Immerse yourself in Nordhold: Origins, a tower defense game with high replayability. Build a medieval Nordic village, develop its economy, and defend it with unique towers and upgrades. Choose heroes and relics, compete on leaderboards, and aim for the Valhalla rank!
First and foremost, thank you for your patience and unwavering support.
As promised in our recent announcements, we're pleased to deliver the latest update to "Nordhold: Origins." This patch brings the much-anticipated Mini Endless Mode, a new rotation of relics, and several quality-of-life improvements inspired by your feedback.
We hope these enhancements make your experience even more enjoyable.
[h3][b]NEW Content:[/b][/h3]
[h3]Introducing the Mini-Endless Mode[/h3]
From Wave 20 onward, experience our new "Mini-Endless Mode"! This ultra-difficult mode offers seasoned players a true challenge to test their builds and make the leaderboard fairer. Face nearly unbeatable hordes up to Wave 29 (hence "Mini-Endless") and aim for the top of the rankings. Get ready for an intense fight - it's going to be tough, so gear up!
[h3]New QoL Content:[/h3]
[list]
[*]Color highlighting when building towers, which directly shows you the range elevation per hex[/*]
[*]Clearer radius display to show the exact range of towers/spells[/*][/list]
[h3]Relic Replacement[/h3][list]
[*][b]Removed Relics:[/b] Crown of Prudence (legendary), Valknut's Ascendant (legendary), Vision Chest (rare)[/*]
[*][b]New Relics:[/b] Oath of Bones (legendary), Artifact of Determination (legendary), Rake for Hire (rare), Master Builder's Hammer (rare), Seal of Constancy (common)[/*]
[/list]
[h3]Buffs:[/h3]
[list]
[*][b]Trading Ships (Trading Post Upgrade), Lvl. 5:[/b] 23 -> 25 Gold per Wave[/*]
[*][b]Magma Field (Volcano Mortar Banner):[/b]
[list]
[*][u]1st Time:[/u] Stacks on Impact: 2/3/5 -> 6/8/10
Stacks per Hex Field: 2/3/5 -> 4/5/8[/*]
[*][u]Follow-Ups:[/u] Stacks on Impact: 2/3/5 -> 6/8/8
Stacks per Hex Field: 2/3/5 -> 4/5/5[/*]
[*]Optimized Burn Tool Tip[/*]
[/list][/*][/list]
[h3]Nerfs:[/h3]
[list]
[*][b]Tower (Upgrades):[/b]
[list]
[*]Crit Damage Upgrade: +50% -> +40%[/*]
[*]An inflation level has been added to the tower upgrades (the tower upgrade prices double every 5 levels)[/*]
[*]Maximum Tower Level currently: 20[/*][/list][/*]
[*][b]Runestone Tower:[/b]
[list]
[*]Fire Rate: 8 -> 7[/*][/list][/*]
[*][b]Trinity (Banner), 1st Time:[/b] Beam Damage: 39/41/50% -> 39/41/47%[/*][list]
[*][b]Trinity (Banner), Follow-Ups:[/b] Beam Damage: +7/10/17% -> +6/8/14%[/*]
[*][b]Focus Rune (Banner):[/b] Increase per second: +13/18/31% -> +10/12/20%[/*][/list]
[*][b]Grimlock the Bandit King (1st Boss):[/b] 11000 -> 10000 HP[/*]
[*][b]Arc Tower:[/b]
[list]
[*]Chain Crits (Banner): Crit Chance: +0.24/0.32/0.56% -> +0.18/0.24/0.42%[/*]
[/list][/*][/list]
[h3]Adjustments:[/h3]
[list]
[*]Adaptation of the scoring system to take kills into account in order to make the Endless Mode more competitive and accurate[/*]
[*][b]Rank milestones shifted:[/b]
[list]
[*]Silver: 0-799 -> 0-999[/*]
[*]Gold: 800-1499 -> 1000-1799[/*]
[*]Platin: 1500-2099 -> 1800-2499[/*]
[*]Obsidian: 2100-2599 -> 2500-3099[/*]
[*]Valhalla: 2600+ -> 3100+[/*][/list][/*]
[*][b]Adjustment of the elite monster calculation[/b][/*]
Now there is only a maximum of 1 elite enemy per wave, but the enemy with the highest HP is now selected as the elite enemy.
The elite chance previously calculated individually per monster is now replaced by a simpler calculation:
[list]
[*]Waves 0-5: 0% Elite-Chance[/*]
[*]Waves 6-10: 10% Elite-Chance[/*]
[*]Waves 11-15: 15% Elite-Chance[/*]
[*]Waves 16+: 20% Elite-Chance[/*]
[/list]
This also changes the calculation/influence of the following perks:
[list]
[*]Hero Attribute (+20% Elite Enemy Chance) -> is now added to the above opportunity (more impact than before)[/*]
[*]Oracle Effect (Elite Surge): is no longer quintupled, but increases the above-mentioned chances by an additional 50%.[/*]
[/list][/list]
[h3]Improvements:[/h3]
[list]
[*]Fixed a bug where the life bar of an Orc Shaman killed during a teleport left an artifact behind[/*]
[*]Upgrade badge handling optimized[/*]
[*]Game performance optimized[/*]
[*]Fixed a bug where Bleed had too little Bleed duration in the beginning and too much in the late game[/*]
[*]Optimized leaderboard loading behavior[/*]
[*]Fixed some SFX bugs (e.g., the Upgrade Label SFX was sometimes played twice)[/*]
[*]Bug solved where the ingame feedback/bug report did not work in the end screen[/*]
[*]Optimized saving behavior including bug fixes (elite chest prediction, new tile generation, double unique banners)[/*]
[*]Intelligible labeling on the “Lucky Shot” banner (Arrow Tower) that “Rapid Archer” has no effect on this: The probability of the “Lucky Shot” extra shot therefore affects the entire shot sequence and not each individual shot from “Rapid Archer”.[/*]
[/list]
Please remember to communicate any feedback/bugs via Discord or ideally this way: [url=https://steamcommunity.com/app/3086510/discussions/0/4766584846446519932/ ]How to send Feedback/Bugs[/url]
Thanks for reading and if you like the game, remember to add the full version to your [b]wishlist [/b]- it would help us very much: https://store.steampowered.com/app/3028310
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