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The Iron Oath News

Autumn Sale & Update Preview

Hey everyone! It's been a bit since our last update, so we wanted to give you a preview of what's coming to The Iron Oath in our next major update titled Friends and Foes. We can't give an exact date just yet, but you can expect to see it soon as we're just entering the polish and testing phase. We're also happy to announce that The Iron Oath is currently 10% off during the Steam Autumn Sale from November 22 - 29! Now let's dive in to the upcoming changes:

[h2]New Ability Upgrades[/h2]

With the Friends and Foes update, all ability upgrades will be unlocked, giving you full freedom to customize each of your characters with their most powerful upgrades. We've also gone through each ability, making changes to their base functions and/or tweaking their upgrade trees (more unique effects, fewer +Charge upgrades).

[h2]Attributes and Leveling Overhaul[/h2]

We've reworked our attribute system, scrapping the concept of 'Primary Attributes' such as Physique and Finesse. The attributes available are now: Health, Morale, Power, Mending, Defense, Evasion, Accuracy, Critical Chance, Speed, Movement.

Most of these you'll be familiar with. The biggest change here is that we've split up Power into two attributes. Power will now determine your damage output, while Mending determines your healing (and shielding) output. With both damage and healing previously being handled by one stat, it meant your characters could excel in both areas without compromise, which from a balance perspective wasn't ideal!

Leveling up has also been redone. There wasn't a whole lot of room for progression with the previous system, and the points you did earn didn't move the needle much on any one stat (aside from maybe Health!). Going forward, you'll be granted a handful of points (varying by level) to spend toward ranking up an attribute. By default it costs 6 points to rank up and increase a stat, but characters can also excel in some stats (determined upon their creation), making it only cost 5 points to rank it up. Overall, ranking up an attribute will have a much larger impact on your character then it currently does, and the relative strength of a high level character will be much more noticeable compared to a fresh recruit.



We've also changed up the leveling table, getting rid of the soft cap at level 10 where you stopped gaining attribute points. The soft cap is now 20, with the hard cap being 40. After level 20, you will still earn attribute points, just not as much as the previous levels. The XP requirements for levels have also been adjusted with these changes in mind.

The way attributes are assigned to a character upon their creation has been reworked. Each attribute now has a min and max value it can be assigned, depending on the class. For example, a Pyrolancer's starting Health can vary between 375-450, while a Huntress' defaults between 275-350. With this change, along with characters excelling in certain stats, we're hoping each character will feel more unique, opening up more build possibilities for you to explore.

Finally, we've removed the stat modifiers that were tied to a character's age. While we liked the idea of your characters having a "peak", in practice it was a little confusing and it also worked against the feeling of progression once they got to an older age.

[h2]Enemy Diversity[/h2]

Enemy diversity is something we've wanted to improve, and we've done a few things to help with it. Firstly, we've added 30 new enemy variants to the game, pushing the total enemy count to around 80. Most existing enemies have also had some of their abilities and passives modified or reworked, and enemies across the board have had their stats rebalanced to make them less uniform and present different challenges for you to plan around.

In addition, we've also added over 50 traits that can be assigned to enemy Elites and Bosses, adding another tactical wrinkle for you to keep in mind when encountering these foes.

-a few of the new Outlaw variants: Maurader, Deadeye, and Trapper

[h2]Combat Mechanics[/h2]

Our goal with this update is to introduce more variety to combat. Not only in just the enemies you face, but also in terms of how you approach each fight. Dealing damage is obviously important, but we don't want every fight to just be a DPS race where any turn spent not doing damage just puts you further behind. Conditions and debuffs will play a much bigger role going forward as their effects and durations have been increased (for the most part). Choosing who to bring along and what abilities to equip will be a more important factor in your success!

One of the biggest changes we're making to combat is increasing the default party size from 4 to 5. This has been frequently requested and should allow for a bit more creativity in selecting your party's composition based on what enemy you're fighting. In the future, we do plan to have some unique fights where you can field a much larger party, but for now the limit will be 5.

Deployment zones is another aspect of combat that has been changed. Currently every fight starts out as a clump on the left, vs a clump on the right. While this is fine sometimes, it can also get a bit repetitive. Enemies will now spawn in many different configurations, and not always lumped together. Having to occasionally deal with a quick flanking enemy or two while their main force starts further back should add some much needed variation to the way you approach the start of combat. Your party's deployment area will also be different in every fight. Currently there is a bit too much freedom in where you can choose to spawn, and you can basically do the same thing every time (such as spawning everyone far away from the enemy and making them waste a turn by coming toward you). Going forward, you'll have some tougher decisions to make during the deployment phase, and you'll have to make the best of the positions offered to you!

There are a handful of other combat mechanics that we've tweaked or introduced. Here's a quick rundown on some of these changes:

  • Line of Sight tweaks: There were a few scenarios where enemies could shoot through their units and hit your own without penalty. These instances felt a little cheap, so we've made some adjustments to how we handle shooting through other units. Additionally, units that are Guarding now count as a full LoS blocker, so your tank can now protect characters behind them from being targeted by ranged enemies.
  • Terrain Overrides: There were times where multiple terrain effects could occupy the same cell, making it cluttered and confusing to decipher. Terrain being applied in a cell (such as Wet Terrain from Rainfall) will now clear and override any existing temporary terrain (such as Corruption Terrain)
  • New Conditions: We've introduced two new common conditions to help you tackle certain foes. The first being 'Sunder Armor' which permanently reduces a target's Defense for the rest of the fight, and the second being 'Grievous Wounds' which prevents a target from being Healed, Shielded, or Buffed for the duration.
  • Ranged Unit Nerf: Ranged units currently have it too easy, and getting on top of them with a melee character has no effect on them. Going forward, ranged units will suffer an Attack of Opportunity from adjacent enemies if they try to attack any other units. Additionally, ranged units will deal 50% less damage to adjacent enemies (think of it as them doing a rushed attack). It will be important to keep your ranged characters at an optimal distance and protect them from getting run up on by melee foes!


[h2]UI Improvements[/h2]

Finally, we've made some major changes to our UI and have overhauled many screens to be more user friendly (and just better looking!) - you won't have to navigate through clunky submenus and tabs anymore! The roster screen now contains all information on a single screen, and other screens (such as Company Upgrades and Reputation) have been given their own windows as well that can be accessed by the menu in the bottom left of the UI.

-a bit more polish to do on this screen, but it's mostly done!

We've also added a Codex/Bestiary that can be accessed at any time to view information on an any single enemy. If you ever forget what their abilities or passives do, you can easily bring the window up (so long as it's an enemy you've previously encountered!).

-a mock of what the codex will look like

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We hope you're as excited about all these changes as we are, and we're looking forward to hearing your feedback once you get your hands on the update!

-Curious Panda Games

Patch Notes (0.5.208) & TactiCon Sale!

Hello mercenaries!

Earlier today we pushed out a new patch on the main branch. Big thanks to everyone who helped playtest the changes on the test branch!

Patch Notes for 0.5.208

[h2]New Additions[/h2]
  • Added an option to disable panning the camera to environmental combat hazards
  • Environmental hazards (such as falling rocks, and others to be added) now show in the turn order
  • Incoming enemy reinforcements are now shown in the turn order
  • Added an option to disable zooming effects (such as critical hits and events in dungeons)
  • Added colored hexes to display the movement and maximum attack range of units, visible by mousing over their portraits, or by holding tab over their sprite

[h2]Changes[/h2]
  • Replaced the Silence condition with Weaken, which halves the target's Power stat for the duration. We felt that playing around Silence wasn't very enjoyable, and often left you no choice but to sit there and use basic attack. This change gives you more strategic options while still penalizing your damage output.
  • With Silence removed, the Nullbeast's Deadzone terrain now applies Weaken to any allied or enemy occupants (excluding the Nullbeast)
  • Characters cannot be critically hit when Guarding
  • Characters cannot perform a critical hit when Staggered
  • Characters cannot perform an Attack of Opportunity when Staggered
  • Damage from the Bleed and Burn conditions now inflict true damage (ignoring Defense)
  • Movement abilities are now disabled when Rooted
  • Antidotes now also provide a temporary immunity to negative conditions, lasting for 3 rounds
  • Abilities that cleanse negative conditions now also provide a temporary immunity (length varies on the ability)
  • Increased the damage from being pushed into terrain obstacles. In an upcoming patch the amount of damage dealt will vary depending on the object (e.g. more when pushed into spikes)
  • Changed the look of the deployment zone hexes so they are more noticeable
  • Re-enabled the falling rock hazard in certain environments. Previously these had a rare chance to cause a soft lock if 2 were spawned on the same tile. This should hopefully be resolved now.

[h2]Fixes[/h2]
  • Fixed an issue where the Risen Arbalist would target an environmental object incorrectly which could lead to a softlock
  • Crescent Wave's Sunder Armor upgrade previously had the effect showing as a buff to the target, but has now been corrected to display as a debuff
  • Fixed a visual bug where a destroyed city would not appear destroyed after saving and loading

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We're thrilled to announce our participation in TactiCon here on Steam, featuring a ton of great tactics and strategy games. To celebrate, the game is now 10% off from now until Monday.

As part of the event, we're excited to be doing a developer interview on Twitch with Kormakr that starts tomorrow at 12pm ET. We hope to see you there!

-Curious Panda Games

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

Public Test Branch (0.5.208a)

Hey everyone!

We have just pushed a patch to the Public Test Branch that introduces many changes to combat. Originally, we were planning to release all of this together with our next major update, but decided it would be best to introduce some of the changes sooner.

To opt in: Go to your Steam Library, right click The Iron Oath and select Properties. From there, go to the Betas tab and select "Public test branch" from the drop down menu.

You can use your current save on the test branch, but you will need to first copy over the file. Navigate to: "C:\Users\Your Name\AppData\LocalLow\Curious Panda Games\The Iron Oath", and copy your save file from the "saves" folder into the "testBranch_saves" folder.

Before diving into the notes, we'd really appreciate you taking a moment to leave us a Steam review if you haven't yet. The feedback is important, and it also helps with our visibility on Steam!

Patch Notes for 0.5.208a (Public Test Branch)


[h2]New Additions[/h2]
  • Environmental hazards (such as falling rocks, and others to be added) now show in the turn order
  • Incoming enemy reinforcements are now shown in the turn order
  • Added an option to disable zooming effects (such as critical hits and events in dungeons)
  • Added colored hexes to display the movement and maximum attack range of units, visible by mousing over their portraits, or by holding tab over their sprite

[h2]Changes[/h2]
  • Replaced the Silence condition with Weaken, which halves the target's Power stat for the duration. We felt that playing around Silence wasn't very enjoyable, and often left you no choice but to sit there and use basic attack. This change gives you more strategic options while still penalizing your damage output.
  • With Silence removed, the Nullbeast's Deadzone terrain now applies Weaken to any allied or enemy occupants (excluding the Nullbeast)
  • Characters cannot be critically hit when Guarding
  • Characters cannot perform a critical hit when Staggered
  • Characters cannot perform an Attack of Opportunity when Staggered
  • Damage from the Bleed and Burn conditions now inflict true damage (ignoring Defense)
  • Movement abilities are now disabled when Rooted
  • Antidotes now also provide a temporary immunity to negative conditions, lasting for 3 rounds
  • Abilities that cleanse negative conditions now also provide a temporary immunity (length varies on the ability)
  • Increased the damage from being pushed into terrain obstacles. In an upcoming patch the amount of damage dealt will vary depending on the object (e.g. more when pushed into spikes)
  • Changed the look of the deployment zone hexes so they are more noticeable
  • Re-enabled the falling rock hazard in certain environments. Previously these had a rare chance to cause a soft lock if 2 were spawned on the same tile. This should hopefully be resolved now.

[h2]Fixes[/h2]
  • Fixed an issue where the Risen Arbalist would target an environmental object incorrectly which could lead to a softlock
  • Crescent Wave's Sunder Armor upgrade previously had the effect showing as a buff to the target, but has now been corrected to display as a debuff
  • Fixed a visual bug where a destroyed city would not appear destroyed after saving and loading

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We plan to push this patch to the live branch within the next week or two, depending on how stable it is. In the meantime, we'd appreciate the extra help in testing!

We also wanted to give an update on the timeline for the 'Friends and Foes' update. We don't yet have a specific date, but we're currently expecting it to be finished in early Fall. As a refresher, that update is focused on the following aspects:

  • Overhauling the Attributes and Leveling system
  • Tweaking a few underpowered abilities
  • Rebalancing and adding the remaining ability upgrades for every class
  • Rebalancing and adding new enemy variants
  • Improving combat as a whole

Still lots to do on our end, but we're excited with how it's shaping up! Enjoy the rest of your weekend!

-Curious Panda Games

Patch Notes 0.5.207

Hey everyone, we hope you're enjoying the Fire and Ice update! We've just pushed a small patch to fix a few bugs. Thanks for sending in your reports!

Patch Notes for 0.5.207

[h2]Fixes[/h2]
  • Fixed a potential soft lock in combat if a Void Breach had no open hexes to spawn reinforcements to
  • Fixed a rare issue where you could end up with no quests available during the prologue and get stuck inside the city of Andilon
  • Fixed a soft lock that could occur when a character delayed their turn and then had certain debuffs applied to them (most noticeably occurred with Taunt)


-Curious Panda Games

Fire and Ice is now live: New Class, Enchantments, and Scourge Events

Hello mercenaries!

Our first major update, Fire and Ice, is now available! This update features a new player class (the Icebinder), a gear enchantment system, and a Scourge crisis mechanic that adds new quests and special events to the game. We're excited for you all to get your hands on the new class, and we hope you enjoy what we've been working on!

Fire and Ice (0.5.206)


[h2]New additions[/h2]
  • Icebinder Class: The Icebinder can now be recruited! Specializing in crowd control, the Icebinder has a wide range of abilities that allow him to summon ice pillars, freeze enemies, and support his allies. Given his affinity for the cold, he has a higher chance of showing up at inns in the Northern Hold.



  • Scourge Crisis Event: We've added a new crisis event that occurs in the wake of the dragon's attack, introducing consequences and opportunities for the player.



    The dragon's arrival tears the fabric between the mortal realm and the Void, opening up Void Breaches all over the targeted county. Pouring from the breaches, a horde of demons gather to march on the local city, placing it and its citizens in jeopardy. Will you help in their time of need? Or will you leave them to their fate?

  • New Quests and Overworld Encounters: In relation to the above event, we've added new quests and overworld encounters that can only occur during the Scourge.
  • Closing Void Breaches: Void Breaches are now physically present on the combat field, supplying enemy reinforcements until they are closed. In order to close a breach, players must move next to it and interact with it (by left clicking).
  • Prologue Changes: With the aforementioned changes, the final fight of the 'Void Breach' quest has been altered. We've also made a few changes to the order of quests during the prologue to provide a better new player experience (with some more changes coming in the future).
  • Enchantments: You can now obtain magical scrolls to enchant your gear with various stats and effects. There are currently 80 enchantments in total, divided across five rarities. The scrolls are consumed on use and the effects are permanently applied to gear, unless overwritten by another enchant. For now, they are mainly obtained by defeating bosses. In the 'Tales by the Fire' update later this year, there will be more varied ways to acquire them.
  • Fleeing: If you find yourself in a dire situation, you can now flee from combat (so long as the mission or event allows). If you flee from combat within a dungeon, the dungeon will be aborted and you'll return to the overworld.

[h2]Changes[/h2]
  • Applying the Slow debuff on a target will also delay their upcoming turn until the end of the current round (if they have not yet acted)
  • Enemies can now attack destructible terrain when necessary

[h2]Fixes[/h2]
  • Fixed an issue where the Icebinder was rarely showing up at inns to be recruited
  • Using 'Wait' will no longer incorrectly reduce a buff's duration by 1 - this was especially noticeable when using the Pugilist's Battle Instinct ability
  • Possible fix to sometimes getting quests located in Dragate (this fix won't apply to existing saves)
  • Fixed a bug that allowed Houses in Dragate to go to war (this fix won't apply to existing saves)
  • Clicking the X on portraits in the party select screen now removes them from the party properly (the hitbox was previously misaligned)
  • Clicking a Void Breach too fast in combat would cause it to close immediately, leading to some potential visual bugs
  • Fixed a soft lock that would occur in certain situations when closing a Void Breach
  • Fixed an issue where a softlock could sometimes occur at the end of combat
  • Fixed an issue where a character's Health value was sometimes incorrect when viewed in the overworld
  • Fixed various issues where attacking destructible obstacles could lead to soft locks
  • Fixed a bug where certain gear stats were showing as being better than what was currently equipped (when they were not)
  • Fixed an issue where the Market would sometimes be empty in Andilon during the prologue
  • Fixed an issue where normal quests were still appearing in the city attacked by the Dragon (it will now only spawn quests related to the event)
  • Much more!

[h2]Notes[/h2]
  • With the changes to the Scourge, it's possible that you may encounter an issue if your current save has an active Scourge. You may notice some oddities, but it should resolve itself.

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Big thanks to everyone who helped us bugtest on the Public Test Branch this past week! This update made a lot of changes to the game, so there's undoubtedly some bugs yet undiscovered. If you see any, please report them from the escape menu in game and we'll do our best to get it fixed right away.

What's next?




Aside from bugfixes, we'll now be turning our full attention to our next major update: Friends and Foes. This update will feature a significant rework to the way leveling and attributes work, as we understand that the current system is a bit limited in terms of player choice and creativity. We'll also be implementing the remainder of the ability upgrade trees, making balance changes to existing upgrades, and tweaking a few base abilities to be more useful.

On the combat side of things, we have a number of mechanical changes in store to improve the feel and tactical depth of combat. From your feedback, we know that combat can sometimes be repetitive due to the limited enemy pool. To address this, we'll be adding a number of new enemy variants and readjusting their stats to make them more distinct from one another, providing more varied challenges for the player to adapt to and overcome.

We're really excited for these changes, and we hope you are too! We've both been itching to work on them for a few months. As of now, we don't have an official estimate on when you can expect the update, but we'll let you know when we have a better idea. We're still hoping to get it out before Summer ends, but with that date creeping up, early Fall may be more realistic.

Thanks for reading, and for your continued support and feedback! If you haven't yet, we'd really appreciate you leaving a review on Steam, and we also welcome you to join our Discord community!

-Curious Panda Games