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(http://cdn.edgecast.steamstatic.com/steam/apps/445190/header.jpg?t=1492595974)
Join us on this great adventure, for glory and riches!
Official Site: Here (http://expeditionsseries.com/)
Official forum: Here (http://steamcommunity.com/app/237430/discussions/)
Steam: Here (http://store.steampowered.com/app/445190/)
Youtube: Here (https://www.youtube.com/user/LogicArtists/search?query=expeditions+viking)
Release Teaser
https://youtu.be/KeXlUonQgM4
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, youll have a village of your very own. But to carve your name into the runestones of history youll need great strength, and great wealth to grow your villages 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 youll 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.
(http://expeditionsseries.com/wp-content/uploads/2016/02/vikings-slide-logo.png)
Main features
Create your very own Viking chieftain! Carve out your character from our unique character system, where stats, skills, and abilities define your characters 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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Historical RPG 'Expeditions: Viking' Goes Gold, Price Announced Free Weekend for Conquistador Coming Soon on Steam
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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 studios best release so far. Expeditions: Viking is now feature complete and well 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, Its been a real journey, and with the positive feedback from our recent trip to PAX East and from our closed beta, were excited to get Expeditions: Viking into our players hands. And to celebrate the coming release of our second game in the Expeditions Series were 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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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!
https://youtu.be/BBSIbQaEO-4
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Expeditions: Viking Developer Diary -- Player Choices
https://youtu.be/hfivV3wHWII
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
https://youtu.be/iVQS_ug_E1M
Published on Apr 25, 2017
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1.0.1.5 Patch Available Now
Expeditions: Viking - Atomic
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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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1.0.2 Patch Released!
Expeditions: Viking - Atomic
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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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1.0.3 Patch is now live!
Expeditions: Viking - Atomic
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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:
[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:
[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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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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Version 1.0.5 Patch Notes
Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log.
New caps on skill ranks
The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game.
This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound.
Surprise round on enemy initiative
A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game.
Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode.
And now for the full change list. As with the 1.0.4 update, I have divided it into two sections: one for changes and additions, and one for fixes. Since this update has a far greater variety of changes than previous patches, I've decided to further subdivide each section into categories based on the type of change or fix. Unfortunately the list is long enough that Steam is forcing me to split it into two, so the actual change-list will be in the first comment on this post.
Changes and additions
New stuff
As explained above, added new "surprise round" feature to allow player positioning before enemy turn when ambushed
Added full Danish localisation
Added three new campsite scenes to the Denmark campaign for improved visual variation: Plains 2, Marsh 2, and Deep Forest
Added new animations for Taunt and Dust abilities
Added a new generic support ability animation for when you're wielding a spear
Added an animation for consumable utility items (ie. drinking potions)
Skills and items
As described above, skill upgrades are now capped by your total amount of SP spent, so you must spend 150 SP to upgrade a skill to rank 3, 200 for rank 4, and 250 for rank 5
Made substantial improvements to the algorithm that assigns skills to enemies by rank and archetype, which will increase the effectiveness of enemies throughout the game
Made the Archer archetype use axe and shield instead of dane-axe or spear, and changed the loadouts of all Archer characters in the game accordingly
Items crafted with the Artisan skill can no longer get the "Cursed" property
Decreased the cost reduction for repairing and the gain % from deconstructing items
Discarding a weapon will now yield at least 1 Salvage or Hide even if you have no Repair skill
Increased item degradation during combat from 1 point per crit to 10% of max durability per crit
Added a 50% chance each round that a character is on fire that they'll get a Burn injury - subsequent rounds of being on fire then has a 25% chance of the injury deteriorating
Taunt will now make the target move towards the caster even if they can't entirely reach them - they'll just move as far as they can
Changed the Aimed Shot ability to have a 40% damage penalty instead of a 5 percent-point crit chance bonus, and changed Sharpshooter to reduce that penalty from 40% to 20%
Sharpshooter now requires Bow on rank 3, Steady Hands no longer has a skill requirement, and Backstabber now costs 4 SP instead of 8
Accuracy for ranged attacks now falls off by 6 points per hex instead of 5
Walk Your Shots now reduces the per-hex distance fall-off for ranged attacks back to 5 instead of simply adding 5 points every time you take a shot
Parrying no longer cancels all damage from the parried attack - the parrying character takes damage as normal, but with the doubled base DR from Parrying
Changed Opportunist so that attacks of opportunity now apply Stunned to the target if you have the skill, instead of just giving you an extra AoO every round - also raised its cost from 3 SP to 6
Increased the damage of Hailstorm from 50% normal attack damage to 75% normal attack damage and reduced its charges from 2 to 1
Changed Stone Fists from a 10 point bonus to Melee Damage to a 10 point bonus to Armour Piercing damage
Raised the cost of Powerful Kick from 6 SP to 9
Revive is now restricted to 2 charges
Gave pit traps a massive damage buff
Increased all Tinkering material costs
Reach weapons no longer inflict non-lethal damage at close range, since this was not explained anywhere
Encounters
Changed quite a few of the encounters in the game to have the enemies start, which is no longer frustrating now that we have the surprise round feature
Nerfed the damage of all wolf types except the Wolf Mothers, whose damage is now doubled
Added a couple of guards in Perth's treasury and set all the loot in the main area to Owned - when you visit during the betrayal, the guards have been killed and the loot is no longer Owned
Buffed all occupied campsite fights in Britain and tweaked the cover in some of the scenes
Buffed the assassins in Ribe
Buffed the fight against the youngsters in the Ravine Cave
All the bounty fights have received a significant buff
Added reinforcements to both of the wall fights during the invasion of York
Doubled the number of enemies in the prisoner room fight in York's dungeon
Made Leofric and Steinn brown-haired and made Steinn waaa-hay-haaay more badass
The monks and nuns in Lindisfarne Church and the Scarborough Convent will now run into corners and cower in fear when you attack (the Cower animation is new)
Made the female guard outside the Skerninge passage grave drop a damaged, cursed chain mail upon her death
Other changes
Added icon tooltips to the Tinkering menu
Injuries now deteriorate in combat with a probability based on how long the character has been incapacitated - characters can never die outright in combat, however
Injuries now deteriorate during camping as well, and we've added some UI logic for this to work - fatally injured characters can die when you make camp if left untreated
Increased injury penalties
Tweaked injury settings to allow groin and chest punctures and eye trauma
Reduced the Armour-smithing level of every blacksmith in the game by 1
Made the faction reputation number show up even when your faction reputation is Neutral
Added a menu option for disabling reflection probes so you don't have to mess with the config
Made the farmer in Skerninge and his wife lie on the ground to match the description text
Added thrall deco characters to the homestead depending on how many Slaves you have (up to about a dozen)
Added a Medium reputation increase if you complete the Rats quest peacefully
Reflection probes will now automatically be disabled the first time you launch the game on an Intel videocard, and you'll get a pop-up about it - you can manually re-enable them afterwards if you'll risk it
Tweaked the morale changes in the initial conversation with Maban so they're more intuitive
Bug fixes
Stability and performance
Fixed one more set of crashes related to loading characters into the scene
Fixed the unreproducible issue some players had reported where the game would crash at the end of camping and potentially at the end of a fight
Added check so corrupted fog of war files do not prevent loading scenes
Made some optimisation in the level loading
Quest logic
Fixed the Ab Urbe Condita side quest hanging around in your quest log even if you choose an outcome for Chester that causes Fabian Quintus to leave, so you can't complete it anymore
Fixed a bug whereby Myrddin would not spawn in the stone circle if you entered his cave instead of bringing Cillian directly to him after the rescue
Fixed a spot where you could get stuck after the battle for Yngilwood
Fixed a bug where you could start the Snakes Among the Trees or Lost Hunting Party side quests during the Battle of Yngilwood if you hadn't started them previously
Fixed the fight at the entrance to Jelling potentially repeating with no enemies if you leave the town through the hidden tunnel and then attempt to re-enter it from outside
Fixed an issue where Grainne would sometimes appear inside Caustantin's hall after the wedding when she wasn't supposed to
Fixed a bug whereby you could no longer free the Yngilwood Scout's loved one in the York Dungeon if you chose not to do so the first time you were given the option
Added a fade-out if you sentence Geirmundr in Orkney to the blood eagle, during which he'll be despawned
Fixed the non-interactive parts of Geirmundr's "camp" in Orkney also highlighting along with the interactive parts
Skallagrimr and the other thegns will now disappear from Steinn's house once you complete the first of the Viking ending quests
Received and implemented the Russian and French versions of a single branch of conversation with Hulda that had been missed in the original localisations for those two languages
Fixed the higher difficulty-related completion achievements not unlocking the lower levels
Fixed being able to interact with the haystack behind Erlingr's farm after the fight if you already set fire to it once
Fixed the fire in Erlingr's farmhouse persisting forever (it now stops once the quest is closed)
Fixed most of the dead characters who were supposed to show up as ghosts in Grimnir's Helheimr dream not showing up
Fixed Olbjψrn and Grimkell's character spawners creating a very long delay in loading the goodbye scene in Skjern if they were killed on Holmgang Island
Fixed Maucolyn not being set as immortal if you encounter him at the village after raiding the monastery, which could result in you speaking to a very clearly dead man
Fixed Conall mac Taidg's death variable not being set, causing some narrative inconsistencies
Fixed an error when teleporting the player party to waypoints in conversations which showed up if you lost the fight against Maucolyn in front of the village
Fixed a bug whereby if you set an ambush for Osred's men in The Mercian Connection and leave any of them alive, the fight in front of the Roman tower wouldn't begin
Osred's spy token will now be removed from your inventory when you show it to a scout in Yngilwood
Changed the logic in Torfinn's tree conversations a bit to make the quest more robust
Reduced the trigger radius on the sewer tunnel conversation in Chester to be what it's supposed to be
Skills and items
Fixed a bug that was causing characters to play their incapacitation barks at entirely the wrong times during combat
Fixed the highest rank ability of each skill not displaying its action type in its tooltip
Fixed several issues with the implementation of Gungnir's special property - the weapon will now damage enemies in the two hexes in front of you, three if you're using Extend
Fixed an issue where pre-damaged looted items would be using the current Salvage value to calculate tiers rather than the undamaged one
Resistances are now capped at 100% in the UI
Fixed Adrenaline Junkie applying its bonus as soon as a character is at less than max health, instead of only when they drop below 20% as described
Fixed the missing icon for the British silver cross talisman types
Replaced an old hack to prevent non-Vikings from getting the Dane-Axe skill with a more general solution that checks the nationality condition for all skills before assigning them (this will also prevent non-Vikings from buying Galder, which they cannot use anyway)
Removed the track quest input from all contexts except Default (which will stop it showing up in the other sections of the input bindings)
Fixed the Amulet of Macha not getting its special property correctly (this fix is not retroactive, if you already picked up the Amulet of Macha, it will remain useless - however you can give yourself a new, working amulet with the console command giveitem party Talisman_Macha)
Fixed a 10-second pause caused by a timeout if a Parrying character is Stunned and subsequently attacked; all immobilisation now cancels Parrying as well as Hypnotised, Interrupting, Panicked, and Ready
You can no longer parry attacks from weapons with reach from 2 or more tiles away
Fixed missing sound effects on the Parrying animations
You can no longer trigger an execution with any weapon type other than a sword
Fixed a pretty unlikely combat timeout that would happen if Condemned characters took fire damage
Fixed the Tactical Move button being selectable even if no attack action was possible
Fixed Stunned animation not being reset if a character is defeated while that animation is playing
Fixed the wolf mothers' Nuzzle ability placing the wolf inside the incapacitated wolf's tile instead of adjacent to it
Fixed wrong health displayed in the UI when using Nuzzle or Revive
Fixed the Sacrament ability tripling ally resistances instead of doubling it as intended
Other fixes
Fixed certain music tracks being controlled by the main volume slider instead of the music slider
Fixed the input system overwriting user settings with the defaults in some situations
Removed Crouch Control from the input settings
Fixed non-lethal attacks being able to proc critical hits
Fixed certain blacksmiths being set up with a higher armour-smithing rating than is actually possible, which broke the UI
Fixed bug where an occupied campsite would be marked as captured when entering the campsite but then reloading the previous saved file without even playing through the fight
Fixed an issue where tinkering items in camping might not be loaded properly by the save system
Fixed a missing line of subtitles in the intro cinematic in English and English (Norse Names)
Fixed the player's ship reverting to the default sail colours in Orkney
A loading screen will now be displayed while loading the main menu after the credits
Fixed dead follower pop-up appearing during loading screens if you made a save after a follower had died in the scene and then loaded that save
Fixed a typo "a dirty flash" (should have been flask) in Rψskva's first romance conversation
Fixed a typo in the to-do list reminder for unassigned shifts
Nefja and Ketill can no longer die from injuries in Denmark
Fixed switch weapon button being greyed out after an attack of opportunity on the selected character
Fixed the localisation ID for homestead upgrades not being retrieved correctly for upgrades that only have 1 branch
Removed an erroneously placed trash pile in Skerninge which was unlootable and would disappear when you looted another trash pile next to it
Removed a lootable barrel from inside a house in Perth
Added ability icons for the wolf abilities so they don't show up as white squares when you look at wolves with the character info panel, and added explanatory tooltips for them as well
Fixed a weird-looking tree in the Britain forest menhir campsite
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Version 1.0.6 Patch Notes
After an unusually long period of testing, Version 1.0.6 of Expeditions: Viking has now been released. We'd like to thank those of you who have helped us test this patch while it was in beta - we caught a good handful of little things that we wouldn't have found on our own, especially the new glitches introduced by the addition of UI Scaling.
Version 1.0.6 contains a few new features, a little bit of new content, and about a month's worth of tweaks and bug fixes. Let's start by going over the most important new things.
Custom portraits
In version 1.0.6, all portraits are now loaded from your Documents directory in the folder \My Games\Expeditions Viking\Custom Portraits. If you want to add your own portraits to the game, you must create 5 different versions of each portrait in specific sizes and place them in that directory. The first time you launch the game in 1.0.6, it will write all our portraits into that folder, and you can use those portraits to see how it needs to be set up.
To summarize:
The files can be either .png or .jpg.
Each portrait's filename must end with a keyword that reflects its size: Large, Medium, Small, Tiny, or Camping.
Female portraits must contain the word "Female" anywhere in the filename. Otherwise the portrait will be treated as male (because patriarchy).
Note that the Camping portraits contain a frame. You can just cut that out of an existing portrait with your image editing software of choice.
You can overwrite an existing portrait by simply replacing its files with a set of identically named files in that folder.
If you overwrite an existing portrait, that portrait will be replaced with your new version in your game, without you having to start over in your playthrough. If you want to reset this portrait to the original later, you can simply delete the portrait files from the Custom Portraits folder, and it will be restored by the game next time you launch it.
All portraits included with Expeditions: Viking are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License[creativecommons.org]. In simple terms, you are allowed to remix, tweak, and build upon our work non-commercially, but you must credit Logic Artists or Expeditions: Viking and you must license your new creations under identical terms (no making money off of our work, please!)
Custom localisation and random events
This update also introduces support for loading in custom localisation files and user-created random events. Because of the way the scripting system in Viking works, there is no way for us to let you add new characters with new conversations to the game, but the random events that trigger on the campaign maps and during travel are loaded in dynamically, and now you can add new events yourself or even overwrite existing events.
In other words, you can now write your own damn Aife romance events and stop bothering me about it! :D
Toolset
We have also released our toolset which includes some example files, all of our conversation work files, and the editor we used to set up all our conversations in the game. It comes with a PDF manual with thorough instructions for how to set up your own localisation files or add your own random events. To install the toolset, click on Library in Steam and select Tools from the drop-down. The entry you're looking for is "Expeditions: Viking Editor".
We're also looking into the possibility of adding Steam Workshop support for the game in the next update - stay tuned for more information.
Change log
Since this update has had a particularly long gestation period (for our standards), we've decided not to include a full change list this time around. Instead, we're bringing you just the highlights. If you wish to know about any particular bug that's been bothering you, which isn't mentioned here, feel free to ask in the comments on this thread.
New things
The "ancient" item set now has unique models
Custom localisation support
Custom random events support
Custom portrait support
4 new beard styles, 4 new male hairstyles, and 7 new female hairstyles
A UI scaling option for running the game in high resolutions on small monitors
New animations for certain combat actions as well as for ambient characters
Taunt now has voice-over
Tweaks and improvements
Talon and Dust are now free actions
Cure no longer removes Spotted, Illuminated, Exposed, Disarmed, or Condemned
Made Taunt resistable with Mental Resistance
The difficulty of Guarding your camp now scales with your group size: the larger your party, the better you must guard it
Changed the skillpoint display to show the amount of points spent instead of the total
Follower selection popup now uses alphabetic sorting instead of being based on injuries
Fog of War now takes up way less space in savegames (will only affect new saves)
Distract can no longer be used on an adjacent enemy, as originally intended
The Focused status effect now increases Crit Chance by 10 points instead of 10%
Trip wire traps can no longer be resisted
When capturing an occupied campsite, the camera will now switch into the camping view once combat ends
Major fixes
Fixed issue with pathfinding when reloading Homestead, causing players to get stuck in the terrain
Fixed the AI sometimes switching to unarmed combat for no apparent reason
Fixed a bunch of weird things with the Runaway bounty encounter
The houses that are burning during the invasions of Perth or York will now remain burned-down after the battles
Fixed the skill caps being circumventable during character creation by double-clicking on the icon instead of using the Upgrade button
Made it possible to lie to Sandarr about taking Mani as a thrall exactly once and still come back to complete or fail the quest
Fixed a quest logic bug in Pack It Up that was prematurely closing the quest if you left the forest after resolving Unwanted Guests and then came back later
All characters' items will now be transferred to the item inventory in the unfortunate event of death
Fixed a bug that would cause the game to get stuck when returning from the final dream if you triggered it in a specific camp site
Fixed the issue where throwing the waterskin on an ally would select it instead
Fixed another way it was possible to get stuck in the Unwanted Guests side quest by clicking on things in the wrong order multiple times in a row
Made the intro conversation to the pig feud quest just play again if you interrupt it the first time and retrigger it later
Fixed a bug whereby the start time for all time-based status effects except Hung Over was not being set, causing them to be immediately removed again
Fixed an issue where allied combatants would sometimes not return to being NPCs
Fixed characters being able to traverse blocked hexes in two encounters
Fixed Torfinn not getting removed as a follower when you leave Skjern Forest before completing his quest, causing him to only spawn every 2nd time you enter the forest
Fixed the Swipe ability not dealing damage to enemies around the target if the target was killed
Fixed Cure and Restore abilities using reach distance when equipped with a spear
Fixed the Escaped Thralls conversation in Perth being able to trigger during any of the battles despite the thralls not being around
Fixed the combat character tooltips showing the selected character's crit chance in place of the hovered character's crit chance
Fixed a few typos in dialogue
Fixed an issue where some status effect icons would sometimes appear white in the camping interface
Fixed the error message for having spent the necessary action in the utility item tooltips looking in the wrong localisation file
And many other minor things.
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Plans for 1.0.7
In addition to the Steam Workshop support mentioned above, we're planning several new features for 1.0.7.
Iron Man mode is the big one. We would've liked to add that a lot earlier, but we were getting so many crash reports in previous versions of the game that we simply weren't comfortable adding a mode that only allows one savegame. Now that we've addressed all common sources of crashing, we're ready to activate Iron Man mode in the next update. The update will also include a few new tweaks to difficulty including a new slider to improve the equipment used by enemies. Our goal is to make the higher difficulties higher without messing with the lower difficulties.
We're also planning a slew of small quality-of-life tweaks. Probably the most commonly requested change is to give the player some control over the camera tilt, to which we have now acquiesced. We're also adding a combat speed slider and an option to toggle off the automatic camera focus during combat. Finally, we're adding a little more information to some parts of the interface where things were unclear or unexplained.
Please let us know on the forums if you're experiencing any problems with version 1.0.6.1, or if you have any particular requests for small tweaks or improvements you would like to see in 1.0.7. We don't have as much time for the next update as we did for 1.0.6, so don't expect any major changes or additions, but we're always happy to take your feedback regardless of how practical it is :)
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Version 1.0.7: Iron Man Mode, Workshop Integration, New Game Settings
Expeditions: Viking - Jonas
(http://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/cbe88a2f8e43e2230a84d8591e82d3668e31a2bc.jpg)
Hello everyone. Today we have released update 1.0.7.1 for Expeditions: Viking. This version contains some major new things, which is why it has been in open beta for almost a month. The most important new feature is the Iron Man mode, but we also have Steam Workshop integration now, as well as a bunch of quality-of-life improvements.
This is going to be the last major update for Expeditions: Viking. We still have a few things we're hoping Unity will get back to us on, so we may release another small patch or two down the line. Same goes if any new major bugs are discovered. The game appears to be in a pretty good shape now though, so we'll be turning our attention towards the next installment.
From the bottom of our hearts, thanks so much for sticking with us so far, and for giving the game another chance despite the rocky launch :)
Iron Man Mode
Now that the game is mostly stable, we've finally added Iron Man mode. If you start a game in this mode, you will be limited to a single savegame and the game will auto-save over it at regular points during play. We haven't quite gone full roguelike: the game will not delete your save if you die. However, Iron Man mode forces you to live with the consequences of your decisions. To activate Iron Man mode, you need to start a new game and check the Iron Man box in the new difficulty confirmation pop-up window.
Steam Workshop
This version of the game now supports the Steam Workshop. You can use the toolset that we released with 1.0.6 to create new random events, and we've added an uploader for you to submit your events, portrait packs, and fan translations. You can find the toolset in Steam under Library -> Tools -> Expeditions: Viking Editor.
Even if you have no interest in unofficial mods, you may be interested to know that we've published three new random events (in English) in the workshop to demonstrate how the system works. There may be more to follow shortly.
Camera Options
We've added several new settings requested by players since release. The most important one is probably the ability to control the tilt angle of the camera a little bit. It was previously locked to 60 degrees, but now you can adjust it between 45 degrees and 80 degrees by moving the mouse up and down while holding the right mouse button (similar to how vertical movement controls rotation). You can also choose a fixed angle in the options if you prefer that.
Furthermore, we've added a drop-down to adjust how automated camera control is during combat. This has three options: full automation, minimal automation, and enemy turn only. The latter will still focus on all actions during enemy turn but mostly leave the camera alone during your turn.
Combat Speed and Enemy Equipment
Another addition you may appreciate particularly on subsequent playthroughs is the Combat Speed slider. Use this to speed up the game during combat so you don't have to wait as long for characters to run to their positions or for animations to play out. And finally, we have added a new difficulty setting to upgrade enemy equipment throughout the game - just their armour on the lower setting, but also their weapons if you turn it all the way up. This has been built into the presets as well, so you will now encounter substantially more well-equipped enemies on Hard and Insane.
Change Log
As with patch 1.0.6, we're not going to include every fix and adjustment we've made for this update, but just the highlights.
Tweaks and improvements
Updated the engine to Unity 5.6.3.
Improved the smoke particles with new trails and tweaked some water particles in certain scenes.
Enabled detail normals and static batching.
Added Iron Man mode.
Added Enemy Equipment difficulty option which makes the game way harder on Hard and Insane.
Added Combat Speed slider to the miscellaneous options.
Added camera tilt control and made the game save and load the camera angle/rotation.
Also made the exploration camera framerate independent, faster, and a bit smoother.
Updated the non-lethal toggle button to make it a lot more clear what mode you're in.
Changed the Highlight All button into a toggle.
Integrated Steam Workshop support.
Improved the lighting in some of the Viking longhouses so it changes with the time of day.
Added the weapon type to the item tooltips.
Changed the Unstoppable special property description to be more clear that allies will take damage too.
Optimized the tree setup in Skjern Forest.
Made the player go first in the wolf fight in Skjern Forest.
Made the palisades walkable during Hrodgζrda's attack on Skjern.
Added allies to the gate fight in Jelling and tweaked the equipment on Skule's personal guards.
Made it so the kings' halls in York and Perth are emptied of characters after the betrayal or invasion, and made a few vikings show up there instead if you take the cities for yourself.
Removed SSAA option from the game due to compatibility issues with the latest version of the engine.
Changed Unbreakable items so they can now be dismantled like other items.
The Ranged Shot animation is now 1 second shorter.
Major fixes
Fixed some floating items if you looted the camp on the beach.
Tweaked the lighting in skerninge, making the hill a bit brighter. Fixed being able to walk on things you shouldn't be able to walk on in Skerninge.
Added missing names for the Wolves in the Danish forest campsite.
Added wetness to the earth in York.
Fixed some floating objects across various scenes.
Fixed the camera going down through the ground if you pressed it forward against the cliff face in the Mountain Cave Entrance scene.
Fixed missing materials on the male version of the Ancient Helmet and a bug that was resetting its model on load.
Fixed an issue that was breaking the nighttime penalty to ranged accuracy as well as the illumination to counter it.
Made the marsh campsite nearest to Skjern not show up until after the prologue so you can't wander off until you're meant to.
Fixed issue when changing weapon while an ability is selected.
Added character blockers around the walls of every interior scene in the game that contains an encounter, to fix an issue where ragdolls could fall through the world.
Made sure Torfinn gets removed as a follower if you lose any of the fights in Skjern Forest.
Fixed some save/load inconsistencies with the treasure on the little table in the abandoned camp in Yngilwood.
Fixed an issue where Area Map icons would be offset due to the UI Scaling setting.
Fixed the player character's death not triggering the game over if it happens during camping.
Fixed deteriorated injuries not showing the original severity correctly in the camping results screen.
Fixed an issue where scouting would create no loot spots even if scouting has been successful.
Fixed an errant one-liner for Magnus mac Certain and Wulfsige if you take the town for either of them without ever getting the quest to side with Aiblinn.
Fixed the conversation after you fight Osred in his hall checking whether Ζthelred was dead instead of Osred.
Fixed issue with unique spear not deselecting Extend ability.
Fixed an issue where the Spotted status effect would sometimes not be applied.
Fixed some inconsistencies in the Cure ability that was letting you use it on characters who would not benefit, and the AI would sometimes do the same.
Fixed characters playing the Bow Idle act holding the bow in the wrong hand.
Reduced the problems with characters sinking into the ground in the mountain cave entrance fight.
Tweaked some hex grids (primarily in York and Hadrian's Wall) so the hexes are better aligned.
Fixed some skill tooltip error messages that weren't quite specific enough, and in some cases outright wrong.
Fixed the skill description for Throwing not being parsed correctly.
Fixed the wreckers in Scarborough showing up after killing everyone in the village, and disabled loot ownership in Maucolyn's house in the same event.
Fixed the fight at the sacrificial glade in Skerninge triggering after Skerninge turns hostile even if there's nobody there.
Fixed an autosave bug that was creating broken autosaves when attacking an occupied campsite.
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Version 1.0.7.2 Patch Notes
Changelog
Asset bundles are now left in memory since that seems to reduce the amount of crashes we get from that Unity loading bug that's haunted us since release.
Fixed issue with subtitles not loading correctly when changing game language.
Fixed null ref when scanning path system which could cause the save and load menus to show up empty.
Fixed a game logic bug whereby the main storyline could break in Scarborough if you sided with the bandits, fought Maucolyn and Morcant in front of the village, raided the convent with the bandits but without Morcant, and then betrayed the bandits outside the convent.
On a related note, fixed a very long load time caused by a timeout in Morcant's spawner if he'd snuffed it in Scarborough.
Fixed bug when curing a player that falls in a trip wire.
Fixed a couple of game logic bugs in the "Dungeon Crawl" quest in York that had been introduced due to a different fix in 1.0.7 - including the issue where a character's armour would be overriden on load.
Switched around two dialogue options in the Maucolyn post-combat conversation.
Fixed some typos in the hex line calculation code that was causing characters to be able to shoot through cover under very particular circumstances.
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This is on my short list when it hits a good sale.
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Version 1.0.7.3 Patch Notes
Today we have made patch 1.0.7.3 public. Like the other incremental updates to 1.0.7, this one is just a small amount of bug fixes. To avoid cluttering up the front page of the forum too much, I'm including the last two patches' worth of notes below, since all the changelogs are quite small.
1.0.7.3 Changelog
Added a playthrough ID to the savegame system to prevent previous playthroughs from contaminating later ones if Windows doesn't let the game delete the temporary save files.
Changed the way characters are loaded to prevent crashes.
Fixed the sentries atop the mountain plateau still being active even if you bypass them the first time through and they fight you inside the cave.
Fixed the materials for the deco versions of the Roman helmet and armour.
Tweaked the default camera angle in the Coastal Town and the Mountain Cave so it doesn't get obstructed at low tilt.
Fixed an issue with wolves not playing their death animations when killing them using Gungnir.
Disabled a dialogue option in the Escaped Thralls random event which broke the conversation, aborting it prematurely.
Fixed issue when playing with 2x combat speed that could result in the game switching to exploration mode before the combat results had been processed.
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Version 1.0.7.4 Patch Notes
Today we have made patch 1.0.7.4 public. Like the other incremental updates to 1.0.7, this one is just a small amount of bug fixes. To avoid cluttering up the front page of the forum too much, I'm including the previous three patches' worth of notes below, since all the changelogs are quite small.
1.0.7.4 Changelog
Absent followers no longer appear in the follower selection menu.
Fixed an issue where armoursmithing resources would disappear when saving and loading at a camp after scheduling some crafting.
Fixed Cure ability trying to cure some positive status effects.
Fixed an issue where you would get the full Charge damage bonus even if Spot Traps stopped your Charge because a trap was spotted along the path.
Fixed an issue where healing tasks would not be properly loaded from a save file made during camping.
Fixed the issue where the To Do list's reminder about unassigned shifts would not account for the Heavy Sleeper skill.
Fixed a tier 5 helmet pickup in Jelling that had been accidentally set up as a hat instead, and gave the helmet a special property while we were at it.
Fixed the tooltip for Demoralised saying that Max Accuracy is halved instead of reduced by 50.
Fixed a line of description in the Asleifr romance that was being displayed as dialogue.
Fixed the conversation about Leofric's death/defeat playing a second time in York if you did Hadrian's Wall for the Vikings.
Fixed the FailedWarQuest conversation potentially not failing the right goals - now it just fails the entire quest instead.
Added loot to the thieves in York and the scouts in Yngilwood.
Removed an unused trigger script in Avalon that was throwing nullrefs.
Fixed a bug whereby the conversation with the dungeon guard in Chester would trigger without her present if you convinced the cult to leave and then tried to enter the dungeon.
Fixed a small typo in a random travel event.
Fixed an isolated walkable hex inside a cluster of trees in the Ruins fight in BritainSwamp.
Fixed the "Calling" animation not terminating correctly after finishing.
Made sure Morcant stops following you after the monastery raid if you let him go
Removed a handful of unclickable barrels in Hadrian's Wall.
Fixed an untranslated popup in Danish, French, and Russian.
Fixed an island hex in the Barghest fight.
Made it so Nefja can still suggest a stealthy approach to the Helsott quest even if you enter the area without her the first time around.
Fixed a line in SteinnSwearFealty using the player's pronoun instead of the pronoun for the selected follower.
Fixed the Cure ability not removing immobilisation correctly when used on characters who had Slipped.
The different level transitions in the Plains map in Britain are now outright disabled when you're not in their particular region, preventing you from using another transition to leave the map during Ketill's personal quest.