Beta Patch Notes for 04/04/2024
Weve noticed many of you expressing disappointment at the fact that the Bear and Boar units are more or less equivalent, with the same overall power and behavior. Well try to address that by making the Boar a stronger and more aggressive unit than the Bear, so both represent different challenges. With those new changes, the bear becomes the more resistant tanky unit, requiring lots of damage to go down, while the Boar is the more aggressive unit, dealing heavy blows your units must tank long enough to kill the creature. [expand type=details]
After the previous changes we made to the wild units spawned in the zones around the clan Town Halls, some of you have (rightfully) pointed out that having the same power spread across 3 zones or 4-5 zones did not result in equivalent starts in terms of difficulty. So, we adjusted the way the foes are spawned to take the number of zones available to the clan into account. [expand type = details]
Those changes are based on feedback made during the previous balancing patch we discussed with players on Discord. However, we didnt have the time to implement and test them properly before the previous patch's release, so were pushing them now. The idea behind those changes is to reward actions that benefit ally clans with a gain of relations with them, especially for actions taken by support clans like Squirrel and Stoat. [expand type=details] General
Yes, were making changes to the Horse clan. I know we said repeatedly we wouldnt, but here we are. Do not expect anything too crazy, though. Our goal with those changes is mainly to reduce the gap between a good and a bad Horse start. We want to ensure the clan gets its warchiefs fast enough to avoid falling behind in a no-ruin, no-shipwreck situation. While not snowballing like crazy and becoming unstoppable in a situation with two ruins or more. [expand type=details]
Since the previous changes on the Raven, weve seen many complaints about the toxicity of the Giant spam - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy. We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids. [expand type=details]
Not really a balancing change, but more of a quality-of-life tweak we forgot to allow for the City Building of the Ox. [expand type=details]
Many optimizations made to betther the game fluidity
[expand type=details]
[expand type=showmore]
[expand type=showmore]
[ 2024-04-04 10:48:19 CET ] [ Original post ]
v3.3.25.37385-public-beta [quote]Hello players! Following your feedback, weve made a few new adjustments to the new foes and map generation. We also want to take this beta to introduce new balancing changes and tweaks to some clans and to the way you gain positive relations with ally clans.[/quote]
Foes
Weve noticed many of you expressing disappointment at the fact that the Bear and Boar units are more or less equivalent, with the same overall power and behavior. Well try to address that by making the Boar a stronger and more aggressive unit than the Bear, so both represent different challenges. With those new changes, the bear becomes the more resistant tanky unit, requiring lots of damage to go down, while the Boar is the more aggressive unit, dealing heavy blows your units must tank long enough to kill the creature. [expand type=details]
- Boar stats
- 15 Atk (12 previously)
- 110 Hp (100 previously)
- 8 Def (8.5 previously)
- 5 Moves Speed (3.5 previously)
Map generation
After the previous changes we made to the wild units spawned in the zones around the clan Town Halls, some of you have (rightfully) pointed out that having the same power spread across 3 zones or 4-5 zones did not result in equivalent starts in terms of difficulty. So, we adjusted the way the foes are spawned to take the number of zones available to the clan into account. [expand type = details]
Spawn hostility
- The overall number of hostile units close to a clans Town Hall will now also depend on the number of zones in contact with the clan's starting zone.
Balancing
Diplomacy
Those changes are based on feedback made during the previous balancing patch we discussed with players on Discord. However, we didnt have the time to implement and test them properly before the previous patch's release, so were pushing them now. The idea behind those changes is to reward actions that benefit ally clans with a gain of relations with them, especially for actions taken by support clans like Squirrel and Stoat. [expand type=details] General
- When feasting for their team, a clan improves its relationship with all the affected ally clans. (Relation is passively enhanced for the entire length of the Feast)
- Meals prepared by the Squirrel for their allies improve their relationship with the affected clans. (Passively increases while the Meal is ongoing)
- Rumor-Mongering now also increases all relation gains by +100%. (Offering Well, Trade-Routes, Gift-Routes, Rumor-Mongering passive effects, and Meals).
- Rumor-Mongering passive relation gains have been readjusted to remain identical to the previous value even when multiplied with this new effect.
- When collecting a Levy for their team, the Stoat clan improves their relationship with all the affected clans. (Passively increases while the Levy is ongoing)
Horse
Yes, were making changes to the Horse clan. I know we said repeatedly we wouldnt, but here we are. Do not expect anything too crazy, though. Our goal with those changes is mainly to reduce the gap between a good and a bad Horse start. We want to ensure the clan gets its warchiefs fast enough to avoid falling behind in a no-ruin, no-shipwreck situation. While not snowballing like crazy and becoming unstoppable in a situation with two ruins or more. [expand type=details]
- Both Warchiefs now cost only 100 Krwns to recruit (150 previously).
- Horse clan when exploring Ruins and Shipwrecks will only get half of the Krwns any other clan would get.
- But they also extract ore from those.
- Exploring a Ruin provides +5 Stones.
- Exploring a Shipwreck provides +5 Iron.
Raven
Since the previous changes on the Raven, weve seen many complaints about the toxicity of the Giant spam - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy. We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids. [expand type=details]
- Each mercenary killed during a raid increases the raid cooldown of the zone by +30 seconds.
- Sons of Hrymr (giants) power depends on the number of mercenaries sent with them.
- Sent with a full raid of 6 mercenaries, their power will be the same as currently.
- Sent with only 1 mercenary, they have only a fraction of their max resistance.
- 50 HP (instead of 100 max)
- 6 Def (instead of 12 max)
- Killing a Son of Hymir sent on a raid increases the raid cooldown of the zone by +120 seconds.
Ox
Not really a balancing change, but more of a quality-of-life tweak we forgot to allow for the City Building of the Ox. [expand type=details]
- After unlocking City Building, zones can be improved even if they do not contain the maximum number of buildings.
Improvements
Many optimizations made to betther the game fluidity
AI
[expand type=details]
- Improved the defense behavior.
- If the AI is attacked by a player, its military units stop whatever they are doing, and go defend right away.
- If the AI is attacked by foes, it use the right amount of civilian to defend itself.
- Improved a lot the Eagle AI : it stays on a recently cleaned zone to benefit from the boneyard heal + it can scout its treasures.
Bugfixes
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- Silos can be built on shores without problems.
- Norms can produce lore outside their territory
- Kingdom - Guardians military path send militia
- Mimirsbrunn - Loading a save after unlocking Mimirsbrunn will not allows to pick any lore
- Stoat - Fixed Peon not healing on the Town Hall
- Lynx - Caring Siblings doesnt heal Lynx and Mielikki on enemy territory
known issues
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- Stoat - Relation grant with a levy give too much relation (should be +0.8 for a 30% levy)
- Squirrel - Rumor-mongering doesnt increase relation granted with a meal
- Concede doesnt kill a player
Other
- investing foes disappearances in strange rituals
Northgard
Shiro Games
Shiro Games
2018-03-07
Strategy Simulation Singleplayer Multiplayer Coop
GameBillet
25.47 /
€
Game News Posts 152
🎹🖱️Keyboard + Mouse
Very Positive
(47721 reviews)
https://northgard.net/
https://store.steampowered.com/app/466560 
The Game includes VR Support
Northgard Linux [17.98 M]
Northgard - Sváfnir, Clan of the Snake
Northgard - Nidhogg, Clan of the Dragon
Northgard - Svardilfari, Clan of the Horse
Northgard - Lyngbakr, Clan of the Kraken
Northgard - Himminbrjotir, Clan of the Ox
Northgard - Brundr & Kaelinn, Clan of the Lynx
Northgard - Ratatoskr, Clan of the Squirrel Official
Northgard - Dodsvagr, Clan of the Rat
Northgard - Hræsvelg, Clan of the Eagle
Northgard - Cross of Vidar Expansion Pack
Northgard - Kernev, Clan of the Stoat
Northgard - Vordr, Clan of the Owl
Northgard - Garm, Clan of the Hounds
THE GAME
After years of tireless explorations, brave Vikings have discovered a new land filled with mystery, danger and riches: Northgard.
The boldest Northmen have set sail to explore and conquer these new shores, bring fame to their Clan and write history through conquest, trading, or devotion to the Gods.
That is, if they can survive the dire wolves and undead warriors roaming the land, befriend or defeat the giants, and survive the harshest winters ever witnessed in the North.
- Build your settlement on the newly discovered continent of Northgard
- Assign your vikings to various jobs (Farmer, Warrior, Sailor, Loremaster...)
- Manage your resources carefully and survive harsh winters and vicious foes
- Expand and discover new territory with unique strategic opportunities
- Achieve different victory conditions (Conquest, Fame, Lore, Trading...)
- Play against your friends or against an AI with different difficulty levels and personalities
- Enjoy dedicated servers and grind the ranks to reach the final Norse God rank!
THE CAMPAIGN MODE: RIG'S SAGA
The Viking High King is murdered and his REGAL HORN is stolen by a man named HAGEN. This event kickstarts a saga that will take RIG, his son and heir accompanied by his right-hand man BRAND through the new continent of NORTHGARD, where he will make new friends and foes and discover a much greater threat than HAGEN, and the reasons behind his father’s assassination.
In order to complete the 11 chapters campaign, the player will have to master the specificities of all 6 clans and tame the unforgiving wilderness of Northgard.
MINIMAL SETUP
- OS: Ubuntu 18.04 64 bits
- Processor: Intel 2.0ghz Core 2 Duo or equivalentMemory: 1 GB RAM
- Memory: 1 GB RAM
- Graphics: Nvidia 450 GTS / Radeon HD 5750 or better
- Storage: 1 GB available spaceAdditional Notes: Minimum display resolution : 1366x768
- OS: Ubuntu 18.04 64 bits
- Processor: Intel i5 3.1 Ghz Quad coreMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: Nvidia GTX 660 / Radeon HD 7800 or better
- Storage: 1 GB available spaceAdditional Notes: Recommended display resolution : 1440x900
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