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September Progress Update

Hello, everyone.

First of all, thank you all for the feedback on the demo. You've been incredibly helpful in identifying three key areas we need to focus on before the release. These are bugs, interfaces, deficiencies in strategic planning, and insufficient replayability. I'll tell you what we're currently doing about these issues and our plans.

But first, a couple of organizational matters.

- Translations

We received many responses from native language speakers willing to help with translation editing. To all those who want to participate, please sign up using this form. Once we stop actively changing the game's text, we'll get in touch with you - and thank you so much!

https://forms.gle/DHYb4BzDKkkjUyTr5


- Early access release - 4th quarter of this year. We are pushing the release date back a bit again - I'll explain why at the end.

- Regarding pricing, we will announce it definitively when we enter the final polishing stage and evaluate the project's state at that moment, which will be approximately a few weeks before release. In any case, it will be within genre standards.

- We're closing the demo because it's become outdated, and maintaining this version requires effort. Too many mechanics need explanations in tutorials, and they will continue to change. Some interfaces are still rough (again because mechanics are being adjusted), and so on.

- We have started inviting new testers for mid-game beta testing from those who submitted applications through our form. Dozens of people will join this closed group, but we will also actively use Steam playtests later on, so our game development policy, together with our wonderful community, will continue.

- We have also reached 250,000 wishlists and we are all very grateful to you for that.

Now, here's what has already been done or will be ready soon.

Judging by the GitHub logs, in the last 2 months, we've implemented 163 enhancements (and features) and 633 fixes, including 224 noticeable bugs.

[h3]1. Initial Settings[/h3]

- Now you can customize the composition of your family, as well as all their skills and parameters. However, for high skills, you'll have to pay with age.



- You'll be able to choose one of 8 provinces for the start, each with a unique map. When we implement climate and seasonal changes, the differences between them will be even more noticeable (but that's after early access, I guess.).

- The most interesting part is that you can also fully customize the political and ethnic map of the world. For each province, you can set the ethnicity, level of ambition, caution, population size, army strength, and political position. Do you want to start as an emperor who has subjugated other peoples? Or create two kingdoms that don't like each other? Or an enclave of a dying people surrounded by aggressive kingdoms? Or perhaps start in a peaceful province where everyone respects each other? The choice is yours.

- Any province can also be made abandoned, allowing you to engage in colonization without neighbors.

- We'll add starting scenarios, game modifiers, and difficulty levels a bit later.



[h3]2. Crime Reform[/h3]

- We've renamed criminals to avoid implying guilt through their names. Now there is a class of vagabonds who can commit crimes.

- When they commit unnoticed crimes, they and a couple of other vagabonds gain the "suspect" trait. Now executioners search for suspects and bring them to the gallows, where spectators can identify them - in this case, they face punishment. If they are innocent, the suspicion is removed. In their free time, executioners engage in crime prevention by intimidating vagabonds to temporarily deter them from criminal activities. Thus, crimes require effort and cannot be punished manually without initiating terror.

- The scafolds now require a brief inspection once a day.

- On the other hand, guards no longer let caught criminals go home and react if they leave a building with loot.

We thank our player Ali Garh for participating in the design of this reform.

[h3]3. Archers and Tactics[/h3]

- Archers have been added to the army. They are quite deadly, but armor provides very good protection against arrows, especially shields. You can order soldiers to protect your archers, or you can attack the enemy unit with armored warriors while your archers shoot them from a safe distance. Alternatively, you can use axemen to "strip" the enemy of their armor and make them vulnerable to your arrows.

- You can order your commander to stay behind and not engage in battle until the last moment. This will save their life but reduce the morale of the warriors in the unit.

- You can send multiple squads to the map during wars. For example, to attack enemy archers or the commander.

- Attacking a warrior from behind ignores their combat skill and is always successful. Using a second unit to flank the enemy also makes more sense now.

- Warriors and lords now actively surrender, raising their hands.

- You can now see the composition of armies and garrisons on the global map, and AI players build various sets of armies depending on their preferences and capabilities. It makes sense to choose your army composition before battle.

- We'll teach the AI a few more tactical tricks, like flanking, but overall, military tactics in early access will remain as is (we'll improve them later).

[h3]4. Economy[/h3]

- Slaves now work 3 hours longer. They are cheaper. An economy based on slavery now makes economic sense.

- You will also see how many nectar-dependent peasants and slaves you have. They also work 30% faster, but nectar now has a strong side effect - characters may fall into a rage more often with increased consumption.

- You can customize who will work in a particular building - slaves, nectar-dependents, etc.

- You will also be able to appoint a clerk from a specific office to serve each building.

[h3]5. Church Reform[/h3]

- Now the church's opinion of your king is represented by the opinion of the Matriarch. It takes into account not only the bishop's opinion of your king but also other factors.

- What matters much more to the church is the number of fanatics and the king's sinfulness. Also, your actions on the global map (more on this later).

- For fanatics, it has become much more important to have enough churches. You'll have to watch this closely.

- The better the relationship, the more goods will be available from the Holy Caravan (and the worse, the less). Don't want fanatics? You'll have to build your own production to get good weapons.

- With good relations, you can also receive a blessing, and then, among other things, fanatical peasants and warriors will join your army. With bad relations, expect uprisings (whether to make soldiers fanatics who will rebel against you during a religious uprising is your decision).

[h3]6. Titles[/h3]

- Now you have a total of 5 titles for lords. Choose carefully whom to admit to the family. Reserve titles for children, or they will have to become free lords.

- Sometimes you will have to expel someone, depriving them of their title - this lord will go to the neighbors (where they will spread dirty rumors about your king) or become a free lord.

- However, you can admit free lords and warriors into the family, but due to their low birth, they will not be well-liked.



[h3]7. Building rotation[/h3]

We continue to design building angles so that you can easily rotate them and create streets and squares. Residential buildings will rotate fairly, while production buildings will have different entrances from the street to the courtyard since production buildings need to be easily recognizable. Interior customization and family houses for lords? Also in progress!



[h3]8. Interface. [/h3]

We've postponed work on the interface for later because this work won't generate many errors, and some things are not ready yet. But even now, you can see the lords' assignments, who is managing where, and change it with the right mouse button. There is also consumption statistics (another suggestion from our community.).



[h2]What's next?[/h2]

In the coming weeks, we will add diplomacy and trade on the global map, lords gaining experience, a new social stratum of loyalists, dynasty prestige, governance goals, peoples and languages - and then we'll tell you how it turned out.

So why did we postpone the release?

Honestly, ethnicities and languages are such an interesting mechanic that we simply can't imagine the game without it. That's partly why we decided to delay the release a bit. On the other hand, it's new, and no one has done anything like it before, so we don't know exactly how long it will take to produce. In any case, we'll announce the exact release date a few weeks before it happens.

Stay tuned, we're just getting started!

Feel free to ask questions in the comments, and we'll do our best to answer.

(Wolves still sometimes wear hats. We won't fix this bug as long as it's possible because it's very funny)

Update v0.2912.3227.0

  • Fixed a bug that caused soldiers to return to the warehouse after a battle where their weapons were broken, even though they were part of a squad.
  • Fixed a bug that allowed soldiers to take the worst weapons among all those assigned when creating an army.
  • Balance adjustments for all types of weapons.
  • It is now possible to recruit only disgruntled peasants into the army (work occupation no longer matters).
  • Added support for FXAA anti-aliasing.
  • Changed the mechanics of fatal wounds and beheading.
  • Fixed a game freeze issue when a blind actor gained experience in combat skills.
  • When the nectar buff is removed from lords, knowledge acquisition may also be removed if there is insufficient intelligence.
  • Notification about the lack of paper for writing books added.
  • Revised the mechanics of teaching and skill growth for AI children on the global map.
  • Weakened the inspection bonus.
  • Fixed a possible crash when a soldier uprising begins, now rebels won't be split into multiple small squads, and they won't automatically disband after starting to retreat.
  • Soldiers now always carry weapons in their hands while in a squad, not just during battles.
  • Guest bribery cooldown added.
  • Tantrum save-load feature implemented.
  • Cooldown for "Spend time together" set after the first deep interaction.
  • Increased the volume of some sounds.
  • Fixed disappearing avatars on the global map.
  • Fixed the inability to set taverns on fire.
  • Soldiers and lords now independently take daggers from the warehouse. Daggers will be used as secondary weapons after the main one is broken. Bandits and peasants no longer return their daggers to the warehouse after receiving them.
  • Adjusted wolf growling settings.
  • Fixed artifacts when merging borders on the global map.
  • Fixed a bug that prevented production from starting if there is an identical production building with 0 workers.
  • New sounds.
  • The "Successful Commander" thought is now attached after battles and on the global map.
  • Fixed a bug with the absence of thoughts about a killed commander in battles on the local map.
  • Fixed an issue with dead souls after AI battles on the global map.
  • The number of books in AI cities is now limited to 12.
  • Soldiers now have a reduced rest parameter during patrols.
  • A tax on the army is now levied on the player through the caravan.
  • The knowledge of cost reduction for construction provides a smaller bonus and becomes available for purchase on the 10th day.
  • The vassal's debt must now be paid/received through the caravan.
  • AI starts the game with more soldiers in cities.
  • Negative thoughts from dark deeds in AI cities on the global map have been increased and can now accumulate. These thoughts are also attached to all neighboring cities that are not your friends.
  • Thoughts that you are friends with bandits are now attached to all neighbors. The strength of these thoughts has been increased.
  • Fixed spontaneous unpausing when interacting with the global map.
  • Fixed issues that occur after demolishing a pig farm with existing pigs.
  • Balancing adjustments.
  • Doubled the duration of knowledge acquisition.
  • Strengthened the axe weapon.
  • A city that falls into the fog of war now removes all its quests.
  • Fixed animation freeze of notifications when opening the global map.
  • The slave barracks can now accommodate up to 20 slaves (instead of 10).
  • Fixed a crash when loading an old save file with the heir uprising quest.
  • Reduced the chance of escape for a slave to 5%.
  • The "Dictatorship Tendencies" thought can now accumulate up to three times.
  • Builders should immediately respond to switching the construction priority button.
  • Added pig sounds.
  • Bandits can now be hired in bandit camps of other provinces.
  • Fixed camera zoom-out on the global map when it is first opened.
  • Volume slider added to the settings menu.
  • Fixed game crash when creating a scrollable menu with many elements inside.
  • Added protection against corrupted encyclopedia files.
  • Fixed a bug in the slave bonding event.
  • Bishops can no longer be challenged to a duel.
  • Fixed a potential crash when loading an actor with a specific combination of traits.
  • Added wolf sounds.
  • In the tutorial, in the step of assigning an inspector to a sawmill and a field, other buildings cannot be set anymore.

Demo extended!

Rutabaga, everyone!

Today we were supposed to close the demo, but recently we received a message from Steam. They informed us that they will announce the festival results in a recap. Since our demo has reached the 11th position in terms of player count, they recommend that we keep it available for another week or two.

Furthermore, it turned out that its support is not causing us many issues, so overall, we don't see a reason to close it for now.

Today, the demo received a powerful update addressing over 50 bugs, which, combined with the previous update, fixes nearly all major issues in the game. Therefore, starting from today, we will resume the development of planned gameplay mechanics.

We will keep you informed about these mechanics, and you will have the opportunity to play them and share your feedback since we will be updating the demo every 1-2 weeks.

In this way, we want to express our gratitude to our community and continue working on the game together in the most transparent manner.

Thank you all,

Long Jaunt team

https://store.steampowered.com/news/app/1857090/view/3648527372300942325

Update v0.2912.3227.0

  • The notification that children were not educated will no longer trigger for slave children.
  • Lords must now be immediately moved to the location where the burning ceremony is announced.
  • Lords will now be evicted from their homes and taken to the church/altar/hall after death.
  • Corpses of commoners and soldiers are now saved and loaded.
  • The battle level at which dismissed soldiers leave the city instead of becoming peasants has been increased from 5 to 10.
  • 1 unit of grass now produces 2 units of nectar instead of 4.
  • Notification about the arrival of a free lord.
  • Trading cannot be assigned while the trader is on the way/Notification about the arrival of a caravan will reappear if the notification was already clicked today.
  • Animals no longer lose their hands and weapons when a limb is severed.
  • The lord assignment menu for studying knowledge will no longer pass through the screen from below.
  • Gold and resources can now be taken back from robbers (including rebelling slaves) by defeating them in battle. Added an event about gold theft and a hint on what to do.
  • Arrows back and forth have been changed, simplified the code for highlighting these buttons, and normal gradient buttons have been restored.
  • Fixed the functioning of the quest for the AI heir's rebellion on the global map.
  • Damage traits should now apply to AI lords on the global map.
  • Fixed a bug where it was possible to cancel building inspection in the tutorial, resulting in a game crash.
  • Souls from the pool will no longer appear as elderly or children despite inappropriate age.
  • At least 1 servant will always be hired in the castle, even if other buildings have higher priority. Added a notification that there are no servants in the castle.
  • Fixed a bug where all production cards disappeared after the end of manual combat on the global map.
  • Fixed a fix that removes walking dead on load.
  • Prevented the possibility of abusing the children's education mechanic.
  • Children now restore their rest during sleep (along with energy).
  • Fixed a bug that caused instant execution of the duel provocation task.
  • Fixed the display of the reward for raiding neighboring halls; raiding is also prohibited if there is not enough gold in the city.
  • Changed the condition for fulfilling the bishop's desire about temples.
  • Changed the method of calculating the cost of equipping player's soldiers when they are on patrol.
  • Fixed the functioning of the contempt thought.
  • Removed the possibility of repeated canonization.
  • Removed the ability to upgrade the slave barracks.
  • Removed the "+1 workplace" label in the residential building upgrade.
  • AI will no longer send pregnant lords as guests.
  • AI guests can now only invite player's lords on hunts.
  • Fixed a bug that prevented the Inquisition attack from loading.
  • Fixed a crash caused by resource transportation by builders.
  • The squad commander cannot issue new orders if they are unable to move.
  • If an actor is unable to move for more than 20 minutes, they will be removed from the squad.
  • Fixed a bug where actors sometimes had their hand animation still active.
  • If the squad commander is slowed down, the entire squad will move slower.
  • It is now possible to switch to the soldier squad by double-clicking on the commanding lord's icon in the top menu.
  • Fixed a bug where distant provinces of a neighboring empire were hidden by fog of war.
  • Rain sound now turns off after the rain stops.

Update about results and plans

Flavorful Ale to everyone!

A few updates.

During the past festival, over 50,000 people played our demo. Thank you to everyone who gave us a chance, and thanks to the 600+ individuals who provided feedback through the in-game form. We have analyzed everything and drawn conclusions.

We were hesitant about participating in the festival, knowing that the game is still raw, much work remains unfinished, there are bugs, and the interfaces lack sufficient information and require reworking. Nevertheless, we wanted to showcase the basic gameplay to ensure that the game generates interest. Regarding the number of errors, it looks worse than it actually is, and we intend to address them all within the next week. You can assess the dynamics of this process in the current demo patch. And thank you to everyone who sends us bug reports!

https://store.steampowered.com/news/app/1857090/view/3648527372267838356

Now, let's talk about our plans.

The next stage is the Early Access release. Here's what we want to accomplish for Early Access, taking into account our own vision and your feedback:

- All the languages stated on the game's page will be added, including Chinese.
- Optimization will be conducted.

City:
- Buildings will rotate (currently only residential ones).
- We will add houses for noble families (a very frequent request, a bit unexpected, but no problem, we'll make it happen).
- We will create an overview economic interface as well as a statistics interface.
- A relaxed gameplay mode for builder players.

War:
- Bows and crossbows will be added to introduce tactics.
- Backstabbing will pierce armor and occur out of turn. This way, you will have the opportunity to create another squad, risking a second lord but gaining a tactical advantage.
- Options for squads to "Escape," "Surrender," and "Keep the lord behind the squad" (with morale penalties).


Global Map:
- New diplomatic quests and options
- Interface for viewing relationships between other cities.
- Enhancements for the unholy horde in the late game (to be honest, we didn't expect you to reach it!).
- Choice of starting map at the beginning of the game.

Characters:
- Reworking the family creation interface at the start. You will be able to customize all the characteristics of your characters.
- The older the lord, the more skills they will have.
- New traits and inheritance system.
- Improvements for children (yes, we know they currently look like miniature adults - we just haven't had time to change it).


Social Factions:
- The most significant addition that will significantly change the game.
- Each pawn, whether a peasant or your lords, will have beliefs: heretics, philosophers, hedonists, fanatics, pagans, pragmatists, etc.
- We will discuss this feature in more detail in a separate article.

Now, let's talk about timing.

We will genuinely try to accomplish all of this by the end of summer, but if we don't manage, we will postpone it by approximately one month. We were advised against releasing the game in September, alongside Starfield and numerous other major releases - it would be suicidal. Understand us correctly, the release is a crucial moment, and failure here could greatly undermine our ability to develop the game as much as we all would like. Gamedev moment. Nonetheless, we will try to come up with something.

Thank you once again,

Sincerely yours,
Long Jaunt