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.
Hey guys,
We are releasing the promised roadmap feature today: 13 new unique cultural knowledge entries.
Alongside this, we’ve revamped the knowledge system on the global map, adding new incognito guests and releasing a key binding menu.
We also apologize for the delay with the walls. Issues with aligning them to the landscape — specifically to rocks — have necessitated redesigning the local map’s geometric structure. As a result, we are redrawing our rocks and cliffs and making many other changes. However, we’re confident that the final result will impress you.
[u]As always, all saves are compatible.[/u]
[hr][/hr][h2]Key Changes:[/h2]
[h3]Knowledge Improvements[/h3]
[list]
[*] [b]Neighboring Knowledge:[/b] Neighboring cities almost always possess unique knowledge you lack. This knowledge will now appear in the list.
[*] [b]Scholar Lords:[/b] Lords in neighboring towns with the majority of knowledge will gain the unique Scholar title, making them distinguishable. You can engage them in wise conversations to exchange knowledge, invite them for this purpose, or even abduct them.
[*] [b]Book Theft: [/b]Stealing books holds more strategic value.
[*] [b]Unique Cultural Knowledge:[/b] The most powerful cultural knowledge entries are now part of a distinct set. These are unavailable through the Holy Caravan and can only be obtained from neighbors or the visiting book trader, Scriptonic.[/list][img]{STEAM_CLAN_IMAGE}/41807986/bc849eef5918908bb2521ecd67ee1d63e08f0b07.png[/img]
[h3]Incognito Guests[/h3]
This update also introduces Incognito Guests — a new type of character with hidden stats and secret intentions, which may be either positive or negative. Currently, there are four possible roles for incognito guests.
[img]{STEAM_CLAN_IMAGE}/41807986/0c4e42326ed38ca16bdc132024086da97e53e229.png[/img]
[h3]Key Binding menu[/h3]
In the settings menu, you can customize controls and hotkeys. Owners of AZERTY keyboards have frequently requested this feature.
[img]{STEAM_CLAN_IMAGE}/41807986/2a4844f602657cce4946861139c4e9248b5cfd54.png[/img]
[h3]Other Changes[/h3]
This update includes various fixes, improving the behavior of armies and characters on the global map, as well as addressing more mundane issues like the broken recruit scroll in the army menu.
[h3]New Books:[/h3]
[expand type=details expanded=false][b]Gray Contracts - Makha[/b]
Using trade slang and intermediaries will allow you to reduce the church tax on trade contracts.
[b]Demand Expansion - Makha[/b]
The skill of selling goods to those who don’t need them ensures an increase in local demand for all goods.
[b]Narrow Font - Makha[/b]
More compact writing reduces the use of Paper when creating books.
[b]Sanctity of Power - Tanaya[/b]
A theological treatise explains how Mother Sophia's grace can be revealed to earthly rulers.
By the grace of the Church, your king will be able to receive a holy Blessing (requires good relations with the Matriarch).
[b]Sophia’s Protection - Tanaya[/b]
A set of arguments that convinces the Church to grant the protection of the Loving Family (usually reserved for young noble houses) to your province for a limited number of days.
Requires good relations with the Matriarch.
[b]Apology of Divorce - Tanaya[/b]
While the Loving Family does not approve of divorce and usually requires very good relations with the Matriarch, this knowledge will lower the requirements, convincingly proving the necessity of divorce in exceptional cases.
[b]Repentance in Hatred - Tanaya[/b]
An ancient rite of repentance for the sin of hatred that grants absolution to the seeker. The rite allows the Bishop to reconcile the chosen lord with all their enemies.
Requires good relations between this lord and the Bishop.
[b]A Fresh Start - Kaiden[/b]
A description of a special Kaiden rite that allows removing all negative traits and thoughts from a bandit when recruiting them into the army.
[b]Master of the Dagger - Kaiden[/b]
An ancient combat art of Kaiden culture.
Combat Skill for all warriors when using a Dagger: +5.
[b]Ointment of Durability - Kaiden[/b]
The special formula of this ointment enhances the durability of wood and iron joints, reducing the chance of weapon breakage by 5 times.
[b]Recruits - Kaiden[/b]
Old imperial training methods allow inexperienced recruits to gain more experience during training on the Training Ground. Effective until the warrior’s Combat Skill reaches level 5.
Effective until the warrior’s Combat Skill reaches level 5.
[b]Hammer of Bandits - Kaiden[/b]
Psychological training in moral righteousness and duty, granting a mood bonus to warriors during battles with forest bandits.
[b]Faith Defender - Tanaya[/b]
The tax on warriors will be 30% less.[/expand]
[h3]Balance[/h3]
[expand type=details expanded=false][list]
[*] Players cannot create an army until they have built a hall.
[*] Lustful lords are now easier to seduce as they show increased interest in the opposite sex. Your hostile neighbors are more likely to exploit this opportunity if you have a lustful lord in your city.
[*] If the target of a robbery wakes up during a break-in (when executing the “rob rings” desire resolution), the fight will be unarmed and end after a few strikes. The resolution will still be fulfilled.
[*] Resolutions last a maximum of 3 days and are triggered only when a lord’s mood is below 80.
[/list][/expand]
[h3]Bug Fixes[/h3]
[expand type=details expanded=false][list]
[*] Fixed a bug where page change did not work in the prisoner's recruitment menu.
[*] Fixed a bug where a lord who had been tied up for kidnapping remained tied after loading the game
[*] Fixed a bug where sex animations in horizontal lord houses were broken, causing one character to stand instead of lying on the bed.
[*] Fixed a bug where enemy squads could get stuck in the hall after robbing it.
[*] Fixed a bug where AI attackers fighting in the player’s city would engage each other upon entering the province if they had poor relations.
[*] Fixed a bug where an ally's request for the player to send troops for an attack transformed into a suzerain's demand after saving and loading the game.
[*] Fixed a bug where the current command in the GUI was not updated after being canceled for an army on the global map
[*] Fixed a bug where AI could repeatedly offer peace to the player even when a quest to propose peace was already active.
[*] In the finance menu, holding Shift now changes values by 10 instead of 5, aligning with behavior in other menus.
[*] Fixed a bug where the player's reinforcements in a village could disappear after a battle if the enemy canceled their attack intention during the fight (e.g., due to the death of the commander-king and a rebellion starting in their city).
[*] Fixed a bug causing issues when loading a battle in an AI city on the global map without defenders.
[*] Fixed a bug preventing the recruitment of peasants into the army if the "A Fresh Start" knowledge was unlocked.
[*] Fixed a crash when clicking on a peasant icon in the family tree.
[*] Fixed a bug where prisoners were not loaded if captured by entities other than the army (e.g., bandits or messengers).
[*] Fixed a bug where messengers sent to establish trade agreements could not complete their tasks after loading the game.
[*] While an AI lord is the target of a kidnapping or assassination task, they will no longer leave their city.
[*] While an attack on an AI city is being prepared, the king of that city and the commander-in-chief will not leave the city (e.g., to visit other places).
[*] Fixed a bug where a lord could leave the city and disappear after their tantrum ended.
[*] A notification about the shortage of workers in the city will appear at 9 AM and only after the 5th day.
[*] When starting a new game, the marker in the construction menu will point to the hall, and after the hall is built, it will highlight other important buildings.
[*] After starting a new game, the marker in the construction menu will not appear for buildings unlocked by starting technologies (e.g., the prisoner barracks in the “Masters” scenario).
[*] Fixed a bug where certain mental breakdowns (e.g., robbery) could reset upon loading.
[*] Fixed a bug where pilgrims would not eat food from their inventories.
[*] Fixed a bug that caused duplication of lords and guests in the character overview panel.
[*] Fixed a bug where in-game time could be controlled from the main menu by pressing certain keys.
[*] Fixed a bug where the assigned action “play with the dog” was not translated into other languages in the player’s menu.
[*] Fixed a crash when loading a save with a broken unique guest.
[*] Dogs now bark less frequently.
[/list][/expand]
[h3]Thanks to the Community![/h3]
As we continue working on Norland, please share your thoughts and feedback. We make sure to read all reviews and enjoy knowing what you enjoy or would like to see!
Come join the community on [url=https://discord.com/invite/pCGqcNkKu4]Discord[/url] and [url=https://www.reddit.com/r/Norland/]Reddit[/url].