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No Place Like Rome - CRPG Expeditions: Rome Is Out Today!Jan 20, 2022 - Community Announcements{STEAM_CLAN_IMAGE}/7564110/9439233a0cd15bd170b1fb8d5bffa0ac4d8f6f22.jpg No Place Like Rome - CRPG Expeditions: Rome Is Out Today! Vindobona, Noricum / Hafnia, Daniae, Januarii XX, MMXXII: The hero or heroine of Expeditions: Rome is not off to a good start: father murdered, sister married to an enemy and on their way to Asia Minor, to serve in the legion, far away from Rome. Meanwhile, on board your ship, there is another vessel getting closer - of course, pirates! In Expeditions: Rome you will play a young male or female roman soldier, making your way through history. Take command of a small group of praetorians and eventually become the Legatus a Roman legion. You'll gather a group of loyal companions, engage in tactical turn-based combat, learn new skills, loot and craft new equipment for your soldiers, and shape the fate of Rome. Expeditions: Rome offers over 50 hours of cRPG-gameplay and multiple ways to end the story. Try before you buy? Download the Expeditions: Rome demo now on Steam, you can even continue playing from your savegame if you get the full game - the demo and the game are available here: https://store.steampowered.com/app/987840/Expeditions_Rome/ The Launch Trailer on YouTube: https://youtu.be/WJfTCJwF6BM Enjoy and stay tuned!Expeditions: Rome release date announced & preorder startedDec 7, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/7564110/0c6d4af7190b85ae38a2f8ae74510e7474d84bdd.jpg Expeditions: Rome Wasn't Built In A Day, But It's Ready In January 2022 Vindobona, Noricum / Hafnia, Daniae, Decembris VII., MMXXI: The fate of an empire lies in your hands! On January 20th, 2022 you can become the Legatus of a Roman legion and lead your troops through Greece, Egypt, and Gaul. You'll gain power and influence and your word will carry weight in the political affairs of Rome. Your decisions will change the life of your fellow companions, your soldiers, and even the destiny of whole nations. This Classic RPG from the creators of the critically acclaimed Expeditions: Vikings will take you on a 50+ hour campaign across Europe and northern Africa. You´ll have to fight intense turn-based battles, level up your alter ego as well as your companions, manage your legion, explore, loot, and craft – in short, everything, you'd expect from a Classic RPG. Expeditions: Rome is set in an alternative historical setting. Ever heard of Gaius Julius Caesar? He wasn't that important. But you'll meet Cleopatra, Queen of Egypt - if you choose to put her on the throne, that is. And even the famous Roman politician Cicero can become your ally, as well as the ferocious Gallic chieftain Vercingetorix. Expeditions Rome will launch on January 20th, 2022 on PC at an SRP of $ 44.99 | € 44.99 | £ 36.99. It is now available for preorder on Steam: https://store.steampowered.com/app/987840/Expeditions_Rome/ The new trailer on YouTube: https://youtu.be/JRo5VTmlmKQ Enjoy & stay tuned!Blow Your Rome Trumpet: Expeditions: Rome Is Hosting a Music ContestNov 17, 2021 - Community AnnouncementsBlow Your Rome Trumpet: Expeditions: Rome Is Hosting a Music Contest Vindobona, Noricum / Hafnia, Daniae, Novembris XVII., MMXXI: When in Rome, you want it to sound right. Logic Artists has worked together with composer Thomas Farnon, who created music for movies like The Dark Knight Rises, Hacksaw Ridge and Wonder Woman, TV-Shows like The Crown and Sherlock, and games like Assassin's Creed 3 and... Expeditions: Rome. Two orchestras with over 130 musicians and 6 soloists made the compositions come to life - Expeditions: Rome will feature over 75 minutes of music. Check out the teaser for Making the Music of Rome on YouTube: https://youtu.be/IX5FYLNwJyg If you want to learn more about music and audio in Expeditions: Rome, check out Dev Diary #10 - Download the all assets: http://n.thq.com/Hv9K30rFV7x https://youtu.be/SkpGa-jg9EU Music Cover Contest From November 17th, 2021 at 10 AM EST until December 10th, 2021 4 pm CET, a music contest will be held. The music sheets and full stems for three tracks of Expeditions: Rome's OST are available for download and THQ Nordic is looking for musicians to come up with their own interpretations of the tracks. Participation and Exclusion Participation is allowed for individuals 18 years of age or older, except for (i) individuals working at THQ Nordic and members of their family, individuals in any way associated with THQ Nordic or the development team “Expeditions: Rome”, their partners and staff are excluded; (ii) residents of countries where participation to such game is not allowed under applicable laws; (iii) residents in countries to which EU or US trade sanctions apply; or (iv) individuals who are not of legal age under the applicable jurisdiction. To such excluded individuals no prize will be awarded. Participation requires either Facebook, Twitter or Discord membership. Each participant may participate only once with respect to one and the same Cover, however a participant may enter several Covers on the social media channels, multiple entries of one and the same Cover on the same or different social media channels will be disregarded. The use of automated entry software or any other electronic means of repeated entry is strictly prohibited. THQ Nordic reserves the right to exclude individuals from participation who try to gain advantages through manipulation or disrespect of these conditions. In such cases, the prize may also be subsequently revoked and a replacement winner will be determined. The contest is free to enter, no purchase is necessary. Participants can enter the contest starting from November 17th, 2021 at 9 PM GMT until December 10th, 2021 4 pm GMT. Any entries received outside this time will not be considered. {STEAM_CLAN_IMAGE}/4698622/8ab01472c42eb13b151fb3f78f266748b865b6f9.jpg How to participate: • Download the stems and/or sheet music for the track you’d like to cover from either of the following: http://expeditionsseries.com/downloads/rome-concert-score.zip https://expeditionsseri...Rome Is Where the Heart Is - Expeditions: Rome!Apr 28, 2021 - Community Announcements{STEAM_CLAN_IMAGE}/7564110/c0e8598d0d311b6598e870758c25163dce3244a2.png Rome Is Where the Heart Is: New Installment of the Expeditions Franchise Announced Vindobona, Noricum / Hafnia, Daniae, Aprilis XXVIII., MMXXI: Friends, Romans, Countrymen, lend me your ears! We've come to praise a new game, called Expeditions: Rome! A classic RPG (Rome Playing Game) it is, full of story and memorable characters. A game where your choices will matter, where your choices will shape the fate of Rome itself. Wishlist the game on Steam: https://store.steampowered.com/app/987840 You are about to become a young Legatus, leading a Roman legion against the forces of a rebelling Greece. This campaign marks the start of your legacy that will take you to all corners of the world, making friends and allies, growing as a warrior and leader, all while uncovering political plots that have far-reaching implications for the future of Rome. Prove yourself in turn-based combat and find the right tactics to overcome any challenge you and your fellowship of elite fighters will face, then direct your legion to exert the might of Rome across the world. Check out the announcement trailer here: https://youtu.be/HicfM3lt5E4 Check out the first gameplay trailer: https://youtu.be/ootyxaRUCXs Expeditions: Rome is developed by Logic Artists, from Copenhagen, Denmark, who were also responsible for the critically acclaimed Expeditions: Conquistador and Expeditions: Viking. But as we all know: all roads lead to Rome. The game is currently in development for PC and scheduled to release later this year. Stay tuned!Daily Deal - Expeditions: Viking, 50% OffApr 2, 2018 - AnnouncementToday's Deal: Save 50% on Expeditions: Viking!* Look for the deals each day on the front page of Steam. Or follow us on twitter or Facebook for instant notifications wherever you are! *Offer ends Wednesday at 10AM Pacific Time Midweek Madness - Expeditions: Viking, 33% OffNov 7, 2017 - AnnouncementSave 33% on Expeditions: Viking during this week's Midweek Madness*! *Offer ends Thursday at 4PM Pacific Time Version 1.0.7: Iron Man Mode, Workshop Integration, New Game SettingsNov 1, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/cbe88a2f8e43e2230a84d8591e82d3668e31a2bc.jpg Hello everyone. Today we have released update 1.0.7.1 for Expeditions: Viking. This version contains some major new things, which is why it has been in open beta for almost a month. The most important new feature is the Iron Man mode, but we also have Steam Workshop integration now, as well as a bunch of quality-of-life improvements. This is going to be the last major update for Expeditions: Viking. We still have a few things we're hoping Unity will get back to us on, so we may release another small patch or two down the line. Same goes if any new major bugs are discovered. The game appears to be in a pretty good shape now though, so we'll be turning our attention towards the next installment. From the bottom of our hearts, thanks so much for sticking with us so far, and for giving the game another chance despite the rocky launch :) Iron Man Mode Now that the game is mostly stable, we've finally added Iron Man mode. If you start a game in this mode, you will be limited to a single savegame and the game will auto-save over it at regular points during play. We haven't quite gone full roguelike: the game will not delete your save if you die. However, Iron Man mode forces you to live with the consequences of your decisions. To activate Iron Man mode, you need to start a new game and check the Iron Man box in the new difficulty confirmation pop-up window. Steam Workshop This version of the game now supports the Steam Workshop. You can use the toolset that we released with 1.0.6 to create new random events, and we've added an uploader for you to submit your events, portrait packs, and fan translations. You can find the toolset in Steam under Library -> Tools -> Expeditions: Viking Editor. Even if you have no interest in unofficial mods, you may be interested to know that we've published three new random events (in English) in the workshop to demonstrate how the system works. There may be more to follow shortly. Camera Options We've added several new settings requested by players since release. The most important one is probably the ability to control the tilt angle of the camera a little bit. It was previously locked to 60 degrees, but now you can adjust it between 45 degrees and 80 degrees by moving the mouse up and down while holding the right mouse button (similar to how vertical movement controls rotation). You can also choose a fixed angle in the options if you prefer that. Furthermore, we've added a drop-down to adjust how automated camera control is during combat. This has three options: full automation, minimal automation, and enemy turn only. The latter will still focus on all actions during enemy turn but mostly leave the camera alone during your turn. Combat Speed and Enemy Equipment Another addition you may appreciate particularly on subsequent playthroughs is the Combat Speed slider. Use this to speed up the game dur...Version 1.0.7: Iron Man Mode, Workshop Integration, New Game SettingsNov 1, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/cbe88a2f8e43e2230a84d8591e82d3668e31a2bc.jpg Hello everyone. Today we have released update 1.0.7.1 for Expeditions: Viking. This version contains some major new things, which is why it has been in open beta for almost a month. The most important new feature is the Iron Man mode, but we also have Steam Workshop integration now, as well as a bunch of quality-of-life improvements. This is going to be the last major update for Expeditions: Viking. We still have a few things we're hoping Unity will get back to us on, so we may release another small patch or two down the line. Same goes if any new major bugs are discovered. The game appears to be in a pretty good shape now though, so we'll be turning our attention towards the next installment. From the bottom of our hearts, thanks so much for sticking with us so far, and for giving the game another chance despite the rocky launch :) Iron Man Mode Now that the game is mostly stable, we've finally added Iron Man mode. If you start a game in this mode, you will be limited to a single savegame and the game will auto-save over it at regular points during play. We haven't quite gone full roguelike: the game will not delete your save if you die. However, Iron Man mode forces you to live with the consequences of your decisions. To activate Iron Man mode, you need to start a new game and check the Iron Man box in the new difficulty confirmation pop-up window. Steam Workshop This version of the game now supports the Steam Workshop. You can use the toolset that we released with 1.0.6 to create new random events, and we've added an uploader for you to submit your events, portrait packs, and fan translations. You can find the toolset in Steam under Library -> Tools -> Expeditions: Viking Editor. Even if you have no interest in unofficial mods, you may be interested to know that we've published three new random events (in English) in the workshop to demonstrate how the system works. There may be more to follow shortly. Camera Options We've added several new settings requested by players since release. The most important one is probably the ability to control the tilt angle of the camera a little bit. It was previously locked to 60 degrees, but now you can adjust it between 45 degrees and 80 degrees by moving the mouse up and down while holding the right mouse button (similar to how vertical movement controls rotation). You can also choose a fixed angle in the options if you prefer that. Furthermore, we've added a drop-down to adjust how automated camera control is during combat. This has three options: full automation, minimal automation, and enemy turn only. The latter will still focus on all actions during enemy turn but mostly leave the camera alone during your turn. Combat Speed and Enemy Equipment Another addition you may appreciate particularly on subsequent playthroughs is the Combat Speed slider. Use this to speed up the game dur...Version 1.0.6: New Customisations, Custom Portraits, ToolsetSep 13, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26012302/df5d5631fb29b22bdea305b72edca3bbdf12c35f.jpg Hello everyone. You may have noticed Steam updating Expeditions: Viking last week and wondered what we just pushed on you. Hopefully your confusion wasn't too great when you found it updating yet again today. After a summer break and a long test period, we've finally released version 1.0.6 of Expeditions: Viking - and then version 1.0.6.1, which is a hotfix to solve an issue with one of the new features. But I'm getting ahead of myself. Let's talk about the new things we've added in this version! Custom portraits In version 1.0.6, all portraits are now loaded from your Documents directory in the folder \My Games\Expeditions Viking\Custom Portraits. If you want to add your own portraits to the game, you must create 5 different versions of each portrait in specific sizes and place them in that directory. The first time you launch the game in 1.0.6, it will write all our portraits into that folder, and you can use those portraits to see how it needs to be set up. New portraits must meet the following requirements: The files can be either .png or .jpg. Each portrait's filename must end with a keyword that reflects its size: Large, Medium, Small, Tiny, or Camping. Female portraits must contain the word "Female" anywhere in the filename. Otherwise the portrait will be treated as male (because patriarchy). Note that the Camping portraits contain a frame. You can just cut that out of an existing portrait with your image editing software of choice. You can overwrite an existing portrait by simply replacing its files with a set of identically named files in that folder. If you overwrite an existing portrait, that portrait will be replaced with your new version in your game, without you having to start over in your playthrough. If you want to reset this portrait to the original later, you can simply delete the portrait files from the Custom Portraits folder, and it will be restored by the game next time you launch it. All portraits included with Expeditions: Viking are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. In simple terms, you are allowed to remix, tweak, and build upon our work non-commercially, but you must credit Logic Artists or Expeditions: Viking and you must license your new creations under identical terms (no making money off of our work, please!) If you find that your Custom Portraits folder is empty, it's because something on your computer is denying write access to Expeditions: Viking. In 1.0.6 this was breaking the portraits entirely, which is what 1.0.6.1 was created to address. As per 1.0.6.1 the game will fall back to the internal portraits contained in the data files, but that still means you won't get any portraits written to your custom portraits folder. You can still add new portraits there which will then show up in the game, but if you want to see ...Version 1.0.6: New Customisations, Custom Portraits, ToolsetSep 13, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26012302/df5d5631fb29b22bdea305b72edca3bbdf12c35f.jpg Hello everyone. You may have noticed Steam updating Expeditions: Viking last week and wondered what we just pushed on you. Hopefully your confusion wasn't too great when you found it updating yet again today. After a summer break and a long test period, we've finally released version 1.0.6 of Expeditions: Viking - and then version 1.0.6.1, which is a hotfix to solve an issue with one of the new features. But I'm getting ahead of myself. Let's talk about the new things we've added in this version! Custom portraits In version 1.0.6, all portraits are now loaded from your Documents directory in the folder \My Games\Expeditions Viking\Custom Portraits. If you want to add your own portraits to the game, you must create 5 different versions of each portrait in specific sizes and place them in that directory. The first time you launch the game in 1.0.6, it will write all our portraits into that folder, and you can use those portraits to see how it needs to be set up. New portraits must meet the following requirements: The files can be either .png or .jpg. Each portrait's filename must end with a keyword that reflects its size: Large, Medium, Small, Tiny, or Camping. Female portraits must contain the word "Female" anywhere in the filename. Otherwise the portrait will be treated as male (because patriarchy). Note that the Camping portraits contain a frame. You can just cut that out of an existing portrait with your image editing software of choice. You can overwrite an existing portrait by simply replacing its files with a set of identically named files in that folder. If you overwrite an existing portrait, that portrait will be replaced with your new version in your game, without you having to start over in your playthrough. If you want to reset this portrait to the original later, you can simply delete the portrait files from the Custom Portraits folder, and it will be restored by the game next time you launch it. All portraits included with Expeditions: Viking are licensed under the Creative Commons Attribution-NonCommercial-ShareAlike 4.0 International Public License. In simple terms, you are allowed to remix, tweak, and build upon our work non-commercially, but you must credit Logic Artists or Expeditions: Viking and you must license your new creations under identical terms (no making money off of our work, please!) If you find that your Custom Portraits folder is empty, it's because something on your computer is denying write access to Expeditions: Viking. In 1.0.6 this was breaking the portraits entirely, which is what 1.0.6.1 was created to address. As per 1.0.6.1 the game will fall back to the internal portraits contained in the data files, but that still means you won't get any portraits written to your custom portraits folder. You can still add new portraits there which will then show up in the game, but if you want to see ...The most historically accurate PC gamesAug 17, 2017 - PC GamerPC games are full of arcane artifacts spurring on ancient civilizations, Nazis riding dinosaurs, and Ghandi nuking the entire planet. Historical accuracy isn’t always a priority, and even the ones that try to get it right have to take some liberties with the facts modern scholarship hands down to us to be, you know, a fun game. But there is a definite divide between games that offer a mere nod to history (or use some vague, pop culture-informed stereotype of it as a jumping-off point) and those that actually put in enough research time to get at least some of the important facts straight. It’s hard to measure a variable like “historicity” when it comes to games—and yes, that is a real word. Games that put history first tend to wind up overly complicated rather than fun, so I've highlighted genuinely great PC games that go out of their way to include some historical accuracy. In particular, I chose games that accurately and ably depict a facet of history that is often misrepresented or ignored in other, ostensibly historical games. In chronological order based on their setting, here are the most historical PC games. Screenshot via Steam user OriginalNickname Total War: Attila - Most historical game about the collapse of the Western Roman Empire  Attila pulled Total War’s tired campaign formula out of its slump and gave us a living map that portrayed the cultural, political, and environmental challenges facing Rome in her twilight years. Rather than playing into the stereotype of angry, marauding barbarians showing up out of nowhere to sew chaos, the map really put you in the middle of why these invasions were happening—the oncoming of climate change making northern regions progressively less supportive of large populations, and the migration of the Huns into Eastern Europe. It was also the first Total War game to model the fact that not all societies have permanent cities, and how tributary relationships could form between cultures as a pressure valve against open war. Assassin’s Creed series - Most historical depiction of ancient cities  There is very little about the plot of any Assassin’s Creed game that could be regarded as staunchly historical (though we do get some cool nods here and there—the Siege of Masyaf in AC1 is a thing that really happened). However, they’ve gone to great lengths to depict, in full scale, what it would be like to walk the streets of Renaissance Florence or medieval Jerusalem. From the crowds, to the architecture, to the small details, there is a lot of history to experience just by wandering the environments. My personal favorite is Revelations’ post-Ottoman-conquest Constantinople, perhaps one of the most interesting cities in world history snapshotted at one of its most interesting ages. Screenshot via Steam user Mr.Nekator Crusader Kings 2 - Most historical modeling of medieval Western European politics  W...Version 1.0.5 is now live!Jun 15, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/603248d1bb6d9b80b22990fa04f0a414ffaee5b6.jpg Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log. New caps on skill ranks The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game. This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound. Surprise round on enemy initiative A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game. Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode. And now for the full change list. As with the 1.0.4 update, I have di...Version 1.0.5 is now live!Jun 15, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/603248d1bb6d9b80b22990fa04f0a414ffaee5b6.jpg Hello, and thanks for checking in with us again. Today we've released update 1.0.5 for Expeditions: Viking. In addition to some bug fixes, this version contains several major changes to game balance that I will outline separately before we get to the change log. New caps on skill ranks The most significant change we've made is to introduce caps on all skill ranks based on the total amount of skill points you've spent. Ranks 1 and 2 are freely accessible, but in order to upgrade a skill to rank 3 you must have spent a total of 100 SP. To reach rank 4, you must have spent 175, and to max out a skill at rank 5 you must have spent a total of 250 SP. Recall that you begin the game with 50 SP and that there is a total of just over 300 SP in the campaign. The result is that you'll have no skills above rank 3 when you go to Britain, and you won't be able to level up to rank 5 until quite late in the game. This update trades away some freedom of choice to enforce a better levelling curve. Previously, we let you max out your weapon skills quite early in the game, with the predictable result that you would outpace the enemies before you even reached Britain, and the enemies wouldn't begin to catch up until near the end of the game. Now, you're forced to distribute your points among the different categories, perhaps buying some Utility and Passive skills for a more well-rounded character. This does have the drawback that characters will be a bit less specialised, but the improvement to the game's difficult curve is profound. Surprise round on enemy initiative A new feature is the so-called Surprise Round, which occurs when you trigger an encounter where the enemy acts first. Previously the enemy would get a full turn before you had any chance to position your hirdmen. Since there is no formation system in the game, this felt unfair. From version 1.0.5 and onwards, the player always acts first, but in encounters where the enemy would previously begin, the player will not have any attack action, nor a bonus action in the first turn. In other words you can only move or change your weapons in your first turn because your party was caught by surprise. This has also allowed us to change the initiative back to Enemy-first on all the encounters that were previously set to Player-first to avoid unfairness. The result is a slight but significant increase in difficulty in many encounters throughout the game. Bear in mind that this update is not the final word on difficulty. These are major changes that will fix our difficulty issues, but they are not intended to increase the upper ends of difficulty on the Hard and Insane settings. The next update will contain more tweaks intended to make the Hard and Insane settings live up to their name, as well as the promised Iron Man mode. And now for the full change list. As with the 1.0.4 update, I have di...Patch 1.0.4 is now Live!May 19, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/6be7c18b21f2e23588029473fb6edb734f54699b.jpg Patch 1.0.4 is now public. The main purpose of this patch was to fix the last of the crashes - a particularly tricky crash that turned out to be caused by Unity's reflection probes when our day/night cycle asks them to re-render. The crash mostly happened on Intel cards and certain AMD cards. Disabling reflection probes For now, we've added an option for disabling the reflection probes. If you're still getting the occasional loading screen crash or if the game is crashing during the camping timelapse, try enabling this option - especially if you're running the game on an Intel or AMD card: 1. Open your config file - it's in your Documents folder by default that's C:\Users\Logic Artists\Documents\My Games\Expeditions Viking\Config Locate the section, and add the following line at the bottom: ReflectionProbes=False That's it - that should stop the crashes. Without reflection probes, the lighting in the scene will not look quite as natural as it does with the probes enabled, but it's better than crashes. Of course we've also managed to make a number of other fixes and improvements while we were at it. We've even managed to add a wee bit more content. Additional Content and Balancing Finished two new Grimnir dream sequences and added them to the random events list Gave Aife a new ability that's unique to her: Snaring Added colour correction blending to the timelapse in camping Made it more likely to get injuries when incapacitated in combat Made non-fatal injuries more likely to deteriorate Changed the accuracy penalty for Quick Shot from a modifier to a multiplier (ie. from 30 points to 30%) Inspire is now limited to 3 charges Changed Fatigued, Hungry, and Starving so they complement each other better: Fatigued now reduces Strength, Finesse, and Perception while Hungry and Starving reduces Endurance and Sense Increased the duration on Well Fed to take into account the time spent camping Added hotkeys for activating abilities in the hotbar Made the game heal all injuries and reset fatigue and hunger after Hrodgærda's attack on Skjern Tactical Move can no longer be activated if you would have no moves left afterwards, to prevent you from cheating yourself Grimulfr will no longer show up in Skjern during summer until you've completed the main objective in Scarborough Made it so you get the Gain Power goal instead of the Speak To Skallagrimr goal if you side with Aiblinn in Dun Phris before you've done Lindisfarne Characters no longer drop Salvage Added a wave of reinforcements to the entrance guards in Jelling and did a general polish pass on the scene Added a bunch of deco characters fighting in the background in Jelling, and a few civilians that will flee if you approach them - also made a couple of houses burn All Northumbrian and Pict quests will now be failed when you side with Aiblinn in Dun Phris, to avoid narrative incons...Patch 1.0.4 is now Live!May 19, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/6be7c18b21f2e23588029473fb6edb734f54699b.jpg Patch 1.0.4 is now public. The main purpose of this patch was to fix the last of the crashes - a particularly tricky crash that turned out to be caused by Unity's reflection probes when our day/night cycle asks them to re-render. The crash mostly happened on Intel cards and certain AMD cards. Disabling reflection probes For now, we've added an option for disabling the reflection probes. If you're still getting the occasional loading screen crash or if the game is crashing during the camping timelapse, try enabling this option - especially if you're running the game on an Intel or AMD card: 1. Open your config file - it's in your Documents folder by default that's C:\Users\Logic Artists\Documents\My Games\Expeditions Viking\Config Locate the section, and add the following line at the bottom: ReflectionProbes=False That's it - that should stop the crashes. Without reflection probes, the lighting in the scene will not look quite as natural as it does with the probes enabled, but it's better than crashes. Of course we've also managed to make a number of other fixes and improvements while we were at it. We've even managed to add a wee bit more content. Additional Content and Balancing Finished two new Grimnir dream sequences and added them to the random events list Gave Aife a new ability that's unique to her: Snaring Added colour correction blending to the timelapse in camping Made it more likely to get injuries when incapacitated in combat Made non-fatal injuries more likely to deteriorate Changed the accuracy penalty for Quick Shot from a modifier to a multiplier (ie. from 30 points to 30%) Inspire is now limited to 3 charges Changed Fatigued, Hungry, and Starving so they complement each other better: Fatigued now reduces Strength, Finesse, and Perception while Hungry and Starving reduces Endurance and Sense Increased the duration on Well Fed to take into account the time spent camping Added hotkeys for activating abilities in the hotbar Made the game heal all injuries and reset fatigue and hunger after Hrodgærda's attack on Skjern Tactical Move can no longer be activated if you would have no moves left afterwards, to prevent you from cheating yourself Grimulfr will no longer show up in Skjern during summer until you've completed the main objective in Scarborough Made it so you get the Gain Power goal instead of the Speak To Skallagrimr goal if you side with Aiblinn in Dun Phris before you've done Lindisfarne Characters no longer drop Salvage Added a wave of reinforcements to the entrance guards in Jelling and did a general polish pass on the scene Added a bunch of deco characters fighting in the background in Jelling, and a few civilians that will flee if you approach them - also made a couple of houses burn All Northumbrian and Pict quests will now be failed when you side with Aiblinn in Dun Phris, to avoid narrative incons...1.0.3 Patch is now live!May 10, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/caf9fa13231f5664745e75bd03cd0fcab6b0b4cf.jpg It's a big one this time as you will see below. Please let us know on your support threads if the patch has resolved your issue. We've finally got to the point where we can start looking at usability improvements and small new features. You'll find a few such alterations and additions in this patch. Thanks to everyone who has already, please continue to post your suggestions in the Community Suggestions Subforum. Known Issue: Loading Crash We've gotten a bit closer to tracking down the loading crash that some players are still experiencing, but we believe the crash still exists in this patch. We think it may be an issue with the version of Unity that we used for the game. Fixing it is our current highest priority. A small group of users may be experiencing a different error related to video playback at the start of the game. Please read the bottom section of this post for instructions on how to bypass this as we look into a solution. Change log: General Fixes You can now disable the game's time limit - see below for instructions Fixed fire particle effect crashing the build Fixed the campaign map triggering travel events and vice versa (which was preventing a lot of events from triggering) Fixed a bug that was causing faction reputation checks in conversations to always think you had 0 reputation (note: as long as your reputation with a faction is between -20 and 20, the faction screen will not display any changes, but your reputation is changing - that's just a UI issue that we hope to address in the next patch) Fixed a bug whereby Drugged and Intoxicated would stick around forever if they were applied during a conversation (they now last 3 hours each, so walk it off) Added a player message for when you get status effects through conversations and when they're removed over time Stat numbers are now coloured red if they're being reduced by an injury or status effect and orange if they would be reduced but they actually can't go any lower Status effect icons now show up in the same places as injury icons (most importantly in the character screen and in the follower selection menu) Added a new tutorial pop-up about the timeline Fixed item removal nodes removing the wrong item if the intended item was equipped (specifically, Ketill's personal quest was removing his bow instead of his talisman) Fixed the Toss ability Added adjacency checks to the activation conditions for Heavy Swing and Hook and Slash (the latter already had a within-rush-distance check, but that's not enough) The game will now no longer autosave during sequences where saves are disabled Fixed conversation kills without takedown animations not updating the animation state of the victim (which would cause them to still be standing around and look alive after you killed them) Made some improvements to loading times Fix the issue where the absent characters would...1.0.3 Patch is now live!May 10, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/caf9fa13231f5664745e75bd03cd0fcab6b0b4cf.jpg It's a big one this time as you will see below. Please let us know on your support threads if the patch has resolved your issue. We've finally got to the point where we can start looking at usability improvements and small new features. You'll find a few such alterations and additions in this patch. Thanks to everyone who has already, please continue to post your suggestions in the Community Suggestions Subforum. Known Issue: Loading Crash We've gotten a bit closer to tracking down the loading crash that some players are still experiencing, but we believe the crash still exists in this patch. We think it may be an issue with the version of Unity that we used for the game. Fixing it is our current highest priority. A small group of users may be experiencing a different error related to video playback at the start of the game. Please read the bottom section of this post for instructions on how to bypass this as we look into a solution. Change log: General Fixes You can now disable the game's time limit - see below for instructions Fixed fire particle effect crashing the build Fixed the campaign map triggering travel events and vice versa (which was preventing a lot of events from triggering) Fixed a bug that was causing faction reputation checks in conversations to always think you had 0 reputation (note: as long as your reputation with a faction is between -20 and 20, the faction screen will not display any changes, but your reputation is changing - that's just a UI issue that we hope to address in the next patch) Fixed a bug whereby Drugged and Intoxicated would stick around forever if they were applied during a conversation (they now last 3 hours each, so walk it off) Added a player message for when you get status effects through conversations and when they're removed over time Stat numbers are now coloured red if they're being reduced by an injury or status effect and orange if they would be reduced but they actually can't go any lower Status effect icons now show up in the same places as injury icons (most importantly in the character screen and in the follower selection menu) Added a new tutorial pop-up about the timeline Fixed item removal nodes removing the wrong item if the intended item was equipped (specifically, Ketill's personal quest was removing his bow instead of his talisman) Fixed the Toss ability Added adjacency checks to the activation conditions for Heavy Swing and Hook and Slash (the latter already had a within-rush-distance check, but that's not enough) The game will now no longer autosave during sequences where saves are disabled Fixed conversation kills without takedown animations not updating the animation state of the victim (which would cause them to still be standing around and look alive after you killed them) Made some improvements to loading times Fix the issue where the absent characters would...1.0.2 Patch Released!May 4, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26012302/78a5f54d158470843731d054398af2a221fb9f59.jpg A huge thank you to all the users who reported their issues to us this week! This 1.0.2 patch has been running on the beta branch now for a couple of days without introducing any new issues so we're ready to roll it out to the public. We're extremely grateful for everyone willing to help us test this build to make sure it hasn't caused any new issues. Thank you so much for your support and your emails, the info has been invaluable in rooting out the sources of these issues. If you don't see your issue marked in the changelog, it is possible that your issue was caused by one of those reported as fixed so before updating us on your status, please take a moment to test out the new build. And if your issue persists please notify us in your report thread on the Support Sub-Forum. If you have not written a report yet and would like to report an issue please take a moment to use the steam forum search function to search for an exisiting thread before posting your own and follow the guidelines for reporting bugs or issues. Changelog Improved stability further Fixed the resolution not being set correctly in the options Player now has a fixed morale to Heroic (+10) Fixed a bug where the person assigned to cleaning would always lose 1 morale; now there's 5% chance of that happening; also added additional details in the player message log Due to the player character now having a fixed morale, they can no longer be set to clean the camp Fixed a bug where killing Caustantin, Osred, or Æthelred after winning the fight with them would lead to the player dying instead (oh God I wish I didn't have to put this in the patch notes I am so unspeakably ashamed of myself for making this mistake) Fixed a bug where the bounty Ealdorman could get killed if you attacked the thieves, so he would be missing once you got his own quest later Fixed one of the groups of the thralls who had escaped from the slave trader in Orkney being unresponsive if you had passed through their area before they spawned Fixed a stupid oversight in Uallach's (the witch in Perth) conversation that was preventing you from asking about Ketill or Nefja's personal quests if you had already completed her own side quest Fixed the campfire in Yngilwood where you lay an ambush for the tanner - it was set to only play once, so if you clicked no to the pop-up initially you could never open it again Likewise set Grimnir's last conversation in the dream to not trigger once, which prevents the player from "exhausting" it before it's active Fixed being able to trigger the hole in the wall in Dun Phris multiple times Changed the initiative in Ingimar's Longhouse so the player starts Fixed a bug where enemies that were set to immortal could still die from Burn injuries Fixed several issues with Execute and its Condemned status effect: the ability was painting a path when no movement would occu...1.0.2 Patch Released!May 4, 2017 - Community Announcementshttp://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/26012302/78a5f54d158470843731d054398af2a221fb9f59.jpg A huge thank you to all the users who reported their issues to us this week! This 1.0.2 patch has been running on the beta branch now for a couple of days without introducing any new issues so we're ready to roll it out to the public. We're extremely grateful for everyone willing to help us test this build to make sure it hasn't caused any new issues. Thank you so much for your support and your emails, the info has been invaluable in rooting out the sources of these issues. If you don't see your issue marked in the changelog, it is possible that your issue was caused by one of those reported as fixed so before updating us on your status, please take a moment to test out the new build. And if your issue persists please notify us in your report thread on the Support Sub-Forum. If you have not written a report yet and would like to report an issue please take a moment to use the steam forum search function to search for an exisiting thread before posting your own and follow the guidelines for reporting bugs or issues. Changelog Improved stability further Fixed the resolution not being set correctly in the options Player now has a fixed morale to Heroic (+10) Fixed a bug where the person assigned to cleaning would always lose 1 morale; now there's 5% chance of that happening; also added additional details in the player message log Due to the player character now having a fixed morale, they can no longer be set to clean the camp Fixed a bug where killing Caustantin, Osred, or Æthelred after winning the fight with them would lead to the player dying instead (oh God I wish I didn't have to put this in the patch notes I am so unspeakably ashamed of myself for making this mistake) Fixed a bug where the bounty Ealdorman could get killed if you attacked the thieves, so he would be missing once you got his own quest later Fixed one of the groups of the thralls who had escaped from the slave trader in Orkney being unresponsive if you had passed through their area before they spawned Fixed a stupid oversight in Uallach's (the witch in Perth) conversation that was preventing you from asking about Ketill or Nefja's personal quests if you had already completed her own side quest Fixed the campfire in Yngilwood where you lay an ambush for the tanner - it was set to only play once, so if you clicked no to the pop-up initially you could never open it again Likewise set Grimnir's last conversation in the dream to not trigger once, which prevents the player from "exhausting" it before it's active Fixed being able to trigger the hole in the wall in Dun Phris multiple times Changed the initiative in Ingimar's Longhouse so the player starts Fixed a bug where enemies that were set to immortal could still die from Burn injuries Fixed several issues with Execute and its Condemned status effect: the ability was painting a path when no movement would occu...1.0.1.5 Patch Available NowMay 2, 2017 - Community Announcementshttp://cdn.edgecast.steamstatic.com/steamcommunity/public/images/clans/26012302/7c897d85d6cd3614d094ec95a22bbc021660568a.jpg It's been en exciting opening weekend, a great big thanks to everyone who joined us on the support forum to report bugs and share their files. We've worked day and night and hope that the new update will provide players relief in most of the areas they've found issues in the release build. It's called 1.0.1.5 rather than 1.0.2 because it doesn't solve all the crashes we've been investigating, but the game is more stable now. Those who have been nice enough to pre-test it for us have said that they could load their previously broken savegames from the hotfix in 1.0.1.5. Fixes in 1.0.1.5 Fixed an issue with our character streaming system that was causing random crashes all throughout the game on some computers Removed some dlls related to a third-party decal system that wasn't actually used in the game anyway, which was being picked up as a false positive in some anti-virus software Fixed a gamebreaking bug if you complete the Tomb Raider quest as the last of the Preparations quest and complete it specifically by fighting Oddkell outside the grave Fixed an issue where you couldn't talk to the leader of the persecutors in Chester after completing the quest, so you couldn't ditch them, so you would get stuck in the scene Fixed a small glitch where combat with the Praetorians would automatically start if you loaded a savegame after allying with the Persecutors Fixed Rurik's conversation in the longhouse never playing when it's supposed to if you ever clicked on him when his conversation isn't active Fixed a dialogue options "I won't enter your church" in MorcantConfrontation that was appearing erroneously and would cause the dialogue to get stuck because it led nowhere Ranged characters should now properly target tileobjects (no path markers, range visualisation etc.) Set some audio not to loop (company intro + intro intro) Fixed the infinite XP exploit in Unwanted Guests Fixed a bug where some AI would not advance if there was a hazard on the projected path, or if the player used Ready Fixed Maucolyn's intro conversation under certain circumstances being retriggerable even when he wasn't there anymore Added missing goal markers for the Clear Caves and Clear Milecastle goals, and fixed the Cave River fight not triggering correctly in that storyline Fixed the EliminateRemusCult goal getting stuck if you kill them before you deal with Valerius Fixed certain party members not leaving the party when they should, if they aren't present in the scene at the time Fixed a bug where stat adjustments from abilities would not get applied unless the character moved Fixed Æthelred disappearing from Yngilwood if you leave the scene again after entering it when you're about to hand in the Mercian Connection quest Made Finnguala leave the party and join the picts if you have her with you in Dun Phris and attack Magnus' group Made Finnguala leave...