patch to fix a few issues. Thanks for the reports!
Patch Notes 0.7.018
Updated the text input highlight color to not be so bright
Fixed a typo for the 'Medicinal Herbs' Dungeon Modifier
Fixed the Grievous Wounds status icon in the codex and in enemy tooltips where it was showing as a blank white box
Fixed the Deathlord's codex page
Fixed an issue preventing a player unit's tooltip from showing during combat (when hovering their portrait or sprite)
Fixed the Balladeer's Smashing Tune tooltip to display the correct range of 1
Fixed the 'Shield Blessing' enemy trait from giving more shielding than it should
Fixed an issue where the Sound Barrier upgrade for the Balladeer's Anthem of Warding ability was not applying the correct shield value to targets (it was using the target's Mending value instead of the Balladeer's)
Fixed an issue with the Lone Wolf trait being incorrectly applied when moving and then undoing the movement
Fixed an issue with high tier loot being incorrectly given out in low level dungeons and encounters
-Curious Panda Games
Patch Notes 0.7.017
Hey everyone, we've just put out another patch to address some issues. We've also added the ability to name your own save files!
Patch Notes 0.7.017
Changes and Additions
You can now enter a custom name when saving your game
The save button when saving your campaign is now pinned to the bottom of the window regardless of how many save files you have
If a quest objective is to clear all enemies, the objective tracker now indicates the number of combat encounters remaining
Removed the 'Problem Solver' and 'Insane' traits
Fixes
Fixed a bug where Trap and Hazard events would sometimes not trigger properly
If an event results in combat, the dungeon UI will now correctly update the number of encounters completed/total (previously it was only updating the completed count, but not the total count)
Fixed a bug that incorrectly had the green 'Pristine' gear (Tier 4) labelled as 'Legendary'
When a connector event(such as clearing rubble) leads to combat, the occupied tile will now correctly show a completed combat icon once finished
Fixed an issue with custom difficulty options not saving correctly
The Balladeer's Anthem of Warding now has cast FX
Fixed a bug where if you placed an Ice Wall anywhere on the field, enemies who were far enough away from your units would always pass their turn
The 'Battle-Hardened' incense now works correctly
Fixed a bug where instead of a character with the relevant job speaking during an event, it would pick a random speaker
Fixed an issue where the 'Job Change Available' text in city hubs wasn't showing unless you had already assigned at least 1 job
Fixed a few typos/text bugs in the UI
The Heavy Warbow (Masterwork) can now be found and purchased from city markets
-Curious Panda Games
Patch Notes 0.7.015
Hey all,
We hope you're enjoying the update! We've just pushed a small patch to fix a few things. Thank you for submitting bug reports!
Patch Notes 0.7.015
Fixed a softlock that could sometimes occur during the opening tutorial battle due to enemies not loading properly
Fixed a softlock that occurred at the end of combat if a character was buffed by Anthem of Warding's "Stinger" upgrade
Battles after an "Unknown" event type (marked with a ? icon) were appearing as if the tile had not been visited before
-Curious Panda Games
Major Update: Tales by the Fire is out now!
Hello mercenaries,
The Tales by the Fire update is now live! This major update features many changes that improve upon all aspects of dungeon exploration, and adds a brand new class to the game: the Balladeer.
We'd like to thank everyone for their support and patience, with a big thanks to those that played on the test branch, gave us feedback, and submitted bugs!
Tales by the Fire: Key features
Balladeer Class: The 8th class in the game fills the role of a pure support character by buffing allies and debuffing enemies
Character Job System: You can now unlock various jobs and assign them to the characters in your company. Each job has unique bonuses that assist your party during dungeon exploration.
Dungeon Navigation: Dungeon navigation has been reworked, with the layout now fully visible from the start. Tiles that have events are marked as such, but the identity of the events (aside from boss locations) are not revealed until you move to or scout the tile (or encounter an event that reveals some to you). The layouts are also now more structured and promote finding a balance between risk vs reward. There is now a linear 'Main Path' that leads to your objective, which can be completed quickly without incurring any new Dungeon Modifiers (usually!). Other than enemies and quest events, this path carries little in the way of extra risk, but also contains fewer rewards. The side paths that branch off the main path are riskier to explore, but also have the most rewarding events to discover.
Dungeon Modifiers: All dungeons now start with 1 Positive and 1 Negative Modifier which is displayed in the party select screen. It's important to pick classes and jobs which best suit the modifiers at play! Players will now accrue less dungeon modifiers via the passage of time (max of 2, anything beyond that will just be Morale penalties), but the ones that are applied will be more potent. We've removed many of the old trivial modifiers, added a few new ones, and tweaked a few existing ones.
Dungeon Events: We've introduced a number of new event types to make dungeon exploration more interesting. We've also reworked many of our old events to better synergize with the new job system. Most events can now be revisited if you did not complete it the first time (so you can choose to hold off on interacting with a Shrine, and still come back to it later if you wanted to).
Patch Notes for Tales by the Fire (0.7.014)
Additions
Added the Balladeer class
Added 5 Lutes to the gear pool, only usable by the Balladeer
Added 9 character jobs to unlock (through 'Knowledge' events in dungeons): Tracker, Miner, Field Medic, Scholar, Picklock, Pathfinder, Survivalist, Theologian, Scavenger. Each has 2 unique bonuses that will help you be more efficient at navigating dungeons
Added 26 new Dungeon Modifiers, with 1 positive and 1 negative effect being applied at the start of each dungeon (visible from the party select screen)
Added new 9 new dungeon event types:
Unknown: A custom event that can be anything from harmful to beneficial. You won't know what lies in store for you until you interact with them.
Fortified Area: A tile marked as fortified will allow you to set up camp without the possibility of being attacked by enemies.
Knowledge: These events grant XP to your party. They come in the form of journals, tomes that unlock Jobs, and maps that lead to legendary items (coming in a future update!)
Map Fragment: Reveals the identity of 2 random unexplored events in the dungeon
Shrines: There are 18 different shrines to interact with, allowing you to sacrifice something (Health, Coin, or a new provision called an Idol) to receive a blessing from the Gods in return. If you have a Theologian in your group, they will be able to identify which God the shrine is dedicated to, and what effect you can expect to receive prior to making a sacrifice. If your sacrifice is accepted, you can choose 1 of 3 effects to receive (1 from the shrine in question, and 2 randomly selected ones)
Runes: Rune events allow you to choose one character to receive an effect (which is unknown unless you have a Scholar in your party). Runes can grant various things such as levels, attribute points, or even traits.
Tracks: Tracks will spawn at various points in the dungeon, and can be interacted with in order to reveal the location of the nearest enemy (at the expense of Time).
Mining: Mining events give you a chance to extract some precious resources. Having a Miner in your party will make the process quicker and less dangerous
Void Breach: You'll sometimes come across a Void Breach, especially when they've been reported in the county. You can enter combat and try to close the breach, or leave it be and find another route.
Added a new 'Idol' provision that you can purchase when entering a dungeon (used for interacting with Shrine events, though you're not required to have one)
When a dungeon event is revealed (from anything other than scouting), the tile will briefly flash to let you know which ones were revealed
Every city now specializes in gear and recruit availability. Those specialties have a higher chance to appear there. This information is displayed in the city entrance window.
Added two new company upgrades: Retraining (for reducing costs of resetting Attribute and Ability points) and Training Dummies (to increase rate of XP gain)
Added information to the dungeon exploration UI which displays the number of battles completed, tiles explored, coin on hand (used for interacting with various events), and whether or not you've obtained the dungeon key
Fully exploring a dungeon will give your party bonus XP and generate a map which can then be sold at the market. The sell price increases based on the dungeon's difficulty.
When looting an item in the dialogue window, you can now mouseover the highlighted name to see the item's tooltip
Changes
Reworked the visuals and mechanics of dungeon exploration. The layout is now immediately visible, but the identities of the dungeon events remain hidden until scouted or otherwise revealed
Moving to a new tile in dungeons now costs 2 Time, while moving to a previously explored tile costs 1 Time.
The dungeon scout mechanic has been tweaked to reveal a single unidentified event of your
choosing within a range of 1 tile (regardless of whether there is a connecting path)
The 'Scouting Distance' company upgrade will increase your scout range radius to 2 and 3 with each tier.
The Time threshold for accruing new dungeon modifiers has been increased to 50 on the default difficulty (up from 16).
Removed some old Dungeon Modifiers (that are applied via Time) that were fairly trivial. We rebalanced some others and added a few new ones which pose more of a challenge
The UI icons for dungeon modifiers have been condensed into 2 icons, one for Positive effects, and one for Negative. Mousing over the icon shows a tooltip for all the Dungeon Modifiers currently in effect
With the changes to dungeons we had to make a few tweaks to the way Fatigue was calculated. Overall, character's will now accrue less Fatigue than they would previously from a dungeon or overworld encounter
Reduced the number of traits a character spawns with. They now get 1 personality trait, and 2 combat/physical traits. We felt the previous number was too high and made characters feel less unique as they often shared one or more traits with other members of your company.
Made some changes to the Morale mechanic so it now has an effect on combat: If a character has 75+ Morale, the duration of negative conditions applied to them will be reduced by 1 (to a minimum of 1 Round). If characters have 25 Morale or less, there is a chance (it's a dice roll which takes into account their current Morale) on their turn that they will delay their turn until the end of the round. Once their turn comes up again, if their Morale is still below 25, another roll will determine whether they skip their turn entirely for that round.
Updated various Tutorial popups and added a few new ones for the new mechanics in the game
Rebalanced the costs and effects of various Incenses
Added three new Incenses: Prayer (reveal Shrine events and restore Morale), Recharge (reduce Health but restore all ability charges), Illuminate (gain extra scouts)
The default number of provisions you can bring into a dungeon is now 4. The 'Satchel Size' upgrades (for increasing the amount) has been adjusted to 2,3,4 from 2,4,6
When entering a dungeon, you now need to select how much coin you want to bring with you (instead of having access to your entire stash of gold). There are only a few events at the moment which use coin, but that number will be going up in the future as we add more 'Unknown' events. Keep in mind, that if you die or choose to abandon a dungeon mid-combat, your coin on hand will be lost.
The tables for Loot events have been reworked, and it's now possible to get a variety of things (based off a dice roll, the difficulty of the dungeon, and a few other factors), Enchantments and Gear being the most rare.
Trap events have been split up into Hazards and Traps. There are now 3 different trap variants that each do different amounts of damage (the more dangerous ones don't show up until later difficulties)
Added some Renown Level restrictions to the 'Tents' company upgrade as a safeguard against new players expanding their company too quickly and running out of coin
Added two new difficulty settings and tweaked the values of existing settings. If you have previously played the game and enjoyed the difficulty you were on, you should move up one difficulty level from where you were playing (eg. If you played on Battle-Hardened, you should now play on Warlord). Battle-Hardened remains the "default" difficulty, and is now slightly easier than it used to be.
Added a few more values to the dropdown when choosing custom difficulty settings (eventually it'll all be converted into sliders)
Added a way to toggle aging penalties on or off when starting a new campaign. It is enabled by default, but we know not everyone likes having their characters retire, and this feature has been requested for a while. If you want to apply this to an existing save, you can open up the console (~) and use the debug command agingEnabled 0 to disable it. If you haven't enabled debug commands before, you'll need to head to C:\Users\YOURNAME\AppData\LocalLow\Curious Panda Games\The Iron Oath and open up the Options.json file. In there, look for the DebugEnabled value, and change it from False to True.
Greatly increased the expiry timers for all campaign missions. In the future we will be adding a toggle when starting a new game to select whether you want it to expire or not
Slightly expanded the height of the event dialogue panel
Adjusted the values of various world events that affect the quantity and quality of recruits and items showing up in cities, such as Tournaments and Thriving Trade events.
The quantity of items available in the Marketplace is now based off the city's size (before factoring in modifiers from world events), so capital cities will have more items available than smaller cities by default.
Targets with the Sleep condition are now healed on their turn. We did this to differentiate the mechanic more from Fear and Stun, and to add a bit of a drawback that must be considered
Updated the look of the 'Party Select' and 'Purchase Provisions' screens to match the rest of the UI
Updated the look of the 'Expedition Summary' screen to match the rest of the UI
Fixes
World events now properly effect cities when loading a game (previously it took a few days to update)
Fixed a bug related to world event modifiers and how many items and recruits appeared in markets and inns respectively
You should (hopefully) no longer get ambushed in boss fights. This bug has been around for a while but we think it's been fixed!
The Level up icon next to the portrait should now only show when you have points to spend
Changed all video codecs to work better on Steam Deck and Mac (so video tutorials should now work properly)
Provisions should now be properly consumed with using them during an event (such as using Tools to clear an obstacle)
Fixed a bug with the Potency upgrade for the Icebinder's Arctic Armor ability - it should now increase the shield value correctly
The Immunity Duration upgrade for the Pugilist's 'Mind, Body & Soul' ability now works correctly
The Guardian now also gets conditional immunity when her passive triggers
A bug where combat would hang after the Pugilist's turn should likely be resolved now due to some changes we've made to code with this update. We haven't been able to re-create the issue, but if you do see this happen still, please report it in game!
The Sharp-Minded trait should no longer be found on new recruits
Fixed an issue where the settings window on the start screen wasn't scaling properly based on resolution (and the window was getting cut off)
Many more undocumented fixes!
Notes
Due to changes made to dungeons, if loading an old save from within a dungeon, you will be kicked out (but not penalized with fatigue or anything).
There is currently a bug where a hazard or trap event won't properly trigger. We haven't been able to determine the reason for this one yet.
There is an extremely rare bug that we're investigating (it's only happened to a few players) where sometimes a player will get stuck in the prologue with no way to progress due to a quest turn-in event not properly triggering.
---
What's next?
We've updated our roadmap to reflect our future plans. With the changes made in our last two major updates, we're satisfied with the state of the game and feel it's close to being ready for a 1.0 release. With our next update, we'll be adding Named Gear and filling out the game with some more content (with much more coming for 1.0!).
Thanks for reading, and we hope you like the update! If you're enjoying the game, we'd really appreciate you leaving a review on Steam, and we'd also like to invite you to join our Discord community. Have a good weekend :)
-Curious Panda Games
Patch Notes 0.7.009a
Hey everyone! We've pushed another patch with a few fixes and changes. We're getting close to being done with our bug list, so it shouldn't be too much longer until we move it to the main branch. Have a great weekend!
Patch Notes 0.7.009a
New
- Added a new Company Upgrade called Retraining that reduces the cost of resetting a character's ability and attribute points
Changes
- Updated the Scout mechanic in dungeons. Scouting is now a toggle that you activate with RMB, and it will display which tiles you can scout. From there you select a single tile within your scout range to reveal the event on it. By default, your scout range is 1, but can be increased to 3 with company upgrades (and actual connections between tiles don't matter - you can scout over a wall so long as it's within range on the grid). - Added a new sound effect for Scouting - Ability tooltips now display the damage type associated with it (if any) - Tracks events have been updated to reveal a single nearby combat event if you choose to interact with them. Trackers take significantly less time to do so. - If you have a character with the Tracker job, all tracks events will be revealed when entering a dungeon - The Restore Mind incense now gives extra Morale recovery while camping
Fixes
- Fixed a Balladeer issue with Anthem of Warding where an effect spawned on the wrong spot - The icon for Rune events now show properly on the dungeon map - Rune events now work, allowing you to choose a single party member to receive one of many possible effects (having a Scholar reveals what the effect will be beforehand) - Fixed some issues that could crop up if you fail a Morale check on your turn and you tried moving quickly - Dungeon tracks can now be properly interacted with to discover nearby combat encounters - Loading a save should now properly update the current number of combat encounters completed in the dungeon (unless you get this patch and start mid-dungeon) - Fixed a bug where a Scouted Trap or Hazard immediately triggered and damaged you when stepping onto the tile. If you Scout them you will now always have choices available - The Tracker bonus to increase scouting uses now works as intended - Having a Scholar in the party now gives an XP bonus to the entire party and not just themselves
Patch Notes 0.7.008b
Hey everyone,
We've just pushed a patch to the public test branch, fixing a number of bugs, tweaking balance, and adding a couple new things. Thank you for testing and reporting issues!
Patch Notes 0.7.008b
- Added a few more values to the dropdown when choosing custom difficulty settings (eventually it'll all be converted into sliders) - Updated the bullet points that describe the differences for each difficulty level - On Adventurer and Soldier difficulties, every ability now gets +1 Charge - Added a new Company Upgrade called 'Training Dummies' with 3 tiers to increase character XP gain - Fixed a Codex bug that was causing enemy pages to be blank - Fixed a bug that was making player Accuracy higher than intended across all difficulties - Fixed a bug where upon loading a save in the middle of a dungeon, the icons for any completed dungeon events would appear as if they hadn't been interacted with - Fixed an issue where unspent coin was not being properly refunded at the end of Dungeons or Overworld Encounters - Fixed an issue where certain Overworld battles tied to quests were incorrectly using Dungeon Modifiers (sometimes making the battles harder than intended depending on the modifier chosen) - Updated the frequency of various dungeon events (you'll now find more loot events, and some other ones that were too rare). We'll continue to monitor and tweak this as necessary, but it's in a much better place now - Void Breach tile events no longer always show up in dungeons. They have a small chance to under normal circumstances, and a high chance when a Void Breach world event is active nearby - Fixed some instances where the coin icon wasn't appearing next to the number when receiving coin from loot and other things - Rebalanced the values and costs of most Camping Incenses - Added two new Incenses: Prayer (Reveals Shrines and restores Morale) and Recharge (Restores all ability charges but greatly reduces Health) - World events now properly effect cities when loading a game (previously it took a few days to update) - Fixed a bug related to world event modifiers and how many items and recruits appeared in markets and inns respectively - Lowered the amount of Fatigue accrued from dungeons and combat (the value was super high due to the changes we made to Time with this update) - Increased the base quantity of gear available in markets, and adjusted the values of various world events that affected the quantity, such as Tournaments and Thriving Trade. Between this and the fix to dungeon loot events, gear should be a bit easier to come by (on existing saves, this won't take effect until the world events and markets refresh) - The city entrance/info screen now displays the Gear and Classes that are commonly found (if any) in that city - The Sharp-Minded trait should no longer be found on new recruits - Increased the Balladeer's base Power range, and increased the Power value of all Lutes by roughly 25% - Increased the multiplier for the Balladeer's Smashing Tune ability from 1.0 to 1.5 - The Balladeer's alternate skins now work properly
Have a great weekend! -Curious Panda Games
Public Test Branch (0.7.007a)
Hello mercenaries,
The Tales by the Fire update is now available on the public test branch!
To opt in: Go to your Steam Library, right click The Iron Oath and select Properties. From there, go to the Betas tab and select "Public test branch" from the drop down menu.
You can use your current save on the test branch, but you will need to first copy over the file. Navigate to: "C:\Users\Your Name\AppData\LocalLow\Curious Panda Games\The Iron Oath", and copy your save file from the "saves" folder into the "testBranch_saves" folder. When loading an old save from within a dungeon, you will be kicked out of the dungeon (but not penalized with fatigue or anything).
With that said, we do recommend testing on a fresh campaign for now, as there are still some things we need to clean up (such as balancing the frequency of the various dungeon events).
There are still some remaining bugs that we're working on, but in the meantime it is playable and ready for testing, so we'd appreciate as many eyes on it as we can get! We have been fairly thorough, so hopefully there aren't too many bugs that we haven't discovered. We expect it to remain on public test for at least a week, but it'll depend on how many new bug reports we receive.
Here are the changes and additions with this update:
New Class, the Balladeer: The 8th class in the game fills the role of a pure support character, buffing allies and debuffing enemies
Job System: Characters can now be assigned jobs within the company. Each job has its own unique bonuses that assist the party during dungeon exploration.
Dungeon Exploration: We've made some pretty significant changes to dungeon exploration, and each dungeon's layout is now fully visible. Tiles that have events are marked as such, but the identity of the events (aside from boss locations) are not revealed until you move to or scout the tile. We made this change to allow the player to make more informed decisions when navigating a dungeon, instead of blindly moving along a generally linear path as it was previously.
New and Reworked Dungeon Events: We've introduced a number of new event types such as Shrines, which allow you to sacrifice something to receive a blessing. We've also reworked many of our old events to better synergize with the new job system, and most events can now be revisited if you did not complete it the first time (so you can choose to hold off on interacting with a Shrine, and still come back to it later if you wanted to)
Dungeon Time Meter: The time threshold for new dungeon modifiers has been significantly increased to 48 (on the default difficulty). Moving to an unexplored tile costs 2 Time, while backtracking costs 1.
Dungeon Modifiers: All dungeons now start with 1 Positive and 1 Negative Modifier which is displayed in the party select screen. It's important to pick classes and jobs which best suit the modifiers at play! With that change and the aforementioned changes to Time, players will now accrue less dungeon modifiers via the passage of time (max of 2), but the ones that are applied will be more potent. We've removed many of the old trivial modifiers, added a few new ones, and tweaked a few existing ones.
Specialized City Offerings: Cities are now more specialized in what they offer to the player. Certain gear and classes will be more common in specific cities (eg. Valkyries and Icebinders are commonly found in the Northern Hold, but you'll still be able to occasionally find them elsewhere too)
Character Trait Quantity: We've reduced the starting number of traits each character has. They now spawn with 2 combat/physical traits and 1 personality trait. The previous number of traits was too high, making it too hard to keep track of while also making characters feel less unique since there was a high chance they shared traits with your other characters. In the future, characters will be able to "grow" and acquire more traits as you play the game through dungeon events and company moments.
New and Modified Difficulty Levels: We've added two more difficulty levels and adjusted the default difficulty of Battle-Hardened to be slightly easier. If you played on and enjoyed one of the three previous difficulty levels, you'll want to move up 1 level from where you were (eg. If you played Adventurer, you should now play Soldier, if you played Battle-Hardened, you should now play Warlord). The difficulty levels are now: Adventurer, Soldier, Battle-Hardened, Warlord, Emperor.
Morale effects on combat: Your characters' Morale now affects them in combat, making it more important to manage properly. If a character has 75+ Morale, the duration of negative conditions applied to them will be reduced by 1 (to a minimum of 1 Round). If characters have 25 Morale or less, there is a chance (it's a dice roll which takes into account their current Morale) on their turn that they will delay their turn until the end of the round. Once their turn comes up again, if their Morale is still below 25, another roll will determine whether they skip their turn entirely for that round.
Known Issues:
Some incense values and effects haven't been rebalanced yet in game
Scout currently reveals too many tiles around you
A couple dungeon event icons don't show up properly
Track events aren't functioning properly
Rune events aren't fully functional just yet
Hazards and Traps sometimes can incorrectly trigger damage even if you scouted them
Hazard and Trap events sometimes instantly closes
Some events are very rare, while others are far too frequent
Some dialogue tags aren't properly connected so you may see 'null' sometimes in place of a character's name or some other oddities
And other various minor things, but if you find anything that isn't covered in the above, please report it in game or on Discord
Full patch notes will come when the update goes live on the main branch. For more detail on some of these changes, you can check out our previous 'Update Preview' post here.
Thank you for being patient while we get this ready! We're looking forward to hearing your thoughts on the changes. There are a few new/updated mechanics that we're not 100% on yet (such as how scouting works), so they might be subject to change, especially if there is enough feedback to warrant it.
-Curious Panda Games
Update Preview and Summer Sale!
Hey everyone! The Summer Sale begins today and The Iron Oath will be 10% off for the next 2 weeks!
With the month now coming to a close, we also wanted to update you on the status of our next major update, Tales by the Fire. We had been planning to get this one out at the end of June, and while it's close to being done, we do need a bit more time to get it ready (likely about 2~ weeks). In the meantime, we're here to share three major highlights that are coming with this update: a new class, changes to dungeon mechanics, and the job system.
New Class: Balladeer
Our newest and 8th class is the Balladeer. They fill the role of a pure support class, with the ability to heal, cleanse, buff their allies, and debuff enemies. His passive ability, Upbeat, restores 5 Morale to all adjacent allies whenever he acts for the round.
Soul Crush (Basic Attack)
Mock a target within 3 cells, damaging them with a 50% chance to remove a random buff.
Battle Chords (Destruction)
An aura that grants adjacent allies +15% Power for 2 Rounds.
Battle Chords (Preservation)
An aura that grants adjacent allies +15 Defense for 2 Rounds.
Anthem of Warding
Target self or a single ally, cleansing conditions and granting immunity to all conditions for 3 rounds.
Smashing Tune
Crush an adjacent target with their lute, damaging and Stunning them for 2 Rounds.
Renewing Melody
Target self or a single ally and channel for 6 turns, instantly healing the target and healing again when the channel completes.
Serenade
Target a single enemy and channel for 6 Turns, Charming an enemy for 2 Rounds.
Lullaby
Target 2 cells in any direction and channel for 5 turns, putting occupants to Sleep for 2 Rounds.
Dungeon Exploration
We've made changes to the way dungeon exploration works and added a number of new event types to make dungeons a bit more varied and more rewarding. A major change that we've made is to reveal the dungeon's layout straight away and to show the location of your primary objective. You can also now see which tiles have events on them (though their identity is not revealed until you scout or visit the tile).
We felt the previous iteration of dungeon exploration wasn't very engaging and lacked a proper balance of risk vs reward. Dungeons are now laid out in such a way where there is a linear 'Critical Path' that leads to your objective, which can be completed quickly without incurring any new Dungeon Modifiers (usually!). Other than enemies and quest events, this path carries little in the way of extra risk, but contains few rewards. The paths that branch off the critical path are riskier to explore, but also have the most rewarding events to discover such as loot, knowledge, runes, and other custom 'Unknown' events that can have a variety of outcomes.
We feel these changes will offer players more choices on how to approach a dungeon. If their first fight doesn't go to plan, they can play it safe and stick to the critical path to complete their objective and get out before things get too dicey (missing out on extra rewards). But if the player's party is doing well or they get some luck from a shrine or loot event, they may find themselves in a position to risk exploring more of the dungeon and get rewarded for doing so.
Dungeon Modifiers
We've renamed Time Modifiers to Dungeon Modifiers, and made changes to them and the way they are applied. Every dungeon now has a positive modifier and a negative modifier which are active from the start. They are visible from the party select screen so you'll want to plan around them with your party composition. Additional negative Dungeon Modifiers will be applied less frequently inside of a dungeon (via the passage of time), but their effects are more meaningful and many trivial modifiers (such as losing a random provision) have been removed.
New Dungeon Events
Runes: Runes are ancient magical inscriptions that grant a variety of things to a character of your choice. If you have a Scholar with you, they can identify the effect that the rune will have, otherwise the effect will be unknown until it's applied.
Shrine: There are 18 different shrines to interact with, allowing you to sacrifice something (Health, Coin, or a new provision called an Idol) to receive a blessing from the Gods in return. If you have a Theologian in your group, they will be able to identify which God the shrine is dedicated to, and what effect you can expect to receive prior to making a sacrifice. If your sacrifice is accepted, you can choose 1 of 3 effects to receive (1 from the shrine in question, and 2 random ones)
Knowledge: These events grant XP to your party. They come in the form of journals, maps that lead to legendary items, and tomes that unlock character Jobs.
Map Fragment: Reveals the identity of 2 random unexplored events in the dungeon
Fortified Room: A tile marked as fortified will allow you to set up camp without the possibility of being attacked by enemies.
Void Breach: You'll sometimes come across a Void Breach, especially when they've been reported in the county. You can enter combat and try to close the breach, or leave it be and find another route.
Tracks: Enemy tracks have a chance to spawn within 3 tiles of a combat event. Trackers are able to interact with them to reveal the exact location of the enemy.
Unknown: Other custom events that are more unique are classified as Unknown events. You won't know what lies in store for you until you interact with them.
Job System
To further customize your characters and give them a secondary role in the company, we've added a job system with 9 jobs that can be unlocked and assigned. Jobs grant a variety of bonuses that assist with dungeon exploration, and add another factor to consider when selecting your party. Jobs are unlocked by finding tomes in dungeons, and can be assigned to characters at the cost of 1 Renown point. Each job boosts 1 character stat and comes with 2 other effects.
While these are the main features of the update, there is still some other cool stuff coming which we'll be sharing in the patch notes when the update goes live!
New Team Member
Lastly, we're happy to announce that we've brought a new member onto the team, Scott Hamm, who has been writing new content for the game over the last few months. Scott has written for many titles including Fell Seal, Colony Ship, and Sovereign Syndicate. He's also been following The Iron Oath since 2016, and we've been communicating off and on since 2017, so it's great that we can finally work together. We're very happy with what he's come up with so far and we're looking forward to implementing a ton of quests and events of his in the coming months!