Patch #25. Unique visitors, allied attacks, and much more!

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, Today we’re rolling out changes from the beta to the release branch, along with a range of improvements and fixes (there are quite a few updates, so settle in before diving into the full patch notes). The biggest change: unique visitors. These are various characters—merchants, tricksters, jesters, and musicians—who will occasionally visit your province and add variety to the game. To balance the number of random events, we’re also reducing the frequency of prophecies. [img]{STEAM_CLAN_IMAGE}/41807986/d0dd6f20018022f7654f87e32a966b7f2fa1025c.png[/img] The first set of unique visitors includes: [list] [*] The Jester [*] The Minstrel [*] The Dog Seller (along with a dog you can tame) [*] Priest of Dahomat [*] Nectar Merchant [*] Witch [*] Young Lord Seeking Refuge [*] Marauder Knight [*] Bandit with a Mysterious Prisoner [/list] The second set of unique visitors is in development and will be available in the beta channel soon. Additionally, we’ve reworked the balance and implemented many improvements based on your suggestions and feedback. Among the most notable: you can now summon your vassals and allies not only for defense but also for joint attacks. You’ll also be able to release allies and vassals and, if desired, completely disband your kingdom. A new action, "bribe heir," will make it much easier to stir up rebellions among your enemies. Key fixes: we’ve resolved the issue of armies disappearing from the map, as well as units getting stuck in foreign cities. Also fixed the annoying bug with initiating an attack on the archer tower by right-clicking. In addition to the second set of unique guests, city walls and the dynasty tree menu will soon be ready. [h1]Full List:[/h1] [h2]New [/h2] [list] [*] New mechanic: "Unique Visitors" [*] New AI city action: "Bribe Heir" [*] Added option to save the last used army template [*] Ability to expel a vassal from your kingdom or an ally from your alliance [*] Instead of an immediate vassal rebellion, a quest will appear warning that the vassal is about to revolt [/list] [h3]Ability to request military assistance from vassals and allies: [/h3] [list] [*] Ability to add allied and vassal units to your army [*] Alliance leader can request troops for attack support [*] Suzerain can demand troops for an offensive [*] AI armies used by the player in an attack will be exempt from vassal tax for 3 days [*] Player is exempt from vassal tax if they assist their suzerain with troops [*] Battle rewards (money, resources, slaves) will be split equally between the player’s and allies’ armies [*] Relations with allied army leaders worsen if their soldiers and lords incur losses [*] Ability to send only allied armies into battle without player’s units [*] Faction flag displayed instead of shield icon for reinforcement armies [/list] [h2]Balance [/h2] [list] [*] Caravaner will bring 0 - 10 paper instead of 5 - 15 [*] Softened various negative social thoughts [*] Technology "Correct Cutting" now gives a x1.5 bonus instead of x2 [*] Vassal rebellion chance for the player reduced by 50% [*] Cooldown for new prophecies increased from 5 to 9 days [*] The action "Politely Request Tribute" no longer damages relations with all neighbors [*] Alliance invitation now costs 300 coins, with AI paying the player 300 coins if they initiate the invitation [*] New "Alliance Leader" thought for members of an alliance regarding the alliance leader [*] Banned lord in AI faction after successful poisoning attempt - banned lords cannot be sent to that faction’s city [*] In the "Conflict between Neighbors" quest, ignoring it no longer worsens relations with both parties. Quest appearance chance reduced to 10% [/list] [h3]Global map trading:[/h3] [list] [*] Global map trading requires 5 paper to sign an agreement [*] No Holy Family tax within alliance trading agreements [*] When sending an envoy to sign a trade agreement, the skills of the lord most skilled in trade, not the king, are used [*] Trade agreements remain intact after a king’s death [*] Global map trading balance adjusted [/list] [h2]Improvements: [/h2] [list] [*] Help and reinforcement system reworked at the code level - reinforcements should no longer get stuck in cities. Once the threat is gone, they will return home immediately. [*] "Mild Fatigue" thought will no longer show in the "Frequent Negative Thoughts" summary hints [*] Clicking on a knight in the army menu opens the army creation menu [*] When a city is destroyed by the Horde, any bandit camp in that province will also be destroyed, and its hostages killed [*] Pathfinding on the global map is now improved [*] Mechanism for determining actor positions on the map reworked; units should no longer get stuck when interrupted near a body of water [*] Player’s immobilized soldiers will be carried and tended to even at night [*] Games resumed after tutorial completion will now include the Unholy Horde crisis [*] After the player’s lord dies, their rings will be passed to their spouse or eldest child in the same faction if both are on the local map [*] If close to completing knowledge, the lord will try to stay and finish learning it [*] Added a marker in the production menu if all buildings producing resources have no workers [*] Added a window with the result of relation recovery with AI through a special action [NRL-260] [*] Notification on the right that a lord who has less than 10 years left to old age knows > 50% of all unique knowledge [*] Training field fight sounds are now slightly quieter [*] "Wise Conversation" will no longer auto-complete after the task ends [*] Updated list of volunteer translators. [*] Optimization [/list] Fixes: [expand type=details expanded=false] [list][*] Screenshots will now correctly be created when pressing F12 and added to Steam [*] Guards will no longer equip ranged weapons [*] Burning a bishop in their home will count towards the achievement for killing a bishop [*] Poisoning a bishop will count towards the achievement for killing a bishop [*] Fixed captions for inspection icons on the top lord panel [*] Fixed a bug causing army rendering issues in the city tab when scrolling was offset [*] Fixed a bug where clicking on a soldier's portrait in the army creation menu would close the global map [*] Fixed a bug that caused player soldiers to be expelled from the barracks after manual combat on the global map [*] Player lords will no longer be captured with a 50% chance after retreating from battle on the global map [*] The "Offer of Help" quest from the AI will no longer appear if the AI is under threat of attack [*] Fixed the "Forced Marriage" thought mechanism between newlyweds - it will attach if the relationship with the partner is below +50 [*] Fixed a bug where victory over the Unholy Horde in a city attack could fail to register, and relations with the Holy Family did not change [*] Fixed a bug where the Unholy Horde would disband after the commander’s death in battle [*] Fixed a bug that prevented the army assignment menu from opening if the commanding lord of the army died or fled [*] Fixed a bug that prevented assigning an army to a quest on the same tile as the army while on the march [*] Fixed a bug where the number of slaves for sale in the bandit camp quest would randomize after each game load [*] Fixed a bug where the Inquisition army would approach the player at full speed after a save-load instead of 50% speed [*] Fixed a bug where the tribute extortion quest against the player could fail to end in an attack even if the aggressor declared it [*] Fixed a bug that prevented the "Compel Neutrality" quest from ending in an attack after saving and loading the game [*] Fixed a bug where an army heading toward the player was not considered grounds for allies to stay in the player’s city, causing them to leave [*] Fixed a bug that prevented the player from leaving an alliance as a regular member if the alliance was set up at game creation [*] Fixed a bug where the game couldn’t load if the "Conflict between Neighbors" quest existed and one participant lost their king and all adult lords [*] Fixed a bug where the AI would not initiate an attack on another AI if it was three times stronger than its target [*] Fixed incorrect notification of a neighboring vassal state’s dissolution [*] Fixed a bug where the Knowledge Transfer tooltip would display multiple times [*] Fixed a bug where bandits, Unholy Horde warriors, wolves, etc., were not recognized as enemies [*] Fixed a bug where AI units wouldn’t attack enemy archer towers [*] Right-clicking the enemy tower flag will now initiate an attack on it, as if clicking directly on the tower [*] Fixed a bug where holding down the left mouse button during a transition to a highlighted object caused the camera to shake [*] Losses and retreats on the global map will no longer count as victories for Kaiden culture [*] Fixed a bug where player archers on towers could attack allied units if relations with them were poor [*] Characters who become senile due to old age will no longer have desires, and current desires will be removed [*] Fixed a bug where characters going to drink nectar would get intoxicated effects even if there wasn’t enough nectar [*] Blind lords can no longer be trained in military skills. After loading, blind lords will appear with closed eyes as intended [*] Fixed the "Poison" action on the global map. Now, upon a successful poisoning, the target dies immediately, and the player receives accurate notifications of the poison’s success or failure [*] AI will not spawn aggressive quests against the player (tribute demand, vassalage, neutrality) if the AI is currently under attack [*] Fixed a bug where completing the child education task could cause the game to freeze if the mentor had nothing left to teach [*] During an heir or vassal rebellion within the AI, it will cancel the current attack intent and refrain from initiating new ones [*] Fixed the trigger for the advice notification regarding unassigned clerics [/list] [/expand] Thank you for your participation, and we look forward to your feedback and reviews!