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The Iron Oath News

Winter Sale, Tactics Bundle, & Executioner Preview

Hello mercenaries! The Winter sale is here and The Iron Oath is now 30% off for the next 2 weeks. We're also happy to announce a new tactics bundle we've created with our friends from Abalon and Fell Seal. If you haven't played either game, we encourage you to pick it up and take advantage of an extra 15% off!

https://store.steampowered.com/bundle/48627/TurnBased_Tactics_Trifecta/

[h2]Update Status[/h2]
As mentioned in our previous update, we would have ideally liked to release our next big update (featuring a new class, new enemies, controller support) before the end of the year, but unfortunately it's going to be a bit longer as we still have some implementation and a lot of testing to do. Despite that, we are here to showcase a bit more of the Executioner now that we've fully designed and animated the class.

[h2]The Executioner[/h2]

The Executioner is designed to be played as a close-range tank or damage dealer that inflicts Slashing damage on their target. While they do have a few support-style abilities, those mostly function to buff themselves, instead of directly supporting allies with heals and shields.

Summary Execution (Passive Ability): If any allies attack an enemy that is adjacent to the Executioner and leaves them with less than 15% Health, the Executioner strikes the same target (if they are able)

Crowd Control: Target 3 adjacent connected cells and channel for 1 Round. Enemies that enter the cells are pushed away, ending their turn.

To The Death: The Executioner cries out and challenges an adjacent target, Taunting them for 3 Rounds and gaining a Damage Shield for 3 Rounds

Apprehend: Summon chains around an enemy within 2 cells, removing any buffs they have and Rooting them for 2 Rounds

Chopping Block: The Executioner strikes an adjacent target, inflicting Bleed.

Death Sentence: Channel for 6 Turns, preparing a heavy and deadly swing on two cells in a row.

Into The Fray: The Executioner leaps to any vacant cell within a range of 2, slashing at all adjacent units as they land.

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Lastly, we've just pushed a small patch to the game that has a few bugfixes and tweaks:

[h3]Patch Notes 1.0.021[/h3]
  • Fixed a bug where entire campaigns couldn't be completely deleted (a bug introduced due to the addition of the 2nd autosave slot)
  • Fixed a bug where the Reputation discount at Markets was not working correctly
  • Fixed an issue with the 'Sand Storm' city event where the sell price bonus wasn't matching the description
  • Tweaked the Reputation discount values from -25,0,15,30% to -25,0,10,15% (now that it works correctly, the buy/sell prices could get a bit crazy with the right combo of modifiers, so we lowered this to keep the economy in check)
  • Fixed a visual bug on a few specific quests where the Dungeon Modifiers in the Party Select screen were incorrectly colored (A positive mod was red instead of blue, and vice versa. This won't be fixed if you already have these quests active in your journal, but it's just a visual bug)
  • Fixed a few syntax and grammar errors in various quests


Thanks for reading and for your support! We wish you all Happy Holidays and a Happy New Year! :)

-Curious Panda Games

1.0.020 Patch Notes & Future Updates

Hey everyone! We've just pushed an update to the game that has some new content and bug fixes. We're also going to share some new things that we're working on right now that will be coming with future updates.

Patch Notes 1.0.020

[h3]New[/h3]
  • Added a new unique quest called Prison Break which can appear during a Noble Banquet event in a city (It's one of the more complex dungeons we've done so far and has some new mechanics which we'll be able to make further use of with future quests)
  • 2 additional unique quests (A Dagger for Dridge & Crypt Delivery) that are part of a longer chain

[h3]Changes[/h3]
  • Most city events will now be resolved when completing an associated contract (eg. driving off bandits during Bandit Activity)
  • Made a few changes to the flow of Dark Deeds quest chain and added Jorgen as an ally in combat
  • The game now keeps the last 2 autosaves instead of 1 (mostly a safeguard against any potential issues where you might not have manually saved in a while and wanted to reload to a certain spot)

[h3]Fixes[/h3]
  • Fixed an issue where the game would soft lock at the end up combat if one of your characters was still frozen by the Frozen Tomb ability (with the Clean Slate upgrade)
  • Fixed a bug where custom portraits could end up causing save files to get corrupted and deleted (if you had a temporary NPC ally who ended up dying in combat)
  • Possible fix for an issue where a line of dialogue meant for a character with a specific job would be spoken by someone else
  • When using the Pugilist's Mind, Body and Soul ability with the Restoration upgrade, it now correctly uses his Mending stat to determine the heal value (instead of the target's Mending)
  • Fixed a visual bug where Rooting a target who was already Rooted would cause the status effect icon to disappear (this was most commonly seen with the Icebinder's Impaling Ice ability when hitting the same target twice)
  • Fixed an issue with Shrines where some negative effects (and some effects that aren't currently implemented, such as seeing future dungeon modifiers) could show up as one of the two random choices when your offering was accepted
  • The displayed buy price in markets now takes your Reputation with the city into account (this one was a visual bug where the price displayed was incorrect, but you were always charged the correct price)
  • Fixed an issue on the Steam Deck where changing the number of days to rest at an inn could cause the UI to become unresponsive (we ended up redoing the way that popup window works globally)

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Future Updates




Now that summer is over and kids are back to school, we've returned to a more consistent work schedule and will have more updates coming over the fall and winter. We're currently working on two big things, the first being the next class: the Executioner.



The Executioner can be built out as a tank or a damage dealer depending on your needs. It will be the first class with both male and female sprites to choose from (and the other classes will also be getting the same treatment in a future update with some subtle changes to differentiate them).

The other big thing we're working on is adding another enemy group that features new unique mage enemies and bosses for each magical element (Fire, Frost, Earth, Holy, Dark, Lightning).





These enemies will be accompanied by some new quests that deal with mages who operate outside of the accepted law in Caelum.

Though we don't want to give specific dates for everything, we're hoping to bundle the Executioner and new enemies into a big update toward the end of this year (that will also include Controller & Steam Deck support). Thanks for reading and for your support! We hope you enjoy the new quests and we look forward to getting the new class and enemies into your hands as soon as possible!

-Curious Panda Games

Humble Sale + Patch Notes 1.0.019



Hey everyone, the Humble Publisher Sale has started and The Iron Oath is now 25% off for the next week! We've just put out a small content patch that adds 8 new 'Unknown' dungeon events to the pool, and we're currently working on another update that you can expect by next week.

[h3]Patch Notes 1.0.019[/h3]
New
  • Added 8 new 'Unknown' type dungeon events to the pool
Changes
  • Added more clarity to some choices available across a few quests and events (for example, the Witch Doctor event where you sacrifice party Health to clear their injuries)


-Curious Panda Games

#TurnBasedThursdayFest



We're happy to announce that The Iron Oath is participating in #TurnBasedThursdayFest and will be 25% off from now until April 8th. The event features over 300 awesome turn-based games here on Steam, so head over to the sale page to check them all out!

We've also pushed a small update to the game, adding a new unique quest titled A House on a Hill (3 Skull difficulty), which triggers from an overworld event. We hope you enjoy it, and there's more content to come in the next few patches!

[h3]Patch Notes 1.0.018[/h3]
New
  • Added a new unique quest (A House on a Hill) that triggers from an overworld event


-CuriousPandaGames

Patch Notes 1.0.017

Hey everyone,

We've just pushed an update to the main branch that adds 4 new unique quests to the game. Today's update is the first in a series of smaller content patches that we'll be adding over the next few weeks (consisting of unique quests, quest chains, dungeon events and overworld encounters).

Patch Notes 1.0.017

[h3]New[/h3]
  • Added 4 unique quests

[h3]Changes[/h3]
  • Tweaked the flavor text of some resource items to give a better indication of their use

[h3]Fixes[/h3]
  • Fixed an issue where unique quests that have been completed would show up again under certain circumstances
  • Fixed an issue preventing quests related to Earthquakes from appearing in cities
  • The proper amount of reinforcements remaining in the final campaign fight is now displayed and updated correctly


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We'd also like to apologize for the lack of updates since January. Unfortunately Chris became quite ill with covid and was out of commission for a while, which set us back from where we wanted to be with our roadmap.

A few people have asked about controller and Steam Deck support. While we don't have an exact date just yet, we're looking to get that completed in the near future after these content updates (Chris did the majority of the work for it back in January, but it still needs a few more things to be ready). That one will be heading to the public test branch at some point so we'll let you know when it's available there.

Thank you for your support and patience as we get back up to full speed!

-Curious Panda Games