Patch #19 (New Quests, Enhanced AI Behavior, and Bug Fixes)

Norland

Lead your noble family in this medieval colony sim, facing off against class conflict, religious struggle, and political treachery. Tend to your people’s needs, uncover the lost knowledge of a fallen empire, and engage in nefarious plots against your enemies.

Hello everyone, We are rolling out our weekly patch, which primarily focuses on bug fixes and gameplay improvements. [h3][b]New:[/b][/h3] [list] [*] Quest to defend the player's village from a bandit attack. [*] Quest to defend the player's village from an attack by an AI lord faction. [*] The Inquisition will now travel across the global map to the player's city instead of teleporting to the city entrance as before. [*] Added the ability for lesser lords to settle abandoned cities. [*] When hiring soldiers from a bandit camp, they will receive the "Former Bandit" trait. [*] If a character in rage attacks their mortal enemy, the enemy will use a weapon to defend themselves. [*] Added an icon and tooltip for the "Shame Mask" trait. [/list] [h3][b]Changes:[/b][/h3] [list] [*] Weapons will become more lethal against unarmored or unshielded targets. [*] Traits for minor bruises have been replaced with minor cuts for slashing and stabbing weapons. [*] Bandits will not attack the player while the "Loving Family" protection is active. [*] The game will no longer pause if a lord starts a fight with a character in a shame mask. [*] Beating a character in a shame mask will no longer add the "Fight" sin. [*] During "Rage" and "Beating" tantrums, a character in a tantrum will not flee from battle or surrender. [*] The player can no longer declare an attack on an AI city where their troops are present as a support army. [*] Armor is no longer required for hunting—only weapons are needed. [*] Buildings that are on fire or have enemy squads in the player's city can no longer be demolished. [*] Marriage quests will not be created if the only lords in the player's faction without partners are hired free lords. [*] The "Auto Trade" option is now enabled by default. [/list] [h3][b]Fixes:[/b][/h3] [list] [*] Fixed a bug where, during soldier training, the last strike in training could deal real damage. [*] Fixed a bug where all workers could quit in the player's city. [*] Fixed a bug where messengers could not be sent (including for automatic or manual trade) if the player's king was on a campaign or insane. [*] Fixed a bug where the player's and AI's reinforcements could remain in the AI city even after the threat was over. [*] Fixed a bug where the "Decline in Trade" modifier stopped working correctly after the first game load. [*] Fixed a bug where an AI lord with low loyalty could spontaneously join the player's faction. [*] Fixed a bug where a lord could get the desire "Meet a loved one," who was permanently sent to the church, making the desire impossible to fulfill. [*] Fixed a bug where a lord captured during a battle in a bandit camp was immediately killed instead of creating a ransom quest. [*] Fixed a bug where the letter informing the player of their exclusion from the city alliance was written as if by the player's king. [*] Fixed a bug where killed but not burned characters still considered a building their home, which could lead to issues. [*] Fixed a bug where the player's king, after proclaiming himself Emperor, did not immediately wear the Imperial Crown after the ceremony. [*] Fixed a bug where an enemy squad going to set a building on fire and getting attacked could walk back to the start of the map before continuing to attack the player. [*] Fixed a bug where the prophecy hint about a wolf attack could display different numbers of wolves at the first and second warnings. [*] Fixed a bug where faction banners consisting of a background and details of the same color displayed with artifacts. [*] Fixed a bug where, when settling an abandoned city, the new faction could choose a banner symbol that was not normally available. [*] Fixed a bug where a manual battle on the global map would cause a crash when a quest result window was open. [*] Fixed the functionality of enemy orders to set houses on fire with arrows. [*] There should no longer be situations where the player's ally or vassal is attacked or neutralized without a visible quest. [*] After an AI city is destroyed, all of its plans to attack other settlements will be canceled. [*] If an AI lord who wants to leave a faction changes faction prematurely, the quest will be canceled. [*] If an army arrives at a target that is already in battle, the encounter between the army and the target will occur after the battle ends. Previously, the army would freeze in place. [/list] [h3][b]GUI Fixes:[/b][/h3] [list] [*] Resource quantity numbers in building menus now have shadows for better readability. [*] The damage tooltip has been made wider. [*] The tooltip for faction relations has been made wider to fit all content. [*] Fixed the layout of the lord tooltip—now all traits and skills will fit within the tooltip. [*] Fixed the layout of the top panel in the character menu and the character tooltip. [*] Fixed the layout of the city menu—relations that occupy two lines now fit correctly in the menu. [*] Punctuation marks and brackets will be more accurately moved to a new line. [/list] [hr][/hr][h3]We are also continuing to work on the bigger features promised in August, and many of them will be released next week. Your reviews, as always, are greatly appreciated![/h3]