Wartile passe en version 1.1

Une nouvelle importante mise à jour est arrivée le week-end dernier pour ce très joli et original jeu hybride mêlant batailles tactiques, figurines virtuelles et gestion d’une bande de guerriers vikings. Patch 1.1 répondant au nom de code True Viking edition, qui améliore de nombreux aspects du jeu et surtout refond complètement le scénario. Incluant au passage des cinématiques et une narration par l’un des acteurs de la série Télé Vikings. De quoi en théorie offrir une ambiance plus pointue et des combats encore plus tranchants.

Pour plus d’informations sur Wartile, en promotion à -40% jusqu’au 28 septembre prochain, voyez le site officielsa page Facebook, ou cette fiche sur Steam.



Major Update 1.1 Released

Hi Everyone

Since the Launch of Wartile back in February, we have continued to work on Wartile with the intention to improve specific areas of the game and today we are finally ready to release a significant update to Wartile.

The free update, which has been in the works under the codename “True Viking Edition” improves Wartile in countless ways, most importantly redefining the whole story of the game. The complete story was rewritten and is now supported by cutscenes and a famous narrator George Blagden, known for playing Athelstan in the award-winning TV Show Vikings.

Key gameplay features have also been reworked to make the game more accessible and with the intention to apply a deeper tactical aspect to the game.

To celebrate the new update, Wartile is currently 40% off on Steam.

Patch Notes 1.1


New story

We are excited to introduce a whole new story for Wartile now narrated by George Blagden who did an awesome job of bringing the new story alive.

Game Play Changes

Movement overhaul

We changed the movement system to provide a more consistent experience. If your figurine is on a movement cooldown, you can queue its move, and it will move once the cooldown is done. Besides, figurines can now move through friendly figurines. This ensures a much more smooth experience both during and out of combat.

New Encounter system

Our new encounter system is a new interesting way of presenting enemies on the battle board. Instead of a dynamic AI that moves around the board as you play, we have combined the enemy encounters into small static parties that becomes alive when you enter their encounter zones as you explore the board.

Figurine Ability Warning system

Abilities are now visually shown in the UI with an icon and a “casting time” when used.
Abilities can have “casting time” allowing to react and break the casting time
Casting time has been added to the majority of enemy abilities (to give counterplay options)
Moving enemy functionality to abilities such as spirit teleport, Volva teleport, etc.
Also, ability special effects have received an overhaul; changing to something that should be easier to parse visually.

Three types of abilities

Instant cast and effect – Player can’t interrupt or avoid the effect
Delayed cast with instant effect – Player can interrupt and avoid the effect
Instant cast but delayed effect – Player can’t interrupt but maybe move to avoid the effect

Updates to difficulty tiers and enemy encounters

To increase the enjoyment of playing the difficulty tiers we have updated some of the enemy encounters with new abilities.

BB2v1 Volva of Death

Increased her number of abilities and made her into a more boss fight experience.
Added a new spearman officer with “bear trap” ability BB2v2 Volva of the Forest
Teleport is now an interruptible ability and gave it additional poison effect
Spirit teleport is now an interruptible ability

Changes to Waypoints

Waypoints will now respawn your dead figurines.

Near Death warnings

When figurines die the first time, they’re reduced to 1 hp
Time slows down for a short while to allow the player to react
After happening, this incurs a 30-second cooldown before it can happen again

Bear traps

Bear traps now occasionally emit some smoke to give away their presence

Ability and Action Cards

Unit Ability and Action cards have a new feedback method for targeting and use that should make the use of cards more responsive. Also, a number of new action cards have been added.
The Cooldown icon is now displayed on the top right corner of the cards and is grayed out when on Cooldown.

New action cards and changes to figurine abilities

We have added some additional action cards to bring in deck management earlier in the progression cycle. During this process, we have made some changes to figurine abilities as well.

Action Cards:

Rage: Send your figurine into a rage increasing his attack speed while decreasing defenses
Banner: Spawn a banner on the field providing bonuses to nearby friendly figurines
Supply Crate: Spawn a random item
Roadblock: Spawn a roadblock that slows nearby enemy figurines.

Ability Cards:

Replaced “Banner” on Hakon with the new ability “Axe Throw”
Axe Throw: Throw an axe dealing damage to target enemy figurine
Swapped “Shield Push” and “Armor Break” on Hakon and Jorim

Unlocking difficulty tiers

Secondary objectives are no longer required to unlock higher difficulties. New UI feedback has been added to show if a player has completed all objectives or only the primary.

The Tavern

Figurines are now always shown in the shop, allowing the player to preview figurines that will become available during the game.

Changes to the Battle Boards

New cutscenes introducing critical points in the story
In connection with the changed narrative the Battle Board Home Village a new tutorial map has been added.
BB1v1 Goat objective has been slightly changed (Goat is picked up from the tutorial map)
Battle Board 1v3 has been added as a small outro map in connection with the story update.

(Prologue Board The home village)

Updated the tutorial to reveal the various items and hints on the fly.

Alfablot Board

Moved some of the groups around. In particular, the “greater spirit” is moved to less frustrating positions.
Moved the save point up to allow saving just before the final two encounters
Changes to spirit/ Volva teleports (allows the player to interrupt the cast time more clearly)
Added path after early loot point to facilitate traversal
Added path to flank the final fight
Added entrance to Yggdrasil (but you can’t enter it.. :) )


Many of the fights are converted to ambushes using the new encounter system.


Gamepads are now supported
Game also slow down when hovering action and ability cards
Merchant algorithm for selection of items has changed to provide more relevant items

Supported languages

Simplified Chinese

If anyone in the community would like to help you finish the localization of the new update to the following languages, it would be great.


We hope that everyone will enjoy the update.

Best regards

The Wartile dev team