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Norland News

Patch #5 (stability, balance, improvements)

A new day, a new patch! This time there are no dramatic changes, but many fixes for annoying bugs and crashes. The long-awaited changes to the mechanics of titles and peasant labor after the instruction period are already being tested and will be delivered within a few days -- we've gotten a lot of feedback from the steam forums and discord on those and changes are coming.

[h3]Balance[/h3]
  • Married characters will always make love in the evenings if they have low romance levels and positive relationships.
  • The thought "Destroyed Bandit Camp" is now limited to a maximum of 3 instead of 5.


[h3]Fixes[/h3]
  • Fixed a bug where one of the summoned AI allies could attack the player's army instead of fighting alongside them.
  • Fixed a bug where the game incorrectly evaluated the value of goods at the Holy Caravan after exceeding the market saturation threshold.


[h3]Stability[/h3]
  • Fixed a potential crash in CodenamedButtonsManager.
  • Fix game crash on loading if the quest with reinforcements was corrupted for some reason (GlobalMapObjectQuestDefenceAllyArmy).


[hr][/hr][h3]If you've read the patch notes all the way to the end, don't forget to write a review and leave feedback to help guide us to to continue improving the game! Thank you![/h3]

Medieval kingdom building sim Norland off to strong player count start

Last week, Hooded Horse launched yet another new title, medieval simulation game Norland, into Steam Early Access. While it's not quite blown up to the same levels as its enormous hit Manor Lords, the publisher will be pleased to see that Norland has enjoyed a decent opening weekend when it comes to player counts and Steam reviews - although, some fans of close cousins like Rimworld are finding some pain points.


Read the rest of the story...


RELATED LINKS:

Norland is a Rimworld inspired medieval simulation game, out now

Manor Lords publisher's new strategy game delayed as wishlists surge

One of the most wanted strategy games on Steam just got a launch date

Patch #4 (Fleshwolves event fix, bug fixes)

A small but important patch, fixing the event with the raiding fleshwolves, as well as a couple of critical bugs.

[h3]Balance[/h3]
  • Fixed a bug where the fleshwolves in the prophecy of the fleshwolf attack would attack individually instead of in groups, making it difficult to fight them, and the player's squads would not react to them until the moment of collision.
  • Fixed a bug where fleshwolves could start bandaging their wounds, causing their AI to freeze.

[h3]Stability[/h3]
  • Fixed a crash when loading social thoughts if they were corrupted during saving.

[hr][/hr][h3]We want to say that we read and note all comments that you share (even if we don't always respond because we're busy with fixes), so please keep leaving your feedback and reviews! Thank you![/h3]

Patch #3 (Balance, Bug Fixes)

Not too big, but an important patch that fixes bugs and makes things even more friendly for new players at launch - for you this Saturday!

[h3]Balance[/h3]
  • The strength of thoughts from jealousy about the number of rings and the number of children has been reduced.
  • The strength of the "Hope for the Future" thought has been increased from +23 to +40.
  • The duration of the "Catharsis" thought has been increased from 24 to 72 hours.
  • The duration of the "New Resident Optimism" thought has been increased from 96 to 120 hours.

[h3]Fixes[/h3]
  • Fixed an annoying bug where allies in battle could start fighting each other instead of the enemy due to poor relations between their kings.
  • Immobilized children of lords will be carried to the hall so they can eat there; servants will also bring them medicine if needed.
  • Fixed a bug where soldiers in melee combat on the global map would stop fighting if they outnumbered their opponents.
  • Fixed a bug with the incorrect display of the pop-up menu with a letter from the Matriarch.


[hr][/hr][h3]Thank you very much for the reviews and feedback that helps us fix everything; we continue our efforts. Hope you enjoy the weekend![/h3]

Patch #2 (Balance, Bug Fixes, New Player Friendliness)

We continue to work on your feedback, and today's patch should significantly improve the balance at the beginning of the game, making it more friendly for new players. At the same time, we are maintaining the challenge in the mid-game and beyond. We understand that the game is full of new and complex mechanics, so you will have a chance to get familiar with everything at the beginning of the game without feeling punished or pressured. On the other hand, once you master the economy and are ready to convert wealth into power, the challenge will be waiting for you.

In the coming days, we will make deeper structural changes to eliminate many unpleasant and unexpected situations.

[h3]Balance[/h3]
  • Lords will refuse to work only when they are depressed.
  • The book with the knowledge "Hop Field and Beer" has been added to the library at the start of the game.
  • The player's immediate neighbors at the start of the game will have slightly weakened armies.
  • The fertility of rutabaga and rye has been increased by almost one and a half times.
  • Soil fertility will only start to decline after 50% of the forests have been cleared and can drop to a maximum of 50% on easy and medium difficulties.
  • The amount of wood in one tree has been increased from 10 to 13.
  • The bet in the dice game has been reduced from 5 to 3 rings.
  • The thought about the low level of righteousness has been changed from -13 to -10.
  • If a child is missing a title, their friends will not be upset about it and hate the king. The lord's thought about the king stripping the title has been reduced from -30 to -15.
  • The cost of buying rings from the caravan trader has been reduced from 35 to 30 coins.
  • Praying at the altar will restore 15 righteousness instead of 10.
  • Two burned villages will halve the migration flow, not stop it completely.


[h3]Stability[/h3]
  • Lords lost due to bugs will be relocated to their city after loading, not killed. We are currently working on bugs that can lead to the loss of lords.
  • Fixed a bug where the player's army sent to an ally to help against forest bandits would remain in the AI's city if the bandit squad was destroyed on the way.
  • Fixed a crash that could occur when configuration files were corrupted (Error: Attempting to read from outside the buffer).
  • Fixed a bug with losing control of the interface after pressing ESC during the appearance of the pop-up menu about border expansion in the new game setup menu.


[hr][/hr][h3]Thank you for all your reviews and feedback! Early access exists to connect with players, and through your help we've discovered many things that we will work hard to fix and improve.[/h3]