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DEVLOG - The North Faction takes up arms

[p]Hello everyone, thanks for reading me again! As explained in the previous article, today I’m telling you more about the new DLC faction we’re adding to Drop Duchy. This new faction is Viking-themed, and it’s called The North. Let’s see what they do![/p][p][/p][hr][/hr][p][/p][h3]Fierce Warriors[/h3][p]The North is the fifth faction in the game, and once again, we strived to give them a strong gameplay identity that sets them apart from every other faction. So, where did we go after the peaceful nature-oriented Tribe? We chose to go all-in on war with the most combat-focused faction to date![/p][p][/p][p][/p][p]The North is a fierce clan of sea raiders with its own combat style that’ll make you rethink your approach. Instead of doing a whole sequence that goes through all the groups, you’ll be able to select a different target for each of your attacking groups. It gives you more flexibility to leverage your group’s strengths and weaknesses, but it also means that a given group can’t clear the whole map.[/p][p][/p][p][/p][p][/p][p]Due to their direct combat, the North can’t merge their groups to manipulate the types in their favour; however, they can do something much better: pillaging production buildings for extra resources! If you’ve got some spare groups, you can target a resource building to collect more out of them, although it comes at the cost of removing the card permanently from your deck. As you’ll see in the next paragraphs, though, the faction has access to exclusive cards to facilitate that.[/p][p][/p][p][/p][p][/p][p]The last key mechanic of The North is the Fury, which symbolizes the Vikings’ retaliation and bloodthirst: for every damage you suffer during a round, you get additional troops for the next round. If you can survive the enemy’s forces (or if you willingly self-inflict damage), you’ll reap greater rewards with bonus groups joining your camp next round. It’s another valuable tool to take advantage of enemies, as long as you’re careful not to burn your wings while playing with fire.[/p][p][/p][p][/p][p][/p][hr][/hr][p][/p][h3]Invasion[/h3][p]So, which exclusive cards do the North have to fit their special combat style? Once again, there are four buildings and four technologies to unlock by completing the faction quests.[/p][p]The starting building of the faction is called the Hall of Heroes, and it’s one you’ll want to place near the center of the grid since it buffs both military and production buildings that are adjacent. The more you can fit, the better! Speaking of which, the starting technology card Scouting adds up to three Depot buildings to each round’s deck.[/p][p]The Depots have dead-simple harvesting rules requiring you to connect terrains, and soon enough you’ll realize that you can double their gains if you place next ot the Hall of Heroes, then double them again using the pillage during the combat phase. The best part? Since Depots are added to the deck every round, pillaging them doesn’t remove any cards from your deck.[/p][p][/p][p][/p][p]As you complete quests, you’ll unlock cards that add new mechanics to Drop Duchy, such as the Raiding Camp, which makes you lose Defence (feeding your Fury combo) and can duplicate itself when placed adjacent to an enemy. Swarming the grid has never been easier as long as you have the means to refill those. Defence, of course![/p][p][/p][p][/p][p][/p][p]On the tech side, you’ll be able to grab options such as Awareness to eliminate the weakness malus in combat or Insatiable Greed to increase the yield of your plundering. I should also mention that some of the newly added common cards that release with this update pair very well with the North qirks, such as the Military Hospital, which recruits for every missing Defence point, or the tech Conscription, which makes you lose Defence in exchange for additional troops. All in all, there are plenty of new combos to explore with this faction, which again can be played in all existing game modes![/p][p][/p][p][/p][hr][/hr][p][/p][h3]Wrap-Up[/h3][p]That’s it for this breakdown of the new faction of Drop Duchy! As explained in the previous devlog, we are now shifting our focus to bringing the game to new platforms, and we don’t plan to add more to the game. Thanks a lot for your continued support, and I hope you’ll have a lot of fun with the new update. Cheers![/p][p]JB Oger - Game Director[/p][p]
[/p][p][dynamiclink][/dynamiclink][/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p]X / Twitter:[/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY: PATCH 1.2.18

[p]Hear ye, hear ye![/p][p][/p][p]We're back with a new update to correct the following bugs:[/p][p][/p][h3]Patch notes - December 23, 2025[/h3]
  • [p]Fixed bug where the next Ascension tier was validated a second time when finishing Endless[/p]
  • [p]Fixed bug where boss mastery achievements was awarded to the user when they killed themselves with Raiding Camp[/p]
  • [p]Fixed Sacred Ground reactivating fully when more Faith was gained since the last activation[/p]
  • [p]Fixed Fury troops being considered as enemy for some card effects (Boathouse, Prison)[/p]
  • [p]Fixed Ascension increased refill defence cost not applied in Grid preparation menu[/p]
  • [p]Added an option to skip Fortune Teller if you don't want to remove any cards[/p]
  • [p]Fixed "Build an outpost" option of The Order , now the cost is increasing as designed[/p]
  • [p]Fixed Basilica conversion counter staying at zero after undoing the last piece[/p]
  • [p]Fixed Basilica being able to convert a piece undone back to reserve[/p]
  • [p]Fixed Cairns being able to receive units from others buidlings after being deactivated[/p]
  • [p]Fixed Fortune Teller and University unable to generate enough options if too many cards are banished[/p]
  • [p]Fixed Prison not appearing as a "building with garrison" in Fortune Teller[/p]
  • [p]Fixed bug where user could hire Mercenaries in addition to the maximum 8 buildings[/p]
  • [p]Fixed not being able to start the combat phase with gamepad when not all groups are selected with The North[/p]
  • [p]Fixed Work for Hire challenge completed with pillaging 3 times the same depot[/p]
  • [p]Fixed Sea Raiders challenge triggering on pieces that are undone[/p]
  • [p]Fixed reset controls not resetting properly to defaults in some cases[/p]
  • [p]Fixed localization issues in French and Russian[/p]
[p][/p][p][/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p][/p][p]X / Twitter:[/p][p][/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY: HOTFIX 1.2.16

[p]Hear ye, hear ye![/p][p][/p][p]We prepared a small update on the previous patch, to fix the “Sea Raiders” Steam achievement. It now unlocks correctly after completing the requirements.[/p][p]
[/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p][/p][p]X / Twitter:[/p][p][/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]

DROP DUCHY: PATCH 1.2.15

[p]Hear ye, hear ye![/p][p][/p][p]Thank you for the wonderful support you have shown for the new content and Faction, and for all your feedback![/p][p]We prepared a new update which corrects the following bugs and issues for everyone:[/p][p][/p][h3]Patch Notes:[/h3]
  • [p]Ascension mode is now unlocked if you beat the game in a higher difficulty than Normal[/p]
  • [p]Fixed Basilica black cross incorrect position[/p]
  • [p]Fixed Conscription technology triggering even if you don't have the defense[/p]
  • [p]Fixed Spin the Wheel and River Patrols challenges[/p]
  • [p]Fixed a bug causing a boss to not spawn on the map if the game was continued after being started during the previous version[/p]
  • [p]Fixed mix-up in localization for several card descriptions [/p]
  • [p]Fixed End run screen displaying "Normal" in Ascension mode[/p]
  • [p]Fixed Gold ordeal box staying always grey in Ascension menu[/p]
  • [p]Fixed tag appearing in the description of Forced Conversion in German[/p]
  • [p]Fixed issues with Steam achievements unlocking for the three new bosses: Gatecrasher, Fort Knox and Basilican't[/p]
  • [p]Fixed customization unlocking for all factions instead of just the one who beat Ascension Mode[/p]
  • [p]Fixed run loading twice when using Reload save (longer load time, double sound, etc.)[/p]
[p]
[/p][p][/p][p]If you want to discuss strategies and share your favorite builds with fellow rulers, don’t hesitate to join our official Discord server! And, don't forget to follow us on Social Media to keep up with the latest news:[/p][p][/p][p]X / Twitter:[/p][p][/p][p]And join us on Facebook, Threads, Instagram, and Bluesky![/p]