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Update Preview and Summer Sale!

Hey everyone! The Summer Sale begins today and The Iron Oath will be 10% off for the next 2 weeks!

With the month now coming to a close, we also wanted to update you on the status of our next major update, Tales by the Fire. We had been planning to get this one out at the end of June, and while it's close to being done, we do need a bit more time to get it ready (likely about 2~ weeks). In the meantime, we're here to share three major highlights that are coming with this update: a new class, changes to dungeon mechanics, and the job system.

[h2]New Class: Balladeer[/h2]
Our newest and 8th class is the Balladeer. They fill the role of a pure support class, with the ability to heal, cleanse, buff their allies, and debuff enemies. His passive ability, Upbeat, restores 5 Morale to all adjacent allies whenever he acts for the round.

[h3]Soul Crush (Basic Attack)[/h3]
Mock a target within 3 cells, damaging them with a 50% chance to remove a random buff.


[h3]Battle Chords (Destruction)[/h3]
An aura that grants adjacent allies +15% Power for 2 Rounds.


[h3]Battle Chords (Preservation)[/h3]
An aura that grants adjacent allies +15 Defense for 2 Rounds.


[h3]Anthem of Warding[/h3]
Target self or a single ally, cleansing conditions and granting immunity to all conditions for 3 rounds.


[h3]Smashing Tune[/h3]
Crush an adjacent target with their lute, damaging and Stunning them for 2 Rounds.


[h3]Renewing Melody[/h3]
Target self or a single ally and channel for 6 turns, instantly healing the target and healing again when the channel completes.


[h3]Serenade[/h3]
Target a single enemy and channel for 6 Turns, Charming an enemy for 2 Rounds.


[h3]Lullaby[/h3]
Target 2 cells in any direction and channel for 5 turns, putting occupants to Sleep for 2 Rounds.


[h2]Dungeon Exploration[/h2]
We've made changes to the way dungeon exploration works and added a number of new event types to make dungeons a bit more varied and more rewarding. A major change that we've made is to reveal the dungeon's layout straight away and to show the location of your primary objective. You can also now see which tiles have events on them (though their identity is not revealed until you scout or visit the tile).

We felt the previous iteration of dungeon exploration wasn't very engaging and lacked a proper balance of risk vs reward. Dungeons are now laid out in such a way where there is a linear 'Critical Path' that leads to your objective, which can be completed quickly without incurring any new Dungeon Modifiers (usually!). Other than enemies and quest events, this path carries little in the way of extra risk, but contains few rewards. The paths that branch off the critical path are riskier to explore, but also have the most rewarding events to discover such as loot, knowledge, runes, and other custom 'Unknown' events that can have a variety of outcomes.

We feel these changes will offer players more choices on how to approach a dungeon. If their first fight doesn't go to plan, they can play it safe and stick to the critical path to complete their objective and get out before things get too dicey (missing out on extra rewards). But if the player's party is doing well or they get some luck from a shrine or loot event, they may find themselves in a position to risk exploring more of the dungeon and get rewarded for doing so.



[h2]Dungeon Modifiers[/h2]
We've renamed Time Modifiers to Dungeon Modifiers, and made changes to them and the way they are applied. Every dungeon now has a positive modifier and a negative modifier which are active from the start. They are visible from the party select screen so you'll want to plan around them with your party composition. Additional negative Dungeon Modifiers will be applied less frequently inside of a dungeon (via the passage of time), but their effects are more meaningful and many trivial modifiers (such as losing a random provision) have been removed.



[h2]New Dungeon Events[/h2]
  • Runes: Runes are ancient magical inscriptions that grant a variety of things to a character of your choice. If you have a Scholar with you, they can identify the effect that the rune will have, otherwise the effect will be unknown until it's applied.
  • Shrine: There are 18 different shrines to interact with, allowing you to sacrifice something (Health, Coin, or a new provision called an Idol) to receive a blessing from the Gods in return. If you have a Theologian in your group, they will be able to identify which God the shrine is dedicated to, and what effect you can expect to receive prior to making a sacrifice. If your sacrifice is accepted, you can choose 1 of 3 effects to receive (1 from the shrine in question, and 2 random ones)
  • Knowledge: These events grant XP to your party. They come in the form of journals, maps that lead to legendary items, and tomes that unlock character Jobs.
  • Map Fragment: Reveals the identity of 2 random unexplored events in the dungeon
  • Fortified Room: A tile marked as fortified will allow you to set up camp without the possibility of being attacked by enemies.
  • Void Breach: You'll sometimes come across a Void Breach, especially when they've been reported in the county. You can enter combat and try to close the breach, or leave it be and find another route.
  • Tracks: Enemy tracks have a chance to spawn within 3 tiles of a combat event. Trackers are able to interact with them to reveal the exact location of the enemy.
  • Unknown: Other custom events that are more unique are classified as Unknown events. You won't know what lies in store for you until you interact with them.


[h2]Job System[/h2]

To further customize your characters and give them a secondary role in the company, we've added a job system with 9 jobs that can be unlocked and assigned. Jobs grant a variety of bonuses that assist with dungeon exploration, and add another factor to consider when selecting your party. Jobs are unlocked by finding tomes in dungeons, and can be assigned to characters at the cost of 1 Renown point. Each job boosts 1 character stat and comes with 2 other effects.



While these are the main features of the update, there is still some other cool stuff coming which we'll be sharing in the patch notes when the update goes live!

[h2]New Team Member[/h2]

Lastly, we're happy to announce that we've brought a new member onto the team, Scott Hamm, who has been writing new content for the game over the last few months. Scott has written for many titles including Fell Seal, Colony Ship, and Sovereign Syndicate. He's also been following The Iron Oath since 2016, and we've been communicating off and on since 2017, so it's great that we can finally work together. We're very happy with what he's come up with so far and we're looking forward to implementing a ton of quests and events of his in the coming months!

-Curious Panda Games


Patch Notes 0.6.015

Hey all, just pushed a small patch to address a few bugs.

Patch Notes 0.6.015
  • Fixed an issue where battles containing NPC allies could have some visual issues with the combat grid
  • Fixed a problem where using 'Undo Movement' wouldn't work properly in some situations
  • Fixed an issue where the repair button would be visible on items before highlighting them
  • Fixed an issue where the new highlight glow when targeting an ally with an ability was misaligned to the portrait. We've also increased the visibility of the highlights
  • Fixed an issue with Crippling Force and the Angle of Attack upgrade sometimes not working (had to do with whether or not you clicked the ability or used the hotkey)
  • Fixed a softlock that would sometimes occur due to the Pugilist's Battle Instinct ability


-Curious Panda Games

Patch Notes 0.6.013

Hey all, we've just pushed a patch to fix up some remaining bugs, mostly centered around abilities. Barring any other issues that come up this week, this will likely be the last patch until our 'Tales by the Fire' update coming in June. We're excited to get to work on that and give dungeon crawling some much needed attention :)

Patch Notes 0.6.013


[h2]Additions and Changes[/h2]

- (Stormcaller) Changed Arc Lightning's Stasis Field upgrade to apply Sleep on targets (previously Rooted and Slowed)
- (Stormcaller) Wind Surge's Headwind upgrade now removes buffs from enemies adjacent to the target ally and Slows them for 1 Round (previously it inflicted a whole array of stat debuffs on a selected enemy, but we felt it didn't synergize well enough with the ability's base function)
- The Stormcaller can now target himself with Rainfall
- The Icebinder can now target himself with Arctic Armor
- Guardian's Radiance passive now requires 5 stacks to proc (up from 4) and now cleanses her own conditions too
- Due to the above change, Judgment's Vengeance upgrade now increases damage by 15% per stack of Radiance, down from 25%
- Reworked the Icebinder's Frost Burst ability and upgrades. We felt it was too niche, complicated, and required too much set up. By default it now targets a single Frozen enemy, removing the condition and dealing damage to them. We've also increased the damage multiplier of it to compensate for the changes.
- You can now control the push direction of the Pyrolancer's Return To Cinder ability (same functionality as deploying Ice wall)
- Added new portrait highlights when targeting enemies and allies in combat so it's easier to see who you're targeting
- Removed the progress pips for the Morale, Defense, and Movement stats since they cannot be ranked up

[h2]Fixes[/h2]
- Fixed an issue where many heal abilities (Dawn, Rainfall, Healing Trance) were healing too much (the target's Mending stat was incorrectly increasing the heal value as well)
- Fixed an issue where some push abilities weren't breaking the boards over holes in the Crypt tileset
- Fixed an issue where the collision warning icon would show incorrectly sometimes when selecting an ability with a knockback
- (Pyrolancer) Blazing Lance's Heated Exchange II upgrade now correctly taunts for 2 Rounds
- (Pyrolancer) Pyromania's Flame Fiend now correctly gives Resistance to Fire and Frost damage
- (Pyrolancer) Fixed a bug around Return to Cinder's Exploit upgrade (it was active by default)
- (Pyrolancer) You can now select an ally as the main target of Heatwave
- (Huntress) True Sight now correctly increases the range of Overwatch (+1 by default)
- (Huntress) Overwatch's Lockdown upgrade now correctly stops an enemy in the cell she attacks them in
- (Valkyrie) The Vismyr's Wrath upgrade for Take Flight now properly applies a Damage Shield to the Valkyrie based on the number of targets hit
- (Stormcaller) Fixed a bug with Cyclone's Storm Shield upgrade where the last enemy hit was also gaining a Damage Shield
- (Stormcaller) Fixed the Hurricane upgrade for Cyclone - it now properly applies Wet Terrain along the path and on the new positions of pushed targets
- (Stormcaller) Condition Immunity from Rainfall's Cleansing Waters upgrade now works
- (Stormcaller) Fixed a bug where Wind Surge was incorrectly granting condition immunity for 3 rounds
- (Stormcaller) Wind Surge's Swiftness upgrade now works (+50% Basic Attack damage on target ally)
- (Stormcaller) Fixed an issue with Arc Lightning's Storm Pulse upgrade where it would do too much damage to certain targets
- (Stormcaller) Conduit's Overload upgrade now works (+50% damage on the final charge)
- (Stormcaller) The Storm Shroud upgrade for Conduit now applies Static Charge to adjacent attackers
- (Stormcaller) Fixed a bug where Conduit's Path of the Storm upgrade wasn't doing enough damage to targets
- (Guardian) Dawn's Warrior of Light upgrade now works (+15 Morale and Dark Resistance)
- (Guardian) Can no longer target herself or another unit twice with the multi-target upgrade for Dawn. They must be separate targets (and the second is healed for 50%)
- (Guardian) Fixed the duration of Safeguard (damage shield now lasts 3 rounds by default)
- (Guardian) Fixed an issue where Holy Barrage wasn't generating a Radiance stack
- (Guardian) Fixed an issue with Judgment's Vengeance upgrade where the stacks weren't being properly consumed and her cleanse passive could still trigger
- (Icebinder) The Immunize upgrade for Arctic Armor now properly gives condition immunity for the duration
- (Icebinder) Fixed a bug for Frozen Tomb's Frozen Assets upgrade where buffs wouldn't expire after the Freeze wore off
- (Pugilist) Fixed a bug with Crippling Force's Angle of Attack upgrade not pushing targets correctly. We've also added better instructions when using it
- (Pugilist) Fixed a bug where the Hive Mind upgrade for Healing Trance was only applying condition immunity to the Pugilist (now correctly applies to adjacent allies too)
- (Pugilist) Battle Instinct's Resilience upgrade now properly reapplies the Pugilist's Mind Over Matter passive
- (Pugilist) Can no longer use Pugilist's Battle Instinct if it is already active
- (Pugilist) Fixed an issue where the Pugilist's Mind Body Soul ability was reducing their Power instead of increasing it when the Clarity upgrade was active

[h2]Notes[/h2]
There is currently a rare softlock that can sometimes occur at the start of combat. We're trying to narrow down the cause of this but haven't been able to pinpoint the primary issue just yet. If it does happen to you, make sure to report it in game and then reload to your previous auto save.

-Curious Panda Games

Patch Notes 0.6.011

Hey everyone, we've just put out a patch with a few new additions, changes, and fixes. Thank you for submitting bug reports!

Patch Notes 0.6.011 & 0.6.012


[h2]Additions and Changes[/h2]
  • New UI skins for the following screens: New Campaign, Settings, Reputation, Company History, Quest Journal, Company Upgrades, Ability Upgrades, Character Customization
  • Damage Shield values now show on character portraits (including on enemies)
  • Added a repair button so you can click to repair when hovering over an item in Storage screen, Roster screen, and Marketplace
  • Updated lots of text in the game to use a larger font
  • Updated the tooltip for Guard to mention that guarding units fully block line of sight for enemies
  • Right clicking on the portrait of an enemy in the turn order will now open their codex entry
  • Updated the look of the character stat tooltips seen when hovering an ally or enemy portrait (larger font, and all icons now fit on the same line)
  • The top bar of the HUD is now visible when viewing various screens in the overworld
  • Added a warning in red text when attempting to target an ally that has Grievous Wounds (meaning they can't be healed, shielded, or buffed)
  • Bandages now remove Grievous Wounds in addition to Bleed (if you're currently in a dungeon, existing Bandages won't have this new effect until next time)
  • When a character enters Bleedout, any applications of Grievous Wounds will be removed, making it possible to pick them back up
  • Other various UI updates

[h2]Fixes[/h2]
  • Fixed a bug where enchantments would sometimes be applied to other pieces of the same gear
  • Character dialogue in dungeons will now show next to the portrait and not over top of it
  • Cities destroyed by the Scourge now take much longer to be rebuilt
  • Potential fix for a softlock dealing with the Dire Hoarwulf's Frostcall ability
  • After spending all level up points available, the 'Level Up' icon on the portrait will now correctly disappear
  • Customizing characters will now be immediately reflected in the roster management screens
  • Fixed a bug causing a softlock if a character had the "Scroll of Retribution" enchantment (to reflect damage) but took damage from sources other than an enemy
  • Can no longer manipulate the same item multiple times if you have both the Storage and Manage Roster screens open
  • Fixed a bug where opening and closing the Journal in dungeons would prevent you from moving the camera
  • Fixed an issue when playing on Adventurer difficulty that caused 1 Skull enemy encounters to have the same number of enemies as the Battle-Hardened difficulty
  • Fixed an issue that made the recruit stats window in the Inn not show up
  • Fixed an issue that showed scrollbars in a few places that shouldn't have them
  • Fixed a UI issue that had a scrollbar overlapping some text in the Company History screen


-Curious Panda Games

Patch Notes 0.6.009

Hey everyone, we've put out a small patch this morning to address a few things. Thanks for the reports, and we hope you're enjoying the update!

Edit: We had to temporarily revert this patch due to an issue with the tutorial not working (sorry about that!). But it's now fixed in version 0.6.010 and all the following changes are live.

Patch Notes 0.6.009

[h2]Changes[/h2]
  • Changed Fear to take effect on the target's turn instead of immediately. Characters can resist and dispel the Fear on their turn if they pass a Morale check. If failed, they will run away.

[h2]Fixes[/h2]
  • Starting on a cell in combat that gives buffs/debuffs (such as Tall Grass) will now always apply them properly at the start of combat
  • Fixed an issue where the Path of Vengeance quest to confront Daemond could spawn on the other side of the map
  • Fixed a potential softlock when a character is pushed to the side while standing near the edge of the map
  • Fixed a very rare softlock when removing certain debuffs at the start of a character's turn
  • Updated the algorithm for selecting units to fill out an encounter, fixing an issue where sometimes it would fail to fill out the encounter properly (resulting in only a few enemies appearing)
  • Lowered the number of enemies on Warlord difficulty
  • Fixed a bug where skipping the tutorial dungeon would set Euric to level 20 (this can't be retroactively fixed so if you ran into this issue you will need to start a new campaign)

-Curious Panda Games