1. Frozenheim
  2. News

Frozenheim News

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]

Version 1.1 playtest is now live!

[h2]Northernfolk![/h2]

Frozenheim is undergoing a lot changes and improvements based on your generous feedback and critique. The 1.1 release is coming soon, and since this first major post-launch update we want it to go as smoothly as possible. That's why before the official release, we want to invite you to check out the new version head of time and give us your thoughts, so we can polish the game even further before rolling out the update to everyone. Yes, EVERYONE. You don't need to own Frozenheim to participate in the playtest.

[h2]Join the playtest![/h2]

You can opt-in to participate in the playtest using the widget on the store page. You will be granted access within 24 hours. There is no limit to the number of people who can participate in the playtest, but we will be granting access in daily batches. The playtest will remain active for at least one week.



The playtest is starting shortly (might even happen tomorrow!) and you can already apply for participation by clicking the Request Access button in the "Join the Playtest" widget (or "join the uninitialized", whenever the Steam client acts up) on the Frozenheim Storepage.

Please make sure to give us your feedback after your play session. Please do so using the following



[h2]Changelog[/h2]

You might be wondering what's coming in 1.1 - here's a list of changes that you can already check out by participating in the playtest.
[h3]Major Changes:[/h3]

Features:
  • AI logic has been completely reworked
  • Added slinger unit
  • Added auto attack of enemy buildings in range
  • Added endgame statistics


Bug Fixes:
  • AI can now build and utilize Outposts
  • AI use siege weapons properly
  • AI building system rework
  • Fixed support of water for procedural maps
  • Improvements for unit movement during combat

[h2]
Miscellaneous changes:[/h2]

Other fixes:
  • AI now properly utilizes use of marketplace building
  • AI rebuilds buildings after destruction
  • Sound and skip action of game intro has been fixed
  • Fixes for ship disembark and navigation
  • Fix for 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 that could moor into buildings on the shore
  • Fix fire VFX of outposts
  • Fix for campaign mission not unlocking correctly in some cases
  • Fix for archers playing tricks and shooting enemies while standing back to them in some cases
  • Fix for mission cinematics replaying after load
  • Fix for camera going under water in photomode
  • Blocked building placement over boats
  • Fix for time deceleration key causing camera jump out of level


Balance changes:
  • Reduce Archer damage from 45 -> 35
  • Reduce Battering ram health 1100 -> 900
  • Reduce Battering ram damage 800 -> 600



That's it for today, please join the playtest if you want to help us to...
[h2]Make Odin proud![/h2]

[h3]Sincerely, [/h3]
[h2]Paranoid Interactive & Hyperstrange[/h2]

Version 1.1 coming soon - join the playtest!

[h2]Northernfolk![/h2]

There's a wind of change rushing over the icy fields of the Frozen North. Please forgive the long radio silence, but we've been working hard on digesting all of the post full release feedback and putting it into use.

We know many of you were left with an appetite for improvement an polish after the 1.0 version of the game was brought to you in June. Looking at the comments and reviews we decided to go for a deep and thorough makeover of the game's core systems, rather than focusing on quick and superficial fixes. The upcoming ver. 1.1 - expected to arrive early in November - will bring about a grounds-up rework of the AI in the game, among many other, smaller QoL improvements.

[h2]Join the playtest![/h2]

With that, the good folks at Paranoid Interactive would like to heartily invite EVERYONE to an open playtest, aimed to provide player feedback to 1.1 ahead of it's official release. That's correct - not only the owners of Frozenheim will be eligible to participate in the playtest. We want to have some fresh blood sinking into the frozen soil of the Northland as well...



The playtest is starting shortly (might even happen tomorrow!) and you can already apply for participation by clicking the Request Access button in the "Join the Playtest" widget (or "join the uninitialized", whenever the Steam client acts up) on the Frozenheim Storepage.

With the 1.1 Playtest release we'll be notifying you of all the ways you can provide your feedback to the Frozenheim dev and QA teams (there will be a feedback form available and we'll be prioritizing the input coming through there).

That's it for today, please apply for the playtest if you want to help us to...
[h2]Make Odin proud![/h2]

[h3]Sincerely, [/h3]
[h2]Paranoid Interactive & Hyperstrange[/h2]