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Norland Patch #38. Bug fixes and balance tweaks.

[p]Hello guys,[/p][p][/p][p]While the main focus is currently on the beta version, we are releasing a technical update to the main branch that fixes a number of annoying bugs.[/p][p]This way, the stable version will remain in good shape while we finalize things in the beta channel.[/p][p]As usual, most of these changes are based on your feedback and bug reports, so thank you very much for them. We look forward to your further feedback and reviews on the page.[/p][p][/p][h3]Changelog:[/h3][p]- A character will no longer attempt to get medicine if there is no warehouse in the town.[/p][p]- Fixed a bug where x12 time acceleration could activate during the day.[/p][p]- Fixed the sorting of mercenaries in the recruitment menu. Mercenaries whose contracts have ended will now appear at the top of the list.[/p][p]- No more than 3 peasants can become vagabonds in a single day.[/p][p]- Vagabonds will no longer appear among migrants unless there is a prophecy or active smuggling event allowing it.[/p][p]- The new king's personal rings are now transferred to the treasury.[/p][p]- Increased the size of the tooltip for the crime trait.[/p][p]- If a lord goes missing, the city menu will now display the appropriate tooltip.[/p][p]- Not only knights will now appear among mercenaries. This give you more cheap mercenaries.[/p][p]- Fixed a bug where the dynasty tree would appear in the top-left corner of the world map.[/p][p]- Fixed a bug where the absence of a bishop at the start of a religious rebellion caused all lords to join the rebels.[/p][p]- Fixed a bug where manual combat on the global map could not be initiated if there were no standing enemies in the enemy squad.[/p][p]- Fixed a bug where a guest duelist provoking the player’s lords into a duel triggered the matriarch’s anger.[/p][p]- The chance to bribe a bandit camp to attack the player’s city or village has been increased from 15% to 25%.[/p][p]- The chance of bandit camps being attacked by AI factions has been halved.[/p][p]- Troop morale no longer affects army strength calculation.[/p][p]- The soldier count in the top UI panel now includes those located on the world map.[/p]

Big Summer Update Pt.1 Politics and Economy (BETA)

[p]Hello everyone,[/p][p]Dmitry here.[/p][p]First, thank you for your patient waiting.[/p][p]Second, we’re starting to roll out to the beta branch everything we’ve worked on over the past weeks (and what we promised in our roadmap. For once, we’re actually on schedule).[/p][p][/p][p]By the way, if you haven’t left a review on our Steam page yet, now’s the perfect time![/p][p][/p][p]Today, we’re releasing a beta version of politics and the new economy. Next week, we’ll add more political and economic mechanics, new residential architecture, a new city-building grid, building influence, and a new army menu (you’ll be able to customize warriors).[/p][p]Here’s a presentation of the art style from our artists, in case you haven’t seen it yet:[/p][p][/p][p]While adding new mechanics, we’ll also tone down or even remove some old ones (for example, I think loyalty might get the axe) to avoid overloading the game.[/p][p]Additionally, in the near future, we’ll improve many things based on your feedback from the forum and our Discord—like adding a librarian and auto-learning for knowledge, among others.[/p][p]All these changes will accumulate in the beta branch until July 11, after which we’ll roll them out to the main branch.[/p][p]Starting in July, we’ll also begin working on the promised roadmap features: map generation, economy expansion, knowledge mechanics expansion, and deeper character personalities (the latter had to wait until the politics mechanics took shape).[/p][p]Now, let’s dive into the details of the new features. As usual, old saves are compatible.[/p][p][/p][h2]New Economy[/h2][p][/p][h3]Lords’ Gold[/h3][p]Some of our features looked odd for a reason—they were placeholders for better times. That time has come.[/p][p]Now, lords have gold, which ties them to the main economy. All tasks and rewards are now valued in gold.[/p][p]Lords independently buy rings, which they use for gifts, while politicians spend gold to increase their influence (more on that below). Soon, we’ll add other luxury items besides rings.[/p][p]We’ve reworked thoughts and desires related to rings and removed some (like ring desires).[/p][p]When loading saves, lords’ rings will be converted to gold.[/p][p][/p][h3]New Resource Allocation Menu[/h3][p]We’ve combined the production and finance menus into one, task-based interface. Now, you can directly distribute resources like food and alcohol to your subjects without needing to sell them. However, selling is still an option, as is paying wages the old way—though now it requires research.[/p][p]Characters will buy food and alcohol from caravans if they run short (migrants and warriors still bring gold, so if you don’t want it flowing to caravaneers, you can start internal trade).[/p][p][/p][p][/p][p][/p][h2]City Mechanics[/h2][p]We still need to finish drawing some residential buildings, but for now, we’re rolling out the first batch of city-building mechanics to let you focus more on city design.[/p][p][/p][h3]Storage[/h3][p]Warehouses now have fixed capacity by resource category (categories include food, crops, weapons, resources, liquids). Overfilled resources will spoil. Food always spoils, and there’s a separate granary for it with reduced spoilage. Weapons are now stored in a secure armory (its sturdy doors will hinder rebellious peasants).[/p][p][/p][p][/p][p]This allows us to display resources in warehouses, with quantities updating as they fill (although you will see this in the next update, the system currently requires optimization).[/p][p]Don’t worry—the cloud structure remains (resources are automatically distributed across warehouses), so no extra micromanagement is added.[/p][p]Builders are now hired in a separate new building, by the way.[/p][p][/p][p][/p][h3]Distance and Linked Buildings Display[/h3][p]When selecting a production building, you’ll now see where its workers live and the nearest warehouse they access for resources. This helps optimize building placement. By the way, peasants and prisoners now settle more accurately near their workplaces.[/p][p][/p][p][/p][h2]Politics[/h2][p]This long-awaited mechanic wraps up our vision for the local map. It’s still in progress and will improve significantly over the next couple of weeks, but you can already try it out.[/p][p]Now, one or two lords on your local map may become politicians if their loyalty drops. They spend their money to gain influence among other lords, warriors, the bishop, and neighboring kings. If they clash with the king, they’ll demand the crown, threatening a rebellion with their allies.[/p][p]Hostile lords no longer bribe every lord indiscriminately but target politicians specifically. If politicians rebel, hostile lords will send armies to aid them (by the way, we’ve reworked the bribery algorithm—it now happens in response to your aggressive actions, not constantly).[/p][p]On the plus side, politicians’ ambitions give them a 30% bonus to experience gain, so they can be very useful as long as relations are good.[/p][p][/p][p]This is a large and complex feature, and it’s quite rough around the edges, so we’re particularly interested in your feedback on it first and foremost. Thank you![/p][p][/p][h3]Army Loyalty[/h3][p]Who will warriors support during a rebellion? Fanatics back the bishop (and whoever the bishop supports), loyalists back the king. Others may support a politician who proved their valor in battle or bribed them through special sermon-speeches. The mechanic is still in progress (currently, support is a total percentage, but soon it’ll be individualized per warrior).[/p][p]Overall, politicians bring tactical planning to the local map—it now matters who is friends with whom, which warriors back whom, and who supports whom.[/p][p][/p][h2]Experience Improvements[/h2][p]Since politicians add complexity, we’ve eased some punishing mechanics for balance. [/p][p]Among others:[/p]
  • [p]Heirs won’t start rebellions—only politicians will. [/p]
  • [p]Buildings no longer burn to the ground and can always be restored. [/p]
  • [p]Field costs in the tech tree are reduced, [/p]
  • [p]The matriarch is happier with fanatics in your kingdom (Except, as usual, for the hardcore level. Here, we’re thinking about how to make your life tougher in the late game!), [/p]
  • [p]Family relations have a bigger bonus.[/p]
  • [p]We have also added a stronger reconciliation option on the global map, which will allow alliances to develop more quickly.[/p]
  • [p]Ceremonies and sermons in temples now, as in the old days, take place in the morning (so as not to distract characters from their evening activities).[/p]
  • [p]No more than 3 vagabonds can now appear per day. This will prevent the situation in the late game where the number of criminals could start growing at a very high rate. (And yes, we know the current population limit feels artificial. We’ll fix it properly and elegantly later—for this, we need to refine trade and the economy so that it’s more beneficial to grow cities through professional specialization rather than population size.)[/p]
  • [p]And we now also display all your created units at the bottom for easier access.[/p]
[p][/p][p][/p][p]Once again, we’re very interested in your feedback on these changes, so leave a review on our Steam page and join us in Discord![/p][p][/p][h2]Full Changelog: [/h2][h3]New[/h3][p]- New mechanic — warehouse capacity and resource spoilage.[/p][p]- New buildings added: "Builders' Camp", "Granary", "Armory".[/p][p]- A technology has been added for constructing the Granary and Armory.[/p][p]- Starting resources have been adjusted when launching a new game or tutorial.[/p][p]- A new advice message warns that resources ripening in the fields might not fit in the warehouses after harvest.[/p][p]- New mechanic — resource distribution.[/p][p]- The production and finance menus have been merged into the new Economy menu.[/p][p]- A technology "Salaries" has been added, allowing gold salaries to be paid to town residents. Requires 30 residents.[/p][p]- A technology has been added for constructing the Market, Tavern, and Den. Requires knowledge level 9 and a population of 30.[/p][p]- If a player had a Market, Tavern, or Den in their save from a previous game version, they will automatically receive the "Internal Trade" and "Salaries" books after loading. The player's king will also receive the same knowledge.[/p][p]- The Market has been removed from the prebuilt structures at the start of a new game.[/p][p]- A positive thought "Visited a public place" has been added for residents who have been to the Market, Tavern, or Den.[/p][p]- Characters who have received food through resource distribution will no longer buy it on the Market.[/p][p]- New mechanic — Politicians.[/p][p][/p][h3]Other changes:[/h3][p]- AI will attempt to resettle an abandoned town only after 4 days following its destruction.[/p][p]- After a faction has been forced into neutrality, it will not create or join alliances for 2 days.[/p][p]- The placement location for the turnip field in the tutorial is now more noticeable.[/p][p]- Even if some migrants don’t reach the hall by 8:00, players will not receive a notification about them leaving due to closed gates, provided migration is allowed.[/p][p]- Heirs and low-loyalty lords will no longer start rebellions unless they are Politicians.[/p][p]- The building repair system has been reworked: previously, buildings were considered repaired at the start of repair; now they will remain broken until the repair is completed.[/p][p]- A new thought "Wealth" has been added. It appears when a resident has 31 or more coins.[/p][p]- The "Temple" technology now requires knowledge level 9 instead of 3.[/p][p]- The "Mine" technology now requires 20 residents to unlock.[/p][p]- The "Prisoner Maintenance" technology has been removed — the Prisoner Barracks can now be built from the start of the game.[/p][p]- Players will no longer receive a free book on temple construction when a bishop arrives.[/p][p]- Repairing burned buildings now costs wood instead of tools, and the amount is no longer dependent on the building’s level.[/p][p]- The "Burned completely" status has been removed — buildings can now be repaired even if fully burned.[/p][p]- Knights will now have the title Sir or Dame in their names.[/p][p]- The conditions for triggering a Wise Conversation during lord interactions have been adjusted.[/p][p]- If an order is placed to produce a very large quantity of resources, workers will consider their theoretical productivity and not take excess raw materials.[/p][p]- Fixed a bug where the absence of a bishop at the start of a religious rebellion caused all lords to join the rebels.[/p][p]- Fixed a bug where manual combat on the world map with no standing enemies made the battle unstartable.[/p][p]- Fixed a bug where a guest duelist provoking the player's lords into a duel triggered the matriarch’s anger toward the player.[/p][p]- Fixed a bug where any alcohol consumed by residents was incorrectly considered Moonshine.[/p][p]- Fixed a bug where the tooltip about a vassal being exempt from taxes due to troop use was incorrectly shown for the player’s ally instead of the vassal.[/p][p][/p]

Save 35% on Norland

Take command of a medieval kingdom in Norland, now 35% off as part of the Hooded Horse May Publisher Sale. Manage the ambitions of nobles, the needs of peasants, and the strength of your soldiers. Navigate political intrigue, fend off invasions, and ensure your kingdom thrives.



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https://store.steampowered.com/app/1857090/Norland/

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.