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Norland News

Patch #16 (Bug Fixes)

Here is a patch where we address some bugs.

[h3]Balance[/h3]
  • Changed the thresholds for receiving negative thoughts about rest.

[h3]Improvements[/h3]
  • The trade button in the caravan menu will visually block when one of the parties does not have enough money.
  • Support for bold fonts in Asian scripts.

[h3]Fixes[/h3]
  • Fixed a bug where, at 11:00, captured lords could free themselves from captivity.
  • Fixed a bug that could cause a lord in a bad mood to get stuck trying to study knowledge.
  • Correct display of the subtitle in the encyclopedia menu instead of tofu symbols □ in Asian languages.
  • Fixed a bug in tag parsing in Japanese and Chinese that sometimes led to duplicated characters.


[hr][/hr][h3]We continue to work. Thank you all for the reviews and feedback! Please continue sharing more as we work hard to improve Norland![/h3]

Norland dev scraps daily patches but a content roadmap is coming soon

When you release a game into early access there's often a rush, especially at the start, where updates come thick and fast. It's understandable as this is the first time the public will have had the chance to play a title, with many previously unknown issues cropping up in rapid succession. That's been the case for medieval dynasty sim Norland, whose developer has just wrapped up 15 almost-daily patches since the game launched.


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Patch #15 (Combat Mechanics and Some Fixes)

One... more... patch...

We remember all our players, and in this patch, we improve the combat and archer mechanics, as well as make some general fixes.

[h3]Improvements[/h3]
  • Melee assistant soldiers will attack more frequently, rather than waiting minutes for their turn to strike.
  • The option "Allow shooting" in the squad has been replaced with "Fire without orders" and enabled by default. Archers will now independently fire at the nearest enemy squads.
  • An AI squad under fire will be distracted to attack archers under certain conditions (if there is no order for looting and destroying buildings, and if there is an order to attack someone but the distance to the archer is less than to the current target).
  • When a character starts performing an action that brings them closer to fulfilling a desire, they will receive a positive thought.
  • The arrow indicating the construction site of a mine is now more noticeable.


[h3]Balance[/h3]
  • Disabled wise conversation for children.


[h3]Fixes[/h3]
  • Immobilized soldiers will not attempt to desert.
  • Characters will stop bleeding 15 minutes after death.
  • Fixed a bug where every 5 in-game minutes a soldier could leave a melee battle and join another melee battle.
  • The desire to gain combat skills will be removed if a character becomes blind or old.
  • The desire to receive a gift will be removed if a character becomes king.
  • Fixed a rare issue that led to corrupted saves and inability to load the game.
  • Fixed a crash in the Korean localization when trying to assign a sermon in the temple menu.


[hr][/hr][h3]So, with this patch, we conclude our urgent series. We believe that many issues have been fixed and the game has become better. We will continue to improve the game, but now, to reduce team stress, we are switching to a one-patch-per-week mode (excluding urgent fixes, of course).

Also, in the near future, our task will be planning the roadmap for the next year.

Thank you all for the reviews and feedback! Keep it up![/h3]

Children in Norland can now learn pig farming from their elders, the little idiots

One of the neat things about Norland's fantasy medievalism is that specialist knowledge is tied to characters. So if there's only one person in your village who knows how to brew tastier beer, and they die after being freakishly savaged by a passing wolf (it happens), suddenly your village will have no artisanal lager master. The results may be devastating. Luckily, you can share knowledge in a number of ways - by copying books, or having "wise conversations". The exception to this is child characters, whose pea-sized brains can't learn specialist knowledge, only soaking up basic attributes like "manners" from the teachers you assign to them. Well, until now. The developers for the Rimworld-meets-Crusader Kings catastrophe simulator have made kids a little smarter. They'll now learn more important things from their adult teachers.


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Patch #14 (Knowledge Transfer to Children and Save Hints)

In today's patch, a new feature has been introduced: teachers will now pass on their knowledge to the children they teach (at the same time, wise conversations with children will no longer be possible). On the one hand, this will reduce micromanagement for those familiar with the Wise Conversation tool. Conversely, it will ease the knowledge transfer between generations for new players.

[h3]New[/h3]
  • Added tooltips displaying information about saves (difficulty, modifiers, etc.). All fields will display correctly after the next save.
  • Updated mechanics for transferring knowledge to children during their training.

[h3]Fixes[/h3]
  • Fixed potential issues during building arson by enemies.
  • Ambitious kings should no longer uncontrollably and sharply increase the number of their troops in the late game.

[h3]Stability[/h3]
  • Fixed a potential crash if a lesser lord became a knight between 11:00 and 14:00.

[hr][/hr][h3]Thank you all for your participation and feedback! Please continue sharing your thoughts in reviews and elsewhere. Over the weekend, we will work on creating a roadmap and will present it next week. There will be a lot of interesting things, so stay tuned![/h3]