Open the game for workshop and mods
I don't know if it has already been proposed, but I will have a proposal for an improvement idea for Iron Oath, which will also lend itself really well to it. Then I don't necessarily know everything you have to do to be able to set it up, but why not open Iron Oath to the workshop and allow the creators of Mods to get on it. After they could control the thing as for example by forcing to go through the discord to propose the ideas of mods to the approval of the developers but also pk not players registered on the discord to not do anything either and have a form of control over their game. But in a way it could relieve developers and allow time-consuming improvements such as translations into other languages, as was done for the games "the Last spell" or "MinD over Magic", or to be able to solve certain gameplay or UI problems. After I don't know what you think? In addition, Iron Oath is a perfect game for mods I find.

moriarque About 1 month ago
Open the game for workshop and mods
I don't know if it has already been proposed, but I will have a proposal for an improvement idea for Iron Oath, which will also lend itself really well to it. Then I don't necessarily know everything you have to do to be able to set it up, but why not open Iron Oath to the workshop and allow the creators of Mods to get on it. After they could control the thing as for example by forcing to go through the discord to propose the ideas of mods to the approval of the developers but also pk not players registered on the discord to not do anything either and have a form of control over their game. But in a way it could relieve developers and allow time-consuming improvements such as translations into other languages, as was done for the games "the Last spell" or "MinD over Magic", or to be able to solve certain gameplay or UI problems. After I don't know what you think? In addition, Iron Oath is a perfect game for mods I find.

moriarque About 1 month ago
Make Frozen take 1/2 damage instead of no damage
As it is, Icebinders have pretty strong “anti-synergy” with other party members (unless those other party members are Icebinders themselves) because others can’t damage Frozen enemies. Half damage still gives you the incentive to prioritize other enemies but doesn’t make you skip turns if only Frozen enemies are left.

snek2577 Over 1 year ago
Make Frozen take 1/2 damage instead of no damage
As it is, Icebinders have pretty strong “anti-synergy” with other party members (unless those other party members are Icebinders themselves) because others can’t damage Frozen enemies. Half damage still gives you the incentive to prioritize other enemies but doesn’t make you skip turns if only Frozen enemies are left.

snek2577 Over 1 year ago
Pre-battle Select Party Screen
Please add a feature where you can see who your opponents are and what their weaknesses, immunities, etc are. Or make it so we can open the codex while in the “Party Selection” screen.
teahrian Over 1 year ago
Pre-battle Select Party Screen
Please add a feature where you can see who your opponents are and what their weaknesses, immunities, etc are. Or make it so we can open the codex while in the “Party Selection” screen.
teahrian Over 1 year ago
Remove Ability Limit
There is no need for an Ability Limit. There are already enough limiters on how far abilities can be upgraded. Characters aging out of the game. Leveling up slower at higher levels. Having other abilities. I suspect that if Ability Limit is removed, and someone decided to invest all their ability points into 1 ability at a time, they would at most max out 2 abilities. There is no reason I can think of to limit this. Sometimes people want to play specialists. Sometimes, people want to experiment. Sometimes being OP is fun in the mid to late game (assuming it makes a character OP). Maxing out an ability means the other abilities are weaker in comparison so there is trade off either way. I guess what I'm saying is that I would like to MinMax and at this moment I am forced to go with builds that just seem forced since I can't go down more than one path completely. As a middle ground, maybe increase the limit to 9 instead of 12? I don't think it's necessary to have a limit at all, but if for some reason you want us to choose one branch or the other for a given character, I would like a subclass of sorts for each character. I hope you take my suggestion beyond consideration and into implementation. Thank you.

MeanKno About 2 years ago
Remove Ability Limit
There is no need for an Ability Limit. There are already enough limiters on how far abilities can be upgraded. Characters aging out of the game. Leveling up slower at higher levels. Having other abilities. I suspect that if Ability Limit is removed, and someone decided to invest all their ability points into 1 ability at a time, they would at most max out 2 abilities. There is no reason I can think of to limit this. Sometimes people want to play specialists. Sometimes, people want to experiment. Sometimes being OP is fun in the mid to late game (assuming it makes a character OP). Maxing out an ability means the other abilities are weaker in comparison so there is trade off either way. I guess what I'm saying is that I would like to MinMax and at this moment I am forced to go with builds that just seem forced since I can't go down more than one path completely. As a middle ground, maybe increase the limit to 9 instead of 12? I don't think it's necessary to have a limit at all, but if for some reason you want us to choose one branch or the other for a given character, I would like a subclass of sorts for each character. I hope you take my suggestion beyond consideration and into implementation. Thank you.

MeanKno About 2 years ago
Crafting - Monster parts
Right now monster parts like demon's blood, brightmane fur and so on are only good for selling. Making them into craftable consumables would add to the value of them, like turning 'demon's blood' into 'demon's bane', where they work like elixirs. Damage bonus vs demons! Or mix them with other goods like medicine to give your mercenary immunity to special demon abilities!

Zrin About 2 years ago
Crafting - Monster parts
Right now monster parts like demon's blood, brightmane fur and so on are only good for selling. Making them into craftable consumables would add to the value of them, like turning 'demon's blood' into 'demon's bane', where they work like elixirs. Damage bonus vs demons! Or mix them with other goods like medicine to give your mercenary immunity to special demon abilities!

Zrin About 2 years ago
health bar
A health bar like MOBA games. The hole health bar divide with thin lines,and every 400HP(or other value) takes a cell. This could help players judge how tough the enemy and how much damage needed quickly.
hulk_132 Over 2 years ago
health bar
A health bar like MOBA games. The hole health bar divide with thin lines,and every 400HP(or other value) takes a cell. This could help players judge how tough the enemy and how much damage needed quickly.
hulk_132 Over 2 years ago
Flavor text in codex
A sentence or two of flavor text for the enemy codex would aid in your worldbuilding. As is, I have no idea what's a Charion, or a Wealdere, etc.
shimmelz Over 2 years ago
Flavor text in codex
A sentence or two of flavor text for the enemy codex would aid in your worldbuilding. As is, I have no idea what's a Charion, or a Wealdere, etc.
shimmelz Over 2 years ago
Training low level mercs
Implement a way to keep your 2nd/3rd tier mercs to level up outside of fights. As an example, Battle Brothers has training halls to boost EXP gain, for a price. BB allows far more mercs to be fielded, so even weak mercs can be supported and less of a drain on the party. However, given we only have 5 party members at a time in Iron Oath, it would be fairly suicidal to bring a level 3 with your level 8 squad. I find myself unwilling to train any of my lower level mercs in this game.
shimmelz Over 2 years ago
Training low level mercs
Implement a way to keep your 2nd/3rd tier mercs to level up outside of fights. As an example, Battle Brothers has training halls to boost EXP gain, for a price. BB allows far more mercs to be fielded, so even weak mercs can be supported and less of a drain on the party. However, given we only have 5 party members at a time in Iron Oath, it would be fairly suicidal to bring a level 3 with your level 8 squad. I find myself unwilling to train any of my lower level mercs in this game.
shimmelz Over 2 years ago
Movement after contract renewal on map
Currently wherever you may be moving to on the world map gets halted after the contract renewal pops up for a mercenary. Minor suggestion but it would be nice if the company continues its march automatically afterwards.

serialcode Over 2 years ago
Movement after contract renewal on map
Currently wherever you may be moving to on the world map gets halted after the contract renewal pops up for a mercenary. Minor suggestion but it would be nice if the company continues its march automatically afterwards.

serialcode Over 2 years ago
Info on items where they might sell better or worse. Also let us be able to pick our starting party or give a choice of two of each of the classes . or even better let us make one custome charcter of a class then fill in the party with other classes. fo me the graphic are a little to boxy i love the old 95 games looks but more of a smoth look like the menu

John Everett Over 2 years ago
Info on items where they might sell better or worse. Also let us be able to pick our starting party or give a choice of two of each of the classes . or even better let us make one custome charcter of a class then fill in the party with other classes. fo me the graphic are a little to boxy i love the old 95 games looks but more of a smoth look like the menu

John Everett Over 2 years ago
Some more flavor....
Also, would love future support past 1.0 release like how Battle Brothers are. I know its somewhat irks folks to compare but I clearly see a nod to that game and several others that served as inspirations. Would love more enemies, better enemy AI, side stories, origin stories, etc. I know there's a aging restriction in-game, that can serve up as a nice "Children" of kind of epic, e.g. One of the original characters retires and has a kid and joins the ranks to finish what their parents started, etc. since the Scourge comes up every few decades, etc. unless the main campaign negates the need... Have you thought of combos? Like Team combos or environmental combos like wall-push with two characters, etc.? Also, terrain height? Have you guys looked into adding foothills, deserts with rolling sand dunes, etc.? As having range characters on flat terrain with just line of sight aspect is kinda bland, IMO.

Teddy McFluff Over 2 years ago
Some more flavor....
Also, would love future support past 1.0 release like how Battle Brothers are. I know its somewhat irks folks to compare but I clearly see a nod to that game and several others that served as inspirations. Would love more enemies, better enemy AI, side stories, origin stories, etc. I know there's a aging restriction in-game, that can serve up as a nice "Children" of kind of epic, e.g. One of the original characters retires and has a kid and joins the ranks to finish what their parents started, etc. since the Scourge comes up every few decades, etc. unless the main campaign negates the need... Have you thought of combos? Like Team combos or environmental combos like wall-push with two characters, etc.? Also, terrain height? Have you guys looked into adding foothills, deserts with rolling sand dunes, etc.? As having range characters on flat terrain with just line of sight aspect is kinda bland, IMO.

Teddy McFluff Over 2 years ago
Just a few suggestions....
Have a save feature that'll auto number the save e.g. Save 1, Save 2. Also, overwriting the save doesn't overwrite the save number, if I overwrite save 2, its should ask a prompt to ask to overwrite it, currently its doubling the save #. Pathfinding on dungeons needs a bit more tweaking, I find I'm wasting "Time" since it currently likes to look for the most shortest path. Pugilist portrait should show when he's using Battle Instinct. Also, maybe adding +1 character (total 6) during battles will be much fun and help balance out player's roster, albeit increasing difficulty or # of enemies to compensate. UI slider for big monitor or for people who game on a 65"+ tv. LOWER LEFT UI looks a little bare, maybe bigger icons to occupy dead space there?? Also, when there's a job change prompt, maybe add more flair to it so players can get the info or just have it prompt when entering a town. Also, a reroll of traits for potential recruits or player can pick which 3 attributes can be "focused" to have a better build...

Teddy McFluff Over 2 years ago
Just a few suggestions....
Have a save feature that'll auto number the save e.g. Save 1, Save 2. Also, overwriting the save doesn't overwrite the save number, if I overwrite save 2, its should ask a prompt to ask to overwrite it, currently its doubling the save #. Pathfinding on dungeons needs a bit more tweaking, I find I'm wasting "Time" since it currently likes to look for the most shortest path. Pugilist portrait should show when he's using Battle Instinct. Also, maybe adding +1 character (total 6) during battles will be much fun and help balance out player's roster, albeit increasing difficulty or # of enemies to compensate. UI slider for big monitor or for people who game on a 65"+ tv. LOWER LEFT UI looks a little bare, maybe bigger icons to occupy dead space there?? Also, when there's a job change prompt, maybe add more flair to it so players can get the info or just have it prompt when entering a town. Also, a reroll of traits for potential recruits or player can pick which 3 attributes can be "focused" to have a better build...

Teddy McFluff Over 2 years ago
Some suggestions
Battle map grid can be made 20-25% smaller. Somehow smaller grid can give more engaging feeling to players. You do not want to just spend turns and turns moving around.

Yotta Zeta Over 2 years ago
Some suggestions
Battle map grid can be made 20-25% smaller. Somehow smaller grid can give more engaging feeling to players. You do not want to just spend turns and turns moving around.

Yotta Zeta Over 2 years ago
Camp mechanic/rest
I think you should always be allowed at least one short rest and one long rest (in this case, camping). The amount of these can increase based on the dungeon size and difficulty, but you always get one of each no matter what. Short rest will restore some health and Morale. Short rest also wouldn't refresh time. Long rest (camping) you go through the whole camping sequence (burning incense, deploying guards, etc) and you are healed to full health and get your abilities come back. Short rest you don't get ambushed, but you only regain small amounts of health and Morale and no Time refresh; camping you get your full health, abilities, and Time refreshed (along with possible bonuses through incense) but you run the risk of ambush.

Alex Smith Over 2 years ago
Camp mechanic/rest
I think you should always be allowed at least one short rest and one long rest (in this case, camping). The amount of these can increase based on the dungeon size and difficulty, but you always get one of each no matter what. Short rest will restore some health and Morale. Short rest also wouldn't refresh time. Long rest (camping) you go through the whole camping sequence (burning incense, deploying guards, etc) and you are healed to full health and get your abilities come back. Short rest you don't get ambushed, but you only regain small amounts of health and Morale and no Time refresh; camping you get your full health, abilities, and Time refreshed (along with possible bonuses through incense) but you run the risk of ambush.

Alex Smith Over 2 years ago
Potential Classes
Hello! This is my first time on the forum, and having played the game for a while now, I was super excited to see the Balladeer class, and have had a ton of fun playing it. I was hoping to put forward some ideas for classes, feel free to ignore them, but I thought they were cool or filled some potential fantasies that were not currently filled in the base roster. Samurai/Ronin/Blademaster I think wielding or mastering a weapon and being a dexterous duelist/sword user is a cool concept. Potentially focused around being a glass cannon/parries, self buffing, single target, and mobility. Druid/Shapeshifter I think having a nature based or animal based class is super cool, and having them focused around crowd control/buffs and the flexibility of transforming into different animals depending on what the party needs would be super cool. Blightmaster I think having a class that utilizes the leftover power from the Dragon's Scourge to manipulate the battlefield would be super cool, potentially revolving around debuffing and controlling foes, applying dots, and manipulating the blighted. Thief/Rogue/Assassin While this may be a bit basic, having a class revolve around going undetected, and debuffing and finished off low hp enemies relying on their team to bring them low would be a cool concept. Thank you for reading my suggestions! I am looking forward to how this game develops, and am super excited that you are able to make this passion project a reality! Best of luck in development!

Justin Nelson Over 2 years ago
Potential Classes
Hello! This is my first time on the forum, and having played the game for a while now, I was super excited to see the Balladeer class, and have had a ton of fun playing it. I was hoping to put forward some ideas for classes, feel free to ignore them, but I thought they were cool or filled some potential fantasies that were not currently filled in the base roster. Samurai/Ronin/Blademaster I think wielding or mastering a weapon and being a dexterous duelist/sword user is a cool concept. Potentially focused around being a glass cannon/parries, self buffing, single target, and mobility. Druid/Shapeshifter I think having a nature based or animal based class is super cool, and having them focused around crowd control/buffs and the flexibility of transforming into different animals depending on what the party needs would be super cool. Blightmaster I think having a class that utilizes the leftover power from the Dragon's Scourge to manipulate the battlefield would be super cool, potentially revolving around debuffing and controlling foes, applying dots, and manipulating the blighted. Thief/Rogue/Assassin While this may be a bit basic, having a class revolve around going undetected, and debuffing and finished off low hp enemies relying on their team to bring them low would be a cool concept. Thank you for reading my suggestions! I am looking forward to how this game develops, and am super excited that you are able to make this passion project a reality! Best of luck in development!

Justin Nelson Over 2 years ago
Teamwork: surround flanking to subvert enemies
There are rare tactical games where flanking is not the only option to change enemy encounter through surrounding a unit\units with your troops from several sides. Flanking by two units is only one type. You can use some Reversi mechanics, whereas if you flank a unit (or several) from multiple sides, there is an option to SUBVERT an enemy, making it submit to your commands (acting as YOUR unit for a while or permanently). It's like a spell of sorts. Also there are some cool teamwork features in Chroma Squad, where you can execute extra powerful attacks if an enemy unit is flanked from multiple sides.

Lexi Bobinski Over 2 years ago
Teamwork: surround flanking to subvert enemies
There are rare tactical games where flanking is not the only option to change enemy encounter through surrounding a unit\units with your troops from several sides. Flanking by two units is only one type. You can use some Reversi mechanics, whereas if you flank a unit (or several) from multiple sides, there is an option to SUBVERT an enemy, making it submit to your commands (acting as YOUR unit for a while or permanently). It's like a spell of sorts. Also there are some cool teamwork features in Chroma Squad, where you can execute extra powerful attacks if an enemy unit is flanked from multiple sides.

Lexi Bobinski Over 2 years ago
the ui when playing
so in the bottom left it kind of feels empty and the lack of space between the party options and stuff down there makes them all kind of blend together, if you put each of them diagonally i think that might fix it but that could just be me

wh4teverart Over 2 years ago
the ui when playing
so in the bottom left it kind of feels empty and the lack of space between the party options and stuff down there makes them all kind of blend together, if you put each of them diagonally i think that might fix it but that could just be me

wh4teverart Over 2 years ago
Random or selection of starting party classes option
Would be interesting to either directly tweak or just randomize the starting classes of your mercenary group. Could also do this only partly at random if you wanted to ensure the party included at least one unit able to heal, at least one ranged, etc. An unbalanced or random mix of classes might fit better for the narrative of "whoever happened to survive the betrayal", though leaving as option might be best for the new player experience.

icaerum Over 2 years ago
Random or selection of starting party classes option
Would be interesting to either directly tweak or just randomize the starting classes of your mercenary group. Could also do this only partly at random if you wanted to ensure the party included at least one unit able to heal, at least one ranged, etc. An unbalanced or random mix of classes might fit better for the narrative of "whoever happened to survive the betrayal", though leaving as option might be best for the new player experience.

icaerum Over 2 years ago
Generic "Wait X Days" option added to town inns
I feel the game needs a generic "wait for x days" option added to the town Inn (or allow the "Rest" option to be used even if no one is fatigued). I found myself in a situation where I had 8/8 mercs in my company, 4 were in the infirmary, and 4 were ready to go and completely rested. I could not leave town because i did not have 5 members ready to go to form a party, and I could not pass time because all 4 that were not in the infirmary were fully rested. I thought that playthrough was completely borked but thankfully when i loaded the game back up the next day, it started me outside of town so I was able to move on the map and waste time until one of my guys was healed up in the infirmary, but barring that accidental discovery, I had no way to continue playing and was trapped in town unable to do anything.

iZtrahd DW (Darkworth) Over 2 years ago
Generic "Wait X Days" option added to town inns
I feel the game needs a generic "wait for x days" option added to the town Inn (or allow the "Rest" option to be used even if no one is fatigued). I found myself in a situation where I had 8/8 mercs in my company, 4 were in the infirmary, and 4 were ready to go and completely rested. I could not leave town because i did not have 5 members ready to go to form a party, and I could not pass time because all 4 that were not in the infirmary were fully rested. I thought that playthrough was completely borked but thankfully when i loaded the game back up the next day, it started me outside of town so I was able to move on the map and waste time until one of my guys was healed up in the infirmary, but barring that accidental discovery, I had no way to continue playing and was trapped in town unable to do anything.

iZtrahd DW (Darkworth) Over 2 years ago