Notoris 2: Warlords
Steam News 3 March 20262mo ago

Notoris 2 : Warlords | Dev Update

February was another foundational month. We had a good balance of under the hood updates with actual player facing visual and gameplay changes. Here’s what changed: Core Modifier System Reworked I dramatically rebuilt h…

Update log

Full Notoris 2: Warlords update

The complete published notes, normalized for clean reading and source attribution.

Extracted changes

3 fixes18 additions13 changes0 removals
  • Balance
  • Gameplay
  • UI and audio
  • Maps
  • Fixes
changedWe had a good balance of under the hood updates with actual player facing visual and gameplay changes.
changedHere’s what changed:
changedCore Modifier System ReworkedBuilding Output (Gold / Food / Weapon productions etc)
changedCore Modifier System ReworkedAll modifier definitions have been moved out of Unity ScriptableObjects and into JSON.
changedCore Modifier System ReworkedUI reads modifiers dynamically, making it inherently scalable
changedCore Modifier System ReworkedBalance iteration via data instead of code

February was another foundational month.

We had a good balance of under the hood updates with actual player facing visual and gameplay changes.

Here’s what changed:

Core Modifier System Reworked

I dramatically rebuilt how modifiers function at a foundational level. I’ve called this the Dynamic Effect Modifier System or DEM for short.

The system is now modeled much closer to Total War: Three Kingdoms, where officer stats can affect multiple scopes in a scalable, layered way:

  • Self (personal stats like duel/escape/capture/retreat chance etc)

  • Building Output (Gold / Food / Weapon productions etc)

  • Town Administrative scope (efficiency, recruitment, growth etc)

  • Faction-wide scope (Faction Leader can affect all the above)

All modifier definitions have been moved out of Unity ScriptableObjects and into JSON.

Why This Matters:

  • Fully data-driven & modular

  • Easily expandable for future content

  • Designed to be exposed for modding

  • UI reads modifiers dynamically, making it inherently scalable

  • Supports deep role specialization (economic admins, military admins etc.)

This base layer is what makes strategy games actually work long-term.A scalable modifier pipeline that can be injected into at multiple scopes without hardcoding logic.

It Allows:

  • Meaningful skill trees and traits that fill unique roles

  • Clean extensibility without engine changes

  • Balance iteration via data instead of code

Town Administrator Gameplay Added

A much needed feature has been introduced:

If Player is Faction Leader:

  • Can appoint or replace Town Administrators

  • Officers assigned as Admins apply their administrative modifiers to that town

If Player is Not Faction Leader:

  • Can formally request to become Administrator of a specific town

  • Logic setup for other officers to vote for/against this based on variety of factors such as relationship.

Both actions cost the core strategic resource: Influence and can be accessed via the Greathall.

Territory Map Art Overhaul (90% Complete)

We’ve completed the full paint-over of the Territory Map background panels.

The old v1 terrain has been replaced with:

  • 4 Distinct Biomes

    • Northern Mystical

    • Northern Mountain

    • Central Plains

    • Southern Jungle

  • Improved biome color separation

  • Cohesive tone mapping across the full map

  • New Art Style

  • New Foliage assets (trees) for 3 of the 4 regions

Inner Town Art (90% Complete)

We’ve done a visual overhaul of the Inner Town view.

One full layout is now basically complete in the new style.

Note: The buildings slots are still being updated to match the new style.

Terrain & Grid Rework

Built out a proper terrain type system and tied to grid tiles.

That allowed me to:

  • Make diagonal movement respect rivers and natural block paths

  • Align gameplay logic with the actual map art

  • Add a terrain-color debug grid view

  • Add terrain stat effects for things like elves in forests

  • Improve debug/starting army placement logic

  • Fix a save/load race condition

Foliage Rework (Engine)

  • Foliage editor tooling built

  • Central Plains foliage added

  • Northern Forests added

  • Southern Jungle added

  • Began experimenting with Hills terrain concepts

  • Fixed world-space UI being blocked by mountains/foliage

The campaign map is finally starting to feel like a world instead of a prototype board.

Character & Misc Updates

  • 5 new officer added with unique portraits

  • 3 new officers added with placeholder portraits

  • Reworked several officer portraits with minor adjustments

  • 27th Town added

  • Added a togglable player UI log window for generic info that's not important enough for popups, banners, or side bubble notifications.

  • Added UI for searching all factions/towns/officers

  • Added ability to resign from a faction

  • Improved AI pathing behavior and integrated with new terrain costs

  • Added capture/escape chances for officers when defeated

Bug Fixes

  • Fixed lighting in build scene

  • Fixed an

Source

Steam News / 3 March 2026

Open original