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Patch #37 (main branch). Army Tax Cancellation, Migration Control, and Balance

Hello everyone.

We’re moving Patch 37, which focuses on removing the army tax, from beta to the main branch. Along with it, we’re rolling out a bunch of improvements and fixes that have accumulated while the patch was in the beta branch (see the list below).

However, all these changes were made in the background while the entire team has been working on new, exciting large-scale features. Stay tuned, things are about to get interesting.

Patch 37 Changelog:


[h2]Army Tax Cancellation[/h2]
  • The church will no longer charge you for your soldiers, but all mercenaries will now sign contracts for only 10 days, after which the contract must be renewed, or they will leave.
  • All mercenaries are now knights, levels 7-12, and bring their own equipment—light armor and a spear. Additionally, knights no longer desert.
  • Knights into which the player has ordained the children of their lords remain in the army permanently.
  • An alternative is growing your own army. To this end, the duration of the "fear of death" thought for hired peasants has been reduced from 7 to 5 days.


[h2]Balance[/h2]
  • Since a vassal's debt primarily consists of their army, if you use vassal armies for your purposes, those vassals will now be exempt from vassal tax for 5 days.
  • To better balance the late game, the progression of contract renewal costs has been increased (i.e., the church's fee for signing trade contracts will remain nearly unchanged at early levels but will rise more sharply at later stages).
  • Late-game trade contracts, which were overly profitable, have been adjusted.
  • The durability of the fortress tower has been doubled. The number of archer slots in the watchtower has been reduced to 3 (the fortress tower retains 5).
  • The "Diplomat" talent now allows peace treaties to be signed three times cheaper.
  • The "Gray Contracts" technology now affects the entire trade contract cost, not just the base price, but the reduction effect has been weakened.
  • Lords now gain 1.5 Command skill points for each inspection at the training ground.
  • The relationship debuff "Attacks Neighbors" will be strengthened after 7 vassals on hardcore mode.


[h2]Migration[/h2]
  • You can now prohibit migration if your city is fully surrounded by a fortress wall. Migrants will wait a bit and then leave. Some of them will join forest bandits.
  • 15% of incoming migrants will be fanatics to create a minimal base, which has significantly declined since the abolition of mandatory morning services.
  • The action reducing migration in player villages has been removed as it is no longer relevant.


[h2]Hunting and Wolves[/h2]
  • Characters no longer surrender during hunts—they attempt to flee.
  • If at least one hunter flees from a fight, the hunt is considered unsuccessful.
  • Wolves no longer flee from battles if the hunt is targeted at them.
  • Lords will not assist friends in fights with wolves if it’s a hunt.
  • Archers on towers now attack wolves engaged in combat with someone (but only if it’s not a hunt).


[h2]Global Map[/h2]
  • Lord hints (with portraits) now include character trait tips: "Ruler's Wife," "Commander," and "Heir." Unnecessary traits like "Early Baldness" or "Monogamy" are no longer displayed.
  • New rendering of city names on the global map; next to the names, a conditional population size is now shown (this feature hints at how we envision game development on a strategic level).
  • If AI, awaiting a player attack for vassalization, receives a debt of honor, the attack is canceled, vassalage is established, and the debt is cleared.
  • An AI heir will not rebel if someone (including the player) is preparing an attack on the city.


[h2]Miscellaneous[/h2]
  • If you conduct a faith sermon, the bishop will improve relations with the appointed lord, not the king. This tool enhances control over lord and bishop relationships.
  • Added animation for raised hands and panic shouts when fleeing from battle.
  • Sprites for damaged wall sections have been replaced: when hit by a torch, a piece of the wall now flies off.


[h2]Fixes[/h2]
  • Lords with equipment restrictions set in the Dynasty menu will return prohibited gear to the warehouse.
  • Skill talents will no longer unlock due to temporary stat boosts.
  • If no one is available to approve the king’s actions, the related event does not appear.
  • Punishing a convicted criminal with a mask of shame turns them into an ordinary peasant.
  • Fixed a bug allowing enemies to pass through a solid wall dividing map sections, and they no longer attempt to destroy it.
  • Fixed a bug preventing lords and knights from taking armor from the warehouse.
  • Fixed a crash when loading a game if a tree loaded outside the map.
  • Fixed a bug allowing a player to assign a lord to study the same knowledge twice with a quick double-click.
  • Fixed a bug where the death or escape of a substitute squad commander triggered thoughts and events as if an enemy commander had died.
  • Fixed a bug where the nectar hint didn’t load in the new game creation menu.


List of additional fixes:


[h2]Balance[/h2]
  • The “Fear of Death” thought effect now lasts for 5 days instead of 7.
  • Lords will now gain 1.5 command skill points for each inspection conducted at the training ground.
  • Fortress tower durability has been doubled. The number of archer slots in the watchtower has been reduced to 3 (the fortress tower still has 5 slots).
  • On hardcore difficulty, after reaching 7 vassals, the “Attacks Neighbors” thought will now be -14 instead of -9.
  • The lower threshold for triggering the "Overpopulation" thought has been increased from 100 to 125 residents.
  • The duration of the “Was on Patrol” thought has been reduced from 24 to 12 hours.


[h2]UI and QoL[/h2]
  • Added on-screen events notifying when a knight's contract expires and when they leave the city.
  • Added a problem flag warning that a knight’s contract will expire soon (2 days in advance).
  • Added scrolling to the commanders panel in the army menu.
  • Updated images for certain encyclopedia entries.
  • The number of starting soldiers in the tutorial has been increased from 2 to 5, and the mercenary recruitment tutorial step has been removed.
  • New rendering for city names on the global map, and city populations are now displayed next to their names (the number is scaled down by a factor of 10).
  • Added highlight for the army recruitment button in the army menu if the player hasn't clicked it yet, and automatic display of the knights article when opening the recruitment menu.
  • Removed the "Reason" line from the hint for binge drinking and drunkenness.


[h2]Fixes[/h2]
  • Fixed a bug preventing lords and knights from taking armor from the warehouse.
  • Fixed a crash when loading a game if one of the trees loads beyond the map edge.
  • Fixed a bug where a notification about knights leaving appeared even if no knights were actually leaving.
  • Fixed a bug where the death or escape of a replacement commander in a squad (i.e. one assigned after the original died) triggered thoughts and events as if the enemy commander had been killed or routed.
  • Fixed a bug where the nectar tooltip would fail to load in the new game creation menu.
  • Fixed a bug where knights were being hired for 3 days instead of 10.
  • Fixed a bug where the “Knight’s contract expired” notification appeared even if the player had no knights.
  • Fixed a bug where the Matriarch would gain a thought that the player was helping destroy marauders when the player was actually defeating regular armies on the global map.
  • Fixed a bug where right-clicking an article in the encyclopedia would close the global map.
  • Fixed a bug where a summoned reinforcement army would return home if it collided with the destination point on its way.
  • Fixed a bug where wounded prisoners might not be carried away if there was no prisoner barracks and no temple in the city.
  • If the player's army carrying loot is sent to defend a city or village, the loot will no longer be lost after the defense quest ends.
  • Fixed a bug where the player received notifications about lords from other factions losing talents.,
  • Fixed a bug where workers wouldn’t transport meat from the pig farm if it wasn’t “charged” with rutabaga (this could lead to lords starving).
  • Fixed a bug where the lost souls of prisoners remained in the statistics (if you encountered this bug, save and reload your game).
  • Fixed a bug involving endless tying and untying of a prisoner.
  • Fixed a bug where punishing a prisoner-suspect with a shame mask turned them into a regular peasant and caused terror.
  • Fixed a bug where promoting a lord to a knight didn’t remove the “Too few rings” thought and where the “Pacifist” trait still affected knights.
  • Fixed a bug where killing a bishop could be considered a crime if a duel lasted more than 4 hours.
  • Fixed a bug where a character wouldn't stop running in panic if their pain level greatly exceeded very low morale.
  • Fixed a bug where the player couldn't repair a half-burned hall.
  • Fixed a bug where thoughts about rings did not disappear after promoting a lesser lord to a knight.


[h2]Miscs[/h2]
  • Archers on towers will now attack wolves engaged in combat with someone (but only if it is not a hunt).
  • Lowered the priority of the negotiation action (including attempts to bribe player lords) so it doesn’t interrupt important activities like ceremonies.
  • Provoking a duel now also requires both the target and the initiator to have weapons and armor, just like a standard duel.
  • Removed the “Defender of the Faith” technology, as the army tax is no longer in the game.
  • Sermons have been rescheduled to 8:00 AM.
  • Cultural bonuses for work tasks have been removed.






Patch #37 (beta): Army Tax Cancellation, Migration Control, and Balance

Hello everyone.

This is the last patch with basic system tweaks, and now all the studio's efforts are focused on new major features, so there likely won't be such frequent updates for a while.

In this patch, we are removing the church army tax that has been frustrating players, adding migration control through city gates, improving hunting algorithms, and making necessary adjustments to keep the game balanced without the army tax.

Try playing and let us know how you like the changes.

[h2]Army Tax Cancellation[/h2]
  • The church will no longer charge you for your soldiers, but all mercenaries will now sign contracts for only 10 days, after which the contract must be renewed, or they will leave.
  • All mercenaries are now knights, levels 7-12, and bring their own equipment—light armor and a spear. Additionally, knights no longer desert.
  • Knights into which the player has ordained the children of their lords remain in the army permanently.
  • An alternative is growing your own army. To this end, the duration of the "fear of death" thought for hired peasants has been reduced from 7 to 5 days.


[h2]Balance[/h2]
  • Since a vassal's debt primarily consists of their army, if you use vassal armies for your purposes, those vassals will now be exempt from vassal tax for 5 days.
  • To better balance the late game, the progression of contract renewal costs has been increased (i.e., the church's fee for signing trade contracts will remain nearly unchanged at early levels but will rise more sharply at later stages).
  • Late-game trade contracts, which were overly profitable, have been adjusted.
  • The durability of the fortress tower has been doubled. The number of archer slots in the watchtower has been reduced to 3 (the fortress tower retains 5).
  • The "Diplomat" talent now allows peace treaties to be signed three times cheaper.
  • The "Gray Contracts" technology now affects the entire trade contract cost, not just the base price, but the reduction effect has been weakened.
  • Lords now gain 1.5 Command skill points for each inspection at the training ground.
  • The relationship debuff "Attacks Neighbors" will be strengthened after 7 vassals on hardcore mode.


[h2]Migration[/h2]
  • You can now prohibit migration if your city is fully surrounded by a fortress wall. Migrants will wait a bit and then leave. Some of them will join forest bandits.
  • 15% of incoming migrants will be fanatics to create a minimal base, which has significantly declined since the abolition of mandatory morning services.
  • The action reducing migration in player villages has been removed as it is no longer relevant.


[h2]Hunting and Wolves[/h2]
  • Characters no longer surrender during hunts—they attempt to flee.
  • If at least one hunter flees from a fight, the hunt is considered unsuccessful.
  • Wolves no longer flee from battles if the hunt is targeted at them.
  • Lords will not assist friends in fights with wolves if it’s a hunt.
  • Archers on towers now attack wolves engaged in combat with someone (but only if it’s not a hunt).


[h2]Global Map[/h2]
  • Lord hints (with portraits) now include character trait tips: "Ruler's Wife," "Commander," and "Heir." Unnecessary traits like "Early Baldness" or "Monogamy" are no longer displayed.
  • New rendering of city names on the global map; next to the names, a conditional population size is now shown (this feature hints at how we envision game development on a strategic level).
  • If AI, awaiting a player attack for vassalization, receives a debt of honor, the attack is canceled, vassalage is established, and the debt is cleared.
  • An AI heir will not rebel if someone (including the player) is preparing an attack on the city.


[h2]Miscellaneous[/h2]
  • If you conduct a faith sermon, the bishop will improve relations with the appointed lord, not the king. This tool enhances control over lord and bishop relationships.
  • Added animation for raised hands and panic shouts when fleeing from battle.
  • Sprites for damaged wall sections have been replaced: when hit by a torch, a piece of the wall now flies off.


[h2]Fixes[/h2]
  • Lords with equipment restrictions set in the Dynasty menu will return prohibited gear to the warehouse.
  • Skill talents will no longer unlock due to temporary stat boosts.
  • If no one is available to approve the king’s actions, the related event does not appear.
  • Punishing a convicted criminal with a mask of shame turns them into an ordinary peasant.
  • Fixed a bug allowing enemies to pass through a solid wall dividing map sections, and they no longer attempt to destroy it.
  • Fixed a bug preventing lords and knights from taking armor from the warehouse.
  • Fixed a crash when loading a game if a tree loaded outside the map.
  • Fixed a bug allowing a player to assign a lord to study the same knowledge twice with a quick double-click.
  • Fixed a bug where the death or escape of a substitute squad commander triggered thoughts and events as if an enemy commander had died.
  • Fixed a bug where the nectar hint didn’t load in the new game creation menu.

Patch #36: Debt of Honor, Optimization, Balance, and Fixes.

Hello everyone,

This update moves Patch #36 to the main stable branch and includes several minor improvements, such as:

  • Thoughts from sins on the medium level have been weakened (by 35%).
  • Improved the daily report hint. Now it only shows what has actually changed, making it more readable and concise.
  • Participants in ceremonies receive a positive thought.
  • If the roof is closed, clicking on a building will select the building, not the character inside.
  • The immobility trait now specifies the reason why the character cannot move.
  • When peasant terror begins, you receive a problem flag indicating how long it will affect migration.
  • The rare book merchant Scriptonic now visits every 10 days without fail.
  • Fixed a rare bug where diplomacy buttons on the global map wouldn’t click.
  • Some letters on the map are now wider, allowing them to be closed on monitors with lower resolutions.


The remaining changes in Patch, including A Debt of Honor, can be found below.

Thank you for your feedback and activity; we look forward to your thoughts.

[h2]Patch #36 (Beta) Changelog[/h2]
[expand]

[h3]Debt Of Honor[/h3]
When you come to the aid of a neighboring ruler in desperate situations, such as helping against the Unholy Horde, supporting an heir (or your puppet) in a rebellion, or protecting them from destruction by another king, honor binds them to repay you with a diplomatic concession.

This could be a peace treaty, joining your state, leaving another state, or paying substantial tribute.

A debt of honor does not need to be claimed immediately; it can be deferred, as it remains valid as long as both rulers are alive.

[h3]Balance:[/h3]

  • Army Recruitment: The balance of army recruitment by kings on the map at medium and easy difficulty levels.
  • AI Peace Agreements: AI that has signed peace with the player will no longer attack the player's vassals.
  • Training Limits: Soldier training is now limited by the inspector’s combat level / XP bonuses are calculated based on command level / training XP coefficients have been reduced.
  • Inspection XP: Added XP gain for conducting inspections in the Chancellery.
  • Guaranteed Peace: At Peaceful and Medium difficulty levels, you will now always be able to conclude a peace agreement. And since the peace treaty is now always available, its cost has increased.
  • Unholy Horde Limit: Fixed a bug where the Unholy Horde could increase its number of warriors beyond the 60-unit limit after capturing cities.
  • Bishop Housing: Bishops will now receive the "Homeless" thought if they do not have their own house.
  • Pilgrim Behavior: Pilgrims will attack everyone, but only once. After receiving food, they will leave the city within a day.
  • Reward Thought Adjustment: The strength of the "rewarded me" thought now depends on the number of rings the target has. Its also lasts longer.
  • Bishop Sermons: If there are few fanatics in the city, the Bishop will occasionally hold faith sermons himself. If relations with the king are below 0, he will do so almost daily.
  • A new way to appease the Bishop: Added a thought from the bishop to the king regarding holding sermons.
  • Sins strength: Sins on medium and hardcore difficulty now have a stronger negative impact on mood.
  • Church Attendance Exploit Fix: To prevent exploits, filters for church attendance have been removed. The House of Sophia is now open to all children.
  • Bishop Punishment Demands: The Bishop may demand the punishment of a lord whose relation with him is below -25 (previously -50).
  • Matriarch Hostility Penalty: The negative thought among peasants (and especially fanatics) has been strengthened if the Matriarch is hostile toward you (below -25).
  • Enemy behaviour Incoming enemies and rebels will set fire to no more than 6 buildings in the city.

[h3]UI and QOL:[/h3]

  • Performance Optimization: Optimized map decor performance—significant improvement in saves with large amounts of placed decor.
  • Date Planning Trait: Characters planning a date will now have a trait indicating this in their menu.
  • Squad Menu Tooltip: Added a tooltip marker next to the "stay behind" checkbox in the squad menu.
  • Exit Logic: Characters from the same faction will now exit the local map through the same random exit.
  • Fertilization Toggle: Added a checkbox to disable automatic field fertilization (in field building menus).
  • Training Warning Notification: Added a notification on the right side if many soldiers (30% or more) cannot train due to an inadequate instructor level.
  • Inspector Auto-Replacement: Automatic replacement of the inspector with the Chancellery in buildings where the inspector was previously assigned.
  • Sexual Need Tooltip: For monogamous characters, if they gain the "High Sexual Need" trait, the tooltip now includes extra information.
  • Spouse Relationship Tip: Added an advisor tip if a monogamous character’s relationship with their spouse drops below 0.
  • Guest greeting: Lowered the priority of the king's greeting activity so that an arriving guest does not interrupt the king's important actions.
  • Hall notofications: Added an arrow to the hall if no inspector is assigned there.

[h3]Fixes:[/h3]

  • Menu Music: Fixed a bug where main menu music wouldn’t stop if the "Continue" button was pressed right after returning to the main menu.
  • Tooltip Spacing: Fixed a bug where [noparse]{optional...}[/noparse] variables in tooltips would still take up a line even without data, causing excessive blank lines (especially in the "Plundering" action).
  • Quest Hint Display: Fixed a bug where quest results didn’t show [nested_hints], e.g., "Heir Won!" and "King Won!" during the AI heir rebellion if the player supported the losing side.
  • Avatar Icon Alignment: Fixed incorrect positioning of quest icons with avatars—they are now properly aligned.
  • Aid Restriction: The player can no longer send aid to both the rebellious lord and the legitimate king in AI rebellion quests.
  • Captured Lord Fix: Fixed a bug where capturing lords didn't work properly—they weren’t considered the player’s prisoners, many actions were disabled, and their original faction didn’t request ransom.
  • Grave Display: A lord’s grave will not appear in the building list unless their body is burned.
  • Tutorial Global Map Button: Fixed a bug in the tutorial where the player couldn't access the global map button during the "trade with neighbor" step.
  • Beheading Requirement: Only beheading now counts toward the achievement for punishing innocents.
  • Ring Inheritance: Fixed inheritance of rings when the king inherits them.
  • Captivity Punishment Reset: Fixed the "captivity" punishment type being reset after loading a game.
  • Training Grounds UI: Updated the interface for the training grounds building.
  • Inspection Limit: Fixed the ability to inspect the training grounds multiple times a day.
  • Thought Tooltip: Changed tooltip for the thought "sex with peasant".
  • Localization Issue: Changing localization no longer affects the display of the punished group selection on the execution platform.
  • Knowledge Reset: Blinding a lord will now reset their ongoing knowledge learning.
  • Bandit Bribe Bug: Fixed a bug where the "Bribe" action in a bandit camp triggered the "Bribe to Attack" action.
  • Overpopulation Thought: Fixed missing context in the tooltip for the "Overpopulation" thought.
  • Training Battle End: Training battles will now end if the training grounds are destroyed.
  • Duel Softlock: Fixed a bug where a duel wouldn’t reset if it didn’t end in one participant’s death.
  • Mood from Sins: Fixed a bug where the effect of sins on mood was always lower than intended in version 2.5.
  • Tutorial Softlocks: Fixed rare softlocks in the tutorial.
  • Stacked Thoughts: Fixed a bug where the "Foreigners are pushing us out!" thought could stack up to 3 times.
  • Manual Battle Softlock: Fixed a potential softlock in manual battles on the global map when aiding an ally in defense.
  • Frozen Characters: Fixed a bug causing characters to freeze in place.
  • Encyclopedia Image: Updated the image in the encyclopedia article about the execution platform.
  • Family Grouping Bug: Fixed a bug in the "Father and Three Daughters" family setup where daughters didn’t appear grouped as children of the same character in the dynasty menu.
  • No-Handed Loop: Fixed a bug where a lord without both hands could enter an infinite gear loop. Now, a one-handed lord will return their shield to storage, and a no-handed lord will also return weapons and dagger since they can’t use them.
  • Charismatic Trait: The "Charismatic" trait now gives an interest bonus only to characters of the opposite sex.
  • Revenge Limitation: Characters can no longer develop a desire for revenge against a child.
  • Wall Construction Bug: Fixed a bug where builders could get stuck when constructing walls in narrow map areas.
  • Seduction Bonus Bug: Fixed a bug where a seduction target wouldn’t get a relationship bonus with the king if the king himself was the seducer.
  • Bribe Restriction Tooltip: Forced "bribe for sex" command on a peasant is now blocked for monogamous characters (with a tooltip explaining why).
  • Fire effect: Fixed a bug where fire particles sometimes remained in buildings after extinguishing was completed.
  • Enemy behaviour:Fixed a bug where enemy armies raiding the player's city looted resources instead of gold
  • Hints: Reduced the height of empty lines in hints.
  • Puppets assassination: Fixed nighttime assassination by puppets
  • Puppets bribery: Fixed puppet bribery of the player's lord

[/expand]

Beta Branch Update

Hello,

A small update to the beta branch based on your feedback. The most significant change is that thoughts from sins on the medium level have been weakened (by 35%).

Additionally, several minor QoL improvements:
- Improved the daily report hint. Now it only shows what has actually changed, making it more readable and concise.
- Participants in ceremonies receive a positive thought.
- If the roof is closed, clicking on a building will select the building, not the character inside.
- The immobility trait now specifies the reason why the character cannot move.
- When peasant terror begins, you receive a problem flag indicating how long it will affect migration.
- The rare book merchant Scriptonic now visits every 10 days.
- Fixed a rare bug where diplomacy buttons on the global map wouldn’t click.
- Some letters on the map are now wider, allowing them to be closed on monitors with lower resolutions.

Tomorrow, this update will move to the main branch. Let us know if anything seems off with it!

Patch #36 (Beta): Debt of Honor, Optimization, Balance, and Fixes.

Hello everyone!

Today, a beta patch is being released with a large number of fixes that some of our Discord players have been waiting for, as well as optimization for large settlements, especially for those using a lot of decorations.

We’ve also slightly tweaked the balance in some areas, so the patch is first going to the beta channel for your testing.

And we also added a diplomatic feature -Debt of Honor - which adds more meaning to getting involved in neighbors' affairs and creating puppets.

Thank you for your feedback and activity; we look forward to your thoughts on the changes.

[h2]Patch #36 (Beta) Changelog[/h2]
[expand]

[h3]Debt Of Honor[/h3]
When you come to the aid of a neighboring ruler in desperate situations, such as helping against the Unholy Horde, supporting an heir (or your puppet) in a rebellion, or protecting them from destruction by another king, honor binds them to repay you with a diplomatic concession.

This could be a peace treaty, joining your state, leaving another state, or paying substantial tribute.

A debt of honor does not need to be claimed immediately; it can be deferred, as it remains valid as long as both rulers are alive.

[h3]Balance:[/h3]

  • Army Recruitment: The balance of army recruitment by kings on the map at medium and easy difficulty levels.
  • AI Peace Agreements: AI that has signed peace with the player will no longer attack the player's vassals.
  • Training Limits: Soldier training is now limited by the inspector’s combat level / XP bonuses are calculated based on command level / training XP coefficients have been reduced.
  • Inspection XP: Added XP gain for conducting inspections in the Chancellery.
  • Guaranteed Peace: At Peaceful and Medium difficulty levels, you will now always be able to conclude a peace agreement. And since the peace treaty is now always available, its cost has increased.
  • Unholy Horde Limit: Fixed a bug where the Unholy Horde could increase its number of warriors beyond the 60-unit limit after capturing cities.
  • Temple Filter Removal: It’s no longer possible to set population type filters (peasants, soldiers, prisoners) in temples.
  • Bishop Housing: Bishops will now receive the "Homeless" thought if they do not have their own house.
  • Church Size: Church capacity has been reduced to 30.
  • Pilgrim Behavior: Pilgrims will attack everyone, but only once. After receiving food, they will leave the city within a day.
  • Reward Thought Adjustment: The strength of the "rewarded me" thought now depends on the number of rings the target has. Its also lasts longer.
  • Bishop Sermons: If there are few fanatics in the city, the Bishop will occasionally hold faith sermons himself. If relations with the king are below 0, he will do so almost daily.
  • A new way to appease the Bishop: Added a thought from the bishop to the king regarding holding sermons.
  • Sins strength: Sins on medium and hardcore difficulty now have a stronger negative impact on mood.
  • Church Attendance Exploit Fix: To prevent exploits, filters for church attendance have been removed. The House of Sophia is now open to all children.
  • Bishop Punishment Demands: The Bishop may demand the punishment of a lord whose relation with him is below -25 (previously -50).
  • Matriarch Hostility Penalty: The negative thought among peasants (and especially fanatics) has been strengthened if the Matriarch is hostile toward you (below -25).
  • Enemy behaviour Incoming enemies and rebels will set fire to no more than 6 buildings in the city.

[h3]UI and QOL:[/h3]

  • Performance Optimization: Optimized map decor performance—significant improvement in saves with large amounts of placed decor.
  • Date Planning Trait: Characters planning a date will now have a trait indicating this in their menu.
  • Squad Menu Tooltip: Added a tooltip marker next to the "stay behind" checkbox in the squad menu.
  • Exit Logic: Characters from the same faction will now exit the local map through the same random exit.
  • Fertilization Toggle: Added a checkbox to disable automatic field fertilization (in field building menus).
  • Training Warning Notification: Added a notification on the right side if many soldiers (30% or more) cannot train due to an inadequate instructor level.
  • Inspector Auto-Replacement: Automatic replacement of the inspector with the Chancellery in buildings where the inspector was previously assigned.
  • Sexual Need Tooltip: For monogamous characters, if they gain the "High Sexual Need" trait, the tooltip now includes extra information.
  • Spouse Relationship Tip: Added an advisor tip if a monogamous character’s relationship with their spouse drops below 0.
  • Guest greeting: Lowered the priority of the king's greeting activity so that an arriving guest does not interrupt the king's important actions.
  • Hall notofications: Added an arrow to the hall if no inspector is assigned there.

[h3]Fixes:[/h3]

  • Menu Music: Fixed a bug where main menu music wouldn’t stop if the "Continue" button was pressed right after returning to the main menu.
  • Tooltip Spacing: Fixed a bug where [noparse]{optional...}[/noparse] variables in tooltips would still take up a line even without data, causing excessive blank lines (especially in the "Plundering" action).
  • Quest Hint Display: Fixed a bug where quest results didn’t show [nested_hints], e.g., "Heir Won!" and "King Won!" during the AI heir rebellion if the player supported the losing side.
  • Avatar Icon Alignment: Fixed incorrect positioning of quest icons with avatars—they are now properly aligned.
  • Aid Restriction: The player can no longer send aid to both the rebellious lord and the legitimate king in AI rebellion quests.
  • Captured Lord Fix: Fixed a bug where capturing lords didn't work properly—they weren’t considered the player’s prisoners, many actions were disabled, and their original faction didn’t request ransom.
  • Grave Display: A lord’s grave will not appear in the building list unless their body is burned.
  • Tutorial Global Map Button: Fixed a bug in the tutorial where the player couldn't access the global map button during the "trade with neighbor" step.
  • Beheading Requirement: Only beheading now counts toward the achievement for punishing innocents.
  • Ring Inheritance: Fixed inheritance of rings when the king inherits them.
  • Captivity Punishment Reset: Fixed the "captivity" punishment type being reset after loading a game.
  • Training Grounds UI: Updated the interface for the training grounds building.
  • Inspection Limit: Fixed the ability to inspect the training grounds multiple times a day.
  • Thought Tooltip: Changed tooltip for the thought "sex with peasant".
  • Localization Issue: Changing localization no longer affects the display of the punished group selection on the execution platform.
  • Knowledge Reset: Blinding a lord will now reset their ongoing knowledge learning.
  • Bandit Bribe Bug: Fixed a bug where the "Bribe" action in a bandit camp triggered the "Bribe to Attack" action.
  • Overpopulation Thought: Fixed missing context in the tooltip for the "Overpopulation" thought.
  • Training Battle End: Training battles will now end if the training grounds are destroyed.
  • Duel Softlock: Fixed a bug where a duel wouldn’t reset if it didn’t end in one participant’s death.
  • Mood from Sins: Fixed a bug where the effect of sins on mood was always lower than intended in version 2.5.
  • Tutorial Softlocks: Fixed rare softlocks in the tutorial.
  • Stacked Thoughts: Fixed a bug where the "Foreigners are pushing us out!" thought could stack up to 3 times.
  • Manual Battle Softlock: Fixed a potential softlock in manual battles on the global map when aiding an ally in defense.
  • Frozen Characters: Fixed a bug causing characters to freeze in place.
  • Encyclopedia Image: Updated the image in the encyclopedia article about the execution platform.
  • Family Grouping Bug: Fixed a bug in the "Father and Three Daughters" family setup where daughters didn’t appear grouped as children of the same character in the dynasty menu.
  • No-Handed Loop: Fixed a bug where a lord without both hands could enter an infinite gear loop. Now, a one-handed lord will return their shield to storage, and a no-handed lord will also return weapons and dagger since they can’t use them.
  • Charismatic Trait: The "Charismatic" trait now gives an interest bonus only to characters of the opposite sex.
  • Revenge Limitation: Characters can no longer develop a desire for revenge against a child.
  • Wall Construction Bug: Fixed a bug where builders could get stuck when constructing walls in narrow map areas.
  • Seduction Bonus Bug: Fixed a bug where a seduction target wouldn’t get a relationship bonus with the king if the king himself was the seducer.
  • Bribe Restriction Tooltip: Forced "bribe for sex" command on a peasant is now blocked for monogamous characters (with a tooltip explaining why).
  • Fire effect: Fixed a bug where fire particles sometimes remained in buildings after extinguishing was completed.
  • Enemy behaviour:Fixed a bug where enemy armies raiding the player's city looted resources instead of gold
  • Hints: Reduced the height of empty lines in hints.
  • Puppets assassination: Fixed nighttime assassination by puppets
  • Puppets bribery: Fixed puppet bribery of the player's lord

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