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February 12 Hotfix

[h3]Hey Vikings,[/h3]
we've managed to fix a few more issues, here's what's new:

· Fixed some VFX settings for some vegetation assets.
· Miners now return with resources instead of digging further when carrying a large item, similar to Woodcutters.
· Fixed a bug where maggot bait would be unaccessible in the game.
· Fixed a bug where reeds would be incorrectly removed, reducing the amount of available thatch in the game.
· Fixed a bug where the Follower (enemy revenant) would not cause knockdown with its heavy attack.
· Players and villagers now sit correctly in the boat when rowing.
· Fixed a bug with the Cooking House task menu where reordering would mess up the task list.
· Fixed a bug that would cause build sites to be removed from the list of pinned structures.
· Added a new icon for the blizzard weather event.

Thanks for the bug reports!
[h3]Sand Sailor Studio[/h3]

Valheim like Viking survival game Aska fixes fishing in explosive update

The path to Valhalla requires bravery, first and foremost. An indomitable spirit, forged from a relentless drive to protect oneself and one's kin. Aska is all about building and maintaining a tribe amid the harsh wilderness, leaning on each other's strengths to survive. The Viking-themed rival to Valheim arrived last year to considerable interest, and its latest update makes settlement life that much better.


Read the rest of the story...


RELATED LINKS:

Aska is a Nordic co-op survival sim that might take on Valheim and win

Valheim has competition in new Steam survival game, beta coming soon

February 10 Hotfix

[h2]Hey Vikings,[/h2]
a few issues popped up over the weekend and we managed to squash them mercilessly. Here's what's new:
· Fixed a bug where shovels could not be deposited in the workshop's tool rack storage.
· Fixed a bug that would cause the Leatherworker to get stuck in a pickup/drop loop.
· Fixed Steam rich presence (join from Friends menu) not working.
· Fixed a UI bug where harvesting a monster while opening a menu would render the UI unresponsive.
· Fixed a bug where fishermen would needlesly mount their boat at the end of their shift and get stuck.
· Fixed carpentry villager not working if an unfinished log is left on the horse.
· Fixed villagers remaining stuck at anvils if the player looks at them.
· Fixed changing priorities at workshop not doing anything after except on reload.

Make sure you update and that you're running the latest version!

Thanks for the feedback and bug reports!
[h3]Sand Sailor Studio[/h3]

FEBRUARY MAJOR UPDATE




Hey Vikings, we’re back with our newest update, rejoice!
Our first update for this year is probably one of our most important yet! There has been a lot of feedback from the community about the finite nature of some of our most important resources, namely wood and iron, as trees do not regrow and caves can be depleted.
Without further ado then - the patch notes! (They’re pretty long, so get comfy!)



[h3]THIS PATCH IS TREE-LY GOOD[/h3]

Added: Forester Hut and Forester House

Players can now replant trees using Foresters.
Tree regrowth will be player-driven by way of a new building: the Forester. This new building can be found under the advanced production buildings tab in the build menu and works in a similar way to the farm.



The forester has a series of pots in which you can plant saplings. Planting saplings costs nothing, and you will be prompted to pick the type of tree you'd like to plant.

Each tree type yields different types of wood. For instance the regular fir yields logs, the small fir grows faster and yields long sticks, and for the birch tree you'll have to upgrade the forester.

Saplings require water and compost to grow, similar to regular crop fields. Once a sapling's growth reaches 100% it can be picked up and planted.



Before you can plant a tree however, you'll need to get yourself a shovel. Shovels are new items which allow you to dig holes where trees can be planted. Once a tree is planted, you'll have to wait for it to grow, but you won't have to tend to it anymore, just let nature take its course. Currently, a fir grows in 32 in-game days, and a small fir in 24 in-game days.

Most importantly, you can assign villagers to plant trees for you. Each Forester comes with a Forestry marker and you can also build additional markers. Be wary however that villagers will attempt to keep a certain distance between trees. They will also plant trees in any holes you dig in marked areas.

[h3]COOL VIKINGS DON’T LOOK AT EXPLOSIONS[/h3]
Cave Overhaul and Infinite Iron
Besides the ability to regrow trees, we're also giving players the ability to regenerate iron and stone in the caves by way of an explosive device. While our Vikings haven't discovered gunpowder quite yet, they will discover however that the cave crawlers have laid weird eggs in the mines.
These crawler eggs are harvestable with a knife, and will replenish seasonally yielding a regular flow of resources.

New creepy-crawly resources Both the crawlers and the crawler eggs will now have a chance to drop crawler sacks.
While harmless on their own, the Vikings soon discovered that when put together, fire, jotun blood and crawler sacks cause a powerful explosion, powerful enough to rip through rock, wood and flesh.



Besides the sacks, crawler eggs also yield maggots and crawler slime.
Crawler Maggots are a new food type for which the Vikings have no new recipes yet, so they can be only consumed raw. They can be used as bait however!
Crawler Slime can be used as compost, as the plants seem to enjoy it!



Cave-ins and explosive sacks

The explosive sacks are now craftable at the Workshop House. They're ASKA's equivalent of TNT and when detonated in cave corridors specifically, they will cause cave-ins, refreshing the cave walls which can be mined for iron and stone.

NOTE: Explosive sacks won't cause cave-ins in cave rooms.

This will be a player-only activity, so periodically you'll have to go detonate corridors. Villagers will know to evacuate the blast area when setting off an exploding sack. The sack features a fuse, and you'll have 10 seconds to clear the area before the thing goes off.

While designed to refresh cave corridors, the exploding sack can be used to destroy trees, stone clumps and even enemies! You can also stack up multiple explosive sacks for even greater damage.



Reinforced Cave Entrance
To support the new resources, we've also added an upgrade for the Cave Entrance, called the Reinforced Cave Entrance. This improved mine entrance features increased storage capacity for iron and stone, while also adding new storage for the crawler resources.



Besides the crawler sacks, you'll also find some icky new maggots and crawler slime.
Maggots are a new food type for which the Vikings have no new recipes yet, so they can be only consumed raw. They can be used as bait however!
Crawler slime can be used as compost, as the plants seem to enjoy it!



Fisherman Boats Overhaul
Special attention has also been given to the ways villagers fish, especially when using boats. They should now be more effective and do a much better job at navigating using the boats.
Villager AI for boat fishing has been greatly improved.
Villagers will now navigate much better using boats
Villagers will no longer lose their boats
Villagers will no longer abandon their boats in the middle of the sea
The Fisherman House (Tier 2) will now support only two workers. Existing saves with three villagers assigned as fishermen will see their 3rd assigned fishermen being reassigned as builders.

Fisherman Hut/House Improvements
The fishermen buildings will receive a safety area, similar to warehouses and workshops to ensure villagers have enough space to dock their boats.

New Item: Sturdy Fishing Rod Sturdy fishing rod features far better durability than its counterparts. This will be especially helpful since fishing has been made to work as originally intended, with rarer, stronger fish now dealing more durability damage to rods.


Menu Improvements The Tutorial Menu is now more gamepad friendly
Improved how villagers are sorted based on suffering in the settlement menu
Added an option to rebuild / dismantle destroyed buildings from the settlement menu
Fixed a bug causing the compass to ignore filters in some cases
Cloud saves storage and performance optimizations (the changes will take effect after syncing your save session with the cloud in game, or after removing it and uploading it again).
Added the option to sync a save on cloud when creating a new game.
Added a setting to prevent new items from being auto equipped to the quickbar
Fixed a bug where "Create" was shown instead of "Save" when editing a task for the first time
Added villager's workplace on the map
Fixed a bug causing a lot of deaths to be "Under mysterious circumstances" when the circumstances were in fact not so mysterious.
Fixed a bug that allowed players to create duplicated schedule presets
Fixed Ragnar’s beard sometimes stretching in the main menu
Fixed character attribute tooltips in Main Menu being displayed at the wrong position



Villager Improvements Fixed cave workers getting stuck mining a wall if they have a Tier 1 and a Tier 2 pickaxe in the inventory
Fixed a bug where villagers would move without a walking animation
Archers assigned to train at the archery range will now supply themselves properly with arrows. Previously they could get stuck in a resupply loop.
Cooking house worker now avoids at all cost using the main ingredient of a recipe in the filler slots (no more 4 raw meat for meat stew)
Fixed a bug causing the farmers to deal less till / weeds progress than they should.
Miners will now take enough torches to light up a cave room in only one trip, instead of one trip per torch
Fixed miners getting stuck complaining about needing better pickaxes instead of mining other cave walls



Building System Improvements Added a highlight on world resources when these don't allow a building to be placed in preview mode.
These highlights will persist for a few seconds after cancelling the preview so to better take care of those items by removing them or relocating the building entirely if blocked by terrain features.

Multiplayer Improvements Fixed disconnects caused by destroying barracks, archery ranges & markets
Clients now drop items with prediction (i.e as smooth as the host)
Fixed an issue where hosts & clients would not save on disconnect. Now they should do so on every disconnect beside those caused by game breaking errors as these could potentially create corrupted saves.
Fixed clients being unable to equip items for villagers using drag and drop.



Various improvements and QoL changes Reduced survival stress. Hunger and thirst have been adjusted.
Stumps can now be removed by using an axe. NOTE: Villagers can’t remove stumps yet, this will be part of a future patch. There’s an intricacy to the way our trees are generated and how stumps work that calls for a more complex solution. Adjusted durability and decay for some times to make them more lenient
Slag is now usable as a poor form of compost
Adjusted weather events to ensure smoother transitions
Fixed a bug where fishing rods would heal their own durability when being used. Fishing rods now break. It was originally intended that depending on the type of fish, they would damage the rod.
Adjusted weed speed growth - they now grow much slower making farming slightly more relaxed
Increased warehouse storage capacity by increasing the stack size storage for various items, especially medium items.

FAQ: Will there be a roadmap?
Our Roadmap for 2025 is still not fully ironed out yet and we’re having a lot of internal discussions regarding this just now. It shouldn’t be too much longer, but we know you’re keen to hear from us on this - hang tight a little longer, we should have something to share fairly soon here.

Skal
Sand Sailor



Animal Respawn Fix

[h3]Hey Vikings![/h3]

We did it, we managed to put together the patch that will address the dreaded animal respawn bug. It also tackles a host of other issues, check out the changelog below.

[h3]Changelog[/h3]
[h2]January 17th Patch[/h2]

[h3]Fixes[/h3]
· Fixed monster populations not respawning
· Fixed all fish being seabass on clients
· Fixed complain about cave being exhausted not being removed from worker
· Monk body perk no longer makes villagers lose health after each load
· Fixed error caused by villagers leaving due to unhappiness while in houses
· Fixed an issue where s client trying to harvest a creature he killed too quickly would ruin all interactions on that player
· Fixed an issue where clients would sometimes see random villagers without perks (even though the host has them with perks)
· Fixed Target Frame Rate setting not working correctly
· Fixed Skeleton Bosses sometimes getting stuck burrowing into the ground repeatedly, being almost impossible to kill

[h3]Dedicated Servers[/h3]
· Fixed an issue where the new steam authentication would prevent servers from restarting properly

Thank you for all your patience!

-Sand Sailor Studio