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Nice! I was waiting for this patch to arrive before starting another run. Awesome game by the way.
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Hegor59: Hello everyone!
Just a small announcement to tell you that v 1.05 is now LIVE on GOG! :)
Great to see you fixed the updates so we're matched up with Steam! I'm loving the game, though (since it took me multiple restarts before discovering it), one suggestion would be to have the tutorial teach players about the Natural Resources button. Since it wasn't covered in the tutorial, I never bothered clicking it since all of the other buttons up there can be accessed via the options after clicking on a character. I had no idea why some of my people were suddenly getting extremely fatigued from performing tasks that didn't add much fatigue before. Now I know, but new players have nothing pointing them there.

Keep up the great work!
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Lukaszmik: Thank you.

Hopefully any subsequent patches won't take as long to reach us :)
If you read the comments, you'd see that there was an account issue that required them to manually push updates (which they were unaware of) instead of being automatically pushed like with Steam. That issue should now be fixed.
Post edited April 26, 2018 by Totenglocke
Thanks everyone!

Yes, now we'll be able to push the updates directly by ourselves, so it should be much quicker now :)

Thanks for the suggestion!
high rated
Changelog for Patch 1.1 (added 15 June 2018):

Hello survivors!
* We're pretty excited to finally give you this big fat free 1.1 patch! We've been working hard on it since release, and we think we have addressed most of the common gripes people had with the game.

Speed up options
* We greatly raised the max speed of all the ingame animations, and added more options, so that you can really speed up the game as fast as possible.
* You can modify these values in a dedicated tab in the options menu, and find your perfect setting.

Skip Mode
* We reworked our fast-forward mode into a real skip mode that you can activate/de-activate when you want. Just press the button or right-click anywhere. It will temporarily set all the speed up options to the max.

Skip Mode for dialogues
* We added the skip mode for the dialogues, so now you can really speed up those you've already seen.

Instant text display for dialogues
* We added an option to enable instant text display in dialogues. It speeds up Skip Mode even further.

New RNG modes
* We added 2 new optional RNG modes:
* A Statistical RNG, as we call it, that completely reworks how the success chances for skillchecks, to hit chances, etc... are computed. In short, you now are certain to get a result that will be near the statistical expectation. (i.e. : 80% chances will give you a good result 8 times on 10)
* A gaussian mode for all the random throws concerning ranges (like damages, states increases/decreases, items scavenged...). It will basically make that you'll get more often average values than extreme ones. For example, on a 2 - 4 DMG roll, you'll roll much more 3's, and sometimes 2's or 4's.
* These 2 options can be enabled independently. You can change them on the new game and load game screens.

Give same water ration to everyone
* We added a little shortcut to give everyone the same water ration, and to clear the rations set to everyone.

Distribute food and water rations with right-click
* We changed how the right-click works: it now magnetic drags food or water rations in the night phase, and if you left-click a character, the item will be kept in the magnetic drag. In short, you'll be able to distribute a lot more easily stacks of items, without having to drag n drop them from the bottom bar.

Safety check when boiling water
* You won't be able to lose your fire anymore if you try to boil water and you don't have enough Fire Intensity.

Level Ups reworked
* The system now automatically re-rolls duplicates traits.
* You'll automatically get 1 Battle Trait and 1 Non Battle Trait. The 3 other Traits are still randomized.
* You'll now be able to re-roll the Trait list! You can do it 5 times each level-up, and you'll get a bad trait as a tradeoff (for now, it gives -20% General XP. Cumulative)

Side bar sorting options
* We added the possibility to sort your characters by state or skill in the sidebar. It will enable you to quickly see who is the most tired, or who is the best craftman in the camp :)

Inventory filters
* We added some filters in the inventory, now you can filter by basic resources, food, healing items...

Items overview bar
* You can now flag up to 12 items that you want to show in the overview bar, on top of the screen. With that, you can track the current stock of critical resources, and customize it the way you like!

Animosity gauge feedback
* We now show the gauge progression of the Animosity Level of Björn when the value changes. You'll now see the direct impact of giving Elof more or less resources, and if you are near of the point of no return...

Post battle XP
* Characters now gain a bit of XP when they participate (and survive) a battle.

Tavern: auto-switch to Relax Mode
* If you don't have enough beers, the Tavern will automatically revert to Relax Mode.

Keyboard shortcuts
* We added the list of all keyboard and mouse shortcuts in the option menu. You will see there that you can send all characters to shelter with pressing DELETE key, or that you can select a character just by pressing its number on your keyboard.

Saves no longer destroyed
* The saves are no longer destroyed on game over now, even on True Viking, meaning that you can get the bad ending and still reload to try and get the good ending :)

Loki's trade revamped
* Loki was completely reworked. He will trade a lot more items with you, and most importantly, he will trade TINDER with you... So now you won't be stuck without Tinder because you used them all :)

Miscellaneous
* Added a privacy setting button in the option, for anonymous data collection.
* The saves have been reworked, they should be less corruption-prone.
* You can now re-use traps even when you catch something.
* The drag n drop angle in the bottom bar has been reworked.
* We added a quit without saving button, for the save-scummers ;)
* You can now access the Character sheets outside camp.
* Reworked the starting random traits: their maluses have been globally lowered, but now you get 3 instead of 2. All characters also draw from the same big list of traits, and can get any of them.
* Added a check so that Eustache and Blodeuwedd's romance won't go to the final level if the player rebuked Eustache at every occasion.
* Changed the eat mud tribute, to reflect if the player always gave meat.
* Boosted a bit the Elites stacks during retaliations events.
* After day 120, added new full elite enemies stacks and added some random buffs on them.
* Changed a few runes and storyline dialogue trees so that you don't have to start the dialogues again if you fail consecutive skillchecks.
* Sheeps are now ordered by Health before being given food => the ones with lowest Health will be given food first, which can matter when there isn't enough food for every sheep.

Balancing
* Dryer: food dries faster each days (+20%), for each weather type.
* Dryer: lowered stolen food chances without upgrades from 15 to 10%.
* Pens: lowered basic milk output from 8-12 to 6-10
* Lowered a bit the easy mode: -20% animosity gains, -10% disease chances, -10% dehydration chances.

Fixes
* Corrected the final event for Moira and Gudrun: the wild sheep wasn't removed from the inventory.
* Corrected some exploits with the Helmet guy and the Cursted Tablets.
* Corrected a rare bug that made the player stuck in battle
* Corrected the floating bearded head rune
* The last tribute won't be shown anymore once you've completed it.

* That's it! We hope new and old players alike will enjoy the game even more now. If we corrected things that made you give us a bad review at first, don't hesitate to update your review :) As a small developer, we rely on that A LOT.
high rated
HOTFIX 1.11 (22.06.18)

PATCH NOTES:

- Fixed level up traits sometimes still showing some duplicates.
- The animations of new stations built are now properly sped up when in Fast Foward.
- Removed some Traits which didn't make sense with the characterization from each characters' random starting pool
Post edited June 22, 2018 by Lepuroid
high rated
1.2 PATCH NOTES (19th Sept. 2018) :

NEW LANGAGES!
The game now fully supports:
* Polish (Community translation. Thanks A LOT to our awesome polish translators: MrOrochimaru, Amne, Jacek "OddFables", Kosciesza Starszyjsierzant, Wioleta (Vix) Perkowska)
* Italian (Official translation. Thanks to Roberto Bertoni of Daring Touch)
* Chinese (Official translation. Thanks to our chinese partner WhisperGames)

NEW FEATURES
* Random traits for enemies stacks: now enemies will have between 1 and 3 bonus or malus traits. They become harder as days pass.
* Crits on camp actions: camp actions that yield very low and very high output will give a small increase/decrease of Depression to the character.
* Upgraded battle character sheet: now you'll see the aggregated values of the different bonuses, like bonus to Hit, bonus to damage, etc...
* Upgraded infos on character selection screen before a battle: you'll also see these values before a fight.
* You can now check the characters sheet during the night.
* Special Traits on camp actions: you'll now have the chance to get some temporary special bonuses or injuries when using camp actions.
* Implemented a 3rd mode for exploration: Look for a fight. You'll get more chances to trigger a battle, linked to the Hunting skill of the exploring character(s).
* Reworked how the breeding chances for sheep work, and updated the visuals in the pop up to show exactly what chances you have to breed + extended tooltip.
* Added skill level up progression values in the skills' tooltips.
* Changed the way "new games" work in the main menu, to avoid deleting saves by mistake. (there is now a double confirmation process).
* Traps: changed the way they work. Now there is a chance for the trap to be re-usable even when you catch something, making traps way more useful. We changed the pop up infos to indicate how it works.
Added some moments of silence in the daytime music playlist.
* Developed a DLC Manager, and integrated some visuals in the main menu to show which ones you own.

FIXES
* Greatly reduced some loading times.
* Reduced the level of some high pitched sounds (flutes song for example)
* Corrected a few typos in the french translation.
* Dryer: Fixed a small display bug.
* Tributes: Fixed small display bugs for some tributes.
* Changed "come at me bro" and "you can't touch this" actions names.

BALANCING
* Made the battle level up traits with drawbacks a bit more worth it. (overall, lowered the drawbacks)
* Lowered base water fetching range from 4-8 to 4-6.
* Changed how the "handcatch some fish" action works.
* Lowered needs for Make Salt action: 1 non potable water -> 0.25 & Fire intensity -5 to -10 -> -5 to -5.
* Dryer: increased base salt cost from 3 to 4.
* Dryer: lowered a bit the drying speed (a very tiny bit).
* Traps: lowered a bit the meat range from 3-6 to 3-5.
* Lowered Talented trait from +50% general XP to +33%.
* Knives Guys now have 8 base HP instead of 9, as it was intended.

Happy surviving!
Post edited September 19, 2018 by LeNainKamikaze
high rated
Changelog for patch 1.3 (added 24 January 2019):

- Hello survivors!The 1.3 Free Patch is now available, bringing new features and improvements for Dead In Vinland!

NEW LANGUAGE!

- One of the most requested language by the players is finally available! That’s right, Dead In Vinland now fully supports: Russian (Community translation. Thanks A LOT to our awesome russian translators: Gedo, Barley, Egor, Kerrael, Xippy, Suzakua, Alex)

NEW FEATURES

- Advanced difficulty options (for all game modes): modify A TON of parameters to customize your playthrough. See full list here:

- Modify how the states increase/lower each time. You could for example play a game where the characters don’t get any Fatigue at all, but they get twice the amount of Injury and Disease.
- Modify how the states impact the skills: you could make it so the characters’ states don’t lower the character skills, of have twice the impact.
- Modify the random value affected to Acquired skills at generation: choose 0 to have less random, 100 to have crazy numbers.
- Modify the number of bad starting Traits: you could start a game with 0 random starting Traits, making it fairer to every character.
- Modify skills and general XP bonuses. You could make a game with skills that don’t evolve at all on each use, but you get twice the general XP, making it a game around level ups!
- Modify the number of Level Up Traits you get to choose from each level-up. If the random factor of level-ups annoys you, you could set it up to 100 and get the choice to customize your character freely.
- Change the resources gains, the crafting speed, the exploration speed.
- Change how fast camp stations lose condition, and how fast Natural Resources lower and regenerate.
- Remove the chance to have special Traits when using camp stations, or double the chance to get one, and change the value of 'Depression Crits'.
- Make the diseases more or less frequent, and make them harder or easier to heal.
- Change the chances that each character will get Dehydrated each night (I personally advise setting it to 100% chances), and change the way water rationing works (yes, you can revert to the initial values that were a bit harsher than now)
- Adjust the chances of food rotting overnight. You can make everything un-perishable ^^
- For Heodening mode only: Modify the number of days you have to wait between Tributes, and the difficulty of Tributes amount asked.
- Change the animosity gains. You could make an endless game by removing them completely.
- The chances of getting fights. If you don’t like our battle system (and it makes us sad), you can remove the battles! (not recommended: battles are an important way to get loot!)
- Give you a boost of chance to succeed skillchecks... You know, those nasty 3-in-a-row skillchecks you have to succeed in Rune challenges? ;)
- Some other parameters for Heodening mode: the delay between map resets, and the pace at which the battles will increase in difficulty.
- And finally, one set of options that I’m particularly proud of: you can completely modify the probabilities each weather has to appear, depending of the current weather... Very cool! You could make an island where it constantly rains, or where there are no storms, etc... You’re a real god now!

- Intelligence skill reworked: now modifies skills XP gains, instead of doing... nothing.Added stats screen in character sheet.

FIXES

- Fixed a nasty bug which prevented Angelico’s main event chain to trigger.

BALANCING

- Level cap increased from 30 to 99 for all game modes (Endless AND Story)
- Tavern changed so that relax mode is less OP:
- Lowered depression cured in relax mode by 5.
- Relax mode has now 10% chances to give Bored trait and 10% chances to give Demotivated trait.
high rated
Changelog
Update 1.4 (2 May 2019)


New language!

Thanks to our awesome community translators Siodog and Damian, Dead In Vinland now fully supports:

Spanish (Latin America) - Community Translation. Thanks A LOT to Damian and Siodog!

We also want to thank our AWESOME community translators who worked hard on translating the many new dialogues in the DLC: Faera, Kerrael, Mr Orochimaru, you are the best! <3
Also:

2 new romances/endings with the main characters!
Added a dozen of new free dialogues corresponding to 2 new romances/endings
Tweaked the order of apparition of bosses in enemies stacks for Heodening Mode
Corrected some bugs inserted with the previous patch