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Expeditions: Viking
« on: April 21, 2017, 12:04:11 AM »

Join us on this great adventure, for glory and riches!



Official Site: Here
Official forum: Here
Steam: Here
Youtube: Here


Release Teaser


About This Game
Get ready for an adventure in history! Logic Artists, the makers of Expeditions: Conquistador, are pleased to bring you Expeditions: Viking.

Prepare for a grand adventure

As the newly appointed chieftain of a modest Viking clan, you’ll have a village of your very own. But to carve your name into the runestones of history you’ll need great strength, and great wealth to grow your village’s prosperity and renown. There is little left to be gained from the Norse lands and so you must set your sights on the the seas to the West, where tales speak of a great island filled with treasure ready for the taking.

Seek your fortune

Your trusted huscarls will follow you to Valhalla if that be the order of the day, but you’ll need more than loyalty to leave a legacy that will be remembered for a thousand years. Now assemble a worthy band of warriors, build a ship, and seek your wealth and glory across the sea. Britannia awaits in Logic Artists’ Expeditions: Viking.


Main features

•   Create your very own Viking chieftain! Carve out your character from our unique character system, where stats, skills, and abilities define your character’s role.

•   Raiding or Trading? Vikings were known not only as violent warriors, but savvy tradesfolk. How will you find wealth, with the carrot or the stick?

•   War and Politics: Side with various factions be they Norsemen, Picts, or Angles.

•   Reputation: Be mindful of your choices, the stories of your actions may bring others to fear you, but will they trust you?

•   Step into the pages of history: In a beautiful and visceral telling of the Nordic history.

























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Re: Expeditions: Viking
« Reply #1 on: April 21, 2017, 12:06:28 AM »
Historical RPG 'Expeditions: Viking' Goes Gold, Price Announced Free Weekend for Conquistador Coming Soon on Steam


Danish indie studio Logic Artists announces that Expeditions: Viking, the highly anticipated sequel to Expeditions: Conquistador (2013), is scheduled for release on April 27th, 2017-- and has reached its Gold version. To celebrate, Logic Artists is running a free weekend for Expeditions: Conquistador on Steam.

COPENHAGEN, Denmark (April 20, 2017) — Logic Artists is pleased to confirm that its much-anticipated release of Expeditions: Viking is on schedule for April 27, 2017. The studio announced this morning that the Gold Version milestone has been reached.

To celebrate, Logic Artists is running a Free Weekend on Steam for its first title in the Expeditions Series – Expeditions: Conquistador. April 21st, 10am PDT.

With the game now out in the hands of the media for review access, the path is set and Expeditions: Viking will be available for purchase in stores and online next week.
Logic Artists Producer Ali Emek says, “After two years of development, we are on track toward our studio’s best release so far. Expeditions: Viking is now feature complete and we’ll be spending the last month of development tightening the screws and polishing the release build, improving on our performance capabilities, and (with the assistance of a large community of closed beta testers) squashing the remaining bugs.”

Creative Director Jonas Waever adds, “It’s been a real journey, and with the positive feedback from our recent trip to PAX East and from our closed beta, we’re excited to get Expeditions: Viking into our players’ hands. And to celebrate the coming release of our second game in the Expeditions Series we’re giving players a free weekend with Expeditions: Conquistador to get ready for Viking.”

Expeditions: Viking releases April 27, 2017 and will cost 29.99 USD/29.99 EUR/24.99 GBP/499 RUB

The Deluxe Edition includes a digital artbook, the original soundtrack by award-winning composer Knut Avenstroup Haugen (Age of Conan, Lords of the Fallen), and the Blood-Ice DLC. The Deluxe Edition will cost 34.99 USD/34.99 EUR/28.99 GBP/650 RUB


About Expeditions: Viking

Expeditions: Viking is the highly anticipated sequel to Logic Artists’ PC debut title - Expeditions: Conquistador. In Expeditions: Viking, you take the role of thegn of a modest Norse village. Consolidate your power as your neighbors plot against you, and cross the sea to explore the kingdoms of the British Isles where wealth and power awaits. Launch raids to plunder monasteries and villages, or establish trade routes and political alliances on your adventures throughout the Norse lands and beyond. This second installment to the Expeditions series takes you to the dawn of the Viking Age where you must carve your name into the annals of history. Trader or Tyrant? You decide.


About Logic Artists

Logic Artists is an independent game development studio located in Copenhagen, Denmark. They develop games for PC and mobile devices. The studio was founded in 2011 by a group of students at the IT University of Copenhagen. Logic Artists has come a long way since its humble beginnings. With successful Kickstarter campaign under their belt, they have published a mobile game for Windows Phone 7 as well as two PC titles: Strategy RPG Expeditions: Conquistador (2013) and spy thriller Clandestine (2015). The team continues to grow and is currently working on Expeditions: Viking - a sequel to Expeditions: Conquistador. http://www.logicartists.com


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Re: Expeditions: Viking
« Reply #2 on: April 27, 2017, 04:22:03 PM »
Expeditions: Viking Releases Today!
Greetings Community Members,

We sound the horn! Will you answer the call? Expeditions: Viking releases today (April 27th, 2017) at 9am PDT and what an exciting time it is!



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Re: Expeditions: Viking
« Reply #3 on: April 27, 2017, 04:39:34 PM »
Expeditions: Viking Developer Diary -- Player Choices



Published on Apr 25, 2017

Game Designer Daniel Eskildsen discusses the philosophies of choice applied to Expeditions: Viking in this Developer Diary.



Expeditions: Viking Developer Diary -- Character Design



Published on Apr 25, 2017


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Re: Expeditions: Viking
« Reply #4 on: May 02, 2017, 05:56:03 PM »
1.0.1.5 Patch Available Now
Expeditions: Viking - Atomic



It's been en exciting opening weekend, a great big thanks to everyone who joined us on the support forum to report bugs and share their files. We've worked day and night and hope that the new update will provide players relief in most of the areas they've found issues in the release build.

It's called 1.0.1.5 rather than 1.0.2 because it doesn't solve all the crashes we've been investigating, but the game is more stable now. Those who have been nice enough to pre-test it for us have said that they could load their previously broken savegames from the hotfix in 1.0.1.5.

Fixes in 1.0.1.5
•   Fixed an issue with our character streaming system that was causing random crashes all throughout the game on some computers
•   Removed some dlls related to a third-party decal system that wasn't actually used in the game anyway, which was being picked up as a false positive in some anti-virus software
•   Fixed a gamebreaking bug if you complete the Tomb Raider quest as the last of the Preparations quest and complete it specifically by fighting
•   Oddkell outside the grave
•   Fixed an issue where you couldn't talk to the leader of the persecutors in
•   Chester after completing the quest, so you couldn't ditch them, so you would get stuck in the scene
•   Fixed a small glitch where combat with the Praetorians would
•   automatically start if you loaded a savegame after allying with the
•   Persecutors
•   Fixed Rurik's conversation in the longhouse never playing when it's supposed to if you ever clicked on him when his conversation isn't active
•   Fixed a dialogue options "I won't enter your church" in
•   MorcantConfrontation that was appearing erroneously and would cause the dialogue to get stuck because it led nowhere
•   Ranged characters should now properly target tileobjects (no path markers, range visualisation etc.)
•   Set some audio not to loop (company intro + intro intro)
•   Fixed the infinite XP exploit in Unwanted Guests
•   Fixed a bug where some AI would not advance if there was a hazard on the projected path, or if the player used Ready
•   Fixed Maucolyn's intro conversation under certain circumstances being retriggerable even when he wasn't there anymore
•   Added missing goal markers for the Clear Caves and Clear Milecastle goals, and fixed the Cave River fight not triggering correctly in that storyline
•   Fixed the EliminateRemusCult goal getting stuck if you kill them before you deal with Valerius
•   Fixed certain party members not leaving the party when they should, if they aren't present in the scene at the time
•   Fixed a bug where stat adjustments from abilities would not get applied unless the character moved
•   Fixed Ζthelred disappearing from Yngilwood if you leave the scene again after entering it when you're about to hand in the Mercian Connection quest
•   Made Finnguala leave the party and join the picts if you have her with you in Dun Phris and attack Magnus' group
•   Made Finnguala leave the party if you begin the ConquerBritain quest
•   Made Skallagrimr's conversation after the mountain cave or Hadrian's Wall close all Pict, Gael, or Northumbria side quests, made it enable all the menhir scenes in case you missed them, and made Caustantin's post-Dun Phris conversation enable Chester, Yngilwood, and the Swamp
•   Set up a script to disable the longship after the Althing, and removed the errant fire hexes from the Hrodgζrda no-palisades attack map
•   Fixed the characters in Lindisfarne still sort of hanging around after the quest is already completed
•   Added the Clear All (key bindings) translation in French and Polish
•   Fixed an issue where characters would sink through the hexes in the Chester sewer fight
•   Fixed an issue where if you left Orkney before fighting Steinn, you wouldn't be able to progress the Viking storyline
•   Fixed a wrong localisation reference on the beach camp cooking spit in Scarborough
•   Fixed an error that was happening when a barricade got destroyed and the AI tried to switch weapons afterwards
•   Fixed a bug where the abducted brother in Chester would not correctly trigger his dialogue
•   Fixed an issue where the abducted brother in Chester would not leave the scene when freed
•   Fixed an area in the Homestead Forest where you could get stuck
•   Fixed Rebuke not knocking down the target as intended if the user has Powerful Kick skill
•   Fixed stats in combat not getting updated correctly
•   Added "DoPlayVideos" flag in config to help users who are getting crashes from the intro and outro videos (see below for instructions)
•   Made some more characters sit down at the Althing and the Mountain
•   Cave and made Ragnhildr sit down in her longhouse
•   Now Hrossbjψrn and Vifridr will leave the village if you lose against Gunnarr after winning the first two fights
•   Fixed corrupted save files not appearing in the save/load menus
•   Fixed the language setting being English (Norse Names) by default instead of English
•   Fixed two occurrences of the typo "whince" in the English text
•   Fixed a chest that was open by default in the convent scene when it was supposed to be closed and lootable
•   Made the final conversation trigger in the first dream a bit more robust to address an issue where it sometimes wouldn't enable the conversation, making you stuck in the scene
•   Added explanations for the timeline in the tooltips, but it's only in the English and English (Norse Names) versions for now as we need to send it out for localisation
•   Added some party-wide morale increases for major storyline progress

Video crash bypass instructions
If your game has been crashing immediately after character creation or immediately upon opening, try adding the following anywhere in your config file:

[VideoPlaybackSettings]
DoPlayVideos=False

The side effect is that you will not get any videos. This is mainly a problem for the end of the game, since the denoument will not play. We're working on a "proper" fix for a later update.

What's next?
We still have some stability issues to work through. The most common crash now appears to happen when leaving the Homestead Longhouse in the beginning of the game, but sadly this is almost certainly due to the game being played on video cards that do not meet our minimum system requirements, and we cannot do anything about this. There are other crashes that we will be looking into, however, and of course we won't be satisfied until everyone (whose machine meets the minimum requirements) can play the game without any crashes.

Once the last major gamebreaking quest bugs are out of the way, we can look at the second-tier ones that may still be important - we're aware of issues with several abilities in the game, such as Toss, Talon and Execute. In fact the Execute ability has already been fixed, but it didn't make it into 1.0.1.5.

Once we're through the second-tier bugs as well, we'll be able to start doing some UI tweaks and improvements for issues that have become apparent after release. For example, we plan to improve the way status effects are displayed outside of combat, we plan to add some tutorial pop-ups and warnings about the timeline, and we have some improvements and fixes lined up for the camping system. However, all of that has to wait until we're happy with the state of the game again.

How did this happen?
A valid question. You probably don't want excuses, but you did keep reading after the headline "How did this happen?" so excuses are what you're going to get. Essentially, we had three periods of closed beta testing before release, and we thought they could catch all the bugs. They did catch most of the bugs, but 1000 volunteer beta testers are no match for tens of thousands of new players suddenly getting their hands on the game. Even if there's only one gamebreaking bug secreted away in some dark corner of a questline, it may affect a thousand people.

We're determined to work through the new bug reports we've been receiving, and we want to sincerely thank all of you who are sticking with us despite these early issues.


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Re: Expeditions: Viking
« Reply #5 on: May 04, 2017, 04:03:01 PM »
1.0.2 Patch Released!
Expeditions: Viking - Atomic



A huge thank you to all the users who reported their issues to us this week!

This 1.0.2 patch has been running on the beta branch now for a couple of days without introducing any new issues so we're ready to roll it out to the public.

We're extremely grateful for everyone willing to help us test this build to make sure it hasn't caused any new issues. Thank you so much for your support and your emails, the info has been invaluable in rooting out the sources of these issues.

If you don't see your issue marked in the changelog, it is possible that your issue was caused by one of those reported as fixed so before updating us on your status, please take a moment to test out the new build. And if your issue persists please notify us in your report thread on the Support Sub-Forum. If you have not written a report yet and would like to report an issue please take a moment to use the steam forum search function to search for an exisiting thread before posting your own and follow the guidelines for reporting bugs or issues.

Changelog
•   Improved stability further
•   Fixed the resolution not being set correctly in the options
•   Player now has a fixed morale to Heroic (+10)
•   Fixed a bug where the person assigned to cleaning would always lose 1 morale; now there's 5% chance of that happening;
also added additional details in the player message log
•   Due to the player character now having a fixed morale,
they can no longer be set to clean the camp
•   Fixed a bug where killing Caustantin, Osred, or Ζthelred after winning the fight with them would lead to the player dying instead (oh God I wish I didn't have to put this in the patch notes I am so unspeakably ashamed of myself for making this mistake)
•   Fixed a bug where the bounty Ealdorman could get killed if you attacked the thieves, so he would be missing once you got his own quest later
•   Fixed one of the groups of the thralls who had escaped from the slave trader in Orkney being unresponsive if you had passed through their area before they spawned
•   Fixed a stupid oversight in Uallach's (the witch in Perth) conversation that was preventing you from asking about Ketill or Nefja's personal quests if you had already completed her own side quest
•   Fixed the campfire in Yngilwood where you lay an ambush for the tanner - it was set to only play once, so if you clicked no to the pop-up initially you could never open it again
•   Likewise set Grimnir's last conversation in the dream to not trigger once, which prevents the player from "exhausting" it before it's active
•   Fixed being able to trigger the hole in the wall in Dun Phris multiple times
•   Changed the initiative in Ingimar's Longhouse so the player starts
•   Fixed a bug where enemies that were set to immortal could still die from Burn injuries
•   Fixed several issues with Execute and its Condemned status effect: the ability was painting a path when no movement would occur, it was erroneously disallowing activation when the target was outside movement range, and most importantly Condemned was disappearing one round too early, making the ability very difficult to use
•   Fixed an issue caused by using Charge with a reach weapon
•   Fixed Crippled not working
•   Fixed One-Two being able to damage allies
•   Fixed Disarm Trap not working
•   Fixed an exception in the Point Blank skill which could freeze AI in combat, and decreased the chance of this happening in other skills as well
•   Fixed an exception when using water skins
•   Changed animation for Anticipate Opening so it doesn't look like the character is attacking an invisible character
•   Nerfed Backstabber from a 50% damage bonus to 20%
•   Fixed the camera position in camp scenes
•   Added loot to some enemies in Perth that didn't have any
•   Fixed loot ownership in Ingimar's longhouse only being disabled if he was incapacitated (it's currently reset if you save and load in the scene, but we're working on that)
•   Fixed loot ownership not being disabled when Perth or York was being attacked
•   Moved some tutorials that were blocking the timeline
•   Fixed enemy and player AP being switched around in enemy tooltips
•   Fixed the Talon tooltip which wasn't being parsed correctly
•   Fixed the Sling tooltip calling it one-handed instead of two-handed
•   Fixed a tooltip in the treatment panel not showing up
•   Added more info about the timeline in the timeline tooltips

Video crash bypass instructions
If your game has been crashing immediately after character creation or immediately upon opening, try adding the following anywhere in your config file:

[VideoPlaybackSettings]
DoPlayVideos=False

The side effect is that you will not get any videos. This is mainly a problem for the end of the game, since the denoument will not play. We're still working on a "proper" fix for a later update.


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Re: Expeditions: Viking
« Reply #6 on: May 11, 2017, 12:36:44 AM »
1.0.3 Patch is now live!
Expeditions: Viking - Atomic




It's a big one this time as you will see below. Please let us know on your support threads if the patch has resolved your issue.

We've finally got to the point where we can start looking at usability improvements and small new features. You'll find a few such alterations and additions in this patch. Thanks to everyone who has already, please continue to post your suggestions in the Community Suggestions Subforum.

Known Issue: Loading Crash
We've gotten a bit closer to tracking down the loading crash that some players are still experiencing, but we believe the crash still exists in this patch. We think it may be an issue with the version of Unity that we used for the game. Fixing it is our current highest priority.

A small group of users may be experiencing a different error related to video playback at the start of the game. Please read the bottom section of this post for instructions on how to bypass this as we look into a solution.

Change log: General Fixes
•   You can now disable the game's time limit - see below for instructions
•   Fixed fire particle effect crashing the build
•   Fixed the campaign map triggering travel events and vice versa (which was preventing a lot of events from triggering)
•   Fixed a bug that was causing faction reputation checks in conversations to always think you had 0 reputation (note: as long as your reputation with a faction is between -20 and 20, the faction screen will not display any changes, but your reputation is changing - that's just a UI issue that we hope to address in the next patch)
•   Fixed a bug whereby Drugged and Intoxicated would stick around forever if they were applied during a conversation (they now last 3 hours each, so walk it off)
•   Added a player message for when you get status effects through conversations and when they're removed over time
•   Stat numbers are now coloured red if they're being reduced by an injury or status effect and orange if they would be reduced but they actually can't go any lower
•   Status effect icons now show up in the same places as injury icons (most importantly in the character screen and in the follower selection menu)
•   Added a new tutorial pop-up about the timeline
•   Fixed item removal nodes removing the wrong item if the intended item was equipped (specifically, Ketill's personal quest was removing his bow instead of his talisman)
•   Fixed the Toss ability
•   Added adjacency checks to the activation conditions for Heavy Swing and Hook and Slash (the latter already had a within-rush-distance check, but that's not enough)
•   The game will now no longer autosave during sequences where saves are disabled
•   Fixed conversation kills without takedown animations not updating the animation state of the victim (which would cause them to still be standing around and look alive after you killed them)
•   Made some improvements to loading times
•   Fix the issue where the absent characters would be eat in camp
•   Fixed an issue where followers could die in combat in an injury got worse while incapacitated
•   Fixed characters not going to the right positions and playing the right animations during camping
•   Added check for null ref when determining flanking
•   Removed party spawner from character creation
•   Added localisation strings for the Worldmap for the save menu
•   Messed a bit with some of the pre-set characters' morale, including raising all your huscarls (except Asleifr, because he's a douchebag)
•   Fixed the player marker being placed on your previous campaign map position if you sail to Scarborough from somewhere else and leave by foot
•   Fixed the Denmark campaign map thinking you're in Erlingr's farm the first time you leave the Homestead after the prologue
•   Fixed Ribe's description referring to Ragnhildr as a thegn instead of a jarl
•   Fixed the player's ship sails not getting the right colours from the player model anywhere other than in the Homestead
•   Added animation sound effects to the random filler characters in the cities
•   Replaced some of Ribe's characters with filler characters to shave the loading time down a bit and made sure that all filler characters who are sitting down in all three cities have their colliders disabled
•   Made some corrections to the French localisation
•   Status effects are now removed from dead people
•   Reduced the amount of consumables and throwables you find in lootable objects
•   Reduced the amount of salvage you can get from crates, barrels, and baskets
•   Added Hungry and Starving counts to the party information panel on the travel maps
•   Made some tweaks in initialization to prevent crashes when loading Ribe
•   Fixed not all keybinding options being shown at all times
•   Fixed a background not tiling in the pause menu
•   Improved the colour correction in Orkneyjar
•   Improved colour correction for Caustantin's Hall and the dungeon in Legacζstir
•   Improved the colour correction in the dream sequences
•   Removed birds from the 2nd dream since they weren't animating
•   Fixed the movement value localisation not being correct
•   Fixed a tooltip not being localized in the camping todo list
•   Fixed issue with abilities not getting deselected when a character was immobilised
•   Added an animation for characters sleeping in beds (for Eyfura and Bjψrgdis)
•   Tile objects (ice, campfires, brambles, etc.) now trigger when combat starts (e.g. you are instantly set on fire if you stand on a campfire); however, characters no longer start on a tile with a hazard (these may appear to contradict each other but the result is that things will run as they should but your characters should be smart enough to not step on hazards on their initial turn)
•   Illumination does not get removed at the end of the turn anymore
•   Characters standing inside a campfire will now be illuminated in addition to burned
•   Optimised the reflection probes in all campsites, hoping that'll fix or reduce the crashes some players have reported during the timelapse
•   Made the AdvanceTime debug command only accept positive numbers

Change log: Quests
•   Made it so you can trigger the Althing and end the game if you have 100 Prosperity even if you haven't completed any other questline
•   Fixed a bunch of Play Once Only-related issues in various conversations
•   Fixed Valerius never showing up on Orkneyjar unless you got the quest to kill him from Iovita before turning on her
•   Disabled saving during Hrodgζrda's attack on Skjern
•   Fixed Hrodgζrda's reinforcements breaking if you've built palisades before the final attack on Skjern
•   Disabled saving game inside the passage grave in Skerninge
•   Fixed the goal to talk to Bildr in the feud quest re-appearing in your quest log if you get it from another character after completing it already
•   Fixed not being able to complete the Seeking Sanctuary quest if you had killed the refugees before talking to Ζthelfled
•   Fixed being able to recruit the persecuters in Legacζstir if you had already killed the cult
•   Fixed not being able to make the persecutors in Legacζstir leave you alone under certain conditions
•   Fixed the cult in Legacζstir not leaving the ruins if you had convinced them to join you at Orkneyjar
•   Fixed cult members in Legacζstir not running away if you had turned the cult hostile
•   Fixed the Ab Urbe Condita fight being able to re-trigger if you had already fought it but not handed in the quest
•   Fixed not being able to hand in the Seeking Sanctuary quest to the persecuters if you had turned the cult hostile
•   Fixed triggering an empty fight if you had already dealt with the refugees before turning the cult in Legacζstir hostile
•   Fixed Iovita attacking you if you approached her after having given her the Aquila
•   Fixed the fight in the Legacζstir dungeon triggering even though you had already fought it
•   Fixed getting stuck by the bridge in Legacζstir if you had already fought the persecutors (ah, that quest really is the gift that keeps on giving)
•   Fixed the conversation with Finnguala upon your return with Donncoirce not playing if you'd clicked on her before it was active
•   Disabled the option to tell Ragnhildr you killed the Rats if you didn't kill the Rats
•   Made the Red Wedding party not spawn if the Wait goal is Inactive, instead of if Wait is Not Completed and Not Failed
•   Moved the goal marker for the first Red Wedding goal from the groom's father onto the house door so it doesn't go to a campaign map marker when the wedding party despawns
•   Fixed the Red Wedding party spawning in during the night if they had previously spawned in during the day
•   Fixed the scared man in the Barghest quest spawning in during the day if he had previously spawned in during the night, but at the same time accidentally inverted his spawn conditions so he now spawns only during the day - will fix that in the next patch, as it doesn't break anything
•   Fixed Rurik not disappearing from your longhouse after day 150 as he should
•   Disabled the dialogue option to sacrifice a mercenary in Skerninge because it wasn't working
•   Fixed Hulda only appearing the first time you load Skjern after the prologue
•   Fixed the option to have Kveldulfr craft for you never appearing during the summer if you didn't ask him about the smithy during the winter
•   Went over a bunch of conversations and added more reputation changes and increased some of the existing ones
•   Gave the Eoforwic blacksmith a check to bypass her introduction text on subsequent visits
•   Added morale decreases for your love interest if you get caught cheating
•   Disabled the option to side with Aiblinn in Dun Phris if you don't control Orkneyjar at that point
•   Fixed Leofric showing up in Osred's hall even if you fight him before going there
•   Fixed Grainne talking about Conall as if he's dead even if you brought him in alive (in English and German - we're awaiting translations for the other languages)
•   Fixed a weirdly inconsistent bug where Grainne would sometimes not spawn in Caustantin's hall after Mac Taidg Must Die until you left and re-entered the hall a few times
•   Fixed not getting the proper ID for a randomly selected character in the stray boat event
•   Fixed being able to talk to Maban before you catch the thieving child, thereby never being able to complete that goal; also fixed being able to enter the houses before you get the relevant quests
•   Removed the extra coin pile in the merchant's house in Eoforwic and fixed the level transition goal marker in that scene and the shire gerefa's house showing up at 0.0.0 instead of the door
•   Made it so you can pick up the knife in the wall in one of the entrable homes in Eoforwic and set the loot to owned
•   Set everything to owned in the 2nd Eoforwic house and made the lord of the house lie in his bed
•   Changed the Viking attack in Yngilwood so the player starts, and tweaked the cover in the hex map
•   Fixed the injured man in the swamp sticking around if you had treated him
•   Fixed the robbers on the ridge in the swamp not reacting if you had gone there once before
•   Fixed an NPC Speech node in the TravelInfection random event that should have been a Stored NPC Speech node
•   Fixed a potential problem with the feud quest in Ribe not triggering; unfortunately we couldn't reproduce it, so we're not sure if the fix works
•   Small tweaks to the eating and drinking contest in Ribe
•   Fixed a typo "somethng" in the conversation with Ingimarr in his house
•   Tweaked the trader hex map in Skerninge
•   Fixed a misspelled character reference in the toothache camping event
•   Fixed the Forbidden Tribute quest in Eoforwic trying to spawn the wrong character when you had defeated the lynch mob
•   Made a rock that was throwing warnings in the treasure cave not batching static, and rebuilt lighting as a result
•   Fixed Vrangr sticking around in the Marsh if you came back to it after you had let him go
•   Fixed a hex map issue in Yngilwood that could cause players to get stuck on a hill
•   Fixed the huscarls still showing up in Skjern over the summer if they had spawned in once, even if they had since left the hird
•   Fixed being able to hand in the Debt Collector quest multiple times
•   ixed being able to get the Debt Collector quest again if you had already handed it in under certain circumstances
•   Fixed an issue where you could get the Debt Collector quest again if you had failed to get the payment from Gaius Aelius
•   Fixed an issue where the Debt Collector quest would not get closed if you had gotten the payment before ever talking with them
•   Added a missing check to the conversation with Grainne if you defeat her, to check if Aife was part of the fight
•   Fixed the Old Man in the Marsh not entering dialogue if you had freed Mani
•   Fixed a rogue hex in the bandit camp and not being able walk between the barricades
•   Added the missing "Blacksmith" area map marker localization for Orkney to all localizations

Disabling the Time Limit
By popular demand we've implemented a way for you to disable the game-over that you'll normally get if you run out of time in either campaign. Time will still pass as normal and the timeline will appear to progress, but once it reaches the end, nothing will happen.

To activate this:
1.   First find your config file. It should be in \Documents\My Games\Expeditions Viking\Config.
2.   Open Config.ini with your text editor of choice (Notepad will do nicely).
3.   Locate the [PlayerSettings] section and add the following line TimeGameOver=False at the end of it, for example:

Code: [Select]
[PlayerSettings]
GameLanguage=English
GoalMarkerBehaviour=ShowAll
Dismemberment=True
Tutorial=False
DisplayHexes=False
DisplayHelmets=True
EdgePanning=True
ControlStyle=CRPG
TimeGameOver=False

•   Save the file and open the game.
•   To verify that the time limit is disabled, hover over your marker or the icon at the end of the timeline. It should say, in a red font: "Running out of time is currently disabled." Note that this will only show up in the English or English (Norse Names) localisations so far, because we haven't had the new strings localised yet.

Disabling the time limit will also disable all difficulty-related achievements for finishing the game.

As mentioned somewhere in the changelist above, to complement this new feature we have also changed the "advancetime" cheat so it no longer accepts negative numbers.

Of course there are things that stop making sense when you disable the timeline. We assume that if you do this, you don't particularly care about the narrative consistency of the game,do not be suprised if the game suddenly skips almost a year into the future, and a title card proclaims the year to be 789 AD when your in-game clock says 790 or something like that.

Video crash bypass instructions
If your game has been crashing immediately after character creation or immediately upon opening, try adding the following anywhere in your config file:

Code: [Select]
[VideoPlaybackSettings]
DoPlayVideos=False

The side effect is that you will not get any videos. This is mainly a problem for the end of the game, since the denoument will not play. We're still working on a "proper" fix for a later update.


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Re: Expeditions: Viking
« Reply #7 on: May 19, 2017, 02:17:00 PM »
Version 1.0.4 Beta Patch Available


Patch 1.0.4 is now live on the beta branch. The main purpose of this patch was to fix the last of the crashes - a particularly tricky crash that was happening in different scenes for different people, and which we were unable to reproduce on our own machines until late last week. We've been testing it thoroughly in the office this week, and the only crash we've experienced happened when we loaded one of our old savegame for the first time - it worked on subsequent attempts.

Of course we've also managed to squeeze in a bunch of other fixes and improvements while we were at it. We've even managed to add a bit more content while we were at it! The first of much new stuff to come, we hope.

Instructions
We haven't rolled this update out for everyone yet, instead we've uploaded it to our "Beta" branch on Steam. If you want to help us test this patch, we'd be grateful if you opt in to the Beta branch and give it a whirl. If everything is fine we'll roll the patch out on the main branch for everyone within a day or two. Here's how you can opt-in if you want a head start:

Right-click on the game in your Library window and select Properties. Switch to the tab labelled "Betas" and type "beta16Viking" (without quotes) into the code field. Then click "Check code". A new option will appear in the drop-down called "beta - beta branch". Select it and the game will automatically update to 1.0.4.

We're extremely grateful for anyone willing to help us test this to make sure it hasn't caused any new issues.

Additions and balance tweaks
•   Finished two new Grimnir dream sequences and added them to the random events list
•   Gave Aife a new ability that's unique to her: Snaring
•   Added colour correction blending to the timelapse in camping
•   Made it more likely to get injuries when incapacitated in combat
•   Made non-fatal injuries more likely to deteriorate
•   Changed the accuracy penalty for Quick Shot from a modifier to a multiplier (ie. from 30 points to 30%)
•   Inspire is now limited to 3 charges
•   Changed Fatigued, Hungry, and Starving so they complement each other better: Fatigued now reduces Strength, Finesse, and Perception while Hungry and Starving reduces Endurance and Sense
•   Increased the duration on Well Fed to take into account the time spent camping
•   Added hotkeys for activating abilities in the hotbar
•   Made the game heal all injuries and reset fatigue and hunger after Hrodgζrda's attack on Skjern
•   Tactical Move can no longer be activated if you would have no moves left afterwards, to prevent you from cheating yourself
•   Grimulfr will no longer show up in Skjern during summer until you've completed the main objective in Scarborough
•   Made it so you get the Gain Power goal instead of the Speak To Skallagrimr goal if you side with Aiblinn in Dun Phris before you've done Lindisfarne
•   Characters no longer drop Salvage
•   Added a wave of reinforcements to the entrance guards in Jelling and did a general polish pass on the scene
•   Added a bunch of deco characters fighting in the background in Jelling, and a few civilians that will flee if you approach them - also made a couple of houses burn
•   All Northumbrian and Pict quests will now be failed when you side with Aiblinn in Dun Phris, to avoid narrative inconsistency
•   Disabled some of the York entrance one-liners in the event you've invaded Northumbria, and made it so the guards are replaced by either Picts or Vikings depending on your choices

Bug fixes
•   Improved stability.
•   Fixed Fog of War not being reset correctly when starting a new game
•   Fixed a gamebreaking quest logic bug whereby Myrddin would be noninteractive if you fought the villagers without him and Cillian died (because a goal was set as optional when it should have been mandatory)
•   Fixed the treasure in the passage grave becoming uninteractive if you lose the fight against the Underground Ones and subsequently choose not to pick up the treasure first time you interact with it
•   Fixed an issue where you wouldn't be able to complete Parsley Sage Rosemary Thyme if you let Morcant go after raiding the monastery
•   Fixed the Red Wedding quest never being closed if you enter the house during the night without making use of the option to wait outside (it wasn't breaking anything, but it was annoying)
•   Fixed the Meet Maucolyn goal not getting correctly closed in Parsley Sage Rosemary Thyme if you decided to attack
•   Fixed Wearh in the Woods not being closed properly if you attacked the village after having found the pelts
•   Fix an issue in camping that would result in incorrect amount of resources being reserved
•   Crafting schematics are now removed while crafting as intended
•   Fixed items with special properties that raise HP not raising the actual HP but only the maximums - now you'll actually have the extra HP as you should
•   Added new color tags for stat mods in inventory and character stats for the other languages
•   Disabled save game inside Passage grave
•   Fixed FOW issues in some of the camp scenes
•   Fixed Seeking Sanctuary not getting closed correctly if you had a change of heart and killed the Persecutors before meeting the Refugees
•   Fixed sinking into the ground on the hex map around the bridge in Chester
•   Fixed the check whether you had been inside the walls in Chester already not being correctly set
•   Fixed the chest in the Chester Sewers being lootable twice
•   Changed the color correction in the Chester Sewers
•   Fixed being able to take the runaway guard's body in Scoundrel's Flight if you had already gone into the tomb
•   Fixed being able to use the runaway guard and his girlfriend's bodies for the sacrifice when they weren't dead
•   Fixed Cillian not despawning correctly when Myrddin buries him
•   Made sure Cillian's pyre is put out at appropriate times and made Talorc and Dubglas move to better positions when they set Cillian free
•   Fixed being able to collect something for the Wisdom of the Ancients quest before you had gotten it
•   Fixed not being able to cross the river by York on the campaign map
•   Switched the numbers for schematics in armour crafting to be consistent with how the numbers are displayed in the Tinkering menu
•   Fixed the tutorial window we added in 1.0.3 not updating step text correctly
•   Confirmation boxes originating from conversation can't be dismissed anymore (which means you can no longer avoid travel ambushes by pressing Escape...)
•   Fixed the food selection in camping prioritising Rations rather than Meat
•   Tyr's Favour can now only be used by Viking enemies as intended - it's a bit of a hack for now, as the AI skill selection will still assign Galder to non-Vikings, but we'll deal with that later
•   Cleaned up and polished the ambient audio in Jelling
•   Fixed Wreckers in Scarborough not staying gone if you had gotten rid of them peacefully
•   Fixed the looters in Donncoirce Homestead coming back if you had convinced them to leave
•   Changed the trigger conditions for the intro to the swamp meeting so it's more robust, even though we haven't managed to figure out how some players have entered the scene before they got the quest
•   Fixed damage reduction not being clamped correctly so high-level enemies affected by Tyr's Favour could exceed 100%, which made attacks heal them for the duration of the status effect
•   Fixed sparing Cailtram at Domnall's farm not being properly closed if you just left after getting the proof
•   Fixed the farmer inside Domnall's farmhouse not correctly responding if you hadn't fought the people outside
•   Fixed the player gaining String instead of losing it when pulling out a rotten tooth
•   Fixed the Armourer and Craftsmen Homestead upgrades giving you the opposite resource of what they should give
•   Fixed an issue where crafted armours and helmets might not have the right models
•   Fixed being able to repeat geting the reward for rescuing Mani from Sandarr
•   Fixed not being able to find the missing wrecker in Scarborough if you had searched his corpse before getting the quest
•   Added headlines to the skill rank tooltips in Crafting so it's a bit more clear what they mean
•   Fixed a localisation issue on discard prompt
•   Fixed CNodeLogicWaitForAIGroupToSpawn node not working properly, which caused problems in the cave fight in the ravine if you were skipping too quickly through the dialogue
•   Made the family from the Troll Tree not show up later if either of the parents were killed
•   Fixed Ζthelred's war camp not disappearing from Yngilwood if you fail the Northumbria questline early, and disabled some of the entrance one-liners related to the camp once it's gone
•   Made some control labels a little clearer, fixed two small spelling mistakes in the English tutorials
•   Fixed the generic clansmen and Kveldulfr not acknowledging Asleifr's death correctly because the conversations were checking an obsolete variable
•   Fixed French localization parsing for the patterns that change a word based on whether the word after it starts with a vowel or a consonant (eg. de or d')
•   Fixed a wrong ending of a dynamic gender text token that was causing the unparsed token to show up in the text
•   Tweaked the colliders in the roadside camp to make it easier to pick up the stuff in the tent
•   Fixed null ref when initializing prop items and fixed the GOG SDK not recognizing the DLC when not connected to Galaxy
•   Fixed two one-liners playing over each other in Seahenge, and set up better party spawn positions
•   Increased amount of cairns needed to unlock the Wayfarer achievement (it was looking for 7 but there are actually 9) and fixed the cairn in Lindisfarne not being counted towards the 14 cairns for the Pathfinder achievement
•   Made the game logic that triggers Osred's conversation with Ζthelred after his defeat a bit more robust to ensure that it won't get stuck
•   Added a config option for disabling reflection probes to solve the loading screen crashes that happen in certain scenes on certain video cards (thanks Unity)


Possible fix for loading screen or camping crashes
As mentioned in the changelog, we've added an option for disabling the reflection probes, as they were crashing on certain videocards when they were being updated by the day/night cycle - mainly Intel cards but also a few AMDs and possibly even some Ti-model nVidia cards, though we're not yet sure that's the same issue.

If you're still getting the occasional loading screen crash or if the game is crashing during the camping timelapse, try enabling this option:

1. Open your config file - it's in your Documents folder under \My Games\Expeditions Viking\Config

2. Locate the [VideoSettings] section, and add the following line at the bottom:
ReflectionProbes=False

Please let us know whether or not this solves your problem. Fingers crossed!


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