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Wartales News

Patch Notes for 07/09/2023

Wartales v1.0.28136

[h2]Battle[/h2]
  • Fixed a crash when killing a merchant.
  • Fixed an issue where buildings were see through
  • Fixed an issue where faction skills would stay focused when playing with a controller.

[h2]World[/h2]
  • Fixed a crash when entering buildings.

[h2]Coop[/h2]
  • Fixed an issue where clients couldn't start any minigames.

[h2]Miscellaneous[/h2]
  • Fixed an issue where the title screen would get corrupted if player would press "A" during game startup
  • Fixed corrupted confessions

Community Update #2 Preview: Combat & Battles

Greetings mercenaries!

Welcome to the third Update Preview, giving you a sneak peek of some of the upcoming changes & additions to Combat & Battles.

Today's preview is the last one before Community Update #2, we hope that you have enjoyed this short but sweet series of articles!


[h2]Battlemap objects[/h2]
When you can’t use your wits, you've got to be ready to use anything else.

You can already find a few fun things on battlemaps: rusty spears, poisonous gas, fire traps, bear traps, you name it. But we were feeling generous. And more importantly, we felt that every biome should feel different. Fighting in varied environments is nice, but that feeling gets much stronger if you know you’re going to fight a bit differently in every one of them.



  • In fields, you’ll throw pumpkins at your opponents, which might (understandably) get them confused.




  • In forests, you’ll throw poisoned axes at them.




  • In marshlands, you’ll find abandoned bombs and potholes filled with flammable liquids. This additional explosive potential will give you the opportunity to dissipate poisonous gas (only to replace it with flames).
  • In plains and mountains, you’ll find familiar flowers, and those will allow you to heal during battle.




  • In towns, you’ll find obstacles that can be destroyed when hit.
  • In ruins, you’ll find abandoned torches that can be thrown and spread fire where they land.


[h2]Extreme difficulty[/h2]
Experience Wartales in the most painful way possible.

This has been in our plans for a long time. There are already many ways to increase difficulty in Wartales, but we do know that some of you can never get enough suffering. This is our gift to the most dedicated, most hardcore, most masochistic players out there. We’ve made everything straight up ruthless, unforgiving and unattainable. Enjoy


In extreme mode:
  • There is no “dying” status. Your companions are alive until they’re not.
  • Every cowardly companion that runs away from a fight can be considered dead. Dead to us, anyway.
  • Of course, it is no longer possible to retreat.
  • All prison sentences are life sentences.
  • Failed your job mini-game? Too bad. You leave empty-handed.
  • Oh, wait! Thieves do get something when they mess up: injured.
  • Don’t rely on merchants for resources: they barely have any supplies.
  • You earn less gold, less happiness and less of pretty much everything good.
  • You get more suspicion, more enemies, and more tired.
  • Hostile groups run faster.
  • Skills cost more AP.


[h2]Quality of life[/h2]
Games should be hard, not tedious.

Yes, we have crafted nightmarish challenges and deadly traps for you. But we’d like you to experience them in the most comfortable way possible. That’s why we’ve introduced several quality of life improvements, two of which have to do with fighting. The first will give you more freedom in how you organize for combat and manage your units during fights. The second will give you more information, helping you avoid frustrating situations.



  • It is now possible to customize the order of your units’ skills in the skillbar.
  • Environmental hazards such as fire, poison or mud now have clear delimitations displayed on hover.


[h2]Other changes[/h2]
Fight more. Fight better.

Even though we’ve been busy designing major features and preparing the future of Wartales, we must never forget to improve previous features and pay attention to the little details that can make the game better. Overall, we are trying to make Wartales’ fights feel natural, fair and interesting.

  • Escaping fights in forsaken villages should now be easier when you have a small team. You will also escape more easily if a large proportion of your companions tries to find an escape (but they might get hurt as they neglect defending themselves against foes).
  • Merchant caravans can now be attacked randomly by bandits. If you defend them and manage to save the merchants’ lives, you will be rewarded.
  • The quality of the gear you find on enemies can now vary (until now, it was always low). Your blacksmith can also increase the quality of these items in the forge, in exchange for resources.


That’s all for today!

As always, let us know what you think of the upcoming features & changes here and on the roadmap. Don’t forget to join our awesome (and passionate) Wartales community on our Discord server, Reddit page as well as Twitter & Facebook.

- Shiro Games

Patch Notes for 04/09/2023

Wartales v1.0.28001

[h2]Controller[/h2]
  • Controller support has been added.

[h2]Gameplay[/h2]
  • Fixed an issue where Dying units would do the Galvanisation animation.
  • Fixed an issue where armor and accessories could be equipped on Crawlers.
  • Fixed an issue where oil effects could be triggered on friendly animals by Taming arrows.
  • Fixed a discrepancy between the skill “Vigor” and its description.
  • Fixed an issue where the skill “Animal Affinity” would not give any of the wolves’ skills.
  • Fixed an issue where the strategic order “Perspective” would not work on AOE attacks.
  • Fixed an issue where the skill “Change of pace” wouldn’t not grant Dodge.
  • Fixed an issue where the skill “Enhanced Visibility” would incorrectly trigger Attacks of Opportunity.
  • Fixed an issue where the skill “Gust of Wind” would not trigger its effect when paired with the “backstrap” belt accessory.
  • Fixed an issue where the skill “Cover of darkness” wasn’t updating properly when going from dark to well lit areas.
  • Fixed an issue where the bear’s skill “Enraged” would not apply “Immobile” on enemy units.
  • Fixed an issue where the wolf skill “Guard wolf” would not work as intended.
  • Fixed an issue where some captured outlaws could not equip any armor.
  • Polar wolves now count towards the “wolf pack” skill.
  • Arena battles no longer result in injuries.
  • Changed Crocswine’s level 12 skill from Unsettling Strike to Jostling.

[h2]Items[/h2]
  • Fixed a crash that would happen when using Pungent Powder in a rat’s nest.
  • Traveller’s soup food value has been changed from 1 to 14.
  • Fixed an issue where some food would not satisfy infected party members dietary requirements despite containing meat.
  • Fixed an issue where Looter’s torch couldn’t be used as a torch.
  • Fixed an issue where Exhausting oil would only trigger on bleeding units.
  • Fixed an issue where equipping left hand weapons to prisoners would add a weapon in their right hand.

[h2]Quests[/h2]
  • Fixed a crash that would happen if the Scholar dies during “The worst place in Ludern”.
  • Fixed an issue where Abbot Theocene’s quest would not progress after destroying the unstable bridge.
  • Fixed an issue where the game would softlock after the fight against the wolves during “Runaway Errand”.
  • Fixed an issue where the game would softlock if the player canceled the fight against Hostes during the “Black Caravan '' quest.
  • Fixed an issue where the “Discreet and Daring” quest marker would stay on the world map after completion.
  • Fixed an issue where “Secret Funding” would not count as completed if the chests had been stolen. If you’ve been encountering the issue, you’ll need to head back to the concealed camp and it’ll count as completed.
  • Fixed an issue where prisoners wouldn’t rejoin the party at the end of “The curse of Harag”.
  • Fixed an issue where Ines’ bandits would keep hunting your troop after “Sleazy Slavers” had been completed.
  • Fixed an issue that would prevent weekly bounties from spawning.

[h2]World[/h2]
  • Fixed a crash that would occur when resting in New Ashtel’s market.
  • Fixed an issue where the orientation of Graves would reset after loading a save.
  • Fixed an issue where unique units would revert to their original name when left in a trading post.

[h2]Coop[/h2]
  • Fixed a crash that would occur if the Lectern was upgraded while another player was using it.
  • Fixed an issue where the troop’s max carrying capacity would not update when saddlebags were equipped on a pony.
  • Fixed an issue where War Paints could only be applied by the game’s host.

[h2]Miscellaneous[/h2]
  • Fixed an issue where Brightness adjustments would reset to default when launching the game.
  • Fixed an issue where the magnifying glass would trigger when typing text.

[h2]Achievements[/h2]
  • Fixed an issue where Crawlers would incorrectly count for “Only your strongest potions”.

Community Update #2 Preview: Camp & Troop Management

Greetings mercenaries!

Welcome to the second Update Preview, giving you a sneak peek of some of the upcoming changes & additions to the Camp & Troop Management.

Stay tuned for more of these articles as we share in-depth details the new features & changes coming your way in Community Update #2.


[h2]Troop name and titles[/h2]
Your companions aren't just a bunch of characters. They’re a collective.

This is the main fantasy of Wartales: several people sharing the same story. We want to give you more agency over that story. New ways of envisioning it. More occasions to reflect on who your companions are, what they are doing, and where they’re going next.



  • Once you upgrade your banner you will be able to rename your troop as you see fit.
  • In that same interface, you will find a list of your troop’s titles.
  • Until now, there were only individual titles and troop bonuses. At the intersection of those two things, we’ve come up with collective titles that will be awarded after special occasions (most notably when completing Path activities or region settings) and highlight the troop’s progression.


[h2]Companion interactions[/h2]
Giving you new tools to influence relationships, for better and for worse.

Although we enjoy the way human relationships in Wartales sometimes match the unpredictable randomness of real life, we did hear your demands for more agency in this aspect of the game. We want to walk that thin line between chaos and control. This is why we will be giving you the opportunity to engineer your own chaos. If you wish to control a troop of irascible sociopaths who all hate each other, you can. And it’s viable. If you wish to roleplay the 1967 summer of love, that’s also viable. Every playstyle is now rewarded.



Two new interactions can be unlocked via the compendium:
  • Good friends can share a drink and talk about life together. This will further improve their relationship, and each of them will lose a negative trait.
  • Enemies can trade insults. This will further degrade their relationship, and they will both gain a trait that increases their power per negative relationship they have.


[h2]Recruitment ads[/h2]
Let’s put in the effort to build the pitch perfect team.

Player agency is important is Wartales. We want you to feel that your team reflects what you wanted it to be. On the other hand, we value the unpredictable aspect of meeting strangers in a wild world and teaming up with them impulsively. For that reason, we did introduce a new tool for players who want to recruit very specific characters, but we made this privilege a reward: you cannot use it in early game, and the more criteria you add, the more expensive the service gets.



It is now possible to pass recruitment ads in taverns:
  • In the days following the payment, a character corresponding to your demand will show up to the tavern.
  • The cost of the service depends on the number of companions you already have, and the number of different criterias you want to use.
  • The available criteria are: weapon type, gender, personality type, positive trait, and excluded negative trait (you cannot choose which one you’ll get, but you can choose to avoid a specific one).


[h2]Contextual camp tools[/h2]
Now it really feels like traveling around.

We decided to spice up the camp with new, contextual camp tools you can assign your companions to. We wanted each area to feel different, adding variety to the succession of days and nights. Now, when you settle somewhere, you might want to adapt your camp layout a little so that you can take advantage of what the region has to offer.



  • In fields, you’ll find haystacks that can either serve as beds for your companions, or as snacks for your poneys.
  • In the vineyards of Vertruse, you’ll find delicious grapevines.




  • In forests, you’ll find cracked trunks from which woodcutters can collect a highly useful, newly introduced resource: resin.
  • In the marshlands, you’ll find burrows around which small wild game can be caught by companions or domesticated animals.
  • In plains, you’ll find derelict fragments of Ancient architecture, which can be studied by scholars.




  • In ruins, you’ll find small altars that can also be studied by scholars (we figured they weren’t busy enough).
  • In mountains, you’ll find statues of the Eye. Praying to them, you’ll have a chance to get a random daily bonus.
  • In towns, you’ll find wells. Their pure water will bring you some happiness and reduce your food needs a little.


That’s all for today!

As always, let us know what you think of the upcoming features & changes here and on the roadmap. Don’t forget to join our awesome (and passionate) Wartales community on our Discord server, Reddit page as well as Twitter & Facebook.

- Shiro Games

Wartales Roadmap Update! [22/08/2023]

Attention mercenaries!

We are excited to unveil more information about our plans for the later part of 2023 in the form of an updated roadmap!

Community Update 2 is just around the corner and our first Major Update since 1.0 will be released in Q4 of 2023. The Major Update includes both a free update, that will add new content added to the game, separate from the paid DLC.

As always, let us know what you think of what's to come!



- Shiro Games