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Patch #19 (New Quests, Enhanced AI Behavior, and Bug Fixes)

Hello everyone,

We are rolling out our weekly patch, which primarily focuses on bug fixes and gameplay improvements.

[h3]New:[/h3]
  • Quest to defend the player's village from a bandit attack.
  • Quest to defend the player's village from an attack by an AI lord faction.
  • The Inquisition will now travel across the global map to the player's city instead of teleporting to the city entrance as before.
  • Added the ability for lesser lords to settle abandoned cities.
  • When hiring soldiers from a bandit camp, they will receive the "Former Bandit" trait.
  • If a character in rage attacks their mortal enemy, the enemy will use a weapon to defend themselves.
  • Added an icon and tooltip for the "Shame Mask" trait.


[h3]Changes:[/h3]
  • Weapons will become more lethal against unarmored or unshielded targets.
  • Traits for minor bruises have been replaced with minor cuts for slashing and stabbing weapons.
  • Bandits will not attack the player while the "Loving Family" protection is active.
  • The game will no longer pause if a lord starts a fight with a character in a shame mask.
  • Beating a character in a shame mask will no longer add the "Fight" sin.
  • During "Rage" and "Beating" tantrums, a character in a tantrum will not flee from battle or surrender.
  • The player can no longer declare an attack on an AI city where their troops are present as a support army.
  • Armor is no longer required for hunting—only weapons are needed.
  • Buildings that are on fire or have enemy squads in the player's city can no longer be demolished.
  • Marriage quests will not be created if the only lords in the player's faction without partners are hired free lords.
  • The "Auto Trade" option is now enabled by default.


[h3]Fixes:[/h3]
  • Fixed a bug where, during soldier training, the last strike in training could deal real damage.
  • Fixed a bug where all workers could quit in the player's city.
  • Fixed a bug where messengers could not be sent (including for automatic or manual trade) if the player's king was on a campaign or insane.
  • Fixed a bug where the player's and AI's reinforcements could remain in the AI city even after the threat was over.
  • Fixed a bug where the "Decline in Trade" modifier stopped working correctly after the first game load.
  • Fixed a bug where an AI lord with low loyalty could spontaneously join the player's faction.
  • Fixed a bug where a lord could get the desire "Meet a loved one," who was permanently sent to the church, making the desire impossible to fulfill.
  • Fixed a bug where a lord captured during a battle in a bandit camp was immediately killed instead of creating a ransom quest.
  • Fixed a bug where the letter informing the player of their exclusion from the city alliance was written as if by the player's king.
  • Fixed a bug where killed but not burned characters still considered a building their home, which could lead to issues.
  • Fixed a bug where the player's king, after proclaiming himself Emperor, did not immediately wear the Imperial Crown after the ceremony.
  • Fixed a bug where an enemy squad going to set a building on fire and getting attacked could walk back to the start of the map before continuing to attack the player.
  • Fixed a bug where the prophecy hint about a wolf attack could display different numbers of wolves at the first and second warnings.
  • Fixed a bug where faction banners consisting of a background and details of the same color displayed with artifacts.
  • Fixed a bug where, when settling an abandoned city, the new faction could choose a banner symbol that was not normally available.
  • Fixed a bug where a manual battle on the global map would cause a crash when a quest result window was open.
  • Fixed the functionality of enemy orders to set houses on fire with arrows.
  • There should no longer be situations where the player's ally or vassal is attacked or neutralized without a visible quest.
  • After an AI city is destroyed, all of its plans to attack other settlements will be canceled.
  • If an AI lord who wants to leave a faction changes faction prematurely, the quest will be canceled.
  • If an army arrives at a target that is already in battle, the encounter between the army and the target will occur after the battle ends. Previously, the army would freeze in place.


[h3]GUI Fixes:[/h3]
  • Resource quantity numbers in building menus now have shadows for better readability.
  • The damage tooltip has been made wider.
  • The tooltip for faction relations has been made wider to fit all content.
  • Fixed the layout of the lord tooltip—now all traits and skills will fit within the tooltip.
  • Fixed the layout of the top panel in the character menu and the character tooltip.
  • Fixed the layout of the city menu—relations that occupy two lines now fit correctly in the menu.
  • Punctuation marks and brackets will be more accurately moved to a new line.


[hr][/hr][h3]We are also continuing to work on the bigger features promised in August, and many of them will be released next week.

Your reviews, as always, are greatly appreciated![/h3]