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Hi everyone, Thanks for your patience while we plan and work on this big update. Weve really tried to take in everyones feedback and evolve the game in a way that addresses how you want it to grow while maintaining the elements you enjoy. We wanted to share an overview of what were working on and get your feedback so we can make Landnama as good as it can be. So please, share any of your thoughts and feelings about this, we want to hear from you! The main areas we are currently working on are making the randomly generated elements less punishing and not as much of a focus, and adding more depth and replayability. Here are some of the solutions were working on. Wed love to hear as much feedback as possible from you over the next week or two while we work on this update, then well share a detailed breakdown with a version for you to test as soon as we can. We can then continue the conversation from there. Difficulty All difficulty levels will now be available from the start, with additional rewards gained from higher levels. The Althing wont appear in the normal difficult level. Challenges are being reworked to feel less punishing and encounters to feel more rewarding. World Generation Weve made a significant change with how tiles spawn, now appearing in clusters of the same biome. Each region's predominant biome spawns more often as well, and quality tiles can now be found on the sea biome. Winter's Toll Were simplifying the calculation of Winters Toll. Instead of basing it on explored tiles, buildings and home upgrades, it will increase it by a certain amount each year that scales with difficulty. Winters Toll will also have a smaller range it rolls from. Challenges and Encounters Instead of having a guaranteed negative event every year, there will be an equal chance its a positive one, and positive events will now have a choice of reward much like the negative ones. Events you encounter while exploring then will no longer only be positive, but can be negative as well. Masteries Masteries in their current form have been removed with the most fun and powerful effects moved to clans so they can be accessed without relying on a random roll. Buildings This is probably the biggest change were working on. We've changed buildings to work with production as a system, and almost all buildings will have adjacency requirements and production multipliers. Buildings will retain their special abilities, but only if built on a quality tile. Example:
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