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ASKA Major Update Three Is Here!


[h2]Hey Vikings! [/h2]
We’re thrilled to finally drop Update Three - The “Servers & Roads” Update for all of you tribe leaders. It’s LIVE RIGHT NOW and we cannot wait to see how your worlds take shape with this one!


[h3]Dedicated Servers ARE NOW LIVE![/h3]
Set up the server using the dedicated server app, and then you can find it in the list of joinable multiplayer games as before. But here your progress is persistent.
To set this up:
  • Go to your library home page and select the drop down where it says “games”.
  • Change this to “tools” and find the ASKA server application.
  • Install this application on the machine you’re using as the server.
  • Open the server properties file in the installations folder (\steamapps\common\ASKA Dedicated Server).
  • Specify the world settings, seed, password etc
  • There are some other steps you can take to doubly protect yourself here and we will share this asap in all forum spaces.
  • Launch the app
  • Get players to look for it as a joinable game in multiplayer


We'll be posting full instructions to Discord, Reddit & Steam so keep your eyes peeled for more information.



[h3]In Game Text Chat[/h3]
Press ENTER in game to bring up the chat window, and ping all the players in your game.
We hope this addition makes the game feel more accessible to those of you who don’t want to join voice channels and help with communication in online play.



[h3]Graphical Updates[/h3]
We’ve made some graphical updates to various parts of the game including:

  • Grass texture improved
  • Animations improved
  • Terrain optimised and textures improved
  • Improved day to night transitions
  • Vegetation visuals improved
  • Lighting generally brighter and more vibrant
  • Low quality assets improved


Now you can enjoy the sunsets even more!



[h3]Roadplanners & Path Makers[/h3]
These new terrain tools have been added to create winding walkways more easily.
Place three points on a spline to create more natural, curved paths & roads, which your villagers can now help to build.
Laying out your route is free but roads will cost stones to construct. Paths however will be free, but don’t give the usual bonus movement to you or your villagers and are more for aesthetic purposes.



Reworked Archer Duty
Archery range and tower jobs have been reworked! Instead of requiring one villager per tower, tower archers are now assigned at the Archery range and towers work as patrol points.
You can now create patrol routes and define what archers visit what towers and how much they wait in each tower.
It also allows you to have multiple archers in a single tower and it makes it much easier to create multiple shifts.



[h3]Improvements & Fixes[/h3]

  • Fixed Ragnar torso reverting back to default after exiting ghost mode.
  • Fixed settlement issues not working for clients unless they build a shelter first.
  • Fixed Item Details Panel not positioning correctly in some cases.
  • Fixed a bug causing the inventory slot icon to scale indefinitely when dragging and dropping multiple times.
  • Fixed scrolling with the gamepad not working correctly when the size of the scrollable content is changed (Journal page, Craft menu, and Structures list)
  • Fixed a bug that caused the dropdowns state of the structures list to reset after closing and opening the menu again.
  • Fixed various bugs causing the UI sound to duplicate in some cases.
  • Fixed hover on resources from the settlement not working the first time you open the page.
  • Fixed inventory item slot greyed out state not working correctly when swapping item places.
  • Drop and Assign to quickbar command changed from LeftStickPress + Button to Button Hold when using the gamepad
  • Changed Menu Tabs navigation from Triggers to Bumpers.
  • Various fixes and improvements for gamepad UI navigation.
  • "Switch Container" function used from the crockpot menu will now prioritize placing the item in the pot.
  • Removed click sound effects from UI elements that do nothing on click
  • Pressing on non interactable buttons will now play a different click sound effect
  • "Homestead" and "Workstation" villager sorting method now sorts alphabetically based on the structures name, rather than just "grouping" the villagers working/living at the same house
  • Block can now be binded on the same key as heavy attack, this is now the default behavior unless changed in the settings.
  • Added gamepad navigation for villager issues list in the Villager menu.
  • Added a sorting function to the Whitelist page.
  • Added buttons to select or remove all villagers from the whitelist page.
  • Added gamepad rebind options in settings menu.
  • Added a loading bar for the cloud operations.
  • Added a select wheel for the season in the farm crop task page.
  • NPC AI pathfinding optimizations.
  • Optimized AI controllers and animal behaviour AI.
  • Fixed an issue with villagers patrolling a route with exactly two patrol points not ever visiting one of the patrol points.
  • Fixed an issue with deer jumping repeatedly at certain distances from players.
  • Fixed a bug where creatures in their natural wandering state would not target their enemies for a while after being spawned.
  • Added better road buff for the new road.
  • Buffed regular Necromancer mini-boss.
  • Fixed an issue where terraforming data received from clients would sometimes break terrain loading for other clients




Have fun Vikings, and be sure to keep that feedback rolling in.

Skal,
Sand Sailor Studio

ASKA Major Update Three Announcement!

Surprise Vikings, we’re thrilled to share that our third major update is coming this Monday 25th November!
We’re going to save the juicy information for then, but in the meantime feel free to take a look at this updated Roadmap to get an idea of what to expect!

5 November Hotfix

Hey Vikings, we’ve been hard at work with some more fixes after the patches at the weekend and we’re dropping this hotfix for you right now!

BUG FIXES
  • Fixed an infinite iron glitch that could make the game unplayable.
  • All existing cave resources have been cleared and respawned.
  • Fixed Cave Fingers not spawning as the bush version.
  • Fixed terraforming tools not checking the obstacles correctly.
  • Fixed days survived counter not being correct on clients.
  • Fixed an issue where clients couldn't place farm crops and terraforming fields.
  • Fixed joining via rich presence with password.
  • Fixed a bug where clients could not place unique building addons or upgrades if those were already present on different buildings.
  • Long house addons now make their common wall disappear on load just like on normal runtime placement.
  • Fixed action glyphs not working correctly on gamepad device lost.
  • Fixed the Title of some details menus being displayed below the content.
  • Fixed Increase/Decrease all Tasks priority not working when opening the workstation menu from the task page.
  • Fixed very slow carpentry


Thank you as always for your dedication in reporting all these issues to us, we honestly couldn’t do it without you.

Skal,
Sand Sailor

November 1 Patch - Hotfix

Vikings, we have pushed a hotfix addressing three major issues that appeared after the November 1 patch, namely:

  • Fish bugging out after being dropped on the ground;
  • Villagers getting stuck when dealing with certain longhouse configurations.
  • Enemy skeletons disconnecting clients in multiplayer

Thanks for the bug reports and the heads-up!

November 1st Patch

[h3]Hey Vikings! [/h3]
Hope you're enjoying the spooky season. To celebrate, we've been dealing with some spooky bugs and added a wide array of improvements to start the new month, and to warm up for the next major update. These are a few of the highlights from this update:

[h3]Creepy Caves[/h3]
We've decorated the caves for the spooky season, you'll now notice that most of the rooms have new crawler veins spreading throughout. Expect further improvements to the cave! Oh, and since we've spent the time decorating, we also added some treats alongside the tricks, so we've also added new iron deposits in the rooms. Basically mines are now richer and spookier!

[h3]Increased Vehicle Carry Capacity[/h3]
We're slowly trying to make long-distance transporting a more and more viable tool, and a first step in this direction is increasing cart and sled capacity so that Markets are now a much powerful mechanic when compared to simple "cartless" villagers. So go on and enjoy all that new trunk space!


[h3]Villager Improvements[/h3]
Villagers have received quite a few improvements in this patch, including some dearly needed fixes to the way they use doors or how they refer to marker ranges. We're still working on making warehouse and workshop workers.


[h3]User Interface Improvements![/h3]
We didn't stop at decorating the caves, our UI also received some more love. A lot of the buttons and windows have been standardized, for a much slicker look, and we've also added in a host of little details and textures to make the whole thing feel tighter and richer. Hope you'll enjoy the new look!


These have been some of the highlights, you can check out the full changelog below. Thanks again for all the feedback and apologies for the issues that are taking longer to fix. Be assured, the Sailors never sleep!

Also trees don't regrow. Yet.

[h2]Changelog[/h2]
[h3]Improvements and Features[/h3]
  • Added a new window in build menu where you can craft the subcomponents of a blueprint without switching it;
  • Added decorative crawler veins in some cave rooms;
  • Added missing graphic for Ragnar Hairstyle 6 deed reward;
  • Added a revive cooldown on destroyed dens;
  • Increased vehicle carry capacity;
  • Increased number of hits needed at carpenter buck;
  • Villagers now actually respect marker boundaries;
  • Willow stump is now harvestable with the large metal pickaxe;
  • Smoother trail for 1H axes;
  • Mouse movement now works seamlessly with the controller;
  • Removed unused notification for discovering blood moon spawn area;
  • Removed Smolkr Horn from repair bills;
  • Player characters no longer clip through walls during certain attacks;
  • Various UI adjustments;
  • Vegetation movement improvements;
  • Memory optimization;
  • Synchronized villager schedule presets;

[h3]Fixes[/h3]
  • Fixed mines not working if built by clients;
  • Fixed miners not fetching resources below a certain distance;
  • Fixed NPCs getting stuck pathfinding back and forth in an infinite loop at doors, gates, cave entrances or ladders;
  • Fixed Smolkrs that getting stuck when trying to interact with their target storage;
  • Fixed Stone Jotun not attacking if the player got really close to his face during Phase 2;
  • Fixed carts not having gravity applied when being driven by characters in certain circumstances;
  • Fixed the boat not clearing its pin when finishing the build;
  • Fixed an issue where villagers leaving a boat while no player is around would not freeze its position and would result in permanently drifting boats
  • Fixed snow sometimes not being synced;
  • Fixed cave entrance first pillar being visible before building the entrance;
  • Fixed missing meat and bones task at hunter L2;
  • Fixed an issue where unique buildings could be built more than once;
  • Fixed saves being flagged as corrupted when not actually corrupted;
  • Fixed some custom settings not working for creatures dens;
  • Fixed deeds rewards not working correctly;
  • Fixed villagers getting stuck in the doors when an uncompleted build site extension was placed at the front of a Longhouse module;
  • Fixed patrol markers not giving defense points if there are build sites active nearby.


Thanks again! Yours bug-fixingly,
Sand Sailor Studio