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

Wartales

Release Notes for 28/06/2023

Wartales v1.0.26636

Gameplay



  • Added a warning inviting players to verify their game files or to reinstall the game if it detects potential corrupted files.
  • Fixed an issue where stolen objects would still count towards the fine after giving them back or paying the fine.
  • Fixed an issue where the wanted amount of a single item would change when hovering over it.
  • Fixed an issue where the carrying capacity icon would hide the value on a unit’s character sheet.
  • Fixed an issue where the commodity tax would take trade goods stored in the post’s chest into account.

Items



  • Fixed an issue where dismantling objects would count as if they were crafted.
  • Fixed an issue where some crafting recipes shown in the compendium were not obtainable.
  • Lute’s recipe can now be found at numerous taverns around the world.
  • Drombach’s Trackers camp will now sell the following recipes : Pungent Powder, Feathered Collar, Training Collar, Tracker’s Reinforced Layer and Bard’s Reinforced Layer.
  • Powdered Rage’s recipe is now sold at the Drombach arena.
  • Mountaineer’s Hotpot’s recipe is now sold at the Drombach Rouste field.
  • Mutton au gratin recipe is now sold at the Mount Ernst haven.
  • King’s feast recipe can now be found in a chest in the cursed village of Ashtel.

Battle



  • Fixed an issue where Protective Overlay would prevent any malus to be applied.
  • Fixed an issue where bears would survive a thunderbolt.
  • Fixed an issue where the bee swarm hitbox didn't match its appearance.
  • Changed Assassin's Strychnine effect : "This unit gains Poisoned Weapon for 2 turns" -> "Damage increased by 25% against poisoned units.

Quest



  • Fixed an issue where having both Abbot Theocene and Captain Hostes in the party at the same time would prevent players from progressing their quests.
  • Fixed an issue where the Drombach Rouste field quest artifact could be sold, preventing the completion of the quest.
  • Fixed an issue where killing the smugglers in the derelict farm before going to the Garusa clan's Townhall would not complete the "Tomb Raider" quest.
  • Fixed an issue where the “Informing the tavern of fortune mades” bounty could not be completed.
  • Removed the chest in St Eleror abbey, as it was tied to a legacy quest.

Achievements



  • Fixed an issue where the “Eat a feast” Achievement would only trigger when traveling via the trading posts.
  • Fixed an issue where polar variations of bears and wolves would not count towards the completion of the “Leader of the pack” Achievement.
  • Fixed an issue that prevented the “Jack of all trades” Achievement from triggering.
  • Fixed an issue that prevented the “All modern comforts” Achievement from triggering.
  • Lowered the "Travelling light" Achievement requirement from 20 different camp tools to 15.

Community Update #1 Out Now!

Attention, brave warriors of Wartales!

We're excited to unveil Community Update 1 (the first one since 1.0 release), a result of your invaluable feedback and requests. Community Updates are designed to enhance your gameplay experience and bring a selection of your desired changes, in line with our vision for the game, to life.

Prepare to customize your mercenaries with a stunning array of helmets, adding both style and protection to your adventures.
We've also prioritized accessibility and quality of life features, ensuring that every player can fully immerse themselves in the world of Wartales.
But that's not all! This update includes a host of minor content additions, carefully balanced gameplay adjustments, and crucial bug fixes.

Your input continues to shape Wartales, and we thank you for being an essential part of the game’s development.



Protect your heads!



Helmets are making a grand entrance in Wartales!



There is now a distinct helmet by weight category for every faction, matching the existing armors and bringing defensive attributes. Moreover, each of these helmets can give its bearer a specific combat Skill. This means we have added close to 30 new skills to the game!

What if you’d like a companion to use the skill of a helmet that doesn’t suit them? This is made possible thanks to a new customisation feature: Stamps. By dismantling a helmet with a master tinkerer, you can obtain a stamp bearing the helmet’s skill. This item can then be applied (just like a layer) on any other helmet, replacing its skill with the one on the stamp. With this system, build possibilities are multiplied!



All leaders will wear helmets, but other enemy units will start wearing helmets gradually as the player’s level increases. Combat length and difficulty should be affected, since the pre-existing armor and guard bonuses have been distributed between helmets and armors, with little to no change in the total amounts.

Another detail: If your character’s hairstyle looks too good to be concealed, you can click the helmet’s display toggle at any time without disabling its effects.


Rare layers



A new foe joins the ranks of the ghost pack: the Ghost Bear! It will only show up against seasoned adventurers, who might have a chance to obtain the much sought-after Colossal Paw.



This useful item is the base ingredient for the newly introduced Rare Layers. If you already learned the recipe for an uncommon layer, you will be able to learn the matching rare recipe from your compendium.



While designing these new layers, we chose to give a little boost to the old ones. The armor bonuses, in particular, have been increased.


You can run AND you can hide



Ambushes have existed in Wartales for a long time, but we are now making them easier to understand and to use.

By remaining concealed in a forest for a few seconds, the player will reach the ambush state and notice that potential Targets are highlighted in the forest’s surroundings. Once this state is reached, targeting one of these groups will cause the player’s troupe to chase it.

If they reach their target, a combat will begin and the player will be off to a very good start. Every attacker will gain +20% chances of landing a critical hit, while every enemy will gain +10% damage taken.


Experience and progression



We believe that the experience accumulated in Combat up to level 5 is fairly consistent. Beyond that, your feedback has indicated that gaining enough experience is a tedious task. While we're convinced that the final levels should be a little hard to reach, we don't want the game to become a grindy monster. With this in mind, we've decided to adjust the experience curve to make the experience smoother and more enjoyable. The overall experience requirement up to level 12 has been reduced, but levels 6 to 9 in particular should be much easier to reach.



We have also made a few changes to the experience gains of each Profession. It seemed that the Scholar and Miner were especially easy to upgrade, while training a Thief or a Woodcutter was far more troublesome. Now, the learning curves of the different professions should be more harmonious.


Balancing



At higher levels, there was a lack of Difficult Missions on the Bounty Board. We have now linked the minimum amount of difficult missions on the board to several factors:
  • Game difficulty
  • Player level
  • Amount / Difficulty of completed missions




Three more changes should make the game a little more challenging for advanced players. First, we increased the average level of the enemies you will encounter in forests. More importantly, we started scaling the Movement attribute of enemy units depending on their level. Finally, we introduced a few differences in AI behavior between Hard and Normal/Easy difficulty.

Finally, we noticed that thievery was an intimidating path for newer players, while also being way too profitable for those who are well versed in the art of Crime & Chaos. In an attempt to make theft less cryptic while also preventing abuses, we made several changes to the calculation of Suspicion and Fines.

Both of these numbers are now much more proportional to the value of the stolen items. Additionally, an item that is consumed or used for crafting will now continue to be tracked for as long as the player is researched (the Guard knows you’ve stolen those, after all). However, once the Guard stops chasing you, these items will be forgotten. Meanwhile, items that are still in your possession will continue to count until they’ve been either given back, paid for or laundered.


Changing our tune



The Bards are perfecting their Art! Their repertoire has increased, with the addition of 3 New Songs that can be unlocked as your troupe accomplishes glorious feats. A new series of chords has been designed for each of these songs.




Accessibility



  • A toggle has been added to disable screen shakes in the Options menu.
  • Clearer feedback when hovering over environmental hazards such as fire or poison has been added.
  • It is now possible to customize the size and color of the outline highlighting interactive elements.
  • A Magnifying Glass option has been added (P key, rebindable).



UX



  • A Quick Save shortcut has been added (F5 key, rebindable).
  • When crafting, repairing armor or healing units, you can now use resources from the camp’s chest (including in co-op mode).
  • It is now possible to run by holding a double click.
  • A tutorial has been added to explain how bonus Action Points work.
  • In co-op mode, you can now see a preview of your allies’ AOE skills.



Fixes



Co-op


  • Fixed an issue where Merchant caravans wouldn’t spawn in Co-op.
  • Fixed a client-side crash at the start of the secret camp’s fight when siding with the tracker.
  • Fixed an issue where Clients wouldn’t be able to end their turn after scoring during Rouste.


Items


  • The recipes for the Layer of the snake and the Layer of the fox are now sold by the trackers in Ludern.
  • The recipe for Conversion oil is now sold by the traveling purifiers.
  • Fixed an issue where recipe component requirements would not update properly in the compendium.
  • Fixed an issue where the Tier 2 and 3 alchemy sickles required themselves in order to be crafted.
  • Fixed an issue where the scrollbar in a seller’s inventory wouldn’t appear when selling size 1 objects.

Skills


  • Fixed an issue where the Aimed Shot skill would not appear in the player’s skill bar.
  • Fixed an issue where an archer using the skill Wrath would trigger an incorrect animation.
  • Fixed an issue where archers would fire twice when pairing the skills Shoot order and Barrage.


World


  • Fixed an issue where both Tracker & Scholar camp would be required for the completion of Drombach’s location.
  • Fixed an issue where the lock in Mount Altis’ Sepulcher was invisible.
  • Fixed an issue where a Weekly bounty would reward the player with the Elderguard dagger instead of the Basher mace.
  • Fixed an issue where Early Access saves new runes couldn’t learn and find and codices in previously completed tombs
  • Trade bounties will now appear on Gosenberg city’s bounty board.


Misc


  • Fixed an issue where resting would set your party’s happiness value to -2147483648
  • Fixed an issue during the Bard minigame where the music would stop before the end of the minigame.
  • Fixed an issue where friendly units could spawn in the fog during encounters with the Ghost pack.
  • Fixed an issue that prevented reorganizing the party members when you had a Captain and/or Lieutenants.



Thank you all for your feedback and suggestions, we can't wait to hear your thoughts and feedback on this update, you can do so by joining our discord, reddit and following us on twitter.

Remember to take a look at the roadmap to find out what’s up next for Wartales!

- Shiro Games



Wartales Roadmap Update! [12/06/2023]

Attention mercenaries!

Following our recent 1.0 release, we are excited to share our plans for the rest of 2023 in the form of an updated roadmap!

With Community Update 1 (the first one since 1.0) just around the corner, we wanted to say a big thank you to you, our community, for all the feedback, thoughts and ideas that you’ve shared since the full release. We hope that this update will be welcomed with open arms!

As always, let us know what you think of what's to come!



- Shiro Games

Release Notes for 25/05/2023

Wartales v1.0.25872

Fixed Bugs


  • Fixed an issue where the game would stutter in the worldmap when too many units would be displayed on screen at one time.
  • Fixed a crash that would happen after getting attacked during rest.

Optimization


  • Added further optimization that should shorten loading times.

Release Notes for 24/05/2023

Wartales v.1.0.25844

Performance



Since the 1.0 release, we have been hard at work on optimizing the game, especially the stutters that would occur during gameplay. Today’s update should drastically reduce them, mainly those happening during finishers or mini-games.
Rest assured that we will be furthering these optimizations in the coming updates to provide a smooth and stutter-free experience to everyone.


Battle


  • Fixed an issue where the game would softlock when using the Instinctive Throw skill while unarmed.
  • Fixed an issue where the game would softlock when killing a unit after successfully bribing an enemy unit.
  • Fixed an issue where the game would softlock when using the Challenging Shout skill and an attack in rapid succession.
  • Marksmen in Nairolf Arena will now punch when engaged.
  • Fixed an issue where the weapon Looter’s dagger would only apply burning instead of a random status.
  • Fixed an issue where the skill Overwhelming presence would apply the Confused status during the attack preview.
  • Fixed an issue where a Confused Bear wouldn't die.
  • Fixed an issue where Corene could not be captured when in Dying state.
  • Fixed a crash during a Rouste match in Ludern that would happen when the opponent team scored.
  • When hiding the turn order, allies are now displayed properly on the timeline.


CO-OP


  • Fangs will be used properly when trading with the trackers across the world.
  • Fixed a crash when starting Drombach’s final battle.
  • Fixed a bug where multiple sound effects were missing client side.
  • Fixed a bug where outlines were missing client side.
  • Skull icons above bandit lairs now update properly client side.
  • Mud and flames are now visible client side during battles.
  • Equipping torches during battles in tombs updates the light radius client side.
  • Aim radius now resets properly after the client uses the Aim skill.
  • The Nimble fingers challenge now progresses when the client picks locks.
  • Chat will now scroll properly when a new message is sent.
  • Inventory and Path screens will now close when starting a battle.
  • Perks given by food consumed during a rest will now be applied to all players.


World


  • Fixed a crash when reentering the Church cellar in the cursed village in Drombach.
  • Fixed a rare crash when inspecting the rocks in the Forgotten Cave in Drombach.
  • Fixed an issue where the Jailor in Drombach would leave after the completion of the region’s storyline.
  • Fixed an issue where additional Rouste fields wouldn’t unlock on Early Access saves.
  • Fixed an issue where players could get intercepted by guards during fast travel if they were wanted beforehand.


Quests


  • Fixed an issue where the purifiers in Tiltren would ask for the player to deliver Torus to them regardless of if the player already did so, forcing a fight.
  • Fixed an issue where Corene would lose her clothes after her capture.
  • Fixed an issue where Polar Animals wouldn’t be able to sniff the hat in Gosenberg City.
  • Fixed an issue where Guards would be naked after the attack on Hovendorp’s Manor.
  • Fixed an issue where Drombach’s Hunt wouldn’t complete when siding with Alazar.


Other


  • Fixed an issue where Seed biscuits would give a 1500% influence increase instead of 15%.
  • Fixed an issue that allowed for coal and wood to be generated infinitely.
  • Fixed an issue that prevented Skills to be mastered if no weapons were equipped.
  • Fixed an issue that allowed traits and titles to be applied on multiple units with the uses of the trading post.
  • Additional minor bug fixes.


Localisation


  • All 3 Fortifying oils have been renamed to distinct names (Fortifying oil, Shielding oil and Strengthening oil).
  • Miscellaneous Localisation fixes.

Wartales 1.0 is out now!

Attention mercenaries!

The 1.0 Release update has finally arrived, but before we get into the fun stuff we just wanted to take a moment to thank you, our wonderful community, for your support throughout the Early Access period.

From our AMAs to Q&As together, hearing your thoughts and feedback, as well as seeing our vision and plans for the game evolve thanks to your involvement, we’ve thoroughly enjoyed our journey with you and are incredibly proud to be able to share this moment with you all.

We really can't thank you enough!

Now let’s jump into what’s new…



Release Trailer





New Region: Alazar





Behold, warriors of Wartales, a new region awaits your arrival! The land of Drombach lies to the south of the Kingdom of Alazar, a perilous county shrouded in icy mountains and fierce windswept plateaus. A place of knowledge and discovery, it is where the cure for the Plague was once developed.

But now, a new plague ravages the land, and even the wisest of scholars are unable to halt its spread. The mighty All-Seeing Eye, the god of light, strikes at will, pulverising beasts, buildings, and inhabitants without mercy. Even the powerful Inquisition dispatched by the Edoran Church is powerless in the face of this inexplicable wrath.

Storyline


The Wrath of the Eye has fallen on Drombach, annihilating everything in its path. Dispatched by the Church of Edoran, the Inquisition is entrusted with finding out what has unleashed the divine wrath.



Voice-over



The whole game has been fully voiced in English!

Content



  • New confessions have been added to the pool.
  • You can now bury your fallen companions :’(
  • Numerous new achievements have been added!


Units and Combat


  • New arena
  • New elite
  • Explore a new Tomb of the Ancients and defeat a special enemy!
  • Snow wolves and bears are joining the fight alongside snow crawlers!






Companions and Camp Life


  • The unit level cap has been increased to 12, and the enemy level cap to 14.
  • Unlock the new level 12 skills known as Braveries: only one use per character and per round! If you don’t want to take this talent point, you can choose any other talent you have not chosen, creating new possibilities of building!
  • Don’t worry about your animals; they will also be able to choose new talents.
  • You can gain charcoal from the campfire when resting by burning wood!
  • Hemp has been added as a brand-new component: craft ropes or new recipes! You can find it in various locations throughout the world.




Arenas


  • The old arenas are getting a makeover with new requirements, new bonuses, and a rebalancing of the feature itself.
  • In addition to the new arena in Drombach, battle in the brand-new arenas in Arthes and Ludern.
  • Discover the last 3 specializations for your spearmen, archers, and swordsmen!


Difficult Mode


If you want to challenge your team, try the new difficult mode in arenas. But beware… disappoint the crowd, and you won’t last long!

Tombs of the Ancients


In addition to the one in Drombach, explore the new Tomb of Ancients in Vertruse.

Rouste


  • Take part in the Rouste tournament!
  • The rules of Rouste have changed: you will now play with two balls at all times, for twice the fun and... chaos.
  • After completing the first Rouste match in Grinmeer, you will be invited to participate in the tournament with some trials to do. Each region has its field, its team, and its way of cheating the rules.


Difficult Mode


If after winning against each team, you are still not satisfied, you can try your luck with the difficult mode!



Professions



  • We have rebalanced the way you gain experience in professions. It will now take less time to reach the last level: the more dangerous or costly your profession-related action is, the more experience points it generates.
  • Some of the trade bonuses have also been revisited.
  • Overall, new recipes have been added for each profession.




Woodcutter


Previously, you had to have an axeman to cut wood at relevant locations. Now it is a new profession that any companion can do. Of course, this profession comes with its own attributes, profession level bonuses and backpack accessories.

Alchemist


We are happy with the overall idea of Alchemy: fighting filthy rats in caves to gather as many filthy reagents as possible to make filthy oils to improve your weapons and strategy.

However, we felt that the initial access to the profession was a bit too complex, and the use of the oils was sometimes too random.
  • We have added new oils that are easier to make at the start of the game.
  • Oil recipes can no longer be bought with brains but with krowns: on the other hand, brains will become useful for crafting certain items.
  • The majority of oils have been rebalanced: the effects are less random, and crafting an oil is now a long-term investment.
  • The order in which the recipes are learned has also been revisited.
  • New recipes have been added.


Blacksmith


  • A new tier of weapons has been added.
  • A new tier of armors has been added.
  • New recipes have been added.


Scholar


Codices in the Tombs of the Ancients have been slightly redesigned. When obtaining a Codex, you must first decipher its Runes by playing a brand-new activity. Once you have obtained the Runes, gathered in Tombs, you will get a complete text that will serve as a clue. Collect all the clues from a group of Codices to find the location of a secret Vault. Inside, you will find a treasure (or more!)...

Lots of new secrets have been hidden throughout the world!

Graphics





  • The overall look of the game has been greatly improved as well as optimized.
  • Backpacks are now evolving with your gear: the better your gear is, the more beautiful the backpacks will be!
  • New options for customization have been added: new faces, new beards…
  • When you start the game, the characters’ customization has been revamped to make it clearer.
  • In addition to the brand-new Alazar biome, new battle and camp maps have been added: rest and fight in the Edoranian fields and the Vertrusian vineyards.
  • Visual effects have received some love.
  • Wolf models have been updated.




Balancing



The amount of Experience points required to level-up the highest levels has been reduced.

Items


  • Some items' rarity have changed.
  • New items have been added.
  • You should now loot more leather and fangs from animals.
  • Civilians now have correct Attributes.
  • Mint has been removed from the game and hemp has been added.


Difficulty Balancing


We believe that the Novice and Advanced difficulties are as they are intended to be. However, we believe that it is still possible to increase the difficulty of Expert mode. Therefore, some adjustments have been made concerning this difficulty.

One of the features requested was the ability to ignore which enemy is going to play during an enemy's turn. You can now hide or show enemies' turn order in the options menu. This means that you will know that the enemy is going to play, but you will not know which exact unit is playing.

We believe it is a first step in making the game more challenging for people who want more of a challenge. Keep in mind we do not want to alter the game experience for the new players but we also want to give more challenges to our veteran players. We want to give some love to the hardest difficulties and we think this feature is a good addition.

Units


You will encounter less mosquitoes in Harag.
Forsaken villages have been balanced in accordance with each difficulty.

Skill & Weapon balancing



Skill


Piercing Throw Damage [45%] -> [55%]
Fortifying Strike Damage [60-80%] -> [80-100%]

Weapon


Dagan's Hammer Damage [45%] -> [35%]
  • The weapon was dealing too much damage while its range was too large, thus making it an imbalanced weapon when hitting 3 enemies or more. We believe that tweaking the damage a bit means that it remains totally viable and an excellent choice while not being totally overpowered.


Bug Fixes



  • Ponies’ equipment is removed before getting eaten by the party
  • Porridge’s recipe can now be bought in the shabby camp
  • Candied fruit can now be bought in the tavern in Marheim
  • Eel broth is now called Eel Soup
  • Salt Scoop now “Produces salt during each Rest if assigned to the Cooking Pot.”
  • Fixed an issue in co-op where the UI would not appear after scoring a point in Rouste
  • Fixed some items that were missing bonuses, they now have bonuses
  • Fixed a bug preventing old saves from facing units from new factions.
  • Other minor bugs have been fixed


Once again, thank you for joining us on this journey. We can’t overstate how excited we are for our players to finally discover (or rediscover) the full experience as we’ve envisioned it since development began over 3 years ago

Please let us know your thoughts and feedback on this update and stay tuned for more news about what the future holds for Wartales...

Do not hesitate to leave us a review if you enjoyed playing during the early access.

- Shiro Games


Community Update #6 Out now!

Attention mercenaries!

Community Update #6 is here! You might be a little confused about this surprise update, but fear not, as it brings some much needed balancing to the game, alongside some other smaller changes.

As usual, the changes are based on community feedback/sentiments, read on to find out more...



Choose your destiny



We have redesigned the interface at the beginning of the game!
We wanted to rework it and make it more aesthetically pleasing. Additionally, we have revamped the layout so that the choices at the beginning of the game are clearer and more obvious.
For example, few players knew that it was possible to play without scaling. In fact, the exploration mode now has its own interface. Between adaptive exploration (scaling) and zoned exploration (similar to more classic RPGs), the choice is yours!

  • The destiny choices have been rebalanced.
  • Each setting option now has more information




Revamped Difficulty



Wartales is a demanding game. From the very first minute, your mercenary troop is dropped into a wild and violent world where wolves and bandits are out to get you.

Your feedback tends to show that the difficulty decreases over time. Indeed, mercenaries gain power quickly by accumulating powerful skills and ways to generate Valour points, thus allowing for new possibilities to defeat your enemies. In doing so, the fragile assassin who had to be cleverly placed could, after certain levels, wander through the enemy ranks and annihilate everything.

We are convinced that the notion of challenge is part of the Wartales DNA.
Therefore this patch seeks to:
  1. Make the easy mode less punishing and the hard mode more challenging
  2. Not alter the beginning of the game/new game experience
  3. Reinvigorate the late game with some added challenge




In order to achieve this, we’ve made a lot of changes.

First off, you can now change difficulty (survival and/or combat) during a save! You may have to be more careful in battle and perhaps rethink your team composition. From now on, your sense of tactics and strategy will have an even more decisive impact. If the battle seems too difficult, don't hesitate to retreat and reduce the difficulty until you find your feet.



For all modes, we wanted to keep the enemy stats curve unchanged: there's nothing more unpleasant than facing invincible monsters.

New units and passive skills have been given to your enemies, seasoned soldiers join their ranks, as well as an improved deployment system and the timeline aims to offer more interesting combat starts.
The number of animals in a fight has been reduced to avoid waiting several turns for everyone to play: meaning there are fewer but more powerful animals.
Overall, we have reduced the difference in the number of units between your units and the enemy units. If too many units were to be generated, they would be dispersed in the form of reinforcements.
We believe these changes are in line with what you want and what we want to do: exploit the finesse of the combat system mechanics as a whole to solve situations and have an unforgettable turn-based experience!

  • Willpower has also been rebalanced so that galvanisation can occur earlier in long fights.
  • The majority of the content (Elites, Arenas, Tombs, …) has been rebalanced to be in line with our new system!
  • The differences between the difficulties have been accentuated
  • The Path challenges have also been rebalanced
  • Stats given by Legendary items were too high: they have been rebalanced
  • Inquisition and Trackers are now eligible to trigger an Assassination contract
  • Gosenberg should now have Inquisition contracts
  • The Elites’ skills pattern now evolves according to your number of units in scaled mode




Economy


A lot of feedback echoed the following issue: players felt they were spending too much of their time paying their troop’s wages without any real benefit.

We still firmly believe that the core idea of balance and paying your troops is part of the game's identity and we want to keep this feature, however, we also want players to enjoy doing it and not see it as a hindrance or nuisance.

  • We realized that the rhythm did not allow the player to organize themselves properly. The payment rhythm has therefore been rethought: instead of having to pay your troop every 72 hours, you must now pay it every 3 Rests. In addition to allowing more time to organise your troop, it becomes easier to plan an expedition and to know when your troop will expect to get their wages.
  • Paying your troop on time gives a new bonus to Happiness and to experience gained in combat!
  • The cost of wages has been slightly reduced.
  • You now begin the game with more resources.
  • You can earn more Krowns from Contracts.
  • Contracts’ difficulties have been rebalanced.
  • Some items’ prices have been rebalanced.
  • The influence cost for certain actions have been rebalanced. Plus, the rewards have also been increased.
  • The starting resources have been rebalanced to offer a slightly easier start.
  • Earning profession experience has been rebalanced for all professions so it is now faster to level up.


Note that these changes are adapted to your difficulty settings.

Units





As mentioned above, enemy units have undergone some changes.

  • The leaders' abilities have been revised to be managed throughout a fight: they now only stop when the leader dies and their impact will adapt accordingly.
  • Seasoned soldiers have been introduced: veteran enemy units in the ranks that are more resistant and more dangerous (a must-have!)
  • Each enemy faction also welcomes a new unit into its ranks.
  • Each enemy faction has a new common passive skill that will intensify the fighting!
  • Enemies’ shield will have new skills after they reach a certain level and some enemies will be equipped with throwing weapons.
  • Some animals will also have a common passive skill and a brand new skill!


We didn't want to release an update where we just increased the difficulty. So new units have been created and new items have been added to them, which means that we are also expanding your build options. New shields, new weapons, new armor: new ways to set up your team! Therefore:

  1. New units have been added for each faction:
    • Outlaws New unit -> Criminal
    • Deserters New unit -> Looter
    • Guards New unit -> Defender
    • Legion New unit -> Hothead
    • Companions New unit -> Peacekeeper
    • Inquisition New unit -> Messenger
    • Trackers New unit -> Pursuer

  2. A brand new faction, Alazar soldiers, has been added: new units, new skills, new items to loot…
  3. Former weekly bounties with special weapons are now offered in the various regions!




Balancing



Weapons


  • Arena Great Falchion Damage [80%-100%] -> [60%-80%]
  • Mehyt's Kopis Damage [80%-100%] -> [70%-90%]
  • Arena Bow Damage [80%] -> [70%]
  • Narses' Bow Damage [60%-100%] -> [50%-90%]
  • Arena Dagger Damage [60%-80%] -> [40%-60%]
  • Arena Spear Damage [40%] -> [30%]
  • Horoun's Partisan Damage [80%-100%] -> [70%-90%]
  • Arena Axe Damage [50%-70%] -> [40%-60%]
  • Arena Spiked Mace Damage [30%-50%] -> [20%-40%]
  • Erkeshet's Mace Damage [60%-80%] -> [50%-60%]
  • Arena Heater Shield Damage [40%-50%] -> [30%-40%]
  • Paladin's Roundel Damage [40%-50%] -> [30%-40%]
  • Throwing Hatchet Damage [40%-60%] -> [25%-50%]
  • Ghost Throwing Hatchet Damage [45%-65%] -> [30%-55%]
  • Rimesteel Throwing Hatchet Damage [50%-70%] -> [35%-60%]
  • Throwing Knife Damage [20%-60%] -> [25%-50%]
  • Ghost Throwing Knife Damage [25%-65%] -> [30%-55%]
  • Rimesteel Throwing Knife Damage [30%-70%] -> [35%-60%]
  • Throwing Sickle Damage [20%-60%] -> [20%-50%]
  • Ghost Throwing Sickle Damage [25%-65%] -> [25%-55%]
  • Rimesteel Throwing Sickle Damage [30%-70%] -> [30%-60%]
  • Ringleader's Dagger Damage [70%] -> [60%]
  • Rancher's Pitchfork Damage [50%-80%] -> [30%-50%]
  • Shiv Damage [80%-100%] -> [30%-50%]
  • Brotherhood Two-handed Axe Damage [70%-90%] -> [80%-110%]
  • Herald of the Eye Damage [70%-110%] -> [35%-50%]
  • Lucilla Damage [150%] -> [135%]
  • Viper Damage [60%] -> [50%]
  • The Indomitable One Damage [50%] -> [40%]
  • Devotion Damage [80%-100%] -> [70%-90%]
  • Liberator Damage [120%] -> [80%]
  • Prosperity Damage [80%] -> [70%]
  • Glory Damage [80%-100%] -> [70%-90%]
  • Victorious Damage [80%] -> [65%-75%]
  • Dagan's Hammer Damage [60%] -> [40%]
  • Behedite's Kris Damage [60%-80%] -> [55%-75%]


Skills


  • Bite Damage [80%-100%] -> [65%-85%]
  • Ferocious Bite Damage [80%-100%] -> [65%-100%]
  • Nibbling Damage [80%-100%] -> [50%-70%]
  • Deep Bite Damage [80%-100%] -> [65%-85%]
  • Wrath Damage [50%-80%] -> [45%-65%]
  • Destabilising Strike Damage [90%-110%] -> [70%-90%]
  • Laceration Damage [75%] -> [65%]
  • Recoil Shot Damage [70%-110%] -> [60%-100%]
  • Petrifying Sickle Throw Damage [20%-60%] -> [20%-50%]
  • Poisoned Knife Throw Damage [20%-60%] -> [20%-50%]
  • Poisoned Impact Damage [70%] -> [55%]
  • Weakening Blow Damage [80%-100%] -> [70%-90%]
  • Relentless Charge Damage [65%] -> [55%]
  • Cutting Maelstrom Damage [35%] -> [30%]
  • Rampage Damage [30%-45%] -> [30%-40%]
  • Piercing Throw Damage [50%] -> [40%]
  • Instinctive Throw Damage [25%] -> [20%]
  • Frenzy Damage [35%-45%] -> [30%-40%]


Thank you all for your feedback and suggestions, we can't wait to hear your thoughts and feedback on this update.

Next up... 1.0 release on April 12th!

- Shiro Games


Wartales 1.0 Release Date



Attention Mercenaries!

We’re thrilled to announce that Wartales will release on the 12th of April 2023, marking the end of the Early Access period.

To celebrate this announcement we decided to make a brand new trailer, enjoy!



To mark the occasion, here are a few words from Game Director Quentin:

“The community's contribution to building the game's identity has been crucial and as we come to the end of Early Access, we are convinced that the shared passion that drives our team and our amazing community are at the heart of the game's success.

For all your help, effort and feedback, thank you very much.

Of course, the end of Early Access is just the beginning of a new adventure in which we still have many tales to tell, many secrets to uncover and many throats to slit. So, friends, sharpen your blades and polish your shields because the high mountains of Alazar are coming in April and its inhabitants are rather... inhospitable.”


- Shiro Games

Community Update #5 Out Now!

Attention mercenaries!

The fifth Community Update is here! As usual, the update is based primarily on some of the most prevelant and popular community requests we've been receiving over the last few months, massively changing multiple aspects of the game.

You can watch our Community Update spotlight video to find out what some of the major changes are if you don't have the time to read through the full patchnotes!







Until now, Paths were used as a narrative and gameplay backdrop. This system progressed passively on its own, without interacting with the player and lacked the incentives to invest time in it.
Originally, we wanted Paths to cater to the player's wishes and ideals by unlocking new features and themed bonuses based on their gameplay. Unfortunately, we do not believe that its previous form met this objective; the feature as a whole wasn’t prominent enough and its impact was negligible.
Changes had to be made and we are happy to introduce you to the revamped Paths system.

The 4 Paths are now based on a single system



    <*> Power and Glory
    <*> Trade and Craftsmanship
    <*> Crime and Chaos
    <*> Mysteries and Wisdom


Challenges


  • The progression of the 4 Paths is now fully based on challenges: there are 4 Tiers representing, more or less advanced, challenges that can be completed several times. The challenges, unlocked as you progress through the Path, can be completed, even if they haven’t been revealed yet (in which case they will be revealed upon completion).
  • Each challenge grants a certain amount of Path XP. The more challenging, the more XP you’ll earn!
  • Do not worry, players who have already completed previous Path challenges will automatically receive Path XP when this update launches.


Path Levels


  • After earning a certain amount of Path XP, you reach the next Path level and gain 1 Path Point, which are to be spent on Path Bonuses.
  • Path Bonuses are unique to each Path.
  • Some Path levels also unlock special bonuses such as new Resolutions (more on this later on), Skill Upgrades, Black Market and more.
  • There are 8 bonuses per Path and more will come in the future!






The world of Wartales grows with each new update, and we received a lot of player feedback on the (extensive) time needed to return to regions previously visited. To counter this, we have implemented a themed Fast Travel system included in the troop management mechanics: the Travel Posts.

Construction



Reaching level 4 of Trade and Craftsmanship unlocks Travel Posts. The construction cost, in Krowns, depends on the location: Stromkapp, Cortia, Marheim, Garussa Clan and Gosenberg City.



Features



Fast Travel between 2 Travel Posts


  • Fast travel costs a certain amount of Food, equal to the amount that would be consumed during a regular trip.
  • You will also have to pay a tax for each Trading good(s) you have in your Inventory.




Trading Post Chest


  • We have added unlimited storage in Wartales! You can now store as many items as you want in your Travel post chest.
  • You can retrieve items stored in another Trading Post in exchange for krowns.


Retire


  • You can now retire (leave) Companions in a Travel Post and you no longer need to feed or pay them
  • You can repatriate your Companions from one Trading Post to another in exchange for krowns.






Banner



What would a troop of mercenaries be without its banner waving in the wind?

Customisation


  • You can customise your troop’s banner: choose your colours, your shape, your icon!
  • You can also assign a lieutenant to the banner and they will proudly carry it on the world map
  • More options will come in the future!


Resolutions


Since the beginning of Wartales, you have accumulated Influence, bargained in taverns and convinced people (sometimes by force :) ) to do what you want. Now, you will be able to take Resolutions for your troop by spending some Influence, giving strong, temporary, bonuses.
  • Once you get the Banner, you will have 4 starting Resolutions and more will be unlocked.
  • Several Resolutions can be enabled at the same time but the cost will increase.
  • Resolutions last until the next Rest, so think about when you use them, as they will make an incredible difference.






We wanted you to feel at home in your camp. While we are satisfied with the little housing flavor it adds to your journey, we wanted to push it further by adding a brand new upgrading system. By spending resources, you can increase or add new effects to your gear.



Workshop


Level 2
  • Unlocks common and uncommon item dismantling: 1 raw material + 1 random ingredient

Level 3
  • Unlocks rare and legendary item dismantling: 2 raw materials + 1 random ingredient


Cooking Pot


Level 1
  • Assigned Companion: -2 Food

Level 2
  • Assigned Companion: -4 Food
  • Recipes granting bonuses have a 15% chance to be “delicious” (better stats)

Level 3
  • Assigned Companion: -6 Food
  • Recipes that grant bonuses have a 30% chance to be “delicious” (better stats)


Campfire


Level 1
  • Companions assigned grants +1 Happiness (4 max)
  • Happiness Thresholds:

  1. -5 Happiness: the Companion leaves the troop
  2. 15 Happiness: +15% XP gains in battle
  3. 7 Happiness: Maximum Valour Points increased by 1
  4. 15+ Happiness: +5 Influence for each extra Happiness point

Level 2
  • The first Companion assigned grants +2 Happiness, the next ones grant +1
  • Happiness-related Bonuses:

  1. -7 Happiness: the Companion leaves the troop (instead of -5)
  2. 15 Happiness: +20% XP gains in battle (instead of +15%)

Level 3
  • The first Companion assigned grants +3 Happiness, the next ones grant +1
  • Best Happiness Stats:

  1. -10 Happiness: the Companion leaves the troop (instead of -7)
  2. 7 Happiness: Maximum Valour Points increased by 2 (instead of +1)
  3. 15+ Happiness: +6 Influence for each extra Happiness point (instead of +5)


Tent


Level 1
  • Assigned Companion: +1 Valour (4 max)
  • Maximum Valour Points increased by 1 (instead of 2)

Level 2
  • Assigned Companion: +1 Valour (4 max)
  • The first Companion assigned grants +2 Valour Points (instead of +1), the next ones grant +1
  • Maximum Valour Points increased by 2

Level 3
  • Assigned Companion: +1 Valour (4 max)
  • The first Companion assigned grants +2 Valour Points (instead of +1), the next ones grant +1
  • After a Rest with at least one assigned Companion: you earn +1 Valour at the start of a fight until the next Rest
  • Maximum Valour Points increased by 3


Meat Drying Rack


Level 2
  • Fish now also produce oil

Level 3
  • Animal carcasses also produce animal fat


Tanning Rack


Level 1
  • Produces leather from animal carcasses

Level 2
  • Can produce white leather from “new” ghost animal carcasses (new Ghost Pack loot)

Level 3
  • +1 leather or white leather


Lectern


Level 1
  • Can be used to restore Antiquities
  • Grants Knowledge

Level 2
  • -1 research day for medium and large Antiquities
  • +10% Knowledge during each Rest

Level 3
  • -2 research days for large Antiquities
  • +20% Knowledge during each Rest


Training Dummy


Level 1
  • Assigned Companion: XP gain
  • +5% XP in battle

Level 2
  • You can assign up to 2 Companions who will train together and earn more XP
  • +6% XP in battle

Level 3
  • The cost to buy a second Aptitude Point through the “Career Plan” is divided by 2
  • +7% XP in battle


Impaling Stake


Level 1
  • Assigned Companion: Influence doubled
  • 2 Influence per day

Level 2
  • Assigned Companion: Influence doubled
  • 3 Influence per day

Level 3
  • Assigned Companion: Influence doubled
  • 4 Influence per day


Stocks


Level 1
  • Capacity = 1

Level 2
  • Capacity = 2

Level 3
  • Capacity = 4


Strategy Table


Level 2
  • Unlocks level II strategies

Level 3
  • Unlocks level III strategies


Pony Hitching Post


Level 1
  • +20 Carrying Capacity for each assigned pony
  • Can assign 2 ponies

Level 2
  • Can assign +1 pony (max 3)
  • Work ponies gain +5 Carrying Capacity
  • Battle ponies gain +10% XP

Level 3
  • Can assign +1 pony (max 4)
  • Work ponies gain +10 Carrying Capacity
  • Battle ponies gain +20% XP




Stretcher


Level 1
  • Assigned Companion: 1 injury healed during Rest

Level 2
  • Assigned Companion: 1 injury healed during Rest
  • Can assign 2 Companions

Level 3
  • Assigned Companion: 1 injury healed during Rest
  • Can assign 2 Companions
  • A healthy Companion assigned to the stretcher gets the “Drugged Up” status.
  • Drugged Up: Ignores their first injury until the next Rest




  • Ponies have lost part of their Carrying Capacity (-5). The new camping gear “Pony Hitching Post” can be used to restore their Carrying Capacity.


Once again, we'd like to take a moment to thank you all for your feedback and suggestions, almost 4.000 of you took part in the player satisfaction survey!
Please do let us know your thoughts and feedback on this update, you can do so by joining our discord, reddit and following us on twitter.

We're closing in on the final stretch of Early Access mercenaries... so don't forget to check out the updated roadmap.

- Shiro Games


Wartales Roadmap Update! [24/01/2023]

Attention mercenaries!

It's January and as tradition dictates, the team wishes you a (belated) very happy and prosperous new year, full of bounty hunting, looting, exploring and other “fun” mercenary activities.

Following the addition of Co-op, we are excited to share our plans for the beginning of 2023 and up until release in the form of an updated roadmap!

With Community Update #5 just around the corner, we wanted to say a big thank you to you, our community, for all the feedback, thoughts and ideas that you’ve shared throughout Early Access. We hope that this update will be welcomed with open arms!

As always, let us know what you think of what's to come!



- Shiro Games