Zitat:
Hello players!
Big changes are coming to the ecosystem of Northgard; new animals are appearing, and this is changing the world for everyone.
Here are the details:
Big changes are coming to the ecosystem of Northgard; new animals are appearing, and this is changing the world for everyone.
Here are the details:
New contents
Foxes and Boars
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Foxes
For some time, foxes have been confined to a Conquest battle. We’re finally adding them as a general animal of the base game that can be encountered in any game.
- Foxes are new animals. They have the same aggressive behavior as wolves, but they are less powerful, way faster, and attack in numerous groups. So keep an eye on them.
- Fox Burrow is a new building equivalent to the Wolf Den. It spawns new foxes that will attack the adjacent zones if left unchecked.
- Closing it will grant 25 Fame and 100 Kröwns.
Boars
To join foxes, we’re also adding boars as a new animal you can encounter in any game.
- Boar is a new animal in Northgard. It has passive behavior similar to that of a bear but will defend itself and its territory fiercely if you attack it.
Sheep
Sheeps are NOT a new animal, but we’ve changed their spawn rules and reworked them to make them more useful, especially in later games, and to create new specific interactions with some clans. The idea is to make the sacrifice for food no longer the automatic and only use for sheep it is currently.
We also want sheep to spawn in further zones as an attractive later reward.
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Sheep
- Sheep now grants a 50% wood consumption reduction during winter in the zone it is in (-30% previously).
- When several sheep are in the same zone, this bonus increases, but multiplicatively. [list]
- 1 sheep will reduce the consumption in the zone by 50%.
- 2 sheep will reduce it by 75%.
- 3 sheep by 87,5%.
- And so on…
Wolf Clan
- When sacrificing a sheep for food, the clan will get 100 food out of it instead of 80.
Dragon Clan
- The clan can send a sheep to the Sacrificial Pyre to gain 4 dragon essences (but no food).
Eagle Clan
- The clan can sacrifice a sheep to trigger a boneyard in the zone, calling all its hawks (but granting no food).
Rat Clan
- The clan can choose to sacrifice a sheep to light up the Purification Pyres for 90 days (but granting no food).
Owl Clan
- Sheep reduce the food consumption in the zone by 35% (25% previously).
- This bonus also increases for each additional sheep in the same zone. Also multiplicatively.
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Map Generation
Following those changes, we’ve reworked the map generation more globally to account for the addition of those new animals and rules. We’ve also taken this opportunity to ensure more fair hostile foes repartition between clans and to adjust the difficulty.
Spawn Hostility
Until now, it was possible for different clans to face huge differences in hostility at spawn. For example, one clan could start with 1 wolf in zones around its town hall, while another starts with 3 wolves.
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- All clans on a map will now start with the same level of hostility on adjacent zones (Meaning the overall power of hostile foes on adjacent tiles will be the same).
- However, this hostility might come in different animals and be split differently for each clan. [list]
- For example, clan A can start with 2 hostile zones adjacent to their town hall, containing 1 and 2 wolves.
- Clan B can start with 3 hostile zones, containing respectively 1 fox, 1 fox, and 2 foxes.
- The total hostility is the same for both clans, even if it materializes differently.
Sheep spawn
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- Sheep can spawn in any zone (except for neutral faction camps and special zones).[list]
- The fewer natural resources the zone contains, the higher the chance of spawning sheep.
- The number of sheep spawned depends on the distance of the zone from the clans’ town halls (the further away a zone is, the more sheep it might contain).
Difficulty
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- Environment hostility (foes and hostile wild units presence) has been slightly reduced on easy maps.
- Environment hostility has been slightly increased on extreme maps.
- Normal and hard maps hostility should be the same as before.
AI
We know AI faces many difficulties right now, and we’re actively working on it! This patch will allow you to test a new batch of changes, and we will keep releasing new ones as we continue to work on it during the open beta.
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- AI Warband should not get stuck in a zone anymore.
- After decolonizing a player’s zone, in hard and extreme difficulty, the AI will continue pushing the assaults to the next zone until they reach the player’s town hall or are stopped.
- The AI will now use its civilian units to defend itself when attacked by foes.
- AI now handles its happiness correctly and will assign units to happiness production buildings.
- AI is now better at evaluating the outcome of a fight and how much strength it needs to win, so it should no longer send armies to die in fights against neutral factions.
- Raven clan AI no longer builds a harbor as its first building, but when needed.
- Dragon AI now correctly differentiates between thralls and villagers when assigning them.
Improvements
In parallel with AI, we also work to improve the game's performance and fix optimization issues.
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- Many optimizations.
- The game uses less CPU resources.
Known Issues
- Dragon - The Gauge UI and the buy thrall button will not disappear if you keep watching a multiplayer game after being eliminated
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Other
- Boar menders sealed away the past of their clan