1. The Iron Oath
  2. News

The Iron Oath News

Patch Notes 1.0.002

Hey everyone, we hope you're enjoying the game so far! We've just pushed a patch to address a few issues that have been reported. If you find any further issues, please send a bug report in game. Thank you for all your feedback and support and we hope you all have a terrific weekend!

Patch Notes 1.0.002


[h3]Additions and Changes[/h3]
  • Added an option to disable the main menu panning/parallax effect
  • The Harrowing Experience dungeon modifier now only makes you lose 35 Morale instead of 50

[h3]Fixes[/h3]
  • Fixed an issue with save file names sometimes changing when overwriting another save
  • The Heal Dampening Dungeon Modifier now correctly only reduces healing by 30% and not 70%
  • Fixed a rare crash after an event where you fight the Black Skull outside a city
  • Fixed an issue where some quest turn in locations would direct you to Dragate incorrectly
  • Fixed an issue where choosing to spare Daemond would still trigger combat
  • Fixed a crash that occurred if a character died from a Hoarwulf's Frost Call ability
  • Fixed some icons for a few Legendary items
  • Fixed one Legendary item to more accurately reflect its description
  • VSync option should now save and work properly

Baldur's Gate 3 meets Darkest Dungeon in new Steam strategy game

If you're looking for something to scratch the Baldur's Gate 3 itch, new turn-based tactical RPG The Iron Oath might be just what you're after. Having just launched following an extensive early access period since April 2022, this new Steam strategy game from Curious Panda and Humble Games brings party-based combat in the vein of games such as BG3, Darkest Dungeon, and XCOM 2 across the lands of a Game of Thrones style fantasy kingdom.


Read the rest of the story...

The Iron Oath 1.0 is out now!

Hello mercenaries! We're thrilled to announce that The Iron Oath 1.0 is now live! It's been a year and a half since our Early Access launch, and we just wanted to say a big thank you to our awesome community for joining us on this journey. Your feedback and support has been invaluable in helping to shape the game into what it is today.

[previewyoutube][/previewyoutube]

Whether you're a new or returning player, we're excited for you all to jump into the world of Caelum and experience everything that we've been working on! Here are the key features of the 1.0 update, the patch notes, and a summary of what has been added since our EA launch:

[h2]1.0 Key Features[/h2]
  • Main Campaign: The conclusion to the main campaign brings a series of new quests with new unique mechanics. We expect the average playtime for the campaign to now be between 25-30hours.
  • Legendary Gear: The hunt for legendary gear begins! Maps with the locations of legendaries can be obtained in high level dungeons, so keep an eye out for Knowledge events while exploring! There are currently 10 items to collect that have their own unique bonuses, with more on the way!
  • New Quests: New unique quests, repeatable quests, and Legendary quests! In total, we estimate the game now has at least 40 hours of unique content.
  • New Region: When you're far enough into the game, the region of Dragate will unlock, allowing you to scratch the surface of its mysteries by delving into a new combat environment.
  • Steam Achievements: Test your prowess by unlocking over 30 new Steam achievements as you play through the game.

[h2]1.0 Patch Notes[/h2]
https://store.steampowered.com/news/app/699330/view/3737484245022332110
[h2]Early Access Development Summary[/h2]
https://store.steampowered.com/news/app/699330/view/3737484245024643647



While the game's campaign and primary features are now complete, there are still many more stories we want to tell in the world of Caelum. We're looking forward to continuing development throughout 2024 and hopefully beyond with more major updates!

Thank you once again for all your support! Whether you're a Kickstarter backer, an Early Access adopter, or just found out about the game, we hope you enjoy your time playing The Iron Oath! Be sure to spread the word and tell your friends, and if you haven't yet, we would also really appreciate you taking a moment to leave us a Steam review. They're important for not only gathering feedback, but also for the game's visibility :)

-Curious Panda Games



https://store.steampowered.com/app/699330/The_Iron_Oath/

The Iron Oath releases tomorrow! Patch Notes for 1.0

Hello mercenaries!

The Iron Oath's 1.0 release is now less than a day away! We'll be launching at 8am PT on Thursday with a price of $25. Today is your last chance to take advantage of the Early Access price of $20!

Ahead of tomorrow's release, we wanted to share the full patch notes for the 1.0 build so you know what to expect with this update. If you're a new or returning player and wanted to know what all has been added throughout our Early Access period, you can find an overview in last week's post here:

https://store.steampowered.com/news/app/699330/view/3737484245024643647

Version 1.0: Key Features
  • Main Campaign: The conclusion to the main campaign brings a series of new quests with new unique mechanics. We expect the average playtime for the campaign to now be between 25-30hours.
  • Legendary Gear: The hunt for legendary gear begins! Maps with the locations of legendaries can be obtained in high level dungeons, so keep an eye out for Knowledge events while exploring! There are currently 10 items to collect that have their own unique bonuses, with more on the way!
  • New Quests: New unique quests, repeatable quests, and Legendary quests! In total, we estimate the game now has at least 40 hours of unique content.
  • New Region: When you're far enough into the game, the region of Dragate will unlock, allowing you to scratch the surface of its mysteries by delving into a new combat environment.
  • Steam Achievements: Test your prowess by unlocking over 30 new Steam achievements as you play through the game.
Patch Notes for v1.0


[h2]New[/h2]
  • Added the rest of the Main Campaign, featuring 8 new missions (10-15~ hours worth) and a handful of dynamic events
  • Added 10 unique legendary items that can be obtained, with most of the quests coming from 'Knowledge' events found in high level dungeons. The majority of these are 'Relics' that occupy the 4th currently-unused gear slot, but there are some armors and shields too (weapons are coming down the line!)
  • Added 10 various new quests, with more coming throughout November!
  • The region of Dragate can now be accessed (when you're far enough into the game or a high enough level)
  • Added an "end-game" Ruins dungeon in Dragate (we'll be expanding on this feature in the future!)
  • Added over 30 Steam Achievements to unlock
  • Added multi-floor dungeons
  • Small spoiler: A few missions now utilize larger parties, and two parties at once!
  • You can now fight with ally NPCs in dungeons (utilized in a few quests)
  • Added Journals to collect from all regions (which are visible in the Codex)
  • (New Company Upgrade) Merchant Availability: Allows you to purchase provisions for Overworld Encounters (but has fewer slots compared to dungeons)
  • (New Company Upgrade) Focus Training: Any time you miss a Basic Attack, that character gains +20 Accuracy, resetting after they land one
  • (New Company Upgrade) Guard Training: Increase the Defense and Evasion bonus while Guarding by 5 (25 -> 30)
  • (New Company Upgrade) Athletics Training: Gain +25 Evasion when facing an Attack of Opportunity
  • (New Company Upgrade) Teamwork: Every adjacent ally to an enemy increases the chance to hit with a basic attack by 5% (for when you just can't flank them!)
  • (New Company Upgrade) Readiness: Your party has +2 Speed for the opening round of combat

[h2]Updates[/h2]
  • You can now choose to start a new campaign with randomized characters when skipping the tutorial or prologue
  • Made adjustments to all the boss fights for the 'Path of Vengeance' missions (made slightly more difficult) and increased the quality of loot given from them.
  • Changed the mechanics for ambushes: the ambushed side now takes 15% more damage and has -5 Speed in the opening round of combat. When ambushed, you are still able to deploy your characters, though you begin surrounded with less space to work with. We made these changes because the old method was far too spikey in terms of difficulty, and could result in having one or more characters downed in the opening round without having a chance to do anything about it
  • The chance to ambush enemies (on scouted tiles) is now 10%, while the chance to be ambushed (on unscouted combat tiles) is 20%. Both can be improved with Company Upgrades
  • The 'Heal Dampening' Dungeon Modifier now reduces the potency of healing spells by 30% (down from 50%)
  • You can now use abilities that have 0 charges for a cost of 50% of max Health (to be used as a last ditch effort to take down the enemy!)
  • The number of Incense Points available for camping in Medium dungeons has been reduced to 10
  • You can now camp in Short dungeons (incense points are halved)
  • Adjusted the 'Extended Camp' company upgrade to grant +4 Incense points when camping on a Fortified dungeon event (Short dungeons get +2), as well as removing the Time cost for using provisions while on the tile
  • Reduced the number of Horse Training upgrades to 2 (+25/50% travel speed)
  • Refunded Provisions now defaults to selling for 75% of the cost. The 'Reimbursement' upgrade now refunds 100% of the cost
  • Ambush Tactics increases the chance of ambushing the enemy on a scouted tile from 10% to 20/30%
  • Ambush Avoidance reduces the chance to be ambushed on unscouted tiles from 20% to 10%. The second upgrade reduces the bonus damage taken when ambushed to 10% (from 15%)
  • Moved the Training Dummies upgrade (+20/35/50% XP) into a new 'Training' category in the Company Upgrades screen, and changed the renown level requirements to 0/5/10
  • The first 15 Renown Levels now give 2 Renown points to upgrade your company (subsequent levels give 1)
  • Added more information to the tooltips of enemy Immunities, resists, and vulnerabilities on their codex page
  • You can now bring up the character sheet in the contract negotiation screen
  • You can now right click an enemy sprite to view their codex entry
  • Increased the average level of recruits available at inns to better match your progress (it's based on your Renown level)

[h2]General Fixes[/h2]
  • Fixed a bug where the majority of Dungeon Modifiers applied via time were not ever seen (it would usually just apply the same one multiple times)
  • Fixed a bug where some Dungeon Modifiers were active in overworld encounters
  • Fixed a visual bug where dungeon information was incorrectly being displayed in the party select screen during overworld encounters
  • Fixed a bug where bosses weren't dropping normal gear if they didn't drop Named gear (making it harder to gear up in low level dungeons)
  • Fixed some injuries that referenced old stats (Dexterity, Strength, etc)
  • Optimized some lights and ice shattering effects (particularly from the Dire Hoarwulf) to be a little less CPU intensive
  • Fixed an issue where loading a save while on a dialogue event in a dungeon could lead to a softlock at the start of the next combat encounter
  • Fixed an issue where provisions weren't being properly refunded in most situations
  • Fixed a bug where the 'Repair Gear' effect from a Rune event wasn't working
  • Fixed one of the Field Medic bonuses which incorrectly said they could use provisions without ending their turn. Updated it to display their actual bonus which is automatically stabilizing injuries during exploration

[h2]Combat Fixes[/h2]
  • Fixed a bug where skeletons were being immediately destroyed and were unable to revive
  • Fixed an issue where whenever a temporary ally died, your party members would lose Morale as if they were part of your company
  • Fixed a bug where the 'Allegro' upgrade for the Balladeer's Renewing Melody ability was also applying the 'Regrowth' upgrade
  • Fixed a bug that allowed you to still debuff the Spectral Reaper when he casted Void Shroud
  • Fixed an issue where some enemies (like the Blighted Hulk) could charge into characters and get stuck occupying the same cell
  • Fixed a bug where a character that was Rooted while in Bleedout could not be revived by picking them up
  • Adjacent enemies that are Sleeping, Frozen, or Stunned will no longer prevent units from performing ranged attacks on others
  • Fixed an issue where the combat HUD wouldn't show up if the first character in combat failed their Morale check
  • Fixed an issue where you could get a Stunned icon to persist after combat if you had the Battle Frenzy upgrade with the Pugilist's Battle Instinct ability
  • You can now mouse over temporary allies to view their name and Health bar
  • Fixed an issue where the Balladeer's Lullaby sometimes wasn't working depending on which target you selected
  • Fixed a bug where the Balladeer's Basic Attack wasn't doing anything to destructible objects

[h2]Notes[/h2]
  • While you can play an existing save, it is highly recommended to start a new campaign for the best overall experience (and to reduce the potential for bugs)
  • Due to changes, we've reset all Company Upgrades and you will need to reapply them if loading an existing save


----

Since our Expeditions update last month, we've been pouring long hours into development, fitting in a few extra goodies that we didn't initially plan on. We hope you'll enjoy all the new content and changes we've been working on, and we're looking forward to adding even more throughout November and beyond!

If you've enjoyed the game, we'd really appreciate you leaving a Steam review and sharing your impressions and feedback. It helps a lot with visibility, and we could use as much as possible for tomorrow! The Iron Oath is a passion project 7 years in the making for the two of us, and we hope to be able to continue on it for many more. So spread the world, tell your friends - it would mean a lot to us! :)

Thank you, and we'll see you back here tomorrow at 8am PDT!

https://store.steampowered.com/app/699330/The_Iron_Oath/

Early Access Development Summary

Hello mercenaries! Ahead of next week's 1.0 launch on November 2, we wanted to give new and returning players a look at everything that has been added to The Iron Oath during our Early Access period.

We've made a lot of changes during Early Access - some that were planned in advance, and some that came about as a result of player feedback. We're thankful to each one of you that has joined us on the journey, and shared their experiences to help us improve the game! Here's a look back at the last year and a half:



And the more substantial changes from each update:

[h3]Fire and Ice Update (Full patch notes here)[/h3]
  • Icebinder Class: The Icebinder class specializes in crowd control, with a wide range of abilities that allow him to summon ice pillars, freeze enemies, and support his allies through various means.
  • Gear Enchantments: Over 80 enchantments that can be looted in dungeons and applied to equipment, granting stats and unique effects.
  • Scourge Crisis: A special crisis event that occurs in the wake of the dragon's attack, including new quests, events and consequences for the player as they try to save a city from destruction.

[h3]Friends and Foes Update (Full patch notes here)[/h3]
  • Leveling and attributes overhaul: A complete rework of character attributes and a new way to level up, which lets players more freely customize their characters any way they want
  • Full ability upgrade trees: Introduced over 250 new upgrades to round out the rest of the ability upgrade trees for each class
  • Combat rebalance: We increased party size to 5(from 4) and rebalanced abilities, enemies, status effects, and gear
  • New enemies: Introduced over 30 new enemy variants into the game
  • Enemy traits: Added over 50 traits that are applied to enemy Elites and Bosses, adding to combat variety
  • UI Overhaul: We redesigned nearly every UI screen in the game to be more aesthetically pleasing and user friendly
  • Codex: We added a Codex screen which lists details on all the enemies you've encountered. You can view an enemy's codex page during combat by right clicking them or their portrait

[h3]Tales by the Fire Update (Full patch notes here)[/h3]
  • Balladeer Class: The Balladeer fills the role of a pure support class. With many tunes strummed from their trusty lute, they have the ability to heal, cleanse, buff their allies, and debuff enemies.
  • Dungeon Exploration Overhaul: A rework to how dungeon exploration is handled, giving more opportunities for risk vs reward. Dungeon Modifiers and Camping Incense were also rebalanced.
  • New Dungeon Events and Event Types: We added many new dungeon events to interact with, resulting in a variety of outcomes that are both beneficial and harmful

[h3]Expeditions Update (Full patch notes here)[/h3]
  • Named gear: Tougher bosses have a higher chance to drop Named gear. Named gear has increased stats and comes pre-loaded with randomized enchantments
  • New quests and overworld events: Added 6 brand new quests and a handful of new overworld events

With 3 major updates, 2 large updates, and countless patches, the two of us are happy with what we've achieved so far. But development of course won't stop with 1.0 - we have many more ideas, with more stories to tell for the next year and hopefully beyond!

[h2]Information about the 1.0 build[/h2]

A reminder that the price of the game is increasing to $25 on launch day. So now is the best time to grab it!

If you're a returning player, your old saves will be compatible with the 1.0 build. However, with all the changes to the game, we highly recommend starting fresh for the best overall experience (especially if your save is from an early EA build). Due to the number of variables at play, we can't guarantee there won't be some oddities or small problems that occur with older saves.

When Early Access began, we had around 15 hours of unique content, with the first part of the main campaign being completable in around 10-12. For 1.0, we expect the average run of the main campaign will take most players 25-30 hours, with the whole game having around 40 hours of unique content (plus more new quests later in November!).

Stay tuned next week for the full 1.0 change log which we will be sharing on Wednesday before our Thursday launch! Until then, we hope you have a great weekend!

-Curious Panda Games