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ASKA News

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

October 18 Patch

Hey Vikings, we're dropping another patch for a weekend kickoff, here's what we've managed to get done this week besides all the new content that's still cooking.

  • Bloomery provides warmth while not fully burning; blazing Bloomery is warmer;
  • Exploration markers visibility status is now saved;
  • Crop field cells now better indicate if they contain enough water;
  • Players now leave a marker where they died;
  • Character's remains now also indicate the cause of death when you interact with it, and also the name of the character that died there;
  • Added exploration marker to Winter Invasion portal;
  • Added map filter for character's remains;
  • Added a proper complain message when the mine is exhausted;
  • Fixed miners getting stuck in a fully exploited mine;
  • Fixed some glitchy behavior when exiting ladders;
  • Fixed regression with NPCs not properly adjusting their Y position accurately to match terrain height and swimming incorrectly.


A nice mix of QoL and fixes to make ASKA just a little bit better. Have a wonderful weekend!

Yours bugfixingly,
Sand Sailor Studio