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Frozenheim News

Hotfix 0.7.1


[h2]Northernfolk![/h2]

We're glad to hear you're enjoying your time with the newest Frozenheim update 0.7 - Kairve Saga. Thank you for your continued support and feedback. Thanks to you, we've been able to locate and address some issues that arose with yesterday's update. Here's what today's Hotfix 0.7.1 puts to order:

Bugfixes and enhancements:
  • Fix issues with resource transport in outposts
  • Fix compatibility of dialogs in older saves
  • Fix Team cap for mobilization skill
  • Fix unit skills on boats
  • Add rally point to Breeding kennels


Balance changes:
  • Added happiness tiers requirement to houses
  • Reduced palisade construction time to 25%
  • Reworked tech tree cost balance


We hope ironing out those quirks makes your experience even more enjoyable. That's it for today, Northernfolk, and may Odin protect you.

Truly yours,
[h3]Paranoid Interactive & Hyperstrange[/h3]

Update 0.7.0. - Kairve Saga

[h2]Northernfolk![/h2]

As the crow flies, another content update arrives - swiftly and inevitability. First of the four hero sagas, the single player campaigns, arrive today in Frozenheim with a slew of new features and improvements. See for yourselves!

[previewyoutube][/previewyoutube]

The details of the 0.7.0. update can be found below. But make sure you scroll all the way down to the bottom of this post, as we have something more to announce. As the full release is drawing near and this amazing Early Access run is slowly coming to an end, we'd like to give you some idea of what to expect in the final months before we go 1.0.

[h2]Full 0.7.0. Changelog:[/h2]
New features:
  • New Campaign menu
  • 4 New Campaign missions
  • Added restart mission button
  • Tech tree rework
  • Added resolve team ability
  • New building type: Obelisk


Enhancements and bugfixes:
  • Fix for building placement issues in city building mode
  • Improvements for archers combat in forested area
  • Runestones are shared between team players
  • Fix for gate closing when not fully constructed
  • Fix for boat movement indicators
  • Fix crashes when ordering units (MP)
  • Add Altar building to campaign 3 and 4
  • Fix for refill skill refresh
  • Fix for villager achievement not working in some cases
  • Fix building health in campaign missions
  • Fix UI display during cinematics
  • Fix for indestructible traps
  • Traps can be uncovered by Scout
  • Fix for boats getting stuck in some cases
  • Fix for elders hall stopping research when replaced with new one
  • Fix for extinguishing fire in city building mode
  • Fix for animals being counted as fallen warriors
  • Fix multiplication of quests in survival mode
  • Fix issues with granary building not working in some cases


Balance changes:
  • Shieldbearers arrow resistance increased to 50% and 90% with shield Wall
  • Healing rate of seidkonas is increased by 300%
  • Mobilization ability is available in townhall for each player
  • Balance of weaponsmith upgrade costs

[h2]New Road Map[/h2]
Today, we also want to share with you an updated Early Access road map detailing the upcoming development milestones in the final months before the full release.



It has already been 6 Early Access updates since the May 2021 EA launch. As you can see you can expect two more... and the third one from now, will bring the game to its 1.0 state and a full launch. Please note, that the price of the full game will be higher than in Early Access. This spring we will also share with you our plans for future, post-release game updates. We're really grateful for all of the support we're getting from you, the players, and it's only natural that the game will be receiving further updates after the full launch.

That is it, for this Thor's-day update.
Stay strong, stay free, and may Odin bless you!

Yours truly,
[h3]Paranoid Interactive & Hyperstrange[/h3]

Hotfix 0,6.2

Northernfolk!

We have a special gift for you as the year ends - the last update of 2021! Faith plays a big role in Vikings’ lives and we wanted to make sure that there is a proper place for praying. Therefore we added a new building to the game - the Altar! Place it in your settlement, assign some villagers to pray, and watch your discontent people calm down.


We've also made some adjustments that should improve your experience with the game. If you're wondering about the details of this update, check out the full patch notes below.

Update 0.6.2 changelog:

[F] - feature ; - bugfix; [CR] - community request; [Blc] - balance chan

[F] Added Altar building for discontent reduction
[F] Add color for players in MP games
[F] Add ability to cast skills using team banners
[F] Add kick to multiplayer lobby
[F] Add ability to bind buildings to control group

Improvements for coast building placement
Fix team matching in multiplayer games
Fix issues with team outlines
Fix issues with windmill visuals
Fix for building warning not properly displayed
Fix issues with bear in campaign 3
Fix visibility of buildings in MP after load
Fix for interactable objects getting blocked
Improvements for building visibility
Fix issues with selecting teams on double click
Fix achievements not being unlocked in campaign

That's it for today, Northernfolk! May Odin bless you all!
Yours,
Paranoid Interactive & Hyperstrange

Frozenheim Hotfix 0.6.1

Northernfolk!

Your continued support of Frozenheim and the feedback that we are receiving are more than appreciated!

We've made some improvements that should boost your general experience with the game. Also, we’ve addressed some of the concerns about our new Clan Support Mechanics, so now managing your village happiness will be more balanced.

Hotfix 0.6.1 changelog:

Fix for workers not gathering resources in some cases
Fix for fire not working properly when building get ignited again
Fix cost of creating ceremonial boat
Fix happiness refreshing in campaign 1 and 2
Fix for placing outpost in city building mode
Fix destruction of bloomery building
Fix for runestones capturing multiple times
Fix for neutral players capturing interactable objects
Fix for incorrect population display in multiplayer
Fix for incorrect discontent icon display after reducing discontent to lowest tier
Fix for visibility of enemy health bar
Fix visibility of buildings in uncovered area
Fix discontent reduction values in inn’s feast description
AI Performance improvements
Fix crashes during skill cast in Multiplayer
Fix overlapping music in server lobby

[Blc] Increase base movement speed of workers by 30%
[Blc] Increase stone gathering rate by 40%
[Blc] Decrease mead gathering rate by 30%
[Blc] Added small passive decrease rate for discontent
[Blc] Discontent rates balance

This is it for today! Fight well, and may Odin protect you!
Paranoid Interactive & Hyperstrange

Update 0.6.0 - City Building

[h2]Northernfolk![/h2]

Winter is coming. As in - it's almost here. Wouldn't it be nice for the entire clan to gather up around the hearth fire in a newly-upgraded town hall, sip some mead, and listen to the Housecarl as they tell the stories of great battles of the past, and fantastic sagas of long-gone heroes, now only remembered by their burial mounds? Well, now your Vikings can do all that, and you should hope this makes them happy. Introducing, the City Building update. See for yourself:

[previewyoutube][/previewyoutube]

The highlight of the update is the new Clan Support Mechanics. Your people will now react to your actions in a more direct way - you'll have to provide food to your people, social buildings near households and proper funeral for the fallen warriors, otherwise, the discontent will rise among your people and you will start to receive punishments for insufficient village management.

Each discontent tier comes with more frequent punishments, adding a new tier to the management gameplay depth. Building the newly included inns and burial mounds that provide entertainment and an outlet for your peoples' spirituality are just one way of making sure you don't lose the clan's support.



Want to know more? Read through the full, meaty update changelog below:

[h2]Changelog - Update 0.6.0:[/h2]
Features:
  • Added upgrades to Jarl’s Homestead
  • Added Inn building and feast mechanics
  • Added burial mound building
  • Added discontent mechanics
  • Added progression/tiers to settlement
  • Added building influence range scaling based on workers count
  • Added quest tracker toggle
  • Added display for carried resources
  • Rework of buildings range influences
  • Added Silo building
  • Added mead game resources and marketplace
  • Improvement for minimap objects visibility
  • Added entrance indicators to buildings
  • Added variety to villager visuals
  • Added rally point to victory hall
  • Added SFX to all hero skills
  • Added Huscarl unit to deer clan
  • Added buttons for quick building upgrades


Bugfixes:
  • Fixed population calculation issues
  • Fixed boat disembarking
  • Fixed White King quest in campaign 3
  • Fixed issues with Runestones in campaign 4
  • Fixed enemies not attacking when attacked at distance
  • Fixed warehouse keepers paths in MP
  • Fixed save synchronization
  • Fixed hitches during navigation rebuild
  • Fixed Banner placement sound in MP
  • Improvements for UI scaling
  • Fixed Vision skill sound on allied players in MP
  • Fixed camera getting out of bound during game speed change
  • Fixed warehouse area not updated when constructed
  • Improved visuals of Archers,Axeman,Spearman and peasants


Balance changes:
  • Changed required resources for buildings
  • Improvements of food consumption calculations
  • Improvements of building upgrades
  • Improvements for unit cost
  • Increased stone deposit size to 200


That's it for today, Northernfolk! May Odin bless you this winter, so you live to see the light of spring!
Yours,

[h2]Paranoid Interactive & Hyperstrange[/h2]