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Wartales News

Wartales Roadmap Update!

With the release of our second community update earlier this week, our sights are now firmly set on Wartales' first content update that will introduce Harag's Marshlands, alongside a plethora of other additions and we have outlined our plans for what we will be bringing to the game in Content Update #2 including another new region, level cap increases, Chinese language support and more!

So, with that, we have now updated our roadmap to reflect what's planned for the next 2 content updates (Community Updates will be released in between these updates, based on the feedback receieved after release) and give you all a glimpse into what to expect even further down the line.

Check out the updated roadmap below...

Community Update #2 Out Now!

Attention Mercenaries!

Community Update #2 is now live! This update is based on the feedback and suggestions we have received since launch and following Community Update #1, and brings a number of new community requests to Wartales, including the long promised and much requested “No scaling mode”, a questlog and much more!

Read on to find out more about what is included in this update...


Changelist:


[h3]Region-locked mode has been added[/h3]

We have designed Wartales so that each player can enjoy the game as they wish. The free expression of the player has always been and will remain the keystone of any proposal and any update that we release. In this sense, level scaling seemed to us to be an appropriate, though not perfect, solution, allowing the player to roam the world freely without constraints. We are still working on improving this solution because we are convinced that this game mode has its interest in Wartales.

Many players have asked for a version of the game without this auto-scaling. This seemed to us to be a legitimate request and as alluded to in the roadmap, we have now added this mode!

In this mode, the regions have an initially set difficulty and these regions are themselves divided into more or less difficult areas. The level and size of the enemy groups are fixed and the further away from the village you explore, the more powerful the enemies are. Moving from one area to another will therefore require you to have a sufficiently powerful troop. If an area seems too difficult, you can go and train your troop and then come back to take advantage.

We would like to point out that we are adding this mode while keeping the level scaling. The two modes will coexist: at the beginning of your game, you will have the opportunity to choose to go through the world in "free" mode or in "region-locked" mode. We really want every player to be able to enjoy Wartales the way they want to play it, and this idea remains at the forefront of our minds as we work on updates to the game.

Concerning the balancing of this new mode, we worked closely with the beta-testers to ensure it is going to provide the best experience. We are eager to receive your feedback to keep improving the balancing of this mode and the game.

[h3]New feature: Questlog[/h3]
  • When you open your map, you will now have a questlog to keep track of the state of your current regional objectives with a quick summary of what you have to do.

[h3]New feature: Respecialisation[/h3]
  • Training grounds are a new building in each region that centralizes everything related to companion abilities. We also wanted to create a place where you could optimize and reset your companions' specialisation tree.

[h3]Camping gear[/h3]
  • You can now have a chest in your camp to store your items. If you don't want to carry around items you no longer use but still want to keep, store them in your chest!

[h3]UX[/h3]
  • You can now sort your inventory depending on the selling price, weight or item type.
  • When an item is on sales, you should now also see the correct original price to compare both.

[h3]Professions[/h3]
  • Crafting an alchemy recipe now grants more experience.
  • Crafting a blacksmith recipe now grants less experience.
  • Fish oil has been added to each apothecary : it will now be easier to craft oils.
  • You should now gather more iron if you succeed in your gathering.

[h3]Items[/h3]
  • The operation of throwing weapons has been changed : their use is unique but you can craft them by stacks. Also, their price, weight and craft recipe have been updated.
  • Items : Blinding powder, Incendiary flask, Hand bomblet, Throwing axe, Poisoned throwing knife and throwing knife.

[h3]World[/h3]
  • Hideouts should now have their unit number reduced when you have killed groups related to the hideout, as originally designed.
  • You should now gather more wood in the world.

[h3]Scenario[/h3]
  • You should now be able to complete the Edoran scenario alongside Vernalis.
  • The merchant in Vernalis’ castle should now correctly sell her items.

[h3]Combat[/h3]
  • When you ambush or surprise attack enemy groups, they should now be grouped together and your group should circle them.
  • Enemies' bowmen will now have a greater chance to shoot their allies in a disadvantaged position, as originally designed.
  • Killing a phantom swarm animal now reduces the terror by 3 instead of 1 but only for the unit who killed the animal.
  • Oils effects have now more chances to be triggered.

[h3]Economy[/h3]
  • Trinkets’ selling price has been reduced.
Bugfixes
  • Dash could cause the movement to end on unit and result in a crash, under certain conditions
  • Creepers can't equip left weapon anymore
  • Fix battle crash when unit die during multiple hits
  • Black market agent in the Edoran bandits'lair will no longer be accessible if the black market is not yet unlocked
  • Fixed Claes'quest
  • Several other bugfixes regarding battle, quests resolutions and crashes.
  • Several fixes regarding the naming of captain and lieutenant.
  • Several fixes regarding the plague status and its healing.
  • And additional bugfixes…


[Quote]Thank you all for your feedback and suggestions over the last couple of months, your support is massively appreciated!

The first Major content update is in the works as we speak, which will bring a whole new region to Wartales alongside a plethora of new quests, loot and more to the game, we hope to share more news on this very soon so stay tuned...

Shiro Games

Community Update #1 Out Now!

Attention Mercenaries!

Community Update #1 is now live! Based entirely on the feedback and suggestions we have received since launch, this update brings character customisation, Ironmen Mode, Tutorials, a Happiness system overhaul, bugfixes and more to Wartales!

Read on to see everything that’s included…


Happiness system has been entirely reworked

Happiness is now accumulative. Some actions, such as assigning companions to the campfire, generate Happiness points. Conversely, not feeding or not paying your troops results in a loss of Happiness points. By accumulating Happiness, you reach levels that give you bonuses. If your total drops too low, your companions will be quick to leave your group. If a companion is ready to leave you, you will be afforded a last chance to convince him to stay with you.

Why such a change?

We received a lot of feedback mentioning that happiness was too hard to manage and feeling that it was weird that companions kept leaving the troop when they had been fed and paid for weeks. The troop size limitation also felt arbitrary.

Firstly, we wanted to remove the troop size limitation linked to happiness. Players should be able to recruit as much as they want and can feed and pay. That was our first move.

Secondly, we thought it was not clear enough what to do to improve happiness. It was too present while not being “fun” enough (no bonus provided etc). We think as long as you pay and feed your troop, you should not be fixing problems in your troop. That's why we wanted an accumulative system : if the players can not pay or feed for one day, the amount of happiness will decrease before people want to leave. You have way more security. It is easier to manage now and we don't really want happiness to be too reliant on management because the true management aspects are around food and wages. If you are able to pay, feed and fight well, your happiness will never be a problem.

Nevertheless, in the future, we will add camp events that will contribute towards happiness. Your companions will also develop relationships (friendship can bring happiness but may also cause grief). We’ll have more news on that once this system is closer to release!

Tutorials/Tooltips
  • We have added a series of in-game pop-ups that will explain some mechanics such as activities or special encounters.
Customization
  • You can now customize your starting group, choosing their name, hair, hair color, face and even starting skills.
Saves

You can now choose among three save modes :
  1. Free : You can save at any time and make multiple saves of the same game
  2. Normal (as it is actually in the game) : Only one save per game, but you can go back at any time to certain checkpoints, like the last village you visited, the beginning of a battle, etc.
  3. Ironmen : One save, one chance! You cannot go back and any Game Over is irreversible.
Recruits
  • Recruits that have not been recruited should now rotate after 24 hours (In-world time).
World

  • You can now evade generic fights you don’t want to take part in by spending resources.
  • The Forge and the Inn in Cortia have been visually upgraded.
  • Castles are now small villages : There includes the castle and another building.
  • In Gosenberg, an end has been added if Corene has been brought to Alazar
  • Septelle’s quest is now easier : Septelle is more powerful, you must kill only 2 guards and there is a notification when interacting with the bandit in the borderpost, informing the player that they have conditions to fill before bringing back Septelle. Notice the delay between guard attacks and lieutenant appearance has been reduced.
  • In Tiltrën, the reward provided by executing Torus has been updated.
  • Vertruse Setting : the reward received at the end of the Vertruse scenario if you chose to help Brunhilde now corresponds to the one she promises
  • Hair growth peddler can now be beaten after being hurt by the potion
Level scaling
  • Level scaling has received a first balancing round. You should not immediately face huge groups when you recruit a new person or level up. Note : we are still working on the no-level scaling system and we will deliver it in January.
Bugfixes

  • Corene’s event bugs have been fixed.
  • Delivering prisoners to prison should now drop your suspicion down.
  • Leader Bonus are now removed when the leader dies without being engaged
  • Layers providing +0 movement should now provide +1 movement.
  • Trade missions from the mission board without items have been fixed.
  • Companions’ starting traits are now generated according to equipped weapon
  • Localisations problems have been fixed.
  • If you kill a captured unit, it should now be removed from your troop.
  • And more fixes.
SFX
  • New sounds have been added.
Animations
  • New animations have been added.
Camp
  • You can now assign a Cook to the Cooking Pot to reduce daily food consumption.
  • You can now assign a Tinkerer to the Workshop to produce Raw Materials each rest.
QOL

  • The base price of an item is now displayed when a discount is applied to it.
  • A knowledge has been added to allow you to mark objectives on the map.
Skills

  • Bugs relative to Sprint have been fixed.
  • Volley of arrows can now attack one more time max if you land a critical hit.
  • Knife Throw does not engage an adjacent enemy anymore.
  • Small Explosion now deals damage.
Items
  • Hand bomblet now has no level restriction.
Balancing

  • Food values have been updated to allow more variety.
  • Wages are initially lower but now scale higher.

[Quote]Please don’t hesitate to let us know what you think of the update and thank you all for your feedback since launch!

And as a final note, a second community update is in the works as we speak, addressing even more of your feedback and suggestions and bringing even more requested features to the game, stay tuned for news on this...

Shiro Games

Wartales is a very serious mercenary sim where I'm making an army of hogs




Wartales is a gloomy low-fantasy mercenary sim that prides itself on being tough. Because of this, but also because it's in Early Access, it's also obstinately opaque. The dearth of explanations, muted colours, sad people and gruelling fights mean that trying to earn a buck in this depressing world isn't exactly a joyful experience. But happiness can be found in even the most unlikely of places...
Read more.

Wartales Hotfix #1 & #2 now live!



We have today released a hotfix addressing some of the more prominent issues reported since yesterdays launch, check out the contents of this update below.
Update version 1.11896:

  • Fixed some sound issues that could cause the game to crash or sound to stop
  • The first time you launch the game, it will be in borderless, this will avoid resolution issues. (If you have already started the game, you can delete the file "prefs.sav" in the game folder.)
  • Fixed a crash when you use a movement skill outside the limits of the battle
  • Fixed a battle lock with "Terror" status
  • Fixed a crash during fishing

Thank you all for your feedback and help in identifying these issues. We're hard at work ploughing through your feedback and putting together fixes for anything we've missed in this update, stay tuned for more!

EDIT: Hotfix #2 has also been released

Update version 1.11912:

  • Fixed an issue with sound cause the game to lag and crash
  • Fixed a crash when an unit move on a trap and dies
  • AI : Allies will avoid attacking the player with zone skills as much as possible
  • Tiredness : During an attack during sleet, tiredness is restored to planned value
  • FIx : Removed french text in some descriptions
(if you experience "game no loading" or "game crashing at launch", please try to repair the game via the file verification process...)

- Shiro Games