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Sneak Peek - Designing the Hounds

Hello Vikings!

In today’s Sneak Peek, Art Director “Emak” lifts the curtain on how we design each clan with a unique identity in mind


Who is Emak??


Hello everyone, I'm Emak. I've been managing Northgard's art production for a few years now.
I started working in the video game industry 20 years ago, first as a 3D artist, then as an art director. I joined the Shiro Games team at the beginning, so I'm part of the "four old men" that created Evoland. I was in charge of the 3D part of the game.
I'm now the Art Director for Northgard, designing the characters, setting the mood for the clans and drawing most of the illustrations. I also do some animation and even some special effects.

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[h3]The clan’s identity[/h3]

The main difference between the upcoming Clan of the Hounds and previous clans is that it doesn’t have a warchief or traditional combat units (warrior, axe-wielder, shield-bearer). Much of the work revolved around the five special units - the Brawler, an unarmed fighter and shaman who can evolve into one of the four warrior classes (the Berserker). We took a lot of time and care to design l these units in order to maintain a graphical consistency between them all.

I started designing the Brawler as a Shaolin monk, because to me it captured the essence of a spiritually adept martial fighter. For the martial aspect, it was obvious to make him shirtless with lots of scars. His wristband designs are based on pads that boxers use to spar.

For the 'spirituality' part, it's a mix of many religious items: he wears a strong rope as a belt, like a medieval occidental monk. This belt is decorated with rosary beads. His head is covered with a scarf, like the spiritual leaders of many different religions.
To make his design more viking-like (this is Northgard afterall!), I added Celtic patterns to the scarf and belt buckle.

It's a very simple design because it has to represent an early version of the shamanic warrior he's going to become, something neutral where we could add elements of equipment to turn him into a unique unit.

[expand][/expand][hr][/hr][h3]The clan’s units[/h3]

Each berzerker is defined by the spirit of an animal that gives it its specificity. We have :







The Wolfskin, a classic warrior with a two-handed axe

The Boarskin, a savage warrior with a double-bladed spear







The Foxskin, an assassin with throwing knives

The Bearskin, a strong shield bearer


For each design, it was important that the connection with each individual animal was easily noticeable. I also wanted to avoid a "cliché" design with the bear's head as a helmet.
That's why each unit has some elements that refer to the animal it's associated with:

The Wolfskin’s design is more fluid. Long braided hair and long cuffs give him a more sophisticated look. He is the "DPS" type, but not the more robust one, so it was important to me to have these two aspects: the strong shirtless warrior, but with some more elaborate details that make him less primitive than the Boarskins.

The Boarskin hair is reminiscent of the animal's crest, the tusks he wears like a necklace and his tattered clothes give his look a perfect blend of savage and rough. Even in the animations, the fighting style is more "primitive".

The Foxskin's hair is reminiscent of a fox's tail and moves in the same way. Their design is more elegant than the other warriors, and the fact that they wear more clothing makes them look weaker than their peers.

As the defender of the group, the Bearskin should be as imposing as his animal. That's why he was designed with a very tufted cape and full leather armour to emphasise the defensive aspect. In my opinion , the shape of the character and his posture in the different animations have to work together. So the Bearskin's poses are more massive, more grounded.

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As I said earlier, animations are very important.
The Berserkers are the most important part of the clan. It's a "small pop" clan and all your attention will be focused on these units. So it made sense to spend more time giving them a great look, attitude and pose. Each of the five units have unique idle and winning animations that give them more personality: some are more proud, some more rogue, etc.

[h2]Final word[/h2]

It's always a challenge to create a new visual identity for a clan. For the Owl, the fact that the warchiefs were three priestesses and the mysticism of the clan led us to the Slavic design. Inspired by the spirituality of Bulgarian voices and the beauty of traditional Balkan dress, we created floral and colourful outfits for these ladies.
For the Clan of the Hounds we had to create a huge contrast to the previous one. The outfits are a declination of browns, we have leather, metal, furs... everything should be tougher and harder and make you think that "Hound" is a fighting clan.

Throughout the production of Northgard, we strive to improve the quality of the graphics: sometimes textures are reworked, renders are improved... For this clan, the 3D models of the five new units are based on the latest Warchiefs models, allowing us to add more detail. I hope you'll enjoy playing them as much as we enjoyed making them!

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=news&utm_medium=news&utm_campaign=wishlist&utm_content=sneakpeek2_art_design

Thank you so much for reading our second and final sneak peek of the Clan of the Hounds!
We're really happy you enjoyed them!

If you want to see more of Emak creation, here is a link to his Artstation!

We read the first feedback and it seems like the content in that form of "Dev insight" has been mostly appreciated. We know some of you are still waiting for patch notes detailing the incoming changes outside of the clan, but don't worry, it'll be here on release!

See you on Thursday for the release of the Hounds!

-Shiro Games Community Team
[hr][/hr]SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Sneak Peek - Hounds' Game Design

Hello vikings!

In case you missed it, we revealed the latest clan that will join Northgard next week.
In order to give you an idea of the clan’s gameplay and concept, we thought this would be the perfect opportunity to let Maaz tell you about his work regarding the Hounds!

[h2]Who is Maaz?[/h2]

Hi, I’m Maaz! I’m Northgard’s game designer;
You might have seen me on the Discord server or during some of our livestreams on Twitch. I’ve been on the Northgard team for the past three years. I have mainly worked on the clans of the Rat, Eagle, Lion, as well as the various free updates and balancing patches!

[hr][/hr][h3]The birth of a new clear clan[/h3]

Various factors led to the direction we took for the clan.
The two previous clans were focused on base-building and economy, so we were looking for a clan that would go in the opposite direction. We had been throwing around the idea of a clan that would get military units out of its kills for some time. Additionally, a large part of those of you who participated in the yearly survey wanted a more aggressive clan, we knew that this new addition would focus on “clearing” the wild creatures on the map.

After some research to find a good concept, the focus of the clan would revolve around berserkers, military units that would get specialized warriors out of the skins of the animals they eliminated. With this in mind, we started to work on the clan!

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After the Claws & Jaws update, the addition of foxes and boars increased the amount of berserkers from 2 to 4. We often had clans with one or two unique units, but with so many different options, we knew we wanted each type of berserker to fill a specific role in your warband with unique abilities and stats. Relying on each unit's position and the timing of their abilities to maximize the clan's military capacities.

We knew this wouldn't work with the average number of units most of you have in your warbands. as it would have increased the amount of micromanagement required to make the most of these new units. So we needed the clan to be playable with only half the number of units, or even less. This meant reducing the pressure on the clan's economic management and making berserkers strong enough to face an army twice their size. That's why berserkers can collect different types of resources to support the clan's development.
  • Wolf gives you food
  • Fox gives you Krowns
  • Bear gives you wood
  • Boar gives you lore
Because of the berserkers' individual strength, the clan didn't need one strong unit at the head of its warband, so we decided they wouldn't have a warchief. Additionally they only have access to one non-upgradeable military camp.

Due to the lack of a warchief and military camps, the only viable military path for the clan was Guardian, which is all about defense and not what we wanted for the clan. This led us to drop the usual military path completely in a similar way to the Lynx and its hunters’ path. This opened up the possibility for another use of military XP for the clan and for each unit to level up individually. That decision naturally reinforced the idea of making them strong enough to face bigger armies and to give them unique abilities to unlock.

The final piece of the puzzle was to design the berserkers’ various abilities, creating different roles and interesting synergies between the new units. With the help of our beta team, we kept iterating from there…

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[hr][/hr][h3]The iteration game[/h3]

There was a lot of iteration on the clan’s knowledge, the berserker’s abilities, and the relic. One of the major difficulty we faced was making sure all units were equally interesting and useful, balancing their price, stats, abilities, and a lot of variables that easily tended to favor one unit over the others.

The best example of this is probably the brawler, the clan’s base unit as they are weaker than berserkers and quickly evolve into one. For a while brawlers were nothing more than a stepping stone toward getting a berserker. Thanks to the beta testers’ feedback, as well as what we said earlier about having less economic pressure on the clan, we decided to make them a more versatile unit. The brawlers are intended to both fight and support the clan's military power, as well as work in specialized buildings to help the clan's economy.

[h2]Final word[/h2]
After all the iterating, testing, and balancing, we can’t wait to see you experience the clan yourselves. When that will be the case, tell us how it feels gameplay-wise!
Your feedback is important for us, not only it helps us better understand what you expect, but it will also help us prepare for the arrival of the Hounds in ranked mode!
Overall, we're happy with how the clan has developed and improved over the past months, and we hope you'll have a lot of fun playing it!

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=news&utm_medium=news&utm_campaign=wishlist&utm_content=sneakpeek1_core_design

Thanks for reading our first sneak peek of the Clan of the Hounds!
Did you like it? Have you learned something new that you never realized when playing the game?

This is the first time we’ve done this type of content, so please let us know what you think of it! Just like for the game itself, your feedback will impact future content.
Let us know what you’d like to see / read about in the future, but stay tuned for the next article about the clan’s art direction which will be posted Tuesday!

-Shiro Games Community Team
[hr][/hr]SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Clan of the Hounds | Reveal

Ohoï Warchiefs!

Last month the Claws & Jaws update added new wildlife to the lands of Northgard, now it is time to introduce a predator for this prey.
We’re proud to reveal Garm, the Clan of the Hounds, releasing on May 30th!




Lost clansmen of the Clan of the Boar, the followers of Garm are few, but what they lack in numbers, they make up for in raw strength. Thanks to mystical rituals, their brawlers are able to transcend their state to become dangerous animalistic berserkers.

For the first time since Northgard’s release we will be lifting the curtain and giving you a behind the scenes look at how we design a clan. Game Designer 'Maaz' and Art Director 'Emak' will share insights on the clan’s game design and art direction in Steam articles. The former will be posted on Saturday and the latter on Tuesday.

↓Wishlist now on the page below↓

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=steamnews&utm_medium=community&utm_campaign=wishlist&utm_content=post1
[hr][/hr]SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Patchnotes for 30/04/2024

v3.4.38.37793

[h2]Balancing[/h2]

  • Sheep - Sheep spawn odds have been reduced (from 60% to 40%).
  • Conquest Titanomachy - Added AOE attack to the Titan once lvl 5
  • Map generation - 2 zones will always be left without foes around TownHalls


[h2]Bugfixes[/h2]

  • Fixed map generation for conquest mission Far from the Eyes
  • Fixed map generation for conquest mission Left Behind
  • Fixed loading Titanomachy save granting an upgrade to AI Titan
  • Fixed winter assault in conquest mission Lands of Oblivion
  • Fixed Militia/Sentry not entering ally territory if other tile was crossed by the units
  • Fixed a crash when loading a save with Vedrfolnir scouting but the owner was dead
  • Rig’s saga - Mission 4 fixed first objective validated after building the Longship dock
  • Cross of Vidar - Mission 3 fixed crash when overing lore info
  • Snake - Fixed Scorched on enemy tile before 803
  • Snake - Fixed Scorched earth for kröwn building
  • Snake - Fixed Scorched earth amount displayed for kröwn reward
  • Snake/Raven - Fixed kröwn reward on tile with port for Scorched earth and raid
  • Raven - Fixed recruited mercenary vanishing after a raid leaves a tile
  • Dragon - Fixed Thrall not increasing sailor production
  • Horse - Fixed Great tower upgrade without the lore unlocked
  • Owl - Fixed UI displayed when Iron wood mine on neutral tile


[h2]Known Issues[/h2]

  • Crash may occurs when searching a ranked lobby
  • Visuals - Sometime unit and building can walk/be placed in the water
  • Dragon - Thrall are not counted in the world info on Longship Dock
  • Translation - Missing some localisations
  • UI - Some text issues

Claws & Jaws | Hotfixes for 26/04/2024

v3.4.36.37721

[h3]Changes[/h3]

  • Conquest - New visual background added


[hr][/hr][h3]Bugfixes[/h3]

  • Kingdom - Fixed scouting time being too slow
  • Foes - Adjusted Fox damages
  • Snake - Fixed Scorched earth on ennemy tile to take into account production buildings
  • Conquest - Fixed conquest invites (save didn't get corrupted)
  • Rig's saga - Fixed mission 4 not being finishable
  • Rig's saga - Fixed freeze in mission 9
  • Squirrel - Fixed Rumor-Mongering relation gains for neutral


[hr][/hr][h3]Known issues[/h3]

  • Snake - Scorched earth only recognize one krown production building for the amount collected
  • Snake/Raven - Port doesn't count for the reward of Scorched earth and raids
  • Snake/UI - Scorched earth krown reward displayed doesn't match the real amount collected