Frozenheim Early Access Update 1 - ver. 0.2.0: "Nature"
[h2]Northernfolk![/h2]
The first regular monthly content update to Frozenheim is here, bringing about new units and mechanics. It is time to venture into the wild, looking for powerful animal allies to be tamed by the new battle unit - the Seidkona. But beware and respect the wild, wolves and bears don't always appreciate Vikings poking around their dwellings.
Here's what you'll find in the game:
[previewyoutube][/previewyoutube]
[h2]Frozenheim ver. 0.2.0 changelog:[/h2]
[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change
[F] Add support for chinese
[F] Add support for italian
[F] Seidkona war unit
[F] Bear war unit
[F] Add Bear cave interactable
[F] Add Wolf’s den interactable
[CR][F] Add build progress for palisade creation
[F] Ability to continue game after win
Fix multiplication of scaling options in settings
Fix palisade replication for client
Fix ability to build palisade out of settlement range
Fix ability to build palisade on water
Fix Windmill UI when entering destruction mode
Remove worker’s interaction with quest structures
Add ability to center on grouped ships on double key down
Fix for AI resetting palisade progression after load
Fix for watchtower visibility in Multiplayer
Fix for banners falling under ground
Fix for oars visibility of enemy ships
Fix for disappearing neutral enemies after destroyed AI Player after load
Fix for gathering locators not saving properly
Multiple fixes for palisade saving and replication
Multiple fixes for save system
[CR] Druid’s hut renamed to healer’s hut
Fix for multiple localization issues
[h2]Up next...[/h2]
That's it for today's first modest content update that we've prepared for you as per the previously published Early Access Roadmap. In the first month after our release we were mostly focused on addressing the pending issues and making sure your gameplay experience and in-game quality of life improves with every hotfix. Now it's time to shift gears, as we expand our team and head towards the second content update that will bring about more campaign content, skirmish maps, and an overhauled narrative (and more!).
Meantime, please keep your feedback coming - we feel honored to have you on our side!
[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange

The first regular monthly content update to Frozenheim is here, bringing about new units and mechanics. It is time to venture into the wild, looking for powerful animal allies to be tamed by the new battle unit - the Seidkona. But beware and respect the wild, wolves and bears don't always appreciate Vikings poking around their dwellings.
Here's what you'll find in the game:
[previewyoutube][/previewyoutube]
[h2]Frozenheim ver. 0.2.0 changelog:[/h2]
[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance change
[F] Add support for chinese
[F] Add support for italian
[F] Seidkona war unit
[F] Bear war unit
[F] Add Bear cave interactable
[F] Add Wolf’s den interactable
[CR][F] Add build progress for palisade creation
[F] Ability to continue game after win
Fix multiplication of scaling options in settings
Fix palisade replication for client
Fix ability to build palisade out of settlement range
Fix ability to build palisade on water
Fix Windmill UI when entering destruction mode
Remove worker’s interaction with quest structures
Add ability to center on grouped ships on double key down
Fix for AI resetting palisade progression after load
Fix for watchtower visibility in Multiplayer
Fix for banners falling under ground
Fix for oars visibility of enemy ships
Fix for disappearing neutral enemies after destroyed AI Player after load
Fix for gathering locators not saving properly
Multiple fixes for palisade saving and replication
Multiple fixes for save system
[CR] Druid’s hut renamed to healer’s hut
Fix for multiple localization issues
[h2]Up next...[/h2]
That's it for today's first modest content update that we've prepared for you as per the previously published Early Access Roadmap. In the first month after our release we were mostly focused on addressing the pending issues and making sure your gameplay experience and in-game quality of life improves with every hotfix. Now it's time to shift gears, as we expand our team and head towards the second content update that will bring about more campaign content, skirmish maps, and an overhauled narrative (and more!).
Meantime, please keep your feedback coming - we feel honored to have you on our side!
[h2]Odin protect you![/h2]
Paranoid Interactive & Hyperstrange
