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ASKA News

November 17 Hotfix

[h3]Hello Vikings,[/h3][p][/p][p]we've been receiving some bug reports regarding Chinese and Japanese localization causing issues. We managed to identify the issue and it has now been fixed. We've also snuck in some other fixes which you can check out in the changelog below. Have a great week!
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[/h3][h3]Changelog [/h3][p]· Fixed a font issue that would cause severe performance stuttering and missing character glyphs when the game was set to Chinese or Japanese languages;[/p][p]· Tweaked island icons to be more readable;[/p][p]· Fixed crew not embarking when deployed;[/p][p]· Fixed crew not helping with rebuilding the boat if it was destroyed during embarking;[/p][p]· Fixed a bug were cooking house workers could not cook meat, fish or mushroom stew under certain circumstances[/p][p]· Fixed a bug were the player would get vegetable soup instead of mushroom soup when cooking;[/p][p]· Fixed saves failing to load due to an error when deserializing invasions;[/p][p]· Adjusted wood beam material to better contrast planks.[/p]

Smolkr Plushie Coming Soon!

[p][/p][p]Hey Vikings![/p][p]We’re thrilled to finally share some exciting news: we’ve partnered with Makeship to bring the very first official Smolkr Plushie to life![/p][p]This adorable little creature has been carefully designed to capture all the charm (and mischief) you know and love. Soft, snuggly, and full of personality, the Smolkr Plushie is ready to sit on your desk, keep you company! Just remember to hide all your belongings! [/p][p]The campaign goes live on 28 November, and we can’t wait for you to bring one home and welcome Smolkr into your collection.[/p][h3]Learn more and get notified here 👇[/h3][p]https://www.makeship.com/products/smolkr-plushie[/p][p][/p][p]
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November 14 Hotfix

[h3]Hello, Vikings![/h3][p]
We're dropping a hefty patch to keep the weekend burning bright. Take your time with the changelog, as we've managed to kill a hefty amount of bugs, besides a considerable amount of improvements. Thanks for the bug reports and enjoy the weekend![/p][p][/p][h3]Changelog[/h3][p]· Fixed the lake and cave overlap issue with biome distribution for the main island;[/p][p]· Fixed cooking with eggs resulting in spoiled food;[/p][p]· Fixed tower villager "tooting" the horn with the defensive command instead of the offensive one;[/p][p]· Fixed a bug were the cooking house worker would sometimes get stuck trying to deposit items in the crockpot;[/p][p]· Fixed a bug that would cause structure doors to become untraversable by NPCs. Manifested as villagers getting stuck outside Cottages / Chieftains Houses;[/p][p]· Fixed a pathfinding bug that would cause villagers to not move anymore in seemingly random circumstances unless they were interacted with by the player (talking to them);[/p][p]· Fixed a pathfinding bug that would cause villagers to very slowly "stutter-step" to their destinations;[/p][p]· Fixed a bug where villagers would get stuck because their fallback teleport feature would not work;[/p][p]· Fixed misconfigured furniture that could have caused villager pathfinding issues;[/p][p]· Fixed an issue where rebuilding cottages would create 2 more beds;[/p][p]· Fixed Eye Of Jotun Updates not creating a dismantle pile;[/p][p]· Fixed some buildings not removing a portion of their inventory when destroyed;[/p][p]· Fixed villager driven carts flying on server hosted sessions;[/p][p]· Fixed random player warping when stepping on and off boats;[/p][p]· Fixed an issue where furniture could not be placed on the terraforming field of the addons of the main building;[/p][p]· Fixed an issue where multiple Eyes of Odin could be created at the same time in the same world;[/p][p]· Fixed an issue where furniture could not be upgraded in Chieftain's House (both tiers);[/p][p]· Fixed furniture upgrading in the Long House destroying the entire house;[/p][p]· Fixed an issue causing Mine workers to get stuck if their task priorities were changed while they were carrying a large item.[/p][p]· Fixed an issue where saving immediately after an invasion started would sometimes cause the event to disappear upon loading the save.[/p][p]· Fixed an issue where out of season Fishing Grounds could not be marked or unmarked.[/p][p]· Fixed Ivy fence structures picking (highlight);[/p][p]· Fixed the transition to the desert island atmosphere;[/p][p]· Fixed Tame Smolkrs never dropping horns;[/p][p]· Fixed ammo and weapons hoarding on the boat;[/p][p]· Fixed Warehouse workers getting stuck because of high priority clothes tasks;[/p][p]· Fixed world items potentially becoming unfindable by villagers after a while;[/p][p]· Fixed a bug causing players to fall behind boat when opening the map while interacting;[/p][p]· Fixed disconnections happening when a structure is damaged after a villager left or was killed;[/p][p][/p][h3]Improvements, QoL and New Features[/h3][p]· Added auto recovery for villagers in some invalid positions;[/p][p]· Added dragon balls to villager food items;[/p][p]· Added confirmation for saving the villager schedule before switching to a new villager in the menu;[/p][p]· Added marker to Slambakur biome;[/p][p]· Added a marker to all islands after exploring them;[/p][p]· Added new icons for the islands and some of the biomes;[/p][p]· Added quick deposit for large item in Harbor and Karvi;[/p][p]· Structures now retains their "Visible on compass" status upon upgrading;[/p][p]· Cooking house worker is now filtering and prioritizing the filler ingredients much more accurate;[/p][p]· You can no longer summon a villager when the core is dismantled;[/p][p]· Supply requirements to start an expedition are adjusted based on the day length custom setting;[/p][p]· Made it so Long Houses can be built in 2x2 & 3x3 formations (Wide House);[/p][p]· Golems are now immune to work injuries, bleeding. Golems are no longer marked as "suffering" incorrectly;[/p][p]· Golems are now allowed to work at Farms. The previous inability to was due to a misconfiguration;[/p][p]· Carried Smolkrs can now be dealt damage again;[/p][p]· Golem age attribute has been replaced with a "Lifetime" that depletes over time;[/p][p]· Flimsy Torch - reduced construction requirements;[/p][p]· Ivy Fences - adjsuted costs, as they previously used the flimsy fence costs;[/p][p]· Increased cooking speed for stews;[/p][p]· Cheese has been buffed: it now replenishes more hunger;[/p][p]· Optimization - reduced overall VRAM texture footprint.[/p][p]· Villagers no longer follow the player in water or on the boat to complain;[/p][p]· Fixed Harbor workers not working properly;[/p][p]· Karvi crew can now properly shoot inland;[/p][p][/p]

November 7 Hotfix

[p][/p][h3]Fixes[/h3][p]· Fixed Russian localization strings getting shuffled around;[/p][p]· Fixed items getting lost when upgrading the Hunter's Hut;[/p][p]· Fixed expedition UI buttons not playing the correct sound effect when clicked;[/p][p]· Fixed a bug were the game would become unresponsive while using the Cheesemaker menu;[/p][p]· Fixed Birch Sapling loading old model;[/p][p]· Fixed fishing grounds getting unmarked when loading a save on the server;[/p][p]· Fixed an issue where loading a save with destroyed buildings would remove a portion of their inventory again (just like when it got destroyed in the first place);[/p][p]· Fixed fishermen not climbing into their boat and getting stuck while at sea;[/p][p]· Fixed fishing grounds not being interactable for marking and unmarking;[/p][p]· Fixed Nidhogg not animating correctly for clients;[/p][p]· Fixed landed vikings not responding to horn while sleeping;[/p][p]· Fixed cooking house 2 oven display;[/p][p]· Fixed boats sailing without player crew;[/p][p]· Fixed occasional camera jitter while navigating with the boat or swimming;[/p][p][/p][p][/p][h3]Improvements[/h3][p]· Added Dragon Ball fruit to the food storage;[/p][p]· Added invulnerability to Nidhogg's rock perch sequence;[/p][p]· Increased Warehouse Meat Storage Capacity;[/p][p]· When fetching expedition supplies, villagers will look in the Harbor first;[/p][p]· Added a cold resistance buff to all sailors on Karvi.[/p][p][/p][p]Thank you for all the support and bug reports! Enjoy the weekend and have fun on the open seas![/p][p]-Sand Sailor Studio[/p]

Major Update Eight: Seaborne Raiders - Our biggest update yet!

[p]Hey Vikings! Today, we’re thrilled to unveil our latest update: Seaborne Raiders! This is the biggest update ASKA has ever seen, packed with features you’ve been asking for. At last, we’re leaving land behind and setting sail for uncharted horizons! [/p][p][/p][h3]Watch the dev diary for Seaborne Raiders! [/h3][previewyoutube][/previewyoutube][p][/p][h2]The World of ASKA Just Got Bigger[/h2][p]The world of ASKA has expanded far beyond the shores you once called home. With the Seaborne Raiders update, the lands you’ve come to know are now just the beginning of a much larger, living world waiting to be explored. [/p][p]The vast ocean that surrounds your homeland is dotted with uncharted islands, each brimming with new life, secrets, and dangers. From dense, swampy lands to scorched salt deserts and decaying ruins lost to time, these islands offer an incredible variety of biomes, each with unique resources, enemies, and environmental challenges to overcome. Craft your sailboat and start your voyage today![/p][p][/p][p][/p][h3]Expeditions[/h3][p]With the addition of the Harbor, you can now build ships and set sail into the open seas and take your Vikings on a new adventure. Sailing introduces a new sense of scale and danger, but it also allows you to finally leave your homeland and visit new regions around the world. [/p][p]Prepare your expeditions by stocking your ship with essentials: arrows, weapons, food, and water, and assemble your crew. Once everything is ready, set sail and explore the open seas. Along the way, you will discover a variation of islands and as you approach one, you can decide to make a camp. Your ship will then automatically position itself, and your crew will disembark to begin work on it. At the camp, you can assign roles to your crew, whether it’s gathering resources, defending against hostile enemies, or following your guidance when you rally them with the horn. When your ship is fully loaded, return home to unload, restock, and prepare for the next adventure.[/p][p]But beware, powerful sea beasts, the Slambakur, now prowls the open waters, offering one of the most dangerous encounters yet. Prepare your vessel carefully before heading too far from shore.[/p][p][/p][h3]Raiding[/h3][p]Exploration prepares you, but raiding tests your tribe’s strength. As you venture to remote islands, you’ll encounter human settlements guarded by hostile tribes, the Dragon Folk, determined to defend their homes. These primitive, rugged communities contrast sharply with the advanced structures your tribe can build, offering both a challenge and a reward. Planning your approach carefully is essential - successful raids allow you to claim valuable resources and bring them back to expand your settlement, forging your tribe’s legacy with each daring conquest.[/p][p][/p][p][/p][h3]New Biomes: Desert & Marsh Lands[/h3][p]As you journey forth, you’ll discover new islands teeming with challenges, enemies, and valuable resources. The Desert Islands are harsh and sun-scorched lands where survival is a challenge. These hostile islands are home to a primitive enemy tribe that guards their settlements fiercely. They are also home to the new Flying Boss, the Nidhogg, that soars above the salt-swept plains, testing the courage of any who dare face it. Defeating it unlocks access to a new Golem technology. You will also find valuable resources such as salt to improve food production and a special type of stone for stonemasons here.[/p][p]As the name suggests, the Marsh Islands are filled with swampy, wet environments hiding unknown dangers. Few would willingly live here, but curiosity may lead the brave to explore. There are new creatures and resources to be found on these islands, including the Jotun Glass that is a valuable new resource to craft Golems (more on that down below).[/p][p]Also, special exploration towers can be found on some of the smaller islands. Once used, they indicate the location of another island, so you can get some sense of where to go if needed.[/p][p][/p][h3]New Villager Type: The Golem[/h3][p]Golems are a new type of villager that never feels hunger and works tirelessly. They are crafted using a new rare resource known as the Jotun Glass, found only on the outer islands. While Golems do not require any food or rest, they are not immortal. Over time they will age and eventually crumble to dust. They are a powerful addition to any settlement, with their finite lifespan making them a strategic and valuable resource.[/p][p][/p][p][/p][h3]Heads-Up: Save Requirements,[/h3][p]The Seaborne Raiders Update introduces major expansions to the world systems that are not compatible with existing saves. To play the new content you need to create a new save. You can still play using your old saves.

We’ve developed a new world generation versioning system that will allow saved games to persist across world generation changes. This means we can now more safely make updates to world generation without disrupting your existing worlds[/p][p][/p][h3]ASKA is on sale![/h3][p]ASKA will be 40% off from November 6 to November 20, starting at 10 AM PST. Now is the perfect time to dive in and enjoy your new Viking adventure![/p][p][dynamiclink][/dynamiclink][/p]
FULL CHANGELOG
[h2]Major Features[/h2][h3]New Building: Harbor[/h3][p]A massive structure that allows you to build Karvi ships and organize expeditions.[/p][p]Harbor workers will load and unload ships and carve up captured Slambakur (sea monsters).[/p][p][/p][h3]New Ship: Karvi[/h3][p]Set sail on the new Viking ship, the nimble Karvi ship.[/p][p]Take up to 8 villagers aboard and go raiding like true norsemen.[/p][p]Discover a rich sailing system where you will have to master the elements and harness the wind.[/p][p][/p][h3]New Feature: Expeditions[/h3][p]Players can organize expeditions, assemble crews made of villagers and raid other islands.[/p][p]Players can set up raiding camps on other islands, fight inhabitants and bring back precious goods![/p][p][/p][h3]New Sea Monster: Slambakur[/h3][p]Once you set sail, you might come under attack from the dreadful Slambakur, a horrific sea beast which will require all your crew's firepower to take down.[/p][p][/p][h3]New Feature: Big World[/h3][p]Get ready to leave the main island on daring voyages across a vast sea which might span over several in-game days! Supply your ship, gather your crew, and explore the new big world![/p][p][/p][h3]New Island Biomes: Deserts and Marshes[/h3][p]Experience whole new environments found on far-away islands. Be prepared and arm yourself and your crew accordingly.[/p][p]Imposing desert settlements dot the barren wastes, where fierce Dragon Folk warriors keep and eye out for any followers of the gods like yourself and your tribe.[/p][p]Ancient ruins are found scattered on the treacherous and murky lands of the marsh islands.[/p][p][/p][h3]New Villager Type: Golem[/h3][p]For the first time ever, summon a new race of followers: Golems. These workers never sleep, never tire and never hunger, making them excellent workers. However, be wary, as their lifespan is that of only 2 in-game years.[/p][p][/p][h3]New Enemies: The Dragon Folk[/h3][p]The desert heathens are the first human enemies to be seen in ASKA, and are just as capable as your own warriors to wield a wide range of weapons, dodge, block and charge with great prowess.[/p][p]They inhabit their own settlements and will protect them at all costs.[/p][p][/p][h3]New Boss: Nidhogg[/h3][p]The desert islands feature a brand new legendary boss, the Nidhogg. This flying beast nests in the heart of the desert and lays at the heart of the Dragon Folk faith.[/p][p]Defeating the Nidhogg is crucial to unlocking the new summonable Golems.[/p][p][/p][h3]New Minor Islands[/h3][p]Iron Islands, Jotun Blood Islands, Exploration Tower islands and more are now scattered across the world.[/p][p]Besides the new major islands, several smaller variants exist, where you can find large quantities of familiar and precious resources like iron, Jotun blood and more![/p][p]Special Exploration Towers are scattered across the sea, where you can reveal new islands, to help you navigate your way across the unknown sea.[/p][p][/p][h3]New Feature: Loot Chests[/h3][p]The new enemy biomes feature lootable chests with randomized goodies. [/p][p]Changelog[/p][p][/p][h3]Quality of Life and Improvements[/h3][p]· Improved the market interface and functionality;[/p][p]· Clicking on a Villager issue in settlement issue page will point you to the affected Villagers;[/p][p]· Improved camera behaviour when above water;[/p][p]· Significantly increased the maximum amount of zoom out for the Map;[/p][p]· Patrol markers are now sorted based on the outpost when creating a patrol task;[/p][p]· Fixes and improvements for the world generation system (terrain features and water);[/p][p]· Optimizations for villagers rendering (shadows and outline selection);[/p][p]· We've reworked the outline rendering system of the selected world objects;[/p][p]· Made house doors open both ways and always away from you like the gates;[/p][p]· Loot chest can be found near enemy bases on Karvi explorable islands. Their loot replenishes every year. Items can only be removed from these chests, it can't be added to them;[/p][p]· Destroyed buildings don't lose their inventory after being rebuilt, instead now they loose only a portion of it;[/p][p]· Buildings don't lose addons after being rebuilt;[/p][p]· Longhouse requires rebuilding of modules in a feasible order;[/p][p]· Furniture is disabled if on a destroyed module;[/p][p]· Coalmakers can search for firewood with markers;[/p][p]· Reworked and optimized some of the tree models and other vegetation assets;[/p][p]· Dismantling a building with anything in its inventory will turn that building into a Dismantle Pile, an inventory with the items from the dismantled building that will disappear once emptied, can't add any items to it;[/p][p]· Added an UI indicator in settlement  menu UI yo display how many villagers are hidden due to currently active filters (outpost. issues);[/p][p]· Added remaining season days to weather widget;[/p][p]· Added a setting for adjusting the HUD scale;[/p][p]· Added a new command to Smolker Horn that would make all the warriors retreat to your position and remain defensive;[/p][p]· Added a new system for biome visual and audio ambiance;[/p][p]· Added a new world generation versioning system which enables saved games to persist across world generation changes;[/p][p]· Improved appearance and behavior of boats on water;[/p][p]· Improved the behavior of cooking house workers;[/p][p]· Villagers are now better at closing doors and gates (And keeping them open for someone else when they intend to pass through);[/p][h3][/h3][h3]Fixes[/h3][p]· Fixed an issue where villagers would get stuck while attending to their survival needs when having multiple critical survival stats;[/p][p]· Fixed a pathfinding issue causing villagers to get stuck in doorways of longhouses with multiple entrances;[/p][p]· Fishing grounds will now automatically be discovered (and marked!) when a player explores them with a boat. Just passing through is enough instead of having to catch a fish to discover them;[/p][p]· Fixed an issue where clients would sometimes not hear some sounds on some animations;[/p][p]· Fixed an issue where clients would sometimes not see some particle effects from some animations;[/p][p]· Fixed an issue where villagers could not take metal scraps from the improved metalworker's spoils of tinkering storage;[/p][p]· Fixed an issue where the shipwreck would not save its compass availability;[/p][p]· Fixed an issue where held smolkrs would interpolate from a different position on clients dropping them;[/p][p]· Fixed an issue where the hoe couldn't be used to terraform at certain angles;[/p][p]· Fixed an issue where villagers would not close gates;[/p][p]· Firekeepers take better care of fire fuel levels;[/p][p]· Fixed an issue where tasks could be created for undiscovered items;[/p][p]· Fixed market workers sometimes losing their interest and abandoning the cart after stopping to eat;[/p][p]· Fixed cooks throwing meat hunks on the ground and not harvesting them;[/p][p]· Fixed crafters returning with fewer items than they need;[/p][p]· Fixed issues where item stacks sizes would conflict with container stacks sizes;[/p][p]· Fixed an issue where hunters could get stuck chasing non-dangerous prey without arrows or knives.[/p][p]
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