Northgard - Shiro_Steven
Hello everyone!

We're now at the end of January and after some patching and experimentation earlier this month, it's time to move forward!
Today we begin the first open beta for the incoming community update for Northgard, focus on answering many feedback shared those past years!

Community Update beta part 1
v3.6.54.41027-public-beta

Entering the year 2025 and the 8th year of development post-release of Northgard, we want to start by taking some time to address community requests.

Those changes will be added to the open-beta progressively and evolve based on community feedback.
We start with 2 main focuses this week : The PvP experience and Military balancing.


Quality of Life


[expand type=details expanded=true]
General
  • It is now possible to transform a specialized worker back into a villager by assigning it to build or repair a building.
Pvp
  • 2v2 mode is available for Quick and Ranked games
  • New pick system for 3v3 and 2v2
    • In Quick and Ranked team games, players will now have to select their clans one after another, in order to allow each team to see the strategy of their opponents, and react accordingly and suppress the problem of last-second picking.
  • New blind system for FFA and Duel
    • Following the same idea, clans picked in Quick and Ranked games in Duel and FFA modes will not be displayed to opponent players in the lobby, to avoid the same problems
[/expand]

Balancing


Military Units and Camps

As many players have reported, Legion Military Path is currently not as interesting as the other two, and requires a complete rework. We want to take this opportunity to also shake-up a bit the overall military meta, to make diverse armies a viable option, as well as reinforcing the power triangle as it was originally intended.
Warriors > Shield-Bearers > Axe-Throwers > Warriors

As the two main points preventing multi-units armies to be viable currently are the investment represented in forging a unit, and upgrading camps associated with this unit, we are proposing those changes:


[expand type=details]Military Camps

[expand type=details expanded=true]
  • All Military Camps upgrade bonus are now a flat stat bonuses, rather than an gain in % (except for attack-speed)
  • Those bonuses now impact the stats of ALL military units of the clan, and not just the type associated with the camp.
    • For example - Upgrading a Shield Camp increases the Defense of Warriors and Axe-Throwers, while upgrading and Axe Camp increases the Attack Power of Shield-Beares and Warriors as well
[/expand]

Warriors

Warriors currently feel like the “default” military unit, as they are useful in most if not all situations, and have advantages against both other units with their military forge. The charge allows them to reach the Axe-Throwers quickly, and the Armor-breaking impact also makes them a great counter to Shields.

In the meantime, before they are forged, they do not have any natural advantage against Shields, and are in fact stronger against Axe-throwers, which is not supposed to be the case.

So we’re introducing those changes:


[expand type=details]
  • Warriors now have a native passive ability, allowing them to ignore 25% of the Defense of their target.
  • Warriors forge no longer gives them a charge ability.
  • Warriors forge armor-breaking ability now also reduces the target Projectile Resistance.
[/expand]

Shield Bearers

Shield-Bearers already DO have a natural advantage against Axe-Throwers, but their forge do not reinforce this superiority as much as it could.
That’s why we want to transfer the charge ability from the Warriors to the Shields, as it makes more sense for us to have Shield-Bearers charge enemy Axe-throwers to limit how much distant attack they’re taking.

This change also reinforces the overall utility of shields as tanks, as once forged, they will now naturally charge to be the first in contact with enemy units, making combos like Shields and Axe-throwers naturally more efficient while requiring way less micro.


[expand type=details]
  • Shield-Bearers forge now unlock a charge ability (while also keeping the previous defensive effect)
[/expand][/expand]

Military Path: Legion

To support all of those other changes, we wanted to rework the Legion Military Path to not be about supporting big armies, but about supporting multi-units armies instead.

[expand type=details]Level 1 - Weapons rack
  • All military forges are free.
  • You generate Military XP based on your Max Warband (max: +10).
Level 2 - Tactical Formation
  • Military units recruitment costs only increase based on the number of units of the same type already recruited.
Level 3 - Polyvalent Training
  • Once a Military Camp is upgraded, the other camps in the zone are 50% cheaper to upgrade as well.
Level 4 - Bloodbath (unchanged)[/expand]

Known Issues

[expand type=detail]
  • UI - Upgrading a warrior camp will not display the 5% earned on unit UI
[/expand]


join the open beta and help us shape the Community Update!
To not affect the game, the following changes are available in the Public beta branch! You will be able to test them and send us feedback before it reach the actual game next week.

↓How to join the public beta branch↓

[expand type=showmore]
If you want to test those features,

[/expand]

How will the beta work?
As always, we have opened some channels on Discord and Steam for you to share your feedback. Starting tomorrow, we will ask questions in those places to receive your constructive feedbacks on those points! An open feedback thread will also be created for us to receive your more generic feedback. Be sure to be constructive in those as well and to not start debates with other feedbacks.

Steam discussion | Discord

https://store.steampowered.com/app/466560/Northgard/

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Northgard - Shiro_Steven
Ohoï Viking!

Northgard and its expansions are part of the Myths and Legends sales!
For the occasion, the base game is 75% off its original price!


Get the base game at 75% off its original price!
And lead your clan to victory

https://store.steampowered.com/app/466560/Northgard/



Share the Starter pack with your friends!
Including three additional clans with diverse gamestyle

https://store.steampowered.com/bundle/33943/Northgard_Starter_Pack/



Complete your collection with the Viking Age Edition
Cross of Vidar | Clan of the Hounds | Clan of the Turtle not included

https://store.steampowered.com/bundle/12024/Northgard_The_Viking_Age_Edition/



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Northgard - Shiro_Steven
v.3.6.51.40992

Bugfixes


  • Bifrost -
    • Fixed objectives being duplicated when a player reconnect to a game
    • Fixed turtle Warchief not decreasing the cost for upgrading a tower
    • Fixed lore Veiled Threats not working for clan other than the Wolf
  • Conquest -
    • Fixed No Gods no Masters issue with lore unlock
    • Fixed event in Cataclysm mission
  • Turtle -
    • Fixed crash when selecting a caravan of a Turtle player that lost the game
    • Fixed players being able to change the production of an enemy caravan
    • Fixed villager/worker running slowly when garrison is activated
  • Misc.
    • Story mode - Fixed happiness gain when doing great trade route
    • Text - Fixed text for first bonus in Leadership and Guardian military path
    • Snake - Fixed end game stuck if victory/defeat occurs when selecting a lore in stolen lore

Known Issues


  • Missing localisation
  • Possible crash when launching ranked (you can fix the issue on your side by following this process
  • Previous known issues not mentioned in bugfixes

https://store.steampowered.com/app/466560/Northgard/

SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK
Northgard - Shiro_Steven
Ohoï Viking!

Northgard and its expansions are part of the RTS-Fest!
For the occasion, the base game is 75% off its original price!


Get the base game at 75% off its original price!
And lead your clan to victory

https://store.steampowered.com/app/466560/Northgard/



Share the Starter pack with your friends!
Including three additional clans with diverse gamestyle

https://store.steampowered.com/bundle/33943/Northgard_Starter_Pack/



Complete your collection with the Viking Age Edition
Cross of Vidar | Clan of the Hounds | Clan of the Turtle not included

https://store.steampowered.com/bundle/12024/Northgard_The_Viking_Age_Edition/



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Northgard - Shiro_Steven
v.3.6.45.40947

Gameplay & Balancing


  • Turtle Clan is now available in ranked multiplayer!
  • Njörd dodge chances is now 30%>15%
  • Befriending a faction now grants 100%>50% of the influence they had with Miklagard.
  • Added a buffer on ready button

Regarding the other features tested in beta test
Regarding the other additions that were tested in the beta test, they still need some more testing and, as it was already mentioned, were here for some early feedback. This includes the Jotnar changes as well as the Villager conversion button.

The latter one will go under other beta test before its integration
Thank you all for reading!

Turtle clan - Quality of Life


Based on the feedback you’ve provided we’ve made changes to increase the quality of life playing the Turtle clan.

  • When giving the order to a Caravan to deploy on a zone, a pre-visualisation of the placement is now displayed on the position until the Caravan deploys to help keep track of where it is going.
  • A counter of current and max number of Caravans is now displayed with the other resources of the clan to help keeping track of Caravans.
  • The tooltip displayed on the villager recruitment button now also displays the current Pop-Growth bonus to make the impact on villager price decrease easier to understand.
  • When packing a Caravan in a zone that would lead to buildings or units loss, a warning pop-up is now displayed.
  • A new option is available in the settings to enable or not all warning pop-ups (previously mentioned caravan warning, as well as woodcutter warning when not enough wood).
  • Quarantine conquest mission - Villager will spawn on each Town Hall when recruited and caravan bought will spawn on the selected Town Hall

bugfixes


  • Expedition/Achievement - Fixed new Trade victory not counting for Achievement/Expedition
  • Expedition - Fixed victory count not counted in the expedition
  • Bifrost - Fixed invite button being greyed out
  • Bifrost - Fixed SFX on Gulveig final form not being played at the correct time
  • Bifrost - Fixed Endless Tide not working for other clans than the Kraken
  • Bifrost - Fixed displayed timer from feast caused by Goat conquest bonus
  • Bifrost - Fixed Gulveig permanently running in first and second phases
  • Unit - Fixed scout stuck at the scout camp when assigned
  • Cross of Vidar - Fixed mission 4 Squirrel feast victory when starting the mission with cinematic
  • Raven/Snake - Fixed raids/scorched earth granting too much resources on caravan tile
  • Snake - Fixed issue with Skirmisher when attacking caravans
  • Boar - Fixed Bartering no increasing relation with Miklagard when trading Krown with the Market Place
  • Turtle - Fixed villager being transported with caravan if packed when one was assigned
  • Turtle - Fixed an issue when trading ore
  • Turtle - Fixed multiple ghost preview of caravan deployment not appearing in certain conditions
  • Lobby - Fixed lobby creation showing the wrong menu on certain conditions
  • Text - Fixed text relation gain when befriending a neutral
  • Text - Fixed french localization on Fox burrow conquest when selecting a Fox den tile
  • UI - Fixed little square on sheep/fish/crow/deer when a fight occurs on tile with this animals
  • Neutral - Fixed Jotunn champion not granted for other player when the first player to befriend them is killed
  • Gameplay - Fixed the last foes of a tile not granting effect (bonyard, pyre, etc) when killed from fire damage

Known Issues


  • Befriending a neutral faction after another player will not grant 50% of their remaining influence with Miklagard
  • Missing localisation
  • Previous known issues not mentioned in bugfixes


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Northgard - Shiro_Steven
Hello everyone!

Before the imminent arrival of the turtle in Ranked, we wanted to tackle some feedback we seen concerning the trading victory as well as a few adjustement coming with the Turtle
How to test the changes?
To not affect the game, the following changes are available in the Public beta branch! You will be able to test them and send us feedback before it reach the actual game next week.

↓How to join the public beta branch↓

[expand type=showmore]
You can find the public beta branch by going in the steam option for the game

[/expand]

If you want to send your feedback, you can use the channels dedicated to it on our discord or use the dedicated Open Beta forum on Steam!

Steam discussion | Discord


Balancing

v3.6.30.40881-public-beta

The Turtle Clan will be available in ranked multiplayer soon. To be sure this happens in the best conditions, we invite you to come and test the latest modifications in the open-beta and provide feedback about the balancing of the clan and the overall game.

The beta has its own ranked leaderboard. Feel free to try climbing this one as well!


Global Change


We’ve seen a recurrent feedback for some time now asking for easier ways to turn specialised workers back into villagers without having to assign them to Houses or the Townhall. This can be a tedious process for some clans like Rat, wanting to repair the Caravans of the Turtle Clan deployed on distant zones, or other specific situations.

To try to address those issues, we’re testing the addition of a button to turn back any specialized worker into a villager at any point. This might have some pretty big impacts on the game so this really an early test to get your impressions and feeling on the change, before we consider making the change definitively.


  • UI - A new button is now available on all specialized workers to un-assign them and turn them back into villagers instantly.

We’ve also changed the befriend rules of Jotunn and Gayant factions so they now offer a Champion to all clans befriending them and not just the first ones to do so (similar to how the Dwarf faction offers Operatives to all friendly clans). This change is intended to again reduce a bit the strength of clans that can easily befriend neutral factions like Turtle and Squirrel; And also to avoid some weird situations when several clans had befriended a Jotunn faction to 100%, and only one could receive a new Champion when the previous “first” clan to have gained it was eliminated.

  • Neutral Faction - Jotunn / Gayant factions now offer a Champion unit to all clans befriending them, and no longer just the first ones.


Trade Victory


Based on feedback from players we’ve made slight adjustments to how much influence is earned when befriending a neutral faction. To slow down a bit the clans that can easily befriend neutral factions, as well as making still interesting for more aggressive clans to eliminate neutral factions even after they’ve befriended another clan.

  • Miklagard - When befriending a faction, a clan now earn 100%>50% of the influence they have with Miklagard.



Clan of the turtle


Warchief
  • Njörd dodge chances have been decreased (30% > 15%)
Quality of Life
Based on the feedback you’ve provided we’ve made changes to increase the quality of life playing the Turtle clan.

  • When giving the order to a Caravan to deploy on a zone, a pre-visualisation of the placement is now displayed on the position until the Caravan deploys to help keep track of where it is going.
  • A counter of current and max number of Caravans is now displayed with the other resources of the clan to help keeping track of Caravans.
  • The tooltip displayed on the villager recruitment button now also displays the current Pop-Growth bonus to make the impact on villager price decrease easier to understand.
  • When packing a Caravan on a zone that would lead to buildings or units loss, a warning pop-up is now displayed.
  • A new option is available in in the settings to enable or not all warning pop-ups (previously mentionned caravan warning, as well as woodcutter warning when not enough wood).



https://store.steampowered.com/app/466560/Northgard/

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Northgard - Shiro_Steven
v.3.6.28.40864

Balancing

[[/hr]
Balancing for the turtle and trade victory is now available in the public beta branch.[/i]

Check how to join the beta

Bugfixes


  • Cross of Vidar - Fixed multiple spawn of Advisor when starting a mission
  • Cross of Vidar - Fixed torch not working when loading a save or checkpoint in mission 6 (If you have a save on that mission, you'll need to restart it for the fix to work)
  • Turtle - Fixed infinite villager spawn when the Town Hall tile is under attack
  • Wolf - Fixed Plunder healing military unit when an ally tile is decolonized
  • Bifrost - Fixed reward not showing the same on objective tiles for all players
  • Bifrost - Fixed invite button clickable even if no slot were up
  • Hounds - Fixed Berserker not counted as a Warchief in Age of Vampire conquest mission
  • Hounds - Fixed convert cost when sending more than 2 villager fight
  • Conquest - Lynx and Kaïja can be summoned from Shaman camp in Age of Vampire conquest Mission
  • Achievement - Fixed Megastore not being unlocked by other clan
  • Bifrost Fixed portal objectives reappiring when done once (may not affect saves from previous version of the game)
  • Menu Fixed issues due to the Expeditions tab of the main menu

Known Issues


  • Localisation - Missing some localisation
  • Menu - Crashes when opening the multiplayer tab may still happens (investigating for next patch)
  • misc - Previous Known issues not mentioned here

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Dec 31, 2024
Northgard - Shiro_Steven
Happy new year vikings!

It is now the end of 2024, and it is now time to reflect on the year that passed.
We recently made a recap of every update made this year during the Steam Award period, if you missed it I invite you to have a read by clicking here!

For the year to come, we will as always share the yearly community survey, tell us what you think of Northgard and the releases made this year! The answer you provide will be read and compiled for us to have an understand of what you want us to prioritise.
If you have a few minutes to spare, fill the survey and share your opinions!

Fill the survey
Attention - This year survey is more concise as questions regarding balancing and other specific segments are kept for a relevant period in the development


Thank you to all of those who will answer earnestly and we wish you a happy new year!

-Shiro Games

https://store.steampowered.com/app/466560/Northgard/


SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK
Northgard - Shiro_Steven
Ohoï Viking!

Northgard and its expansions are part of the Winter Sale 2024!
For the occasion, the base game is 80% off its original price!


Get the base game at 80% off its original price!
And lead your clan to victory

https://store.steampowered.com/app/466560/Northgard/



Share the Starter pack with your friends!
Including three additional clans with diverse gamestyle

https://store.steampowered.com/bundle/33943/Northgard_Starter_Pack/



Complete your collection with the Viking Age Edition
Cross of Vidar | Clan of the Hounds | Clan of the Turtle not included

https://store.steampowered.com/bundle/12024/Northgard_The_Viking_Age_Edition/



SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK
Northgard - Shiro_Steven
v3.6.27.40822

Hello Everyone!

Following your diverse feedback on the Clan of the Turtle, here is the first balancing update on it.
We get that right now, the clan is in an odd position. Many of its aspects seem weak, while its support capacity looks too strong to many of you. There are some aspects of the clan that lack clarity.
With this patch, we’ve tried to address as many issues as possible, giving the clan more capacity to sustain itself while reducing the impact it has on team games.

Balancing


Start-with
We’ve made several adjustments to make the start of the clan, and its overall gameplay easier, and more permissive.

[expand type=details]
  • Impact of Happiness on villagers price decrease has been increased. (ie: overall villagers cost less and arrive faster, also Happiness gains like breweries and such are more interesting for the clan)
    • Note: As mentioned in the start-with of the clan, both Happiness and Pop-growth speed already impacted the price reduction of new villagers. We hope this increase will make it felt.
  • We’re considering making it clearer with signs in-game, but the effects are already applied.

  • Shopkeepers now passively produce +0.25 Kröwns when assigned to Caravans from the start. (instead of with Fame 200)
[/expand]

Warchief
We've seen a lot of feedback about the clan's lack of ability to clear itself in solo settings. Many asked for a warchief buff, but that is not really where we want to take him. Njörd is supposed to be a tank and a merchant sure, but we do not want it to be a self-sufficient unit able to clear entirely by itself.
But we get that in some settings, if Iron to recruit Njörd is not accessible, and the clan has to spend kröwns on recruiting military units early; this can be a big setback.

So, instead of changing the stats of Njörd, we're changing his recruitment price from 150 Kröwns + 5 Iron to 200 Kröwns and no Iron. This, with the early production of Kröwns of Shopkeepers, should allow the clan to more reliably recruit Njörd + 1 or 2 soldiers to go along with him and clear more easily.

In the meantime, we've seen some discussion on the chief move speed, and it was indeed possible to kite almost every unit in the game with it, so we've reduced it a bit (we still like the fact it is faster than most unit) so that it can no longer avoid units like Valkyries for example.


[expand type=details]
  • Njörd recruitment price is now of 200 Kröwns and no Iron. (150 Kröwns + 5 Iron before)
  • Njörd movespeed has been reduced a bit.
[/expand]

Knowledge

We've seen a lot of confusion and/or frustration with how the knowledge Asset Export worked. It is very powerful in team play, while not following some usual rules about relation gains. Plus, in team settings, it created a positive feedback loop, where gaining kröwns by trading with allies would then lead to even more kröwns selling the gained relation with the relic.
For all those reasons, we've made several changes to the knowledge.


[expand type=details]
  • Assets Export
    • Knowledge has been reworked
    • Shopkeepers can now send ⅔ of the resources they produce through a gift-route.
    • This gift-route works as usual, clans or factions relation receive the totality of resources sent, and gain relations based on this amount.
    • While they send resources, Shopkeepers no longer produce Kröwns.
    • The fact the Caravan is damaged or not no longer has an impact on the gift-route.
[/expand]

Fame

[expand type=details]
  • Fame 200
    • Shopkeepers no longer gain a passive kröwns production (as this is now a start-with)
[/expand]

Relic
As mentioned previously, there was, until now, a very strong loop between Asset Export and the Relic, allowing for the production of a lot of Kröwns in a very short amount of time. In addition to changing how Asset Export works, we've also added back a cooldown on relation sales to stop the possibility of collecting huge amounts of kröwns in an instant.

[expand type=details]
  • Added a cooldown of 1 month on relation sales
[/expand]

UI

[expand type=details]
  • Made Njord price cut a passive ability, making it easier to find information on it.
  • Njord price cut effect on the buildings has been reworked
  • Added a tooltip on villager recruitement button displaying how long it will take before the villager "natural" arrival
[/expand]

To be added


Following this patch, and with the holiday season around the corner, we will take time to read your feedback and make more adjustement to the clan balance and features. For that reason, the Clan will join Ranked in Januray.

Thank you for understanding


[expand type=detail]
  • Add a pre-visulalisation of where caravans are gonna deploy
  • Adjustments to the clan balance and features based on players feedback.
[/expand]

Misceallenous

[expand type=details]
Bugfixes
  • Turtle - Caravan can’t colonize objectives tiles in Bifrost
  • Turtle First Conquest Bonus has been changed to be stronger, and offer a more “extreme” and fun version of the clan to experience in this specific game mode.
    • New effect : Price of Villagers and Caravans are reduced by -40%.

Known Issues
  • Kingdom - Fixed faith reward not granted from Miklagard with the second level of relation
[/expand]



















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