Wartales cover
Wartales screenshot
Genre: Role-playing (RPG), Strategy, Tactical, Adventure, Indie

Wartales

Patch Notes v.1.0.40128

Base Game


General


  • Fixed encounter generation on Extreme Combat Difficulty and in Region Locked mode leading to overwhelming reinforcement waves
  • Fixed emplacements for repositioning companions at the start of a combat
  • Fixed zone skills preview (User Interface)
  • Fixed destiny choices not being applied upon starting a new game with a gamepad

Coop


  • Fixed crashes due to converting a solo save from an ongoing encounter into a coop save
  • Fixed Some Gosenberg areas were unreachable due to the other coop player being incorrectly described as too far away

Patch Notes v.1.0.40090

Base Game


General


  • Fixed several crashes
    • when starting a battle
    • during an allie's turn
    • when crossbow enemies were attacking

  • Fixed Brute's skilltree that was locked for some players
  • Fixed prisoner's skilltree after recruiting them
  • Fixed Master Tracker Bionn battle
  • Fixed Ludern’s new road battlemap causing a crash

CO-OP


  • Fixed CO-OP when starting/loading a game with 3 or 4 players
  • Fixed a crash after using “Imbibed Bolt” skill
  • Fixed a crash when starting a Rouste match

Known Issues


  • We are aware of Co-Op mode crash impacting players who joined a solo game which has been converted into a Co-Op save. The crash would only happen if the save game had been done during a battle.
    • Player 1 has a solo save game, from an ongoing battle
    • Player 2 joins Player 1's game, the solo save is now converted into a COOP save
    • Player 2 can only spectate the ongoing battle, as no unit has been assigned to them
    • Player 2, as a spectator can still click on units and check skills or units
    • Once player 2 inspects objects on the ground or traps, a crash occurs
The team has identified the source of the issue and is already working on a fix.

Community Update 5 Out Now!

Hello Mercenaries,

Here comes the fifth Community Update, as well as the first update for Wartales of 2025.

The update comes with many changes and improvements for the game. In this blog, we’ll have a look at AI improvements our team has been working on, the arrival of New Road Battle Maps, adjustments to the Morale Meter as well as our usual Balancing and Bug Fixes.

Those fixes have been chosen thanks to your feedback. Sharing an opinion on our social channels, or taking the time to answer our surveys, gives us great working material to understand which are the most interesting topics to explore.
We have been extremely happy to read what you had to say about our latest DLC: The Skelmar Invasion and Wartales in general.

You can expect more of those surveys, which will serve as a basis for future Community Updates.


Given the length of this blogpost, here is a brief summary of the main sections of the article:

AI Improvements


Tired of allies rushing into fire? The Extreme difficulty is just a walk in the park? The team has been working on the core AI system of Wartales...

New Road Battle Maps


More destinations for your confrontations

Morale Meter Adjustments


'Tis but a scratch... Not anymore! Your enemies will now have a more realistic assessment on the outcome of the battle... and run for their lives!

Balancing


We have seen your feedback on the Crossbowman class, and identified a few interesting changes... Let us know what you think!

Bug Fixes


Did we mention we have a coop save fix?

AI Improvements


For veteran Wartales players, our AI (the system commanding non-playable characters in battle, not the technology preventing all of us to buy a beefier GPU) has always been quite predictable and tends to always attack their closest enemy.

With this update, the AI in Wartales will change his behaviour in two major areas: Movement and Decision-Making

Movement:


Prior to this Community Update, the AI (friendly or enemy) was simply engaging the closest opponent, no matter the potential dangers on its way. With this update, Friendly AIs will always take into account various areas of effect of skills, traps, hazards (full list below) and will prioritize not taking damage over dealing damage.
this should be glaringly beneficial to animals from your party.

[table equalcells=1]
[tr][th]Skills[/th]
[th]Traps[/th]
[th]Hazards[/th]
[/tr]
[tr][td]

  • Barrage
  • Spear Wall
  • Reactive grip
[/td]
[td]

  • Bee Swarm
  • Eokeld's Trap (Belerion)
  • Alazarian Mine
[/td]
[td]

  • Fire
  • Poison
  • The Eye's Reckoning
[/td][/tr]
[TAG-50]

Enemies will also adopt this behaviour but based on additional criteria: combat difficulty and their unit type (refer to the table below for more detail).

Decision-Making:


Following this update, we introduced new criteria impacting the decision-making of our AI:
  • The target’s distance
  • The target’s status (dying…)
  • The attacker’s skill (backstab for instance)
Now, the AI will assess which options are available based on those criteria and pick a target.
If no target is within range, the AI will strive to get closer to the one with the highest score.

This should lead to more diversity in its behaviour as well as a bit more challenge.

Enemy units are impacted a bit differently by this change: this new behaviour will differ based on both NPC types and combat difficulty.

[table equalcells=1]
[tr][th]Combat Difficulty[/th]
[th]Better Movement[/th]
[th]Improved Decion-Making[/th]
[/tr]
[tr][td]
Easy[/td]
[td]

  • Allies
[/td]
[td]

  • Allies
[/td][/tr]
[tr][td]
Experienced[/td]
[td]

  • Allies
  • Seasoned enemies
  • Leader enemies
[/td]
[td]

  • Allies
[/td][/tr]
[tr][td]
Expert[/td]
[td]

  • Allies
  • Seasoned enemies
  • Leader enemies
[/td]
[td]

  • Allies
  • Seasoned enemies
  • Leader enemies
[/td][/tr]
[tr][td]
Extreme[/td]
[td]

  • Allies
  • All enemies
[/td]
[td]

  • Allies
  • All enemies
[/td][/tr]

New Road Battle Maps


With this title update, we are also adding seven new battle maps. Encounters around roads of the following regions will trigger a battle on those new maps:

  • Edoran
  • Gosenberg
  • Gosenberg (Beach)
  • Alazar
  • Alazar (Mountain)
  • Harag
  • Harag (Marshes)
[table noborder=1]
[tr]
[td]Alazar Plains[/td]
[td]Harag[/td]
[/tr]
[tr]
[td]Harag Swamps[/td]
[td]Edoran Plains[/td]
[/tr]

Morale Meter Adjustments





Morale was initially designed to speed-up the battles. The closer to victory, the more powerful your mercenaries become. However, as the maximum level gradually increased over time, our morale formula no longer fulfilled its role properly. Leading to large groups of enemies taking longer to defeat proportionally.

Initially, Willpower was used to calculate team morale gauges at the start of combat. With enemy level increasing, our original calculation (designed around the willpower values from lower-level opponents) led to a diminishing impact on morale, against high-level enemies.

With this update, we introduced a change to the way morale is calculated. Now, the enemy Willpower is set to 18 at max level (vs. 15 at level 5 previously). Additionally, the level of units in combat no longer has an impact.
To compensate, killing enemies one after the other yields slightly less morale, but raising your Willpower will have a greater impact.

In practice, this should speed up the progress of battles involving large numbers of units. And both the Galvanisation and Victory thresholds should be reached earlier as well.
In late game, morale should now have the same impact it had in early game previously.

Balancing


With this update, and following the Skelmar Invasion release, we are going to look at the newly-introduced Crossbowman class.
While we are quite happy with the community reception, and the new take offered on the ranged damage-dealing archetype in Wartales, we feel that there is room for improvement.

We have come to the conclusion that the class was getting really interesting around level 8, once the reload mechanic gets unlocked. Therefore, we have decided to swap the passive skills from level 8 to 5 in the crossbowman skill tree. This should unlock the potential of the class earlier in your playthrough and lead to more creative gameplay.

We noticed that the Gunner sub-class could become quite strong at higher levels, so much so that players wouldn’t even take full advantage of the Multiple Shot skill. That is why we have decided to slightly reduce the base damage of that skill from [3-5] to [2-3]. Consequently, should now be able to visually notice the triggering of the Gunners Multiple Shot skill.

To those of you who already completed Attia’s Arena from the Skelmar Invasion DLC (it’s discounted right now, and yes this is a shameless plug) and who unlocked the Machinist sub-class at the Military Academy, we felt that the Scatter Shot skill was a bit too situational and difficult to use.
From [5-9] base damage on the initial target + 20% damage to all units behind the target, we now have [2-3] base damage on the initial target + a whopping 150% damage (200% when upgraded) to all units behind the target (cannot trigger a critical hit).

Scatter shot should now be an interesting skill to use in crowded environments, surely the most evil among you will even deliberately shoot their own mercenaries to trigger the effect on the unsuspecting enemies.

Bug Fixes


General



  • Fixed out of memory issues, the team has identified the source of many memory leaks, our investigations continue on the remaining issues
  • Fixed several crashes, including:

    • Crash after disarming enemies using crossbows
    • Crash after using the “Deafening Roar” skill
    • Crash when trying to start battles with too many companions
    • Crash during Ghost Packs encounters
    • Crash during Ludern’s boss fight The Beast fight

  • Fixed gear disappearing from inventory after unequiping
  • Fixed job experience resetting for some characters after entering the Heretic’s Farm
  • Fixed the execution animation for 2 hand-weapons
  • Fixed the Brute skill tree getting locked after choosing a specialization
  • Fixed players being unable to exit the Unstable Bridge
  • Fixed bounty spawning in unreachable places
  • Fixed the “End Turn issue”, preventing players to continue their fights
  • Fixed Cursed Village issue: some fights were not triggered after exceeding the noise threshold
  • Fixed guards not moving on the map
  • Fixed the “Accused” feature sending companions to prison in another region
  • Fixed several fishing spots being unreachable or placed in the ground
  • Fixed an issue preventing players to place pitons in certain areas
  • Fixed collision issues on the battle map
  • Fixed the “Icy Bay Fishery” background which was missing, thus making the building floating in the void.
  • Fixed a lighting issue, leading to visual artifacts on water
  • Fixed an issue with the “Dejected” trait, which remained active even if the companion who left the
  • troop had returned
  • Fixed an issue related to the morning fog which was still displayed after disabling “Weather Effects” in the options menu
  • Fixed several animations and UI issues potentially leading skills to be added on the second bar. (Click the reset order button on the character sheet to quickly reassign the missing skills).
  • Fixed an issue with the”fog of war” not properly clearing
  • Fixed the “hide helmet” feature on prisoners
  • Fixed some group of enemies not appearing in the world
  • Dumuzi’s Half-Necklace bonus has been replaced with a brand-new unique one

Quests


  • Fixed two quests in the Vertruse region of the map:

    • Fate of Vertruse: the ending of the quest could be restarted, leading to a crash
    • Help requested: the Old Pig Keeper - You now get to fight the pigs instead of the poor farmer

Skills


  • Fixed skills (e.g: “Spear Wall”) looping indefinitely, preventing players to continue the fight
  • Fixed “War Mechanism” passive not triggered after killing an enemy
  • Fixed “Scatter Shot” hitting units behind walls and buildings
  • Fixed “Limit Break” that could be upgraded two times
  • Fixed “Destabilising Strike” which could not be upgraded
  • Fixed “Reactive Grip” description for upgraded and non-upgraded versions

Coop


  • Fixed Coop savegames converting into Solo savegames (Go to the multiplayer menu to load a single player save to convert the file into a coop save)
  • Fixed client teleporting through the map
  • Fixed players ended up stuck on top of the mountain when trying to exit the Gosenberg’s Tomb
  • Fixed a missing input on gamepad: it wasn’t possible to remove a player from a coop save
    You may now press “X” in order to delete a player from a coop save

The Skelmar Invasion


General


  • Fixed several crashes, including:
    • Crash after “Opportunistic Eye” was triggered
    • Crash after destroying siege gates
    • Crash when using “Silent Slaughter" in the Inquisition battle

  • Fixed players getting stuck behind the Edorian Border Crossing in the Barony of Mayance
  • Fixed the missing “Corrosive Collar” recipe in Ormance
  • Fixed enemy who could raise the flag during siege battles
  • Fixed Skald AI killing their allies
  • Fixed Captain Cleance dialog after capturing Skelmars from prisoners convoy
  • Fixed Sabretooth Smorgasbord recipe which couldn’t be learned
  • Fixed Skelmar prisoners who couldn’t be handed over in prison after completing the DLC
  • Fixed an issue with roaming Sabretooths which didn’t properly respawn
  • Fixed an issue causing players being unable to give Snapdragon back to its owner
  • Fixed knowledge bonus path after discovering the new Sepulchre in Ormance
  • Fixed an issue with the “Y” input on gamepad (same input was used during the forge activity + opening the Strategic Map)
  • New items can now be purchased from merchants:

    • Glögg
    • Akvavit
    • Tuft of fur
    • Retractable claw
    • Stringy meat
  • Fixed the “World's Edge Cap” helmet which could not be looted
  • Fixed “Glögg” and “Akvavit” that couldn’t be crafted

Pirates of Belerion


General


  • Fixed a crash when reinforcements spawn on a ship
  • Fixed an issue in which the ship would disappear after starting the DLC rendering the exploration impossible
  • Fixed a crash during boss fight Sea Serpent fight
  • Fixed a ship collision issue, making it stuck at the edge of the map
  • Fixed Meryem level during Meryem and Hana Captain fight
  • Fixed a collision issue preventing players to control their ship
  • Fixed an interaction with the treasure from “Treasure Map - I”
  • Fixed the guard ship near the Belerion Boss despawning after reloading a save

Quest


  • Fixed multiple informant’s bounty quests issues

The Pits


General


  • Fixed a crash happening during the first battle of the first pit

The Tavern Opens!


General


  • Removed the “T” keybind while in the camp, opening the Tavern DLC, leading to a conflict with the keybind for the coop chat.


Attention Mercenaries!

To celebrate our first Major Update of 2025, and from March 6th until March 20th, Wartales (Main game) will be 50% off. The sale also includes a 15% discount on our latest DLC: The Skelmar Invasion with 25% off on all remaining DLCs.

The Wartales OST is also now available, with 10% off until March 20th.


https://store.steampowered.com/app/3533110/Wartales__The_Official_Soundtrack/




https://store.steampowered.com/bundle/43565/Wartales_The_Mercenaries_Edition/

Wartales Soundtrack

Shiro Games and the whole Wartales team are proud to announce the release of the Wartales official Soundtrack.

On March 6th, along with the release of our fifth Community Update, you will get the chance to purchase the full tracklist.

For over 1 hour and 58 minutes, let these mighty compositions lead your fighting and exploration as you carve your legend into the unforgiving lands of Wartales!

The soundtrack will feature 43 tracks (MP3 and WAV files) from the Wartales base game as well as the DLCs (to date) from the composer Camille Schoell (Northgard and Evoland soundtracks) and our Audio Lead & Composer Pierre Galibert (Big Helmet Heroes as a composer, Have a Nice Death and Edge of Eternity as an audio designer).



The soundtrack will be available for ($4.99 / 4.99€ / £4.29) with an additional 10% discount until Thursday 20th of March (included).

https://store.steampowered.com/app/3533110/Wartales__The_Official_Soundtrack/

Wishlist now and get notified once the soundtrack has been released!

Wartales - 2025 Roadmap

Mercenaries,

It took us time to recover and rebuild from the Skelmar Invasion, thank you for helping us out on that front!
Now, the whole team is now ready to take 2025 head-on!

We have learnt a lot in 2024, during a year packed with updates and DLCs. Thanks to your feedback and contributions, the team now has a good overview of what you would like to see added to Wartales in 2025.
Your Steam review and comments on our social channels as well as your answers from the community survey, have all been paramount in designing the 2025 Roadmap.


Expect regular Roadmap updates throughout the year, but for now, we are going to kick the year off with our fifth community update, which is stacked with bug fixes, but also long-awaited QoL changes! A full-breakdown will be available in the days to come, so stay tuned.

- Shiro Games

Ale Abbey | Out Now

Our second third party title, Ale Abbey, has just released in Early Access under our publishing label Shiro Unlimited

After 2 years of partnership with Hammer & Ravens, we're proud to see this project come to fruition! Stay tuned for the roadmap of upcoming content.

Click the widget below to get Ale Abbey

https://store.steampowered.com/app/2789460/Ale_Abbey/

Player Satisfaction Survey

Attention Mercenaries,

To help us in our efforts to improve the player experience in Wartales, we're running a satisfaction survey and we would massively appreciate it if you could take a couple of minutes to fill it out!

Survey link

- Shiro Games

The Skelmar Invasion & Winter Sale

Greetings Mercenaries,

Our goal was to craft an authentic Wartales experience, and we’re proud to say that the feedback from both the Closed Beta and the wider community played a pivotal role in shaping the DLC. The Beta allowed us to gather invaluable insights from a diverse range of players, helping us fine-tune the new features and gameplay mechanics to ensure we provided you with the best possible experience.

https://store.steampowered.com/app/3335020/Wartales_The_Skelmar_Invasion/

As of now, The Skelmar Invasion boasts very positive reviews on Steam, a testament to the dedication of our team and your support. We couldn’t be happier to close out the year on such a high note!

As a thank you we're extending the sale that began a few weeks ago, carrying it into the Steam Winter Sale! You can pick up Wartales and its DLC for up to 50% off.

https://store.steampowered.com/app/1527950/Wartales/

Thank you for your continued support, and we can’t wait to share our plans for next year. In the meantime we wish you all happy holidays (unless you're a Skelmar)!

- Shiro Games

Patch Notes v.1.0.39291

Base Game


General


  • Fixed out of memory issue
  • Fixed Bernna’s arena
  • Fixed crash with oils + Lighter belt accessory
  • Fixed fishing points
  • Fixed some ponies that couldn’t be level up
  • Fixed Pedlar dialog
  • Fixed several UI, FX and animation issues

CoOp


  • Fixed animations not properly replicated

The Skelmar Invasion


General


  • Fixed towers in siege battles that didn’t damage battering rams after being destroyed
  • Fixed several UI issues
  • Fixed bridges that couldn’t be restored after finishing the DLC
  • Fixed “Leader” status for Jarl Skeda

Skill


  • Dispersion shot rework
  • Fixed Hunting Mechanism

Pirates of Belerion


General


  • Fixed boats that disappeared for some players

Patch Notes v.1.0.39212

Base Game


General


  • Fixed specialization of captured pony from merchants
  • Fixed “Lit Up” status -> it was persistent in some context
  • Fixed some bounty names
  • Fixed Crossbowman start

Skill


  • Fixed Pugilist stance

CoOp


  • Fixed old coop saves that couldn’t be loaded since the last Community Update
  • Fixed “Mud Sling” skill causing crash in coop
  • Fixed UI issue in Rouste
  • Fixed FX that couldn’t be seen by players
  • Fixed a crash in ruins

The Skelmar Invasion


General


  • Fixed some bounty names
  • Fixed “I had to do it to 'em” achievement

Battle


  • Fixed prison battle -> ally faction shouldn’t kill the Countess anymore

Pirates of Belerion


General


  • Fixed a crash when loading/entering the DLC