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Steam News31 July 202621d ago

Patches 54-56 (MAIN). Event Director, QoL and Balance.

Hello everyone, Dmitry here. Today we are releasing Patch 56 to the main branch together with the previous Patches 55 and 54, meaning the game will be updated by three versions at once.

In this update15

Full notes

Full Norland update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

103 fixes89 additions145 changes54 removals
  • Gameplay
  • Balance
  • Performance
  • Maps
  • UI and audio
  • Fixes
changedHello everyone,Today we are releasing Patch 56 to the main branch together with the previous Patches 55 and 54, meaning the game will be updated by three versions at once.
changedHello everyone,The main focus of this update is the Event Director, improvements to the overall gameplay experience, and balance.
changedHello everyone,Patch 56 also primarily focuses on balance adjustments and fixing a large number of bugs.
addedHello everyone,Although the game may not seem to have gained a huge amount of new content, and some of the changes may appear questionable at first glance, we believe the game has become significantly more fun to play.
changedHello everyone,Over the coming weeks, we will release updates to intrigues and dark deeds, improvements to combat tactics, village development, character worldviews, a peaceful game mode, and optimization. Much of this is already nearly complete, but still requires testing.
addedGameplayAdded the "Gift to the Ruler" action on the global map, replacing "Spend Time Together"
number of soldiers who can switch to new equipment43number of soldiers who can switch to new equipment decreased, nerfthe Doctor trait's healing chance50%75%the Doctor trait's healing chance increased, buffthe Weaponsmith trait bonus20%30%the Weaponsmith trait bonus increased, buffthe Farmer trait bonus20%10%the Farmer trait bonus decreased, nerf

Norland changes

changedToday we are releasing Patch 56 to the main branch together with the previous Patches 55 and 54, meaning the game will be updated by three versions at once.
changedThe main focus of this update is the Event Director, improvements to the overall gameplay experience, and balance.
changedPatch 56 also primarily focuses on balance adjustments and fixing a large number of bugs.
addedAlthough the game may not seem to have gained a huge amount of new content, and some of the changes may appear questionable at first glance, we believe the game has become significantly more fun to play.
changedOver the coming weeks, we will release updates to intrigues and dark deeds, improvements to combat tactics, village development, character worldviews, a peaceful game mode, and optimization. Much of this is already nearly complete, but still requires testing.

Hello everyone,

Dmitry here.

Today we are releasing Patch 56 to the main branch together with the previous Patches 55 and 54, meaning the game will be updated by three versions at once.

The main focus of this update is the Event Director, improvements to the overall gameplay experience, and balance.

Patch 56 also primarily focuses on balance adjustments and fixing a large number of bugs.

Although the game may not seem to have gained a huge amount of new content, and some of the changes may appear questionable at first glance, we believe the game has become significantly more fun to play.

Over the coming weeks, we will release updates to intrigues and dark deeds, improvements to combat tactics, village development, character worldviews, a peaceful game mode, and optimization. Much of this is already nearly complete, but still requires testing.

So stay with us. The game is developing quickly, and the most exciting part is only beginning.

As usual, all save files are compatible.

Steam Reviews: Your Feedback Matters

Hi everyone!

If you've been enjoying Norland, we'd really appreciate it if you took a few minutes to leave a Steam review.

We read every one of them. They help us understand what players are enjoying, where the game is frustrating, and what you'd like to see us work on next. They're also one of the biggest ways players can help other people discover Norland.

It doesn't have to be long. Whether you've spent ten hours trying to keep your kingdom together or a hundred watching it spectacularly fall apart, we'd love to hear what you think.

Thanks for all the support. It means a lot to the team.

Full List of Changes

Patch #56 (New)

Gameplay

  • Added the "Gift to the Ruler" action on the global map, replacing "Spend Time Together"

  • The AI can now attack not only villages directly bordering its territory, but also other neighboring villages

  • Added the ability to poison guest lords on the local map

  • Younger lords sent to the Church can now return as a Bishop (50% chance) or Matriarch (33% chance). They can return no sooner than 10 days after leaving and only if they are between 30 and 50 years old. Characters with the "Greedy" or "Envious" traits cannot become Bishop

  • The Bishop can now be selected as the performer for "Play Dice" or "Spend Time Together", but only on the local map

  • The game can now be saved and loaded while a sermon is in progress

  • Unhappy characters can now be sent on assignments on the global map

  • Improved the algorithm for determining the correct tile when building roads or walls on elevated terrain

  • Automatic medicine distribution to soldiers will now be created when these resources first appear in storage, or after loading an old save

  • The "Profitable Trade Offer" opportunity will now take into account whether the player has production buildings capable of producing the required resource

  • Rutabaga and Carrots have been added to the list of goods sold by AI cities

  • Wolves can now join fights during lord hunts if they are within 15 tiles of the hunting area, with a maximum of 3 wolves

  • The "Self-Harm" nervous breakdown is now limited to three cuts

  • Special resources such as medicine that have been assigned for distribution will now be checked by residents every hour rather than once per day, allowing soldiers to receive medicine more quickly

  • Characters who cannot walk will no longer be counted as requiring medicine in the resource distribution menu

Graphics

  • Improved shadow rendering on the local map. Shadows cast by objects are now correctly concealed by terrain, such as trees located behind a tall mountain

  • Updated the Mill building assets

  • Added different 3D blade meshes for every Mill level

  • The rotation angle of building meshes, such as Mill blades, will now be randomized when loading the game

  • Updated the Weaponsmith building assets

  • Updated the Smelter assets. Levels 2 and 3 now have a different appearance

Interface

  • Moved the "Reconciliation" action to the Political Intrigues section of cities on the global map

  • When a politician or guest performs an intrigue action, a snake notification will appear at the top of the screen. Clicking it will move the camera to the performer

  • The resident and soldier hints in the top-left corner will now display political support for the ruler, rather than only support for the politician. Lords will be sorted in descending order

  • Updated the hint for gifting the ruler on the global map

  • Updated the resource distribution menu. The "For All/For Each" mode selection has been removed. Resources are now always distributed among everyone, while gold is given to each character. Medicine and Infusion are only given to those who need them. Soldiers will no longer take Medicine or Infusion on their own unless a distribution has been created

  • Average mood in resident hints is now rounded to the nearest whole number

  • Changed the quest icon layout in the city menu to allow more icons to fit

  • In the menu for recruiting peasants, prisoners, and mercenaries into the army, their Combat skill will be displayed without bonuses. In the menu for already recruited soldiers, their Combat skill will be displayed with bonuses

  • Added horizontal scrolling to the quest panel in the open city menu. It becomes active if the total number of quests and alerts in the city exceeds 6. The panel can be scrolled using the mouse wheel or by moving the cursor to the edges of the quest list

  • In "Lord Statistics", relationship changes will only be counted if both characters are the player's lords, meaning titled lords or hired free lords, or the Bishop

  • The political support panel will not be displayed in resident and soldier hints if politics has not yet been unlocked in the city and the player does not have a politician competing with the ruler

  • A Medicine resource icon will now appear above a character taking Medicine, while an Infusion icon will appear above a character taking Infusion

  • Clicking an event at the top of the screen will now zoom in as well as move the camera to the event object

  • The problem flag indicating that a politician has selected a target will no longer be displayed for the player's ruler

Fixes

  • Fixed a crash when hovering over an unavailable performer for a Sermon of Faith

  • Fixed a hint rendering bug that could cause punctuation to wrap onto a separate line when preceded by another hint

  • Fixed a rendering bug in the time panel

  • Fixed text overlapping when using tags

  • Fixed a bug where the mercenary recruitment hint displayed the line "Will receive the Fear of Death thought"

  • Fixed a bug where, after winning a global map battle in which the player's squad helped the AI defend a city, the squad commander did not gain soldier loyalty

  • Fixed a bug where the Quality Work comfort bonus affected the Prison Ward and Hall

  • Fixed a bug where a technical string about learning a building technology through an insight appeared in the character log

  • Fixed a bug where the population displayed in the player's city interface on the global map did not include prisoners

  • Fixed a bug where characters could still buy food from the caravan trader, including rutabaga, even if they were receiving that food for free through distribution

  • Fixed a bug where the caravan trader could be selected as a poisoning target

  • Fixed a bug where a character suffering from a Drinking Binge nervous breakdown could remain stuck in that state without going to drink if fewer than 5 units of alcohol remained in their home storage

  • Fixed issues with the task to capture a lord during a Dog-Headed raid

  • The alliance offer quest will now be removed if the AI is no longer the leader of the alliance

  • Fixed a bug where Swamp Fever prevented characters from taking Berry Infusion and its pain was not reduced by it. Pain caused by Swamp Fever will also no longer decrease over time

  • Fixed a bug where the Sermon of Generosity was not displayed while on cooldown

  • Fixed a bug where building particles were not initialized after upgrading a building and only appeared after loading a save

  • Fixed a bug where some of the player's soldiers could disappear when a squad left the local map if the player edited the squad composition after issuing the order to leave

  • The advice about insufficient paper will no longer disappear as long as at least one Chancellery still requires paper

  • Fixed multi-day inspections and the replenishment of Chancelleries with paper

Balance

  • Vassal uprisings are now triggered by the Event Director. After the player vassalizes a neighboring province, it cannot rebel for 3 days

  • Removed "Spend Time Together" from the global map. In the tutorial, this action has been replaced with "Gift to the Ruler"

  • If an AI army is already returning home, an uprising will not begin in its city until the army returns

  • Inviting an AI ruler to an alliance now requires the total equipment value of your soldiers to be higher than theirs, rather than your army strength

  • At the start of a new game, three provinces directly neighboring the player's province, instead of 1-2, will increase their city population to no more than 7 above the player's population, rather than the usual 18, on Easy and Normal difficulty

  • Enemies arriving on the local map will now prepare for an attack slightly farther from the edge of the map

  • Added a separate cooldown for AI attacks on villages belonging to other AI factions, set to 3 days by default

  • Reinforcements arriving in the player's city will bring 1 Flour for each day of their stay, preventing them from starving

  • Burning a village now reduces the AI's army by 10%

  • Bribing bandits to attack a city or villages in a province will no longer cost a fixed 300 coins. It will now cost 30 coins per bandit, including the 5 additional bandits hired as part of the bribe

  • Reworked the growth of village and bandit camp defenders. Their strength is now calculated as a percentage of the army value in the city of their province. Bandit camps no longer grow after spawning, except for archers stationed in towers. The minimum defender value is 800 and the maximum is 5,500. Village defenders will use the same equipment as bandits

  • The AI will only attack villages and bandit camps if its strength is at least twice as high as theirs

  • The minimum gold loot from a village is now 100 coins

  • AI cities will no longer increase their population through trade with the player

  • The reward for destroying a bandit camp or village is now calculated based on the value of the defending forces, at 20% of their value

  • After losing a battle, an AI city on the global map will not recruit new troops for 1 day. The number of soldiers who can switch to new equipment has been reduced from 4 to 3

  • Increased the Doctor trait's healing chance from 50% to 75%

  • Increased the Weaponsmith trait bonus from 20% to 30%

  • The Enlightener now takes 20% longer to read

  • Reduced the Farmer trait bonus from 20% to 10%

  • Increased the cost of using "Master of Profit" from 200 to 500. It now rerolls goods on the global map instead of swapping them

  • The stake for playing dice is now 150 coins instead of 300

  • A puppet now transfers 50% of their gold to their master instead of 80%

  • Old Age now reduces speed by 15% instead of 50%

  • Puppets will no longer periodically give 90% of their money to their master

  • The Potion of Madness will now reduce interest in the target by 60 instead of 20

  • The population threshold for unlocking the "Training Ground" technology has been reduced from 65 to 40

  • After a fistfight, all characters on the local map will now receive a thought and a change in interest toward both the winner and the loser. The effect on interest has been doubled

  • A character with more than 1,100 gold will no longer develop a desire for a reward, including a political reward

  • Reduced the strength of the "Emotionless Sex" thought caused by seduction from -20 to -10

  • Politicians will now seek confession when their total sin value reaches -10 instead of -15

  • The mood required for a politician to assign a seduction task has been increased from 40 to 60

  • Reduced the effect of the "Serpent's Tongue" strength from x2 to x1.5. Negative social thoughts toward a character with this strength are now 30% stronger

  • Smuggler trait: permanent -5 penalty to the Trade skill

  • Prince of Thieves and Beggar traits: when the player's ruler with either trait receives money, it is now transferred to the treasury rather than their personal inventory

  • Chancellery inspections will now last 2 days instead of 1

  • The distribution of trade goods is now more even. Cities will try not to sell the same resource as a neighboring city

Patch #55 (BETA). Event Director and Balance

Event Director

Added the Event Director, which regulates the flow of random events:

  • Attack on the player's city by the Faceless

  • Attack on the player's city or village by bandits from a camp

  • Attack on the player's city or village by a neighboring province, or an attempt to force the player into vassalage

  • Attack on the player's city by marauders

  • Prophecies

  • Arrival of unique guests

  • A politician's desire to change the ruler

  • Bribery of a politician

  • Conspiracies

  • Uprisings

  • Dark deeds on the local map

  • Raids on the player's city by neutral factions

  • Opportunities - special ongoing events that the player can use to recover

Tutorial and Interface

  • Added an image to the "Intrigues with Neighbors" encyclopedia article

  • Improved the "Intrigues with Neighbors" tutorial: it is now triggered by the puppet advice, and the target is selected through the seduction prompt

  • Added advice for having six or more unfilled jobs

  • When the player acquires knowledge that unlocks a new crop, a yellow marker will now appear on the field

  • Updated the battle tutorial with the Ragamuffins. It now uses the new raid system, and the Ragamuffins approach the player's city on the global map

  • Added a yellow marker to the soft tutorial task window to indicate that the hint has not yet been read

  • Changed the threshold for displaying the low population happiness alert from 40 to 30

  • The army panel at the bottom of the screen will now display enemy armies on the global map that are moving to attack the player's city

  • The summary will no longer report when someone makes a friend

  • Removed the rumor notification

  • The advice that the king does not have enough followers now has a new condition: there must be a politician in the player's faction

  • The Lord Feud tutorial scenario now points to the "Play Dice" action

  • The "Knowledge Will Soon Be Lost" advice now only takes knowledge from the "Economy" category into account

  • Removed the notification: "Lord: Bad Relations with the King"

  • Added a button to the load menu that refreshes the list of saved games

  • If another faction becomes an enemy while the player is under the protection of the Church, the notification will indicate that the player is protected by the Church

  • The knowledge acquisition event is no longer displayed for knowledge that is already known or permanent

  • Characters who have temporarily left the local map will now appear in the list of possible sermon performers. They will be unavailable, with the reason shown

  • When a character goes to intimidate a target, a notification about it will appear on the right

  • Added zoom support and camera movement inertia to the Dynasty menu

  • The quest to neutralize a lord will now appear above the target's city rather than the employer's city

Character Balance

  • Reduced the relationship bonuses from the "Impressionable Hunter" weakness and the "Flesh Wolf Hammer" strength from x2 to x1.5 and x1.3, respectively

  • Limited the maximum thought caused by relationship inversion during usurpation to between -20 and +20

  • Guests from neighboring provinces can now begin arriving from day 2 rather than after the player's city reaches 20 civilian population

  • Seduction can no longer be assigned against characters who are currently pregnant

  • Until there is a second politician in the city, the ruler will not create new political strategies, and advice about a politician having too few followers will not be displayed

  • The Bishop can now receive a thought indicating whether he likes or dislikes the current ruler

  • Political activity in the player's city will now begin at 40 population rather than 20

  • The "Emotionless Sex" thought received after seduction will now display the portrait of the character associated with the thought

  • A politician will only use seduction or order an ally to use it if the performer's mood is above 40, or if special traits prevent them from receiving negative thoughts from seduction. A politician will not use seduction if their relationship with the target is already above +50

  • Reduced the negative thought received by the performer of seduction from -30 to -20

  • Experience gained from inspections has been reduced by half

  • Desires to change the ruler will no longer give politicians a negative thought

  • Commanders will no longer gain followers after defeating a bandit camp

  • Increased the stake for playing dice from 100 to 300

  • The Bishop will deliver Sermons of Faith less frequently

  • The Sermon of Faith will now distribute 5 coins to each listener

  • After a politician disappears from the player's city, a new politician cannot appear for at least 10 days. The exception is when a politician seizes power through usurpation

  • The Manners skill level now affects the cost of the reward requested from the king

  • Politicians will select targets for gaining a new ally and undermining a rival less efficiently. The best target will be selected with a 53% chance, the second-best target with a 26% chance, the third-best with a 13% chance, and the fourth-best with an 8% chance

  • Added a 20% success bonus to the "Burglar" strength when kidnapping or killing a lord on the global map

  • A politician in the player's faction whose relationship with the player's ruler is above 0 will perform political actions and deliver sermons half as often

  • A politician in the player's faction can now independently seek absolution from the Bishop if their total sins exceed 15 and they have at least 200 coins

  • Politicians will occasionally deliver a Sermon of Doubt if the Bishop is an ally of the player's ruler

  • The strength of the "Addict" thought for characters with the "Hatred of Substances" trait has been changed from -20 to -10, and it will only be applied if the character does not personally have an addiction

  • Removed the mechanic that gave every character on the global map a 0.5% daily chance of losing their sight. Honestly, I have no idea why we ever added this

  • Reduced the chance of becoming an alcoholic by 1.5 times

Economy Balance

  • Added a comfort effect for residential buildings based on proximity to rivers and lakes

  • Temples now provide a separate comfort effect for residential buildings

  • Removed the comfort bonus from neighboring residential buildings

  • Public place bonuses no longer stack with each other

  • When enemies have the objective of stealing gold from the Hall, they will now steal exactly half of the gold instead of 30-50 coins per character

  • The caravan will no longer sell most weapons, except bows and clubs

  • Reduced the price multiplier for goods during the post-war state

  • Reduced the price multiplier during harsh seasons

  • Adjusted the balance of negative effects from eating rutabaga

  • Peasants and soldiers who consume Nectar will now receive "Energized"

  • The "Mines" book is now available to the player from the start

  • Reduced the chance of surrendering instead of fleeing from 30% to 20%. Reduced the chance of capturing soldiers who fled during a battle on the global map from 50% to 25%

  • Random caravan price increases for a specific good are now capped at x2 instead of x3

  • Recruiting prisoners into the army now costs money. Mercenaries now have a Combat skill level between 7 and 9

  • Mercenaries are now 30% more expensive

  • Seasonal effects no longer affect the prices of alcohol and hops

  • Reduced the fertility bonus from rain from +30% to +10%

  • Increased the resource price bonus in the resource sale opportunity quest from x2 to x3

  • Chancelleries are now limited to managing no more than 10 buildings. Connecting one Chancellery to another now costs 3 paper per day

  • Raiding villages now provides loot in gold

  • Changed the prices of technologies and textbooks

  • Changed the population thresholds at which knowledge is unlocked

  • Adjusted the cost of cultural knowledge

  • Increased the final settlement development threshold from 100 to 110

  • Miscellaneous

  • The "No Ragamuffins" game modifier has been replaced with "No Raids". This change will be applied automatically to old saves

  • Players can now attack AI villages that are not located on the borders of their territory

  • Reworked mercenary recruitment. Mercenaries now arrive 12 hours after being hired, at the start of a new hour. Recruitment can be cancelled and the money refunded during the first hour after hiring. For old save migration, mercenaries who were hired but have not yet arrived will appear at the start of the next hour

  • After looting a warehouse, enemies will set it on fire

  • Added cultural knowledge for improved hops and rutabaga efficiency to the Varns

  • The number of fertile rye and hops fields has been reduced by half

  • No more than four rebel squads will be created during a religious uprising

  • Pilgrims will now pay for the food given to them, at a price three times higher than selling the resource to the caravan

Fixes

  • Guaranteed a mine during map generation and fixed mine placement being offset when constructed

  • A stronger mood modifier from treasury operations will no longer be replaced by a weaker one

  • Fixed a tutorial scenario where problems could occur if the required lord had already been selected before the tutorial scenario began

  • Fixed a bug where a pursuit order could end several tiles before the squad reached the fleeing target

  • Fixed a bug where hostages carried by squads incorrectly handled terrain elevation

  • Fixed bugs in the ambush task involving the capture of prisoners; Residents will no longer wake up because an enemy squad is nearby

  • Fixed a bug where torches thrown by warriors could fly from the edge of the map instead of from their hands

  • A squad will now leave a burning building on its own, unless it is engaged in combat

  • When surrendering, the equipment destruction sound will only play if the character had equipment

  • A warrior in a squad will drop a carried prisoner if the prisoner catches fire or dies; Warriors in squads will no longer attempt to capture burning prisoners

  • Wolves in squads will no longer capture prisoners, untie allies, or bandage allies' wounds; In mixed human-wolf squads, a human will be prioritized as the squad commander

  • A puppet can now definitely no longer become a master

  • Fixed a bug where the order to give carrots to unique Pilgrim guests was only displayed for the Pilgrim leader; The "Expel Guest" button will now always be the last order in the list

  • Fixed a softlock in the Puppets tutorial scenario when another lord was selected and a tab other than the first one was open

  • Fixed a bug where rebelling prisoners simply disappeared after completing all uprising objectives instead of fleeing the map

  • Fixed a bug that prevented Farms from being built. When the relevant knowledge is learned, the yellow marker will now flash on all Farm variants

  • Fixed a bug in the Squad Creation tutorial scenario where, at the stage requiring the player to press the squad creation button, it was impossible to add a squad of soldiers or lords

  • Partially fixed a bug involving unclear padding in the tutorial window

  • Fixed movement time calculations for armies and characters on the global map

  • The player will now receive the full ransom amount for freeing an AI lord from bandit captivity

  • Fixed a bug where armies on the global map were not displayed in the player's bottom army panel

  • Fixed a bug where Yellow Fanatics lost the Nectar Addiction trait at 08:00

  • Different enemy squads will no longer burn and loot the same building at the same time

  • Fixed a bug where the "Spend Time Together" action hint displayed a line granting +100 mood to the target when chatting

  • Fixed a bug where the puppets of lords who became politicians did not automatically become followers

  • Improved the algorithm for determining where roads and walls are constructed. They will now be placed exactly at the mouse coordinates instead of appearing higher because of terrain elevation

  • The target of seduction will no longer receive the "Spent the Night Together" thought

  • The initial setup of the player's city budget when starting a new game will no longer write data to statistics, which previously caused problems with the first economy report

  • Fixed a bug where a bandit camp could not spawn in Ken's province

  • Fixed a bug where a bandit camp could spawn with fewer than 3 bandits

  • Fixed a bug where two notifications appeared on the right when a lord surrendered at a bandit camp

  • Fixed a bug where the caravan trading action did not display the reason why the action could not be assigned

  • Changed the mechanics for assigning warriors to towers. Soldiers without ranged weapons will no longer go to towers

  • Fixed a bug where the "People Have Nowhere to Pray" and "Build a Library" problem flags repeatedly appeared and disappeared at the start of the game. These pieces of advice will now only appear if the advice about building houses for residents has been displayed and completed at least once

  • Fixed a bug where the dust effect spawned too low when buildings were constructed on elevated terrain

  • If a task assigned by a politician becomes invalid, for example if the politician wanted someone to be seduced but the target's interest in the performer decreased after the task was assigned, or the target became unavailable for another reason, the task will be cancelled at the start of the hour. Political activity takes place between hours 16 and 24

  • Fixed a bug where forcing a seduction task from the target's menu could result in ordinary sex

  • Fixed the "Intrigues with Neighbors" tutorial scenario. All windows now appear in the same location, and the correct buttons are highlighted regardless of the selected language

  • Fixed bugs in the rendering of character and squad movement paths on the global map

  • Fixed poisoning on the global map. Additional thoughts not listed in the action hint will no longer be applied

  • Nighttime intimidation by a politician will be cancelled if the politician loses a fight

  • The icon above a character indicating that they are squeezing between buildings will no longer appear while the character is in combat

  • Fixed a game crash that could occur during the "Prisoner Control" event

  • Fixed a bug where the caravan trader could claim that the price of a good might increase even though the caravan did not sell that good, such as coal

  • Fixed a bug where the most recent saves could fail to appear in the load menu. Save loading is now lazy-loaded, so having hundreds of saves no longer affects load menu performance

  • Fixed a bug where the "Poorly Hosted My Lord" thought was positive

  • Fixed a bug where the opportunity quest to ransom a neighboring lord from a bandit camp could disappear immediately after spawning because the lord's ruler ransomed them immediately after the kidnapping. The ruler will now never ransom such a lord if the lord was created as part of an opportunity quest

  • Fixed a NO error when cancelling squad changes after adding a new soldier and giving them a weapon

  • Fixed a bug where a hired unique Mountain Bandit guest continued waiting for a conversation after being hired

  • Resources will now ignore some map generation restrictions if there is not enough space for them. Added a safeguard with repeated generation attempts and a notification for the player

  • Fixed a bug where maps could generate without clay

  • Fixed the cooldown hint for the Sermon of Generosity, which is available to characters with the "Sacrificer" trait

  • If the target of nighttime intimidation wakes up because of the break-in, the intimidation attempt will now be cancelled

  • A politician will no longer attempt to intimidate at night a target with the "Anxious" trait, since such a target automatically wakes up during an intrusion and cannot be intimidated

  • Fixed the displayed operating cost of the Chancellery

  • Fixed a bug where an intimidation action task assigned by an AI politician was always deleted on the evening after assignment, even though the intimidation itself still began

  • A bandit camp created by the Event Director's opportunity system will no longer immediately grow again; A bandit camp will also no longer grow while an attack order has been assigned to it

Patch #54 (BETA). Guest Rework, Politics Improvements, and New Character Traits

Guests

Updated the mechanics of guests arriving from neighbors.

Bodyguards

  • Guests arrive with bodyguards - 2–3 soldiers who rest during the day and guard their lord at night.

  • Guest bodyguards will receive equipment and skills according to the AI city’s development level.

  • Guest bodyguards will display a trait with an explanatory hint about whom they are guarding.

Possible Guest Roles

Sociable - arrives when relations are above -25.

  • The purpose of the visit is shown in the guest’s hint - to build relations with the player’s politician for the future or to obtain a puppet.

  • Before arriving, checks whether there is a suitable target among the player’s lords with a weakness corresponding to the guest’s strength.

  • Can use the following strengths: Silver Tongue, Fleshwolf Hammer, or Sensitive Lover.

  • Looks for targets with the following weaknesses: Naive, Impressionable Hunter, Slave of Desire.

  • Prioritizes the player’s politician; if there is no suitable target, chooses the character with the largest number of followers.

  • The player’s ruler cannot be the target of a Sociable guest.

  • A guest with Silver Tongue can give the target money or rings on behalf of their ruler, improving the politician’s relationship with them.

  • A guest with Fleshwolf Hammer can go hunting with the target if the guest is a ruler.

  • A guest with Sensitive Lover can attempt to seduce a suitable target.

  • If the target’s weakness is on cooldown at the start of the day, the guest will leave the next day.

Schemer - arrives when relations are below 0.

  • The purposes of the visit are shown in the hint as unknown.

  • Before arriving, also checks for a suitable target with a weakness corresponding to the guest’s strength.

  • Chooses the player’s ruler or a politician as the target.

  • If the target is the player’s ruler:

  • Madness Poisoner uses the Potion of Madness.

  • Fistfighter challenges the ruler to a fistfight.

  • If the target is not the player’s ruler:

  • Slanderer worsens the target’s relationship with the player’s ruler through slander.

The Gambler and Parent roles remain unchanged.

Map Generation

Added a map generation settings menu at the Hall placement stage when creating a new game.

  • If a small terrain is selected, a hill will no longer be generated in the center of the map, and the required playable area for successful generation has been reduced to 70% of the map.

  • The final generation attempt (after a series of failed attempts) now tries to generate the map to the end, even if it does not fully match the parameters.

  • 2D cliffs will no longer be created during map generation.

  • Added a hill placement setting to the map generation settings menu.

Character Traits

  • Added the “Berserk” character trait.

  • Added the “Thirst for Knowledge” character trait.

  • Added the “Master of Profit” character trait.

  • Added the “Gourmet” character trait.

  • Added the “Life of the Party” character trait.

  • Added the “Intuitive Genius” character trait.

  • Added the “Inspirer” character trait.

  • Added the “Comforter” character trait.

  • Added the “Voice of Reason” character trait.

  • Added the “Redeemer” character trait.

  • Added the “Beggar” character trait.

  • Added the “Doctor” character trait.

  • Added the “Musician” character trait.

  • Added the “Prince of Thieves” character trait.

  • Added the “Singer of Love” character trait.

  • Added the “Harsh Judge” character trait.

Politics

  • Added the usurpation mechanic. A politician who has taken the throne by force is considered a usurper.

  • The usurper receives a thought toward the new ruler: “Overthrew my friend” or “Overthrew my enemy”, with a strength equal to their relationship with the previous ruler, with the opposite sign.

  • A politician will not receive new desires for a change of power if their relationship with the ruler is +25 or higher.

  • Added fistfight duels. The winner receives a bonus to interest in themselves (x2 from the opposite sex).

  • A fistfight gives a social thought of release toward the participants.

  • Added the Potion of Madness. It can be used by a poisoner. The target temporarily goes mad, loses interest in themselves, and loses followers.

  • The Potion of Madness now reduces interest in the target by -20 for 10 days for all other lords.

  • Added the character strength “Fistfighter”15% chance to knock out the opponent in a fistfight. Added the character weakness “Boastful”: losing a fistfight causes the character to lose followers and worsens relations with lords who witnessed the fight.
  • Added thoughts for victory and defeat in a fistfight; lords within a radius of 20 tiles gain interest in the winner (+10, or +20 if the winner is of the opposite sex).

  • Politicians can now use the puppets of their followers and give them orders in the same way as followers.

  • Puppets of the player ruler’s followers can now perform ordered actions (seduction, duel, etc.) that were previously available only to followers or direct puppets of the ruler.

  • Night intimidation conspiracies can now involve politicians’ followers, not only their personal followers.

  • The player’s ruler can no longer personally participate in night intimidation; for this, you must use a puppet or an ally. The performer receives a negative thought toward the ruler. If the intimidation was ordered by the player, guards do not intervene.

  • Politicians can now use fistfights to weaken another lord’s influence if the target has the “Boastful” weakness.

  • Changed the chance of gaining loyalty after an army victory in battle from 35% to 10 + 1% for each level of the Command skill.

World Map

  • Added new conditions for providing assistance during aggression on the global map: if a neighbor’s relationship with the victim is above +25, and their relationship with the attacker is below 0, the chance of assistance is 100%; if their relationship with the victim is above +25, and their relationship with the attacker is below +25, the chance of assistance is 50%

  • Trade agreement fixes on the global maprenewal is now calculated based on the first contract, its duration has been reduced, and the penalty has been changed
  • Trade agreements for selling goods become less profitable when repeatedly signed with the same city for the same resource

  • Ignoring a request for military aid from a friendly neighbor (relations 25+) now worsens relations by 30

  • If the player shows aggression toward a neighbor (except through dark deeds), neighboring factions that border both the player and the victim have a 50% chance to receive mutual positive thoughts about their shared neighbor

  • Intrigue orders on the local map through allies or puppets now worsen the performer’s relationship with the ruler

  • Secret murder now ignores the AI’s relationship check toward the player on the global map

  • Changed the algorithm for generating knowledge for AI lords on the global map

  • Wise Conversation is now free, requires a 25+ ruler-to-player-ruler relationship on the global map, and a character with the "Thirst for Knowledge" trait ignores the required relationship threshold

  • A puppet performer in another city can commit a crime even if relations toward the player in that city are very low (which would prevent the player from sending their own lord)

Miscellaneous

  • Pottery is now sold by caravan traders

  • Bandits no longer try to rob the Hall (since this almost always fails due to nearby lords)

  • Blindness will no longer prevent a lord from being challenged to a duel (because of the corresponding Blind Fury achievement)

  • Characters will no longer stand up for their friend in fights if the fight is caused by the mask of shame being worn

  • Removed the bishop’s mood increase from performing a sermon of faith

  • The bishop can no longer be selected as a murder target through an action task on the local map

  • The hiring cost of a free lord based on their skills now ignores all skill modifiers (except the lord’s blindness)

  • Removed the "Natural Leader" character strength, removed the "Suggestible" character weakness

  • Roads no longer increase speed if they are placed directly between buildings

  • Stone and clay tiles have been moved from the Resources category to Raw

  • The movement speed of characters between houses has been reduced by 75%

  • When farm construction is completed in winter, the farm is disabled

  • A disabled farm will not turn itself back on after the harsh season ends if the player changed its crop

  • The seasonal thought is now removed after the harsh season ends

  • The "visit a loved one’s grave" desire is now fulfilled when the grave is built, not when it is visited

  • Disrupting a cultist ceremony now drives them out of the province

  • Added the "Grant Title" order for free lords who have not been hired; it combines the "Hire" and "Grant Title" actions under the same conditions

  • Duels and fistfights no longer give the social thought "Beat me up"; lords now watch fistfights and duels in the same way as villagers

Interface and QoL

  • Added icons for all character talents in the character menu, based on the icon of the corresponding skill

  • Added a list of lords who have the opposite character strength or weakness to the lord’s character strength and weakness hint (in the lord menu)

  • Added display of which kings a neighboring ruler will help when they are attacked, and who will help them against the player; this information is shown in the relationship hint with the city

  • Added an emoji bubble that will be displayed when a character moves between buildings. This indicates that the character is slowed

  • Added floating icons above characters who block or unblock the temple exit during the "Fervent Prayer" conspiracy

  • Added additional states for the "Send to Production" button in production building menus

  • When pressing the "Back" button during map preview, the player will return to editing the new game with the same parameters instead of going to the main menu

  • If a technology has already been studied by another lord, the research completion notification will now be normal instead of important

  • Removed the line from the sermon hint footer saying that the number of parishioners can depend on the sermon performer

  • Action tasks targeting the player’s ruler for poisoning, creating an ally, or creating a puppet will no longer be displayed

  • Arrows to local map exits will not be displayed while a video is playing (for example, at the end of the game)

  • The lord hint for portraits at the top of the GUI now displays character traits instead of thoughts

  • Disabled the "Aftermath of War" problem flag

  • Disabled the "Slow Knowledge Study" problem flag

  • Disabled the "Knowledge Under Threat" notification

  • Removed an extra footer from the peasant hint in their house. Previously, it also showed a line about fear of death

  • Removed arrow pointers to map exits, leaving only the text

  • Removed market saturation information from the resource hint (in the resource panel on the left), and removed daily consumption information from the caravan trader’s goods hint

Tutorial

  • Added a tutorial scenario about the bandit camp: the player is guided through opening the army menu, choosing a commander, assembling a squad, equipping fighters, waiting for the squad to form, and moving to the bandit camp on the global map

  • Added a tutorial scenario about the king’s political followers: the tutorial selects the king, highlights the required interface elements, and explains the followers tab/indicator

  • Added a tutorial scenario about a politician’s weaknesses: the tutorial selects a suitable politician, guides the player to the required character tab, and highlights their weak trait

  • Added a tutorial scenario about bad relationships between lords

  • Added a tutorial scenario about intrigues with neighbors

  • Added new tutorial scenarios and a tip about the Prison Ward

  • Added a tutorial scenario and a tip about the player’s lord becoming a puppet of another faction

  • Added a tutorial scenario about migration

  • Added a tip about the patrol flag

  • Added two new tutorial scenarios, about prisoner control and lord tutoring, as well as a tip about creating a puppet on the global map

  • Made fixes to the tutorial scenario about creating a squad

  • The tutorial flag "sign a trade agreement" has been moved to reaching a population level of 20

  • During the "Vagabonds Are Approaching" tutorial, mercenaries no longer arrive instantly; the "Defend the City" task appears only after they arrive

  • The soft tutorial window now hides together with the Encyclopedia

  • The Encyclopedia pop-up window now hides when the pause menu is opened

  • During the soft tutorial, the player’s squad will no longer take prisoners - they will finish them off instead

  • Additional peasants created only at the start of the tutorial will now be placed not in the center of the Hall, but on its square

Fixes

  • Fixed cases where characters carrying resources in baskets would fall out of the carrying logic and get stuck with baskets forever

  • Family preset files are now deleted if loading fails (for example, if the file is corrupted) and replaced with the default preset

  • Fixed child filtering for the "Knowledge Is Not Being Studied" tip

  • Fixed an error when displaying the hint for the "Make Puppet" action if the target is the performer’s child

  • Fixed a possible rare crash when displaying speech bubbles

  • Fixed a bug that caused the soft tutorial task window not to disappear after the task was completed

  • Fixed a bug that caused shields to continue being used invisibly in fistfights

  • Fixed a bug that caused the Matriarch not to receive a negative thought for illegal duels between lords

  • Fixed a bug that made the province impossible to select in the tutorial after renaming it

  • Fixed a bug that caused the tutorial scenario about distributing resources to remove Moonshine from production

  • Fixed an error that occurred when deleting a city from the map (for example, because it was captured by the Horde) if the city had an active trade agreement

  • Fixed a bug that caused the tutorial to suggest setting borders, even though this cannot be done in the tutorial

  • Fixed a game crash when trying to exit to the main menu while in manual combat with a bandit camp during the tutorial

  • Added color validation when loading a family preset (fixes the inability to continue the game after choosing a starting province)

  • Fixed the non-working button for restoring the local map generator’s default settings

  • Fixed a bug that allowed gold and rings to be adjusted in the player ruler’s action tasks even when there were not enough rings or gold

  • The order to visit a sick character will be automatically removed if the character is no longer sick

  • Fixed the conditions for showing the tip about books not being studied in cases where a lord left the local map

  • Fixed a bug that caused battle music to stop when there was a battle on the local map and a ceremony started

  • Fixed the trigger for the problem flag about homeless soldiers, even though hired soldiers simply had not yet had time to move into free barracks

  • Fixed a bug that caused crops in fields to be displayed at the wrong height, overlapping characters

  • Fixed a bug that caused the building selection menu for another building to open when right-clicking in the tutorial while choosing a location for the Castle

  • Fixed a bug that caused Wise Conversation on the global map not to work

  • Fixed a bug that caused the "border buttons" pop-up window to appear when starting a new game or tutorial

  • Fixed a bug that made it impossible to hover over some tips with the "Show How" button

  • Fixed a bug that caused the number of Chancery buildings in the King’s Eye not to update

  • Fixed a bug where, after completing the soft tutorial, starting a new game, and saving it, the save file did not consider the soft tutorial completed

  • Fixed a bug that caused the bride’s parents to receive incorrect roles when visiting for the wedding

  • Fixed a bug that allowed the game to be blocked if, during the family setup stage in the tutorial, the player clicked "Continue" instead of "Next"

  • Fixed a bug that caused the soft tutorial not to start after the hard tutorial ended

  • Fixed order starts with an insane performer

  • Fixed an error where the soft tutorial task about moonshine production was completed when setting 20, although it should be completed when setting 30

  • Fixed a bug that caused the "Got it" button to mark a read article as unread again

  • Fixed a bug that caused the wet/icy feet effect from bad weather not to work after loading the game

  • Fixed bugs with removing alcohol addiction

  • Fixed a bug with the food theft activity starting endlessly

  • Fixed an incorrect notification about harvested crops that do not fit into storage after harvesting

  • Fixed a bug that allowed the conspiracy target to react with a fight to the temple arson during a conspiracy, while that fight did not work

  • Fixed a bug that caused the rain sound to continue playing after loading a game where there was no longer any rain

  • Fixed a bug that caused a peasant bribing a politician to enter an infinite loop if the faction that sent that peasant no longer existed

  • Fixed a bug that allowed children to be born with blue or green skin if their parents had pneumonia or were poisoned at the moment of birth

  • Fixed incorrect outline display in the comfort tutorial scenario when changing the GUI size

  • Hired soldier cards no longer display the "Fear of Death" thought

  • Immobilized prisoners no longer try to escape

  • If a lord dies, develops Senile Dementia, or stops being a lord, politicians who chose them as their target reset the corresponding strategies

  • If a lord commits a crime in their own house, they will not pick the lock and can enter the house without problems

  • Borderless screen mode now automatically sets the full screen resolution, which fixes a bug where a lower resolution could be set in fullscreen mode and part of the screen would remain black

  • Graphics

  • Added new building assets for the training ground, pig farm, herbalist, and smelter; changed the brewery asset

Source

Steam News / 31 July 2026

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