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Claws & Jaws : Out now!

Hello Warchiefs!
You've seen the updates for the beta now is the time to launch the Claws and Jaws update!
Here is a recap of what's new in your games as well as when to expect new for the next clan...
Claws & Jaws - available now




[hr][/hr]
[h2]Foxes and Boars[/h2]

After years of fighting Draugrs, the wild life of Northgard is now joining the heart of the realm.
You will now be able to fight Boars and Fox alongside the usuals wolves and bears you already fights!

Those new opponents will have their own stats, with the foxes being more numerous per tile, but weaker alone, and the boar is just as strong as a bear, even more.



[h2]Conquests[/h2]

With this update also come 3 new conquest missions, centered around the Clan of the Owl but available to every clans! You'll be able to find them in all of your conquest starting now!



[h2]Regarding the AI[/h2]

Coming with those changes is also a reinforced AI that should now be able to defend itself and be a challenge for the new players! There are still changes to make, especially in term of attack, but we are happy with what has already been done for this patch.

For more details, you can check the patch notes right here

Complete Patch Notes

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

With all of this addition, it's time for us to turn toward the next clan. As stated with the Road Map release, you can expect the next clan to be closely linked with the content of Claws and Jaws.

Some clues has been spreaded during the beta, and it is mostly known what type of clan you will face, but for some confirmation, see you later that month...

We hope you'll like this new content, more is on the way, starting with the next clan!
Northgard is currently on sale if you want to experiment the changes with some pre-existing clans as well.

If you want to stay in touch with us you can follow our different platform like Discord or Reddit.
We also just launched a twitter/X account exclusively for Northgard!
All the patch notes will be posted there (as well as some memes of course) so don't hesitate to follow us on there!

See you for the next update,
Shiro Community Team


https://store.steampowered.com/app/466560/Northgard/

Claws & Jaws | Patch Notes for 25/04/2024

Claws & Jaws

[h2]Free Content Update[/h2]
v3.4.35.37687

Hello Vikings!

With the open beta now complete, the Claws & Jaws update is ready to be released and change the landscape of Northgard.
Thanks again to all the players who participated in the beta, reported issues, shared their feedback, participated in the discussions, and helped us with the update !!

Here is what it brings:


[hr][/hr]
What’s New
This update focuses on bringing novelty and exciting choices to the Northgard environment. It focuses mainly on two aspects: the addition of new wild animals and the rework of map generation rules.

[h2]Wildlife[/h2]
First, we’re adding two new wild animals to Northgard to make encounters more varied and interesting and to present new opportunities to take advantage of them.

[h3]Foxes and Fox Burrows[/h3]
Foxes and Fox Burrows are now part of the Northgard landscape and will present a challenge as a wild foe, as well as an opportunity to gain by closing the burrows and claiming the reward.

[expand]
  • Foxes are a new wild animal. They have the same aggressive behavior as wolves but are less powerful, way faster, and attack in numerous groups. So keep an eye on them.
  • Fox Burrow is a new building equivalent to the Wolf Den. It spawns new foxes that will attack the adjacent zones if left unchecked.
  • Closing it will grant 25 Fame and 75 Kröwns.
[/expand]

[h3]Boars[/h3]
Boars are a new wild animal and a new threat the clans might encounter.

[expand]
  • Boar is another new wild animal you will encounter in Northgard. It has passive behavior similar to a bear but is even more powerful. If you attack it, it will fiercely defend itself and its territory.
[/expand]

[h2]Environment and Map Generation[/h2]
Sheeps are NOT a new animal, but we’ve changed their spawn rules and reworked them to make them more useful, especially in later games, and to create new specific interactions with clans. The idea is to make the sacrifice for Food no longer the automatic and only use for sheep it is currently.
We also want sheep to spawn in further zones as an attractive later reward.

We’ve also reworked some map generation rules, especially regarding the hostility of spawn zones, to make it more fair for all players.


[expand][h3]Sheep[/h3]
  • Sheep now grants a -50% wood consumption reduction during winter in the zone it is in (-30% previously).
  • When several sheep are in the same zone, this bonus increases (but multiplicatively).
  • Sheep can now spawn everywhere on the map.


[h3]Wolf Clan[/h3]
  • When sacrificing a sheep for food, the clan will get 100 food out of it instead of 80.


[h3]Dragon Clan[/h3]
  • The clan can send a sheep to the Sacrificial Pyre to gain 4 dragon essences.


[h3]Eagle Clan[/h3]
  • The clan can sacrifice a sheep to trigger a boneyard in the zone, calling a maximum of 3 hawks.


[h3]Rat Clan[/h3]
  • The clan can sacrifice a sheep to light up the Purification Pyres for 60 days.


[h3]Lynx Clan[/h3]
  • The clan can sacrifice a sheep to get 60 Trophies (but no Food).


[h3]Owl Clan[/h3]
  • Sheep reduce the food consumption in the zone by 35% (25% previously).
  • This bonus also increases for each additional sheep in the same zone. Also multiplicatively.


[h3]Goat Clan[/h3]
  • Following those changes on sheep, the Sheperd ability of Harvald (Goat Warchief) has been modified.
  • The ability is now active, and captures all wild sheep in the neutral zone where Harvald is.
  • The ability then has a 1 month cooldown.


[h3]Spawn Hostility[/h3]
Until now, it was possible for different clans to face huge differences in hostility at spawn. For example, one clan could start with 1 wolf in zones around its town hall, while another starts with 3 wolves.

  • All clans on a map will now start with the same level of hostility on adjacent zones (Adjusted depending on the number of zones adjacent to their townhalls).
  • However, this hostility might still be composed of different animals and be split differently for each clan.


[h3]Environment Difficulty[/h3]
With the addition of those new wild animals and the rework of the spawn, we’ve also taken this opportunity to adjust the environment hostility in the different difficulty modes.

  • Environment hostility (foes and hostile wild units presence) has been slightly reduced on easy maps.
  • Environment hostility has been slightly increased on extreme maps.
  • Normal and hard maps hostility should be the same as before.
[/expand]

[h2]AI[/h2]
We know AI faces many difficulties right now, and we’re actively working on it! With this patch, many new changes have been made to make the AI more aggressive, better at surviving, more reactive, and overall better.

[expand]
  • AI Warband should not get stuck in a zone anymore.
  • After decolonizing a player’s zone, in hard and extreme difficulty, the AI will continue pushing the assaults to the next zone until they reach the player’s town hall or are stopped.
  • The AI will now use its civilian units to defend itself when attacked by foes.
  • AI now handles its happiness correctly and will assign units to happiness production buildings.
  • AI is now better at evaluating the outcome of a fight and how much strength it needs to win, so it should no longer send armies to die in fights against neutral factions.
  • Raven clan AI no longer builds a harbor as its first building, but when needed.
  • Dragon AI now correctly differentiates between thralls and villagers when assigning them.
[/expand]

[h2]Conquest[/h2]
With this patch, the new main Conquest battles of the Owl Clan are now available.

New conquest battles:

[expand]
  • Titanmachy All clans start with a Guardian of Realms. If two guardians meet, they have to fight to the death. When a guardian dies, its clan is eliminated.
    Make yours the best and defeat the others before they become too strong.
  • Age of Vampires Your Warchief and the Erlking are the two last remaining nightwalkers. There can only be one left. Kill it before he gets to you.
  • Battle for Midgard Yggdrasil is under attack from many realms. Portals are awakening, and armies are coming to destroy it. Resist the assaults and close the portals to end this.
[/expand]
[hr][/hr]
Diplomacy and Balancing

[h2]Diplomacy [/h2]
Following changes made during the previous patch, we want to reward cooperative actions between clans of a team to help them increase their relations faster and to encourage support actions.

[expand]
[h3]General[/h3]
  • When feasting for their team, a clan improves its relationship with all the affected ally clans.

[h3]Squirrel[/h3]

  • Meals prepared by the Squirrel for their allies improve their relationship with the affected clans.
  • Rumor-Mongering now also increases all relation gains by +100%.

[h3]Stoat[/h3]
  • When collecting a Levy for their team, the Stoat clan improves their relationship with all the affected clans.

[h3]Rat[/h3]
  • When healing ally units, the rat clan improves their relations with this clan.

[h3]Bear[/h3]
  • When Kaija and/or Borgild provide an ally zone with the Kindred Spirit production bonus (fame 200), they improve their relations with this clan.
[/expand]

[h2]Clan Specific Balancing[/h2]
Following changes made during the previous patch, we want to reward cooperative actions between clans of a team, to help them increase their relations faster, as well as to encourage support actions.

[expand][h3]Horse[/h3]
We’ve received much feedback about the Horse clan. We do not buff it outright because the clan can easily snowball and become unstoppable if Warchiefs are too easy to get. In the meantime, we agree with the sentiment that Horse currently is very spawn-dependent and can fall behind with a spawn without any Ruins and Shipwrecks.
With those changes, we want to address and mitigate this spawn dependency while limiting the kickstart the clan can get on a very good spawn (with two ruins, for example).


  • Both Warchiefs now cost only 100 Kröwns to recruit (150 previously).
  • Horse clan when exploring Ruins and Shipwrecks will only get half of the Kröwns any other clan would get.
  • But they also extract ore from those.
    • Exploring a Ruin provides +5 Stones.
    • Exploring a Shipwreck provides +5 Iron.


[h3]Raven[/h3]
Since the previous changes on the Raven, we’ve seen many complaints about the toxicity of the “Giant spam” - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy.
We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids.

But - as we experimented with this during the beta and have noticed some negative impacts - we still want Raven’s relic and the raids to be attractive and an exciting play option.


  • Raids
    • Each mercenary killed during a raid increases the raid cooldown of the zone by +20 seconds.
    • Sons of Hrymr (giants) power depends on the number of mercenaries sent with them.
    • Killing a Son of Hymir sent on a raid increases the raid cooldown of the zone by +120 seconds.
    • Silos now also count as a source of Food when the zone is raided.
  • Relic - New additional effect
    Raids now collect resources from the zone when they arrive rather than when they leave (making sure to obtain the resources of the raid even if the whole raid dies).


[h3]Ox[/h3]
  • After unlocking City Building, zones can be improved even if they do not contain the maximum number of buildings.


[h3]Rat[/h3]
  • Last Stand Shaman ability (Weapon Forge) effect is now capped to a maximum +300% Dmg increase.


[h3]Bear[/h3]
  • Winter Festival now reduces the clan units’ food consumption during winter by -30% instead of boosting food production.


[h3]Other[/h3]
  • Some of the Dwarf faction units now attack at distance.
[/expand]

Improvements

[expand]
  • Many optimizations.
  • The game uses less CPU resources.
[/expand]

Bugfixes


[expand]
  • Added security to avoid 4v2 ranked lobby
  • Raven - Added security to avoid mercenary from raid to stay on a tile
  • Snake - Fixed lore not unlockable in Clan Knowledge
  • Snake - Fixed Rapacious Exploitation not healing if an ally was on the same tile
  • Snake - Fixed an issue where mythical animal from Mythical Lure wasn’t killable if scared during the spawn by Scorched earth
  • Snake - Fixed Scorched earth not granting ressources if used in snake territory
  • Snake - Fixed Black Market not giving back ressource for the Snake trades
  • Stoat - Fixed convert cost with Marches of Britany
  • Stoat - Fixed Altar of Volvinius on duchy not increasing kröwn levy
  • Dragon - Fixed Thrall not working in conquest mission SHard of Misfortune
  • Dragon - Fixed Thrall UI on ship not disappearing if killed by the Kraken
  • Dragon - Fixed Thrall UI on ship visible in the fog
  • Dragon/Stag - Thrall and boat reward are granted even if the clan doesn’t start near the sea
  • Stag - Fixed Glory of all clan not giving 30% of fame when unlocked
  • Squirrel - Fixed achievement Just a little help for my friend not unlocking
  • Ox - Fixed Heimdall’s Hunting Pauldron artifact dealing damage to Valdemar in conquest mission The Cursed if other foes was on the tile
  • Lynx - Mythical lure can be placed on other tile then the Town Hall in conquest mission Lands of Oblivion
  • Owl - Fixed Guardian of the Realm placement on Naströnd tile not destroyed
  • Kraken - Added food icon on the fishery in the build menu
  • Kingdom - Fixed an issue where monk stop healing if the Monastery change (upgraded, destroyed) while healing Vedrfolnir
  • Kingdom - Anchorage can be build in conquest mission Gold Rush
  • Kingdom - Fixed peon healing during fight on Town Hall tile
  • Conquest - Fixed Draurg event in conquest Rough Seas
  • Conquest - No more event conquest in conquest mission Gold rush
  • Conquest - Fixed infinite spawn in conquest mission Cataclysm
  • Conquest - Fixed pathfinding not taking in count destroyed tile in conquest mission Cataclysm
  • Conquest - Fixed scout progression UI in conquest mission Lands of Oblivion
  • Conquest - Added security to avoid a tile to not being colonisable in conquest mission Shard of Misfortune
  • Conquest - Fixed some map generation in conquest mission Inner sea
  • Conquest bonus free upgrade can be used without upgrading the Town Hall
  • Conquest - Fixed bonus iron/stone not sending iron/stone
  • Conquest - Fixed military forge not available when a military building from another clan was accessible
  • Conquest - Fixed skin not showed
  • Rig’s Saga - Fixed a crash in mission 8 when the clan of the Bear was killed by foes
  • Rig’s Saga - Fixed performance issue after healing Vedrfolnir
  • Story - Fixed camera zoom after cinematics
  • Fixed an issue with pathfinding making some unit going out of the territory when not authorized (militia, civils)
  • Fixed a crash when selecting a Town Hall of a player that was deleted in the creative editor
  • Fixed Rat event notification for sickness villager
  • Fixed Vedrfolnir freeze when loading a save right after healed
  • Fixed villager disappearing when repairing a port and destroying it
  • Fixed crash when claiming the artbook Town Hall skin (the skin was unlocked)
  • Fixed crash if a player has special character in his name
  • Fixed crash in the report system when down page after writing some word
  • Fixed Vedrfolnir not healed if the first building that healed it was modified (upgraded, destroyed)
  • Fixed ability that target a tile not clickable if the unit is on a tile where the ability can’t be used (Sentinel for Falconner, Scorched earth for Signy)
  • Fixed group selection not shown after loading a save
  • Fixed free Odin’s forge with operative dwarves
  • Fixed Operatives Dwarves not forging after repairing a forge on fire while assigned to it
  • Fixed the SFX for the Upgrade zone button looping
  • Fixed lore step when all lore are unlocked
  • Fixed some localization issues
  • Fixed some text issues
  • Fixed some UI issues
  • Separated team can’t be choose if the map is balanced
  • Added security when loading a coop conquest
  • Added a toggle for Levy/Overwork SFX in the option
[/expand]

Known Issues

[expand]
  • Eagle - Foraging knowledge description doesn’t mention Fox Burrows, but the effect does work.
  • Some localization are missing
[/expand]

Claws & Jaws pre-release Stream

Join us this wednesday for a showcase and QnA of the next update of Claws and jaws!

You'll find us on the 25th at 5pm GMT+2 right here → https://www.twitch.tv/shirogamesofficial


[hr][/hr]

For those who stayed away from the beta, it is now time for you to discover the added content for the new update!
The content shown is the one you will have in your game. If you want to discover it early, or if you already did and have some questions, we'll be here to answer them!

Prepare your questions in the comments, note the date in your agenda, and see you there!

-Shiro Community Team

Beta Patch Notes for 11/04/2024

version: v3.3.27.37496-public-beta

Hello players!

Following the previous changes, this new patch adds some more changes going in the same general direction and iterations on those previous changes to ensure everything is balanced.


Balancing


[h2]Clans[/h2]
After the previous patch's changes to collaborative actions among allies, now being rewarded with positive relations gains, we're also adding those gains to some specific collaborative actions, like the rat clan healing its allies or the bear clan using its production bonuses in their zones.

[expand][h3]Rat[/h3]
  • When healing ally units, the rat clan improves their relations with this clan.
  • Last Stand Shaman ability (Weapon Forge) effect is now capped to a maximum +300% Dmg increase.
  • Burning a Sheep as Rat clan now provides 60 days of Purification Pyre (instead of 90 previously).

[h3]Bear[/h3]
  • When Kaija and/or Borgild provide an ally zone with the Kindred Spirit production bonus (fame 200), they improve their relations with this clan.
  • Winter Festival now reduces the clan units’ food consumption during winter by -30% instead of boosting food production.

[h3]Eagle[/h3]
  • Feeding a Sheep to the Hawks now calls a maximum of 3 Hawks on the Boneyard (limiting the max amount of resources possible to obtain in this way).

[h3]Raven[/h3]
Following the nerfs made to the Raven raids, and especially the potential relic harass made with the previous patch, we're pretty happy with how tuned down the raid toxicity can now feel, but we're a bit worried about those changes we've also reduced a lot of the appeal, not necessarily of the raids themselves, but of the relic. With this patch, we're trying to balance those things by making the relic more of an assured return on investment for the Raven without making it at the detriment of the targeted clan.

[expand]
  • Relic - new additional effect:
    Raids now collect resources from the zone when they arrive rather than when they leave (making sure to obtain the resources of the raid even if the whole raid dies).
  • Raids
    • Silos now also count as a source of Food when the zone is raided.
    • Each mercenary killed during the raid increases the raid cooldown of the zone by +20 seconds (previously +30).
[/expand][/expand]
[h2]Other[/h2]

[expand]
  • Some of the Dwarf faction units now attack at distance.
[/expand]
[hr][/hr]
Conquest
With this patch, the new Conquest Battles of the Owl Clan are now available to play in the beta!!

[h3]New Conquest Battles[/h3]

[expand]
  • Titanomachy All clans start with a Guardian of Realms. If two guardians meet, they have to fight to the death. When a guardian dies, its clan is eliminated.
    Make yours the best and defeat the others before they become too strong.


  • Age of Vampires Your warchief and the Erlking are the two last remaining nightwalkers. There can only be one left. Kill it before he gets to you.

  • Battle for Midgard Yggdrasil is under attack from many realms. Portals are awakening and armies are coming to destroy it. Resist the assaults and close the portals to end this.
[/expand]

[hr][/hr]
Bugfix


[expand]
  • Kingdom - Fixed Town Hall tile with 4 slot instead of 5
  • Squirrel - Fixed Mongering-Rumor not increasing meal relation
  • Stoat - Fixed shared levy increasing relation with enemy
  • Fixed Supply malus in team game
  • Owl - Fixed UI of second Invasive fruit roots
  • AI - now correctly uses its military units when defending a territory attacked by a player (no longer stuck when tyring to enter the tile)
  • Pathfinding -Fixed an issue where a player units wrongfully decided to cross a zone with neutrals (or foes).
[/expand]

Known Issues

[expand]
  • Month on the calendar are in Italian
  • 1 ore unit missing on each deposit
[/expand]

[hr][/hr]
[expand]
  • The previous mystery is yet to be discovered. Go back to your first discovery and find the title
  • Enjoy a rest for this week
[/expand]

Beta Patch Notes for 04/04/2024

v3.3.25.37385-public-beta

Hello players!

Following your feedback, we’ve made a few new adjustments to the new foes and map generation. We also want to take this beta to introduce new balancing changes and tweaks to some clans and to the way you gain positive relations with ally clans.


[h2]Foes[/h2]
We’ve noticed many of you expressing disappointment at the fact that the Bear and Boar units are more or less equivalent, with the same overall power and behavior. We’ll try to address that by making the Boar a stronger and more aggressive unit than the Bear, so both represent different challenges.

With those new changes, the bear becomes the more resistant tanky unit, requiring lots of damage to go down, while the Boar is the more aggressive unit, dealing heavy blows your units must tank long enough to kill the creature.


[expand]
    Boar stats
    • 15 Atk (12 previously)
    • 110 Hp (100 previously)
    • 8 Def (8.5 previously)
    • 5 Moves Speed (3.5 previously)
[/expand]
[hr][/hr]
[h2]Map generation[/h2]
After the previous changes we made to the wild units spawned in the zones around the clan Town Halls, some of you have (rightfully) pointed out that having the same power spread across 3 zones or 4-5 zones did not result in equivalent starts in terms of difficulty. So, we adjusted the way the foes are spawned to take the number of zones available to the clan into account.

[expand][h3]Spawn hostility[/h3]
  • The overall number of hostile units close to a clan’s Town Hall will now also depend on the number of zones in contact with the clan's starting zone.
[/expand]
[hr][/hr]
[h2]Balancing[/h2]

[h3]Diplomacy[/h3]
Those changes are based on feedback made during the previous balancing patch we discussed with players on Discord. However, we didn’t have the time to implement and test them properly before the previous patch's release, so we’re pushing them now.
The idea behind those changes is to reward actions that benefit ally clans with a gain of relations with them, especially for actions taken by support clans like Squirrel and Stoat.


[expand]
General
  • When feasting for their team, a clan improves its relationship with all the affected ally clans. (Relation is passively enhanced for the entire length of the Feast)


Squirel
  • Meals prepared by the Squirrel for their allies improve their relationship with the affected clans. (Passively increases while the Meal is ongoing)

  • Rumor-Mongering now also increases all relation gains by +100%. (Offering Well, Trade-Routes, Gift-Routes, Rumor-Mongering passive effects, and Meals).

  • Rumor-Mongering passive relation gains have been readjusted to remain identical to the previous value even when multiplied with this new effect.


Stoat
  • When collecting a Levy for their team, the Stoat clan improves their relationship with all the affected clans. (Passively increases while the Levy is ongoing)
[/expand]

[h3]Horse [/h3]
Yes, we’re making changes to the Horse clan. I know we said repeatedly we wouldn’t, but here we are. Do not expect anything too crazy, though. Our goal with those changes is mainly to reduce the gap between a good and a bad Horse start. We want to ensure the clan gets its warchiefs fast enough to avoid falling behind in a no-ruin, no-shipwreck situation. While not snowballing like crazy and becoming unstoppable in a situation with two ruins or more.

[expand]
  • Both Warchiefs now cost only 100 Kröwns to recruit (150 previously).
  • Horse clan when exploring Ruins and Shipwrecks will only get half of the Kröwns any other clan would get.
  • But they also extract ore from those.
    • Exploring a Ruin provides +5 Stones.
    • Exploring a Shipwreck provides +5 Iron.
[/expand]

[h3]Raven[/h3]
Since the previous changes on the Raven, we’ve seen many complaints about the toxicity of the “Giant spam” - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy.
We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids.


[expand]
  • Each mercenary killed during a raid increases the raid cooldown of the zone by +30 seconds.

  • Sons of Hrymr (giants) power depends on the number of mercenaries sent with them.
    • Sent with a full raid of 6 mercenaries, their power will be the same as currently.
    • Sent with only 1 mercenary, they have only a fraction of their max resistance.
      • 50 HP (instead of 100 max)
      • 6 Def (instead of 12 max)
  • Killing a Son of Hymir sent on a raid increases the raid cooldown of the zone by +120 seconds.
[/expand]

[h3]Ox[/h3]
Not really a balancing change, but more of a quality-of-life tweak we forgot to allow for the City Building of the Ox.

[expand]
  • After unlocking City Building, zones can be improved even if they do not contain the maximum number of buildings.
[/expand]
[hr][/hr]
[h2]Improvements[/h2]
Many optimizations made to betther the game fluidity

[h3]AI[/h3]
[expand]
  • Improved the defense behavior.
  • If the AI is attacked by a player, its military units stop whatever they are doing, and go defend right away.
  • If the AI is attacked by foes, it use the right amount of civilian to defend itself.
  • Improved a lot the Eagle AI : it stays on a recently cleaned zone to benefit from the boneyard heal + it can scout its treasures.
[/expand]
[hr][/hr]
[h2]Bugfixes[/h2]
[expand]
  • Silos can be built on shores without problems.
  • Norms can produce lore outside their territory
  • Kingdom - Guardian’s military path send militia
  • Mimirsbrunn - Loading a save after unlocking Mimirsbrunn will not allows to pick any lore
  • Stoat - Fixed Peon not healing on the Town Hall
  • Lynx - Caring Siblings doesn’t heal Lynx and Mielikki on enemy territory
[/expand]

[h2]known issues[/h2]
[expand]
  • Stoat - Relation grant with a levy give too much relation (should be +0.8 for a 30% levy)
  • Squirrel - Rumor-mongering doesn’t increase relation granted with a meal
  • Concede doesn’t kill a player
[/expand]
[hr][/hr]
[expand]
[h2]Other[/h2]
[/expand]