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Frozenheim News

Frozenheim v 1.4 - AI Update: Archetypes

The bustling sounds of the marketplace fill your ears. The commerce is doing well and your clan has secured what they needed for the coming winter. Yet, as the foresters tend to the saplings you are left to wonder - what your foes will come up with next spring?

[h2]Northfolk![/h2]

Time has come for the pre-anniversary update that we have teased some time ago and as the name suggests you can expect another big update in June. However, let's not get ahead of ourselves and focus on what the team has brought for you.

[previewyoutube][/previewyoutube]

[h3]AI Update and AI Archetypes[/h3]

We have made significant steps in the department of AI with our previous updates - albeit not without hiccups. Staying true to our promise, we are continuing to improve the experience of playing against AI. With the addition of the archetype system we aim to deliver a more varied experience to skirmishes.

[h3]Marketplace and forester[/h3]

Besides the AI improved, we have added a new building, the forester’s hut, and added a new functionality to an already existing one, the marketplace. The forester will play a key part in regrowing the woodline. From the marketplace you will be able now to send resources to different players.

[h3]Other quality of life improvements[/h3]

Apart from the above mentioned changes, you will also find a plethora of new additions, such as new cursors and build menus. For the full list, see the changelog below.

[h3]1.4 Changelog[/h3]

New Features:

  • New building - Forester
  • Added setting allowing to place multiple building at once
  • Marketplace system rework
  • Technology Tree Preview in codex
  • Palisade Placement Panel
  • Resources production info in building panel
  • Multiplayer resource transfer with marketplace


Bugfixes:

  • Fixes for notifications showing up even when disabled
  • Numerous mistakes and linguistic improvements
  • Fixed issues with endless waves in MP load
  • Fix for naval units getting stuck near shore in some cases
  • Fixed multiple survival mode issues on generated maps
  • Fixed Audio still playing on 0%
  • Improvements for camera movement in photomode
  • Fixed storm during Ragnarok
  • Multiple campaign improvements


[h2]Don't be a stranger - come to the Hyperstrange Publisher Sale![/h2]



As the winter months slowly subside, one final celebration should be in order. And what better way to celebrate than with fun and games - especially games!

The Hyperstrange Winter Publisher Sale is a celebration of all things gaming is supposed to be:
PURE UNADULTERATED FUN and an opportunity to save a dime... or a dozen ( ͡° ͜ʖ ͡°)

How about some announcements of new HYPERSTRANGE titles coming to Steam?

https://store.steampowered.com/app/2157710/Hordes_of_Hunger/
https://store.steampowered.com/app/2290290/1000_Rogues/
https://store.steampowered.com/app/2330380/NecroGolf/


Frozenheim - 1.3.1.3 Hotfix

[h2]Northernfolk![/h2]

Another batch of fixes has docked.

Bugfixes:
  • Fix for custom game map selection in Jarl's Tournament.
  • Fix for hide arrows in Jarl's Tournament map selection.
  • Fixed initial resource count in campaign missions.
  • Fix for Jarl's Tournament where you could still use Photo Mode with a shortcut.
  • Fixed an issue where events for weather/season were not saved.
  • Fixed display for building register panel.
  • Fix for campaigns not loading properly in some cases.
  • Added confirmation box for the tutorial.
  • Eliminated cutscene's jitter issues.
  • Fixed freeze on escape after level load.


Keep an eye out on the horizon for new updates that are coming to Frozenheim in 2023.

[h2]May Odin protect you![/h2]
[h3]Paranoid Interactive & Hyperstrange[/h3]

Frozenheim v 1.3 - Jarl’s Tournament Update

As dark clouds gather in the skies, so do the clans on the Fjords of Midgard. They all have come to answer the Jarl’s challenge. Many have risen to the occasion, but only one will prevail. Now Thor is beating his hammer and thunder rains down, for the Jarl’s tournament has begun.

[h2]Northernfolk![/h2]

In the last update we have teased a bit of what we have in store for Frozenheim’s future and today it is time to make a part of that promise a reality with the 1.3 patch. As with the previous patch, we have first and foremost looked into your feedback and tried to implement as much as possible and as an additional holiday treat we have added brand new playable content for you, which we hope will bring you joy this winter! Let’s take a brief look at two new major additions in the newest patch - The Jarl’s Tournament and the Weather system.

[previewyoutube][/previewyoutube]

[h3]What is the Jarl’s Tournament?[/h3]

It is a new and dynamic game mode which forgoes base building in favor of quick, tactical skirmishes on a specially crafted arena map. Instead of gathering resources and building structures, players will gain each round a limited amount of gold that they can spend on recruiting and upgrading their units and heroes. Once their brand new fighting force is ready, it is time to test its capability against forces of other players or AI opponents. To the victor go the spoils and each victorious player will have a chance to regroup and adapt their warband. This will continue until there is only one warband standing in the arena of the Jarl’s Tournament!

[h3]New weather system [/h3]

We have added a new weather system that enriches the current seasons system that you are already familiar with. Each season, you will encounter varying weather conditions that can either be beneficial or hinder your progress, should you ignore the forecast. Utilize fog to sneak through the enemy lines, take to the seas and set sails with favorable winds or dig in to avoid an incoming snowstorm. These are just a few examples of what the new weather system offers - the rest is for you to discover.

[h3]1.3 Changelog[/h3]

New Features:
  • Jarl’s Tournament Mode.
  • Added map Ratatoskr’s Course.
  • Added map Odin’s Spear.
  • Added new weather effects.
  • Main menu visuals rework.
  • Added automatic placement toggle to production buildings.
  • Added minimap filters.
  • Added Building placement tips to the building panel.
  • Added an icon for units hidden in the forest.
  • Added new ping types and ping panel.
  • Pings are visible in the game world.
  • Added missing tooltips.
  • Added Minimap maximize option.
  • Added campaign mission difficulty levels.
  • Changed unit tooltip parameter display to numerical values.
  • Added an icon informing about the amount of resources being produced in building.
  • Added ability to cast skills on unit portraits.
  • Added missing tooltips.
  • Added an improved management panel for gates.
  • Added register panel for units.
  • Tech tree rebalance.
  • Added custom settings for notification display.
  • Added skill “Barrage” to slinger unit
  • Added notification for weather events.
  • Added notification about destroyed player.
  • Teams now support multiple groups.
  • Added new custom game settings.
  • Added new perks to tech tree.


Bugfixes:
  • Fixed camera not responding to move commands from the keyboard shortcuts after using some buildings.
  • Fixed multiple scaling issues.
  • Fixed highlighted trees not refreshing properly when cutted.
  • Fixed teams losing outline when a player hovers from a unit model to its banner.
  • Fix for collector behavior when changing banner placement.
  • Fixed resource deposit UI not refreshing properly.
  • Fixed player colors not loading properly in some cases.
  • Fixed keepers getting stuck in some cases.
  • Fixed scaling of endscreen animations
  • Fixed scaling of ingame cinematics
  • Added missing subtitles for cinematics
  • Changed Tooltip display delay 0.3 -> 0.5


We hope that you will find the new update enjoyable. As previously, we highly encourage you to share your feedback so that together we can shape the future of Frozenheim. Keep an eye out for the next year as we will be gearing towards the 1.5 Anniversary update.

[h2]May Odin protect you![/h2]
[h3]Paranoid Interactive & Hyperstrange[/h3]

Coming up in Frozenheim 1.3 update

[h2]Northernfolk![/h2]

We're happy to see that the latest AI-focused update to Frozenheim greatly improved your experience with the campaign and custom scenarios. We know there are some quirks that yet need to be iron-out, but we're satisfied with the outcome of this deep rework, that affects the very basics of the game.

With that, it's time to continue with smaller, much needed improvements. We're not planning to share a particular roadmap, as our experience so far dictates to keep the balance of our work leaning towards working with your suggestions. We're always looking forward to more feedback. This is a journey we're taking together with the players!



The rough launch date for 1.3 has been set to December 19. Let's take a quick look at some of the assorted highlights of the upcoming update:

  • New quickplay game mode: the Jarl Tournament
  • Ping system introduction to multiplayer
  • Tech tree rebalance
  • Keybind and unit grouping mechanic rework
  • More minimap options including filtering
  • Weather system working on top of the existing seasonal cycle
  • 2 new skirmish-mode maps
  • & more!


As you can see, it's a bit of a mixed bag of goodies-type update, with a bit of everything from QoL improvements down to new playable content. This is the first of two such updates slated for the upcoming few months. It will be followed by a large-scale content update (or an Anniversary Update, as we like to call it) that will take Frozenheim to version 1.5. The saga continues!

May Odin protect you,

[h2]Paranoid Interactive & Hyperstrange[/h2]

Frozenheim v 1.2 - AI update

[h2]Northernfolk![/h2]

For the past few months Paranoid Interactive has been working on improving everyone's experience with Frozenheim after our full release in June. We know what you got back then was not entirely what you've expected. We're aware that what we've had planned for the game was not in line with what a vast majority of Steam users expected. Our focus on some parts of the game left other parts feel lacking for many of you.

Following your feedback the team has prepared a complete AI overhaul that has been playtested by hundreds of volunteers over the course of the past few weeks. Based on their feedback, the 1.1 playtest version of the game was further polished and de-bugged, so today we are happy to present you with Frozenheim 1.2. Here's what's changed:

[h2]1.2 Changelog:[/h2]
New features:
  • AI logic has been completely reworked
  • Added indicator for hunting areas
  • Added slinger unit
  • Added auto attack of enemy buildings in range
  • Added endgame statistics
  • Added militia support for AI


Bugfixes:
  • Fix for Warship SFX when targeting warriors
  • Fix for population calculation when recruiting units
  • Improvements for campaign “Fall”
  • Fix for multiple crashes in multiplayer
  • Fix for waves not spawning in some cases on island maps
  • Improvements for sound ranges
  • Fix for odin's blessing not working properly in some cases
  • Fix tech tree costs after use of Odin’s Blessing
  • Fix for runestone count display issues
  • Fix for combat abilities on leaving boat
  • Fixes for deer outline on clients in MP
  • Fixes for loading multiplayer games
  • Fix for hero shortcut not working properly in MP
  • Fix for loading trees in multiplayer game save
  • AI can build Outposts
  • AI use siege weapons
  • AI building system rework
  • AI use marketplace
  • AI rebuilds buildings after destruction
  • Fixed sound and skip action of game intro
  • Fixes for ship disembark and navigation
  • Fixed support of water for procedural maps
  • Improvements for unit movement during combat
  • Fix issues with cinematic in campaign 4
  • Fix for not being able to upgrade buildings in some cases
  • Fix for align to units with shortcut
  • Performance improvements for large unit count
  • Fix team display after load on generated maps
  • Fix for AI getting stuck after destroying Victory hall
  • Fix hunting zone indicators appearing over Fog
  • Fix for AI resource gathering issues in some cases
  • Fix for catapults not attacking in some cases
  • Fixes for German localization
  • Fixes for cursor not changing properly in some cases
  • Fix for Ships can moor into buildings on the shore
  • Fix fire VFX of outposts
  • Fix for campaign mission not unlocking correctly in some cases
  • Fix for archers standing back during combat in some cases
  • Fix for mission cinematics replaying after load
  • Fix for camera going under water in photomode
  • Block building placement over boats
  • Fix for time deceleration key causing camera jump out of level
  • Fix for ships getting stuck on shallow shores
  • Hide upgrade button when placing buildings
  • Fix for being able to target buildings under Fog Of War
  • Small fixes on Alfar’s Hideout and Chilling Lake maps


Balance changes:
  • Changed balance of campaign “Rebelion”
  • Reduce Archer damage from 45 -> 35
  • Reduce Battering ram health 1100 -> 900
  • Reduce Battering ram damage 800 -> 600
  • Balance changes and cost adjustments for tech tree
  • Limit militia teams count by Townhall level


This update also concludes the Playtest period, and the Playtest version of the game is no longer available. Big thanks to all the participants!

This is it for today, but please expect more updates soon - as this is only a step towards fully realising Frozenheim as a strategy epic it was meant to be.

[h2]May Odin protect you![/h2]
[h3]Paranoid Interactive & Hyperstrange[/h3]