Update 2.7.4.24816 (04 February 2022)
GENERAL
- Sickness: Sick clan members regain 50% less health from healing.
RAT
Overwork
- Production is increased by 50% > 30%.
Enrollment
- Your wounded units cost -50% > -30% Kröwns to train as military units.
Pain Suppressant
- Wounded units move and attack 30% > 20% faster.
Last Stand (Shaman forge upgrade)
- When killed, the Shaman will reduce all nearby enemies' defense by -30% > -20% for 5 seconds.
Eir (Warchief)
- Health: 75 > 80
- Attack: 15 > 12
- Defence: 10 > 9
Garm Incarnation (relic)
- Move speed has been reduced (-33%)
- Defence: 20 > 16
BUGFIXES
- Garm’s Incarnation heal and decay now properly affects the unit.
- Garm’s Incarnation active bonus display now reflects the right value.
- Eradicating a neutral faction now grants the appropriate reward.
- Missing SFX added.
- Achievement progress should now be correctly tracked.
- Missing houses notification does not trigger anymore when playing the clan of the Rat.
- Offering well icon doesn’t appear as influencing a neutral faction when separated from this faction by a cliff.
- Rat conquest bonus transmitting sickness to enemy units now correctly attributes the kill of units dying from the sickness to the Rat clan.
- Rat can build Skirmisher’s camps during “Hostile Lands”.
- Players can build two different relics in conquest if they play the same clan.
- Ancient Graveyard research progression can no longer be seen through the fog.
- Display of eradicated neutral factions in the Diplomacy screen has been fixed.
- Chapter 8 secondary objective colonize Jötnar camp can be validated.
- Heal icon no longer displayed over mouse cursor when Shamans or Eir selected.
- New expeditions related to rat clan achievements have been added.
- Update no longer overrides and deletes current Stats and Conquests progress.
Known issues
- The “Continue” option for a mission in a conquest may not work (restart the mission is still available)
- Border scrolling may not work in Borderless or Windowed
- Issue with Overwork sound that stop too soon
- Blood Ties : No SFX and VFX
Balancing Patch 6 (March 2021)
GUARDIAN MILITARY PATH
- The Guardian Military path is still considered to be too weak, and as the vast majority of players usually choose between Tactician and Conqueror, it is being buffed:
- Militia behavior:
- Militia is now controllable by player
- Militia still cannot leave the player’s territory
- Militia cannot be assigned to any other role
- The Militia respawn frequency has been increased
- The maximum of Militia is back to 2 / 4 / 6
- Suppressing Fire: -50% WatchTowers upkeep
WARBAND GENERAL CHANGES
- Warrior recruitment cost: 20 krowns => 30 krowns
- Each new military unit increases the next cost by +5 => +6 krowns .
- The Watch Tower building cost : 60 => 50 woods, upgrade remains unchanged.
SUPPLY MALUS
- -5% attack power and defense penalty for each zone away from your territory beyond the first.
- Malus is lowered by 2 for each year passed since the beginning of the game.
MONSTER SLAYER
- +50 => +30% attack power versus Mythical Creatures.
- Dragonkin are Mythical creatures.
VILLAGER STATS
Neutral Faction changes
Another Giant faction
- The Jotunn neutral faction always appeared a little too binary for us. With these changes, we’re trying to add a bit more depth to the trading with Giants:
- Players will now have the possibility to trade with two Jotunn Factions:
- the Skrymir and the Fjolsvin.
- Each of those factions can be befriended and grant the players a giant hero : Lög & Jafnadr.
- The Skrymir and the Fjolsvin are rivals: each player can only trade with one of the two factions, and befriending one will lock the possibility to trade with the other.
- When befriending a faction, you don’t colonize their zone anymore.
- You can still trade with the befriended faction.
New hero Giants
- Jafnadr - The powerful Champion of Jötunnheim's workers, here to help you overthrow the lords who have inherited the land. Seize the means of wool production!
- Lög - The dreaded Judicator of Jötunnheim, supreme enforcer of the lords' inherited authority and defender of private property. I am the law!
Other
- When clicking on a Jotunn camp, players will now see the relation progression of every other player
- The needed value to befriend neutral factions is scaled on team size: food requirement will be lower in FFA than in team games.
Clans balance changes
The Clan of the Lynx
- Mielikki costs 80 => 150 krowns
- Both lynx Move speed -15%
- Arrows don't cost wood anymore.
- Trackers now defend themselves in close combat as previously intended.
- Trackers in close combat no longer profit from special arrows advantages.
- Trackers 11 => 10 attack
- Sacred Ram, Sacred Wolves and Sacred Bears stats have changed.
- Spectral animals now have the same stats than sacred animals.
- Waves increment is changed. Waves come every 2 => 3 months.
- Sacred wolves and sacred bears don't have special attacks anymore.
- Placing Gleipnir’s traps in a zone in combat is no longer possible.
- Traps must have been set before the fight starts, they can then be activated.
- You can now put 1 trap each year.
- First Bonus:
- Townhall zone starts with deers. Hunters +10% production.
- Second bonus:
- Archery Range give +3 max military pop (instead of +2) and Trackers are 10 krowns cheaper.
- Third bonus:
- No change : Oskoreia calls the 2 last waves (not only the last one).
- Unlock SacredLure ability for Mielikki. Once placed, it periodically attracts Mythical beasts to the zone, more and more as time passes.
- Cost feast reduction by 5% (up to 50) for each animal killed.
- Mielikki won’t die anymore by casting Oskeria.
- While casting Oskeria, wave max isn’t reset.
- Spectral animals last longer.
- They are now 3 different Hunting Paths.
- The Hunt Trophy “Path Completed” can be chosen multiple times while one path is complete.
- Special arrows effects can stack.
- Trophy costs unlock have changed.
WAY OF THE CUNNING
- Brundr & Kaelinn scout and use camouflage.
- Decolonization Speed +10% if Mielikki is in the zone. Same for Brundr and Kaelinn.
- +50% damage on Watchtowers.
- Target unit has 30% chance to burn.
WAY OF THE HUNTER
- Brundr & Kaelinn slowly regenerate when they are together in ally territory.
- Brundr +30% att if it is with Kaelinn.
- Get trophies on all Mystical creatures.
- +20% Attack power on Mystical Creatures
- Military Units don't suffer supply malus nor winter attack power penalty
WAY OF NATURE
- Brundr & Kaelinn produce food in territory.
- Kaelinn gets +40% defense if it is with Brundr
- Mielikki produce +3 lore outside combat in your territory
- Trackers fire 2 arrows with 30% damage for the second
- Trackers +5% att speed, +5% range, +5% move speed. Can be bought many times.
New Techs
- Your Warchief can put two Standard Lures in a zone to attract Savage Deer that gives +10% food
- You can assign 2 Hunters to a Standard Lure.
- Hunter’s tool is free and 50% forging time.
- Your first Tracker is always free.
- Upgrade cost for Archery Range -50%.
- +15% merchants' production.
- Hunting trophies can be sold on the Market for krowns
- Allows trading routes.
- Lynx Max health increased by 35%.
- Dodge 30% of the attacks.
- +20% attack on spirits.
- At Mystical Lure, Myelikki can summon up to 3 different Spectral Beasts to defend her.
- The number of invocable beast depends on Mythical Waves cleared:
- Wave 1: 1 Spectral Ram for 5 Trophies.
- Wave 3: +1 Spectral Wolf for 20 Trophies.
- Wave 6: +1 Spectral Bear for 75 Trophies.
- Beasts have a cooldown before being summoned again.
The Clan of the Ox
- 10 ⇒ 15% attack power and defense bonus.
- Specialized civilian units have a 30 ⇒ 40% production bonus, except Loremasters.
- +10 ⇒ +15% Food consumption
- Unstoppable: +10% ⇒ 5% attack power and defense for each discovered Artifact
- Torfin’s hitbox - A bit lowered.
The Clan of the Kraken
- Added +1 base Wyrd production.
- Fresh Fish now replace Colonisation.
- “Knowledge from Beyond” gives +2 lore per merchant in the Trading Post while trading a neutral faction.
The Clan of the Dragon
- Dragonkin recruit cost 50 ⇒ 40 krowns .
- Dragonkin Incremental cost +10 ⇒ 15 krowns .
- Dragonkin are considered as mythical creatures. They trigger Monster Slayer ability.
- Their spinning attack triggers more frequently.
The Clan of the Snake
- Under Pressure 0.5 ⇒ 1 Food production
- Skirmisher recruitment cost: 15 krowns => 20 krowns
The Clan of the Boar
- The player is allowed to colonize zones containing only neutral wolves or bears, at the exception of wolf caverns. Colonization cost +20% in this situation.
- Wolves and bears in colonized tiles become non aggressive for Boar clan and allies. They cannot be controlled. They defend the zone if it is attacked.
- Lay of the land - Adds: the player can colonize Wolf Caverns if it contains only neutral wolves. This closes the Cavern as usual.
- Mender - While Menders are not healing, they produce 1 lore and enough food to feed themselves.
The Clan of the Bear
- Kindred Spirit bonus 10% ⇒ 15%.
The Clan of the Raven
- Cost of coastal exploration: 10 ⇒ 20 Krowns.
- Fame 200 - You can trade with Homeland even if “Coinage” isn’t unlocked.
- Negotiator - Commercial Influence +20% => +10%
The Clan of the Stag
- Swap position between Hero emblem and Food preservation.
- The Value of Great Deeds: Skalds produce +1 ⇒ +1.5 krowns, +1.5 ⇒ +2 if upgraded.
The Clan of the Goat
- Gefjun's Jar becomes a generic relic. No more additional Sheepfold. No more sheep can come with new villagers.
- Eldhrumnir becomes the Goat specific relic. It now allows building an additional Sheepfold.
- Jarl bonus - Tower and military units gets +20% => +15% defense when feasting
The Clan of the Wolf
- Enemy warriors loot 10 ⇒ 15 krowns
- Trading bonus with the Berserker in the Trading Post zone : +125% ⇒ +100%
The Clan of the Horse
General changes
- Each clan starts with +50 woods.
- Woodcutter lodge is no more mandatory to build other buildings (except campaign).
- A building becomes greyed if no woodcutter lodges, and player will have less than 50 woods after building it.
- Brewer, Skalds and Norns produce +25% resources.
- Upgraded Brewery, Hall of Skalds and Horgr gets +50% => +20% production bonus for Happiness , Fame & Wyrd.
- Brewery, Hall of Skalds and Horgr building cost is now 60 woods and 10 krowns. The yearly upkeep cost has been decreased by 30%.
- Increases Sailors’s resource by 20% => 25%
- Mimir Sbrunn - It now takes +20% time to unlock the lore .
- Jotunn stats: 100 hp ⇒ 110 hp.
- A new option allows Fame and Military Path level up to be notified by a simple notification, in a more discreet way than usual.
- Nerf of AI teams in Conquest.
- Increases Villagers’ build and repair speed by 15% => 50%.
- Bear's hitbox - They are slightly lowered.
Northgard Expeditions (FEBRUARY 2021)
EXPEDITIONS
Expeditions are small quests structured in a few hidden steps. Each step asks you to accomplish in-game objectives such as Colonizing a specific tile, Producing resources or Reaching a certain amount of Happiness. Completing a step reveals the next one. Your actions are taken into account for every visible steps, so you can complete multiple objectives at once.
There are two types of expeditions:
Recurring Expeditions
DAILY TRIP
It is an expedition you can complete every 24 hours that reward your first games of the day!
WEEK-LONG JOURNEY
This expedition is given out each week, that selects its objectives within a difficulty-based pool. The first step will always be Easy, the second one is a Normal type, the third id Hard to complete and the last is Extreme. Of course, they offer rewards accordingly.
Master Expeditions
These expeditions reward you for completing Northgard content. They can only be achieved once.
- Rig’s Saga expeditions focuses on the main story,
- Conquest expeditions help you follow your progress in the game mode,
TREASURES
Expeditions Rewards
You bring back treasure chests from your expeditions. With each objective completed, you can open a chest revealing silver. The chest generosity depends on the objective difficulty. Conquer with peril and triumph with glory!
Cosmetics
You can use your silver to craft cosmetics in the Treasures menu. You will find new Warchief skins and Townhall skins, offering you alternative in-game appearance for your Warchiefs and Townhalls. We also introduce a new type of cosmetic, the Decorations, to embellish your Townhall zone.
Each skin has its own Rarity, from Common to Legendary.
Sets
You can craft up to 57 different cosmetics:
- 12 Warchief skins, split in two collections: Brutal & Ceremonial.
- 20 Townhall skins.
- 25 Decorationss featuring banquets, fireplaces, gates and totems.
Completing all expeditions assure you to grasp the entire collection!
Inventory
Your previous inventory remains untouched. Players who already own warchiefs skins from Rig’s Saga and townhalls skins from Conquest will keep them.
Rig’s Saga warchief skins and Conquest townhall skins are now part of the Treasure menu. They still require to complete Rig’s Saga on Extreme difficulty and to finish clan Conquests to unlock. Their initial requirements remain unchanged.
Equip
Equip skins and decorations directly from the Treasures menu.
Initial options to equip skins have been deactivated.
RANKED SEASONS
We are entering Season 6, The Sons of Sigurd, with this patch.
We brought some changes to the Ranked system.
From now on, a season now lasts three months and a new one automatically starts when the previous ends. Ranked totems are no longer buildings but Decorations you can acquire in the Treasures menu. They still require to get the according rank, thus getting Ranked totems remains the ultimate way to show off your rank.
Balancing Patch (DECEMBER 2020)
GENERAL GAMEPLAY CHANGES
Shieldbearers
Defense 8 ⇒ 7
Eldhrumnir
Your units regenerate health during a feast.
Regen Health 0.05 ⇒ 0.03
Scabbard of Gram
Your Warchief wields the sword Gram. Enemies hit by Gram are frozen, along with the area around them. Gives +15% ⇒ +10% attack, +15% ⇒ +10% defense to Shield Maiden.
Chilling Aura
Enemies hit by Gram are frozen for 3 ⇒ 2 seconds, along with the area around them. They are slowed and their attack speed is reduced.
GUARDIAN PATH
Call to arms
Every six months, homeland sends you up to 2 ⇒ 3 Militia to help you defend your territory. You can have a maximum of 2 ⇒ 3 Militia in your territory.
Call to arms II
You can keep up to 4 ⇒ 6 Militia in your territory.
Call to arms III
You can keep up to 6 ⇒ 9 Militia in your territory.
THE CLAN OF THE LYNX
Health 50 ⇒ 55
Recruit cost 30 ⇒ 25
A lure that attracts mythical beasts. They periodically come in groups hungry for some food. Each wave cleared increases population growth by 2 ⇒ 5%, up to 20%. Destroyed if an enemy colonizes the zone.
NEW You can assign up to two villagers on Mythical Lures to become hunters.
Allows you to sell Hunting trophies in the Marketplace at the price of 2 ⇒ 1.5 Hunting trophies for 1 Kröwn.
Trackers that participated in a mythical animal kill permanently gain +1 ⇒ 2% attack power (max + 50%). Lost on death.
Your Trackers fire hindering arrows, slowing targets hit.
Attack speed slow 20 ⇒ 30%
Move speed slow 40 ⇒ 50%
THE CLAN OF THE OX
Your units are tougher, larger and eat more than the other clans, and have a 15 ⇒ 10% attack power and defense bonus.
Specialized civilian units have a 40 ⇒ 30% production bonus, except Loremasters.
THE CLAN OF THE SNAKE
You gain + 0.5 Happiness and 1 ⇒ 0.5 Food for each military unit in a non allied zone next to or within an enemy territory.
Decreases target’s attack speed and move speed by 35% ⇒ 25% for 2 seconds.
THE CLAN OF THE BEAR
Having Kaija, the Armored Bear or Shield Maiden in an area increases local production by [b]15% ⇒ 10%.
THE CLAN OF THE STAG
Stone cost to build an Altar of Kings is reduced to 5. It gives +2 ⇒ 3 Happiness and produces Fame.
THE CLAN OF THE RAVEN
Recruit Cost 50 ⇒ 45 (which brings the total raid cost down to 200 ⇒ 180).
THE CLAN OF THE DRAGON
Attack Power 13 ⇒ 12
Health 75 ⇒ 70
Dragonmen sometimes execute a mighty swirling strike that damages all surrounding enemies.
Cooldown 0.5 ⇒ 0.8
Secondary target damage coeff 0.8 ⇒ 0.6
GUARDIAN PATH
CHRISTMAS
Usual Christmas theme decorations on Permafrost map.
UI CHANGES
- Building’s window has been reorganized
- A new toxicity report system has been implemented
- A progression circle has been added above the calendar to show feast duration (disabled by default)
- A progression circle has been added above the calendar to show duration before obtaining a new villager (disabled by default)
- New pop-up added about community conduct (for the first multiplayer connection only).
- A confirmation button has been added for building upgrades
- Hovering over teammate's military path icons shows levels and how much experience they have
- Link to patch note in the main menu has been actualized
- An anti-aliasing option has been added to Northgard
GENERAL BUG FIXES
- You can’t buy Dragonmen anymore if you don’t have enough Dragon Essence.
- Drakkar should no longer cross the entire map.
- Minor bug fix on fight trails and FXs.
UPDATE [SEPTEMBER 2020]
GENERAL CHANGES
- [NEW] Korean language is now available on Northgard.
- [NEW] Server zone for Asia.
- [NEW] Northgard is now compatible with Asus Aura keyboard. Aura provides a nearly endless spectrum of colors, patterns and the ability to link lighting to Northgard in-game activity.
- [NEW] New music ‘Angst Of The Unlighted’ has been added to the game.
- [NEW] Sound design for Militia.
USER INTERFACE
- [NEW] Cooldown icon has been added above Ancient Graveyard.
- [NEW] Option menu has been improved.
- [BUGFIX] In “Create new game’ menu, “Advanced options” has been corrected. These options were reseted after each new game.
- [BUGFIX] Clicking on a unit’s skill no longer removes the health bar.
Lifebar
Lifebar UI has been improved. Getting an affect with a lifebar icon (ex: BloodBath) forces the display of the lifebar for the duration of the affect.
- [BUGFIX] Lifebar icons no longer appear above the blizzard effect.
GAMEPLAY CHANGES
-
Mimirsbrunn is no longer a "consumable": if a player has already recovered his tech, another player can now take the tile back and seek his own tech.
-
A player must own Mimirsbrunn if he wants to benefit from the tech he has chosen. If he loses Mimirsbrunn, he must take it back to benefit from the effect.
-
Each player can choose their own tech, the tech is not related to Mimirsbrunn.
-
Mimirsbrunn button in the lore tree has been moved.
JORMUNR RELIC
-
[NEW] 5 colonized zones gives +1 ⇒ +2 lore production.
-
[REWORK] Ranged units no longer try to find a place at max range of their targets (especially Watch Towers) if they are already placed and in range. In general, groups of ranged units should try to place themselves a bit smarter around the field.
-
[REWORK] Attack speed and animation-based damage calculations have been cleaned up and rewritten to standardize the results for all cases.
These changes affect:
-
Slows: Different slows no longer stack, only the strongest current slow is taken into account and correctly affects the target's DPS.
-
Ranged units: Had a different way to calculate their attacks' damages, which resulted in DPS changes with attack speed.
-
[REWORK] Ranged units' delay between chained attacks was reduced and correctly taken into account for damage calculations
These changes should allow ranged units to attack faster but only once they started shooting.
It also resolved an issue that highly reduced the DPS of ranged attacks (by ~25%), this should be fixed so expect Axe throwers and Trackers to be as deadly from afar as they are in melee range.
-
[NEW] Right-clicking on an allied unit should move the units to the clicked position and not also that allied unit you clicked on.
-
[NEW] Wolves will no longer attack the surroundings when their zone is being invaded.
-
[NEW] Forging an object (ex: relic) while transferring the zone with the forge to an ally, no longer reset progress nor remove resources involved.
BUGFIXING
-
Horse 200 fame bonus gave 5% damage bonus to warriors and axes throwers. This was not intended and it has been corrected.
-
Food trade technology : Food trade now increases your Trade Routes Kröwns income by 70% on tiles with a natural food source as intended.
-
Trade iron to 0 and getting "Jord's blessing" now gives 10 iron instead of 9.
-
Magni’s influence from the dragon's essence bar now shows the correct bonus.
-
Dragon’s ‘Capture’ tech : Enslaved Myrkalfar count as +3 ⇒ 2 thralls.
-
Vegvisir can no longer be generated on “Imported Knowledge” battle.
-
Affects don't get initialized nor completely removed when reloading a game during ongoing affects.
-
Fisherman tool has been corrected. In a very specific case, it was not properly working.
-
AI Units no longer attack abandoned towers while they could be captured.
-
Fixed instant scout injury / Death. Happening when you had Vedrfolnir revealing many tiles before you sent the scout out.
-
Selection of friendly units to heal from the healer hut now works correctly.
-
Villagers no longer request more houses when a house finishes building.
-
A villager turned into a scout is no longer in “No work” (for 2 seconds) after his transformation.
-
During the victory dance, some villagers were in “no work” ; This is no longer the case.
-
Fixed several crashing issues in multiplayer.
CONQUEST
-
AI in the conquest battle “Beyond the sea” has been fixed.
-
Militia can now appear in “Surrounded” conquest mission.
-
It is no longer possible to produce krowns in battle conquest ‘Greed's price’ with Stag clan and its tech 'the Value of Great Deeds'.
-
Special rule “The Eldhrumnir relic costs no Iron, takes half the time to forge and doesn’t count as a build relic” in battle ‘Race to Yggrasil’.
CAMPAIGN
-
+40 lore from stag’s starting bonus are now correctly given.
-
In chapter 3, skipping through the dialogue won’t block Brand and his warriors anymore.
Balancing Patch JULY[2020]
Hello Vikings!
Today, we’re releasing a comprehensive balance patch designed primarily around feedback and suggestions posed to us by the community since our last balancing patch back in March. We’ve made a number of major changes and even introduced some new mechanics with this update and you can see everything we’ve been working on below!
WARNING!
Please note that we have introduced a backup system for the game progress save file. As with any new system, there is a risk to lose your progress. Please make a copy of any files starting by "stats_" contained in your "save" folder.
GENERAL CHANGES
GUARDIAN PATCH REWORK
Call to arms
Now placed in third ⇒ first position.
REMOVED Converts all civilians in the area into Militia. They can’t go outside of your territory.
Call to Arms is a passive ability placed on your Town Hall. Every six months, homeland sends you 2 Militia to help you defend your territory. Militia is a self-sufficient unit that patrols within your territory and attacks any incoming threats. You can have a maximum of 2 Militia in your territory.
Each kill on allied territory gives +100% Military Experience.
Garrison
Now placed in first ⇒ second position.
Each Defense Tower adds +1 to your maximum warband (+2 if upgraded).
REMOVED Each kill on allied territory gives +100% Military Experience.
You gain 1 free Tower upgrade each year.
You can have a maximum of 4 Militia in your territory.
The XP gain bonus of the guardian Path (which used to be on Garrison) no longer gives double XP to players that kill units of a guardian player on his territory.
Suppressing fire
Now placed in second ⇒ third position.
Human units within an area that contains an allied Defense Tower gain +30% defense.
REMOVED You gain 1 free Tower upgrade each year.
You can have a maximum of 6 Militia in your territory.
QUALITY OF LIFE FEATURES
- New hotkey on Shift+Left click to add/remove a unit from the selection
- New hotkey on Ctrl+Left click to select units of the same type within a selection
- New hotkey on Ctrl+[1-9] to create a new group with the selection (already exist within the game, but never got exposed in the Options)
- Select cycle is now called “Go next in Unit/Building type” for clarity purposes
- New toggle to choose rather Icons or Military are displayed by default on the minimap
- New toggle to choose to display World Info by default or not
NEW TITLE
VEGVISIR
Source of incredible knowledge, this new zone is protected by 3 spectral warriors and can be colonized with Lore only. Increases building, repairing and forging speed by 30%.
BALANCING & BUG FIXES
Silos:
Bragaful:
- Under 500 Commercial Influence:
+6 ⇒ +3
- Between 500 and 1000 Commercial Influence:
+8 ⇒ +6
- Between 1000 and 1500 Commercial Influence:
+10 ⇒ +9
CLAN BALANCING
THE CLAN OF THE WOLF
Veiled threats
I- mproves your Trade Routes Kröwns income by 75% ⇒ 50% if you have a Warchief and by 150%⇒ 130% with the Warchief in the same zone as the Trading Post. You can trade even when at war.
THE CLAN OF THE SNAKE
Poison
- Decreases target’s attack speed and move speed by
20% ⇒ 35% for 2 seconds.
BUGFIX
Scorched Earth now loots resources on neutral factions.
THE CLAN OF THE GOAT
Sheep
- Having at least one Sheep in an area reduces the need for Firewood by 20% during winter for this area. This effect also lasts all year long if the Sheep is in a Sheepfold.
BUGFIX
The former sheep bonus was active all year for all clans and has been corrected.
Food Trade
Food trade also increases your Trade Routes Kröwns income by 70% on tiles with a natural food source.
THE CLAN OF THE DRAGON
Whirlwind
Dragonkin frequently ⇒ sometimes executes a mighty swirling strike that damages all surrounding enemies.
Buy thralls:
Price increases by 40 ⇒ +50 krowns each time
Price decreases -2 ⇒ -4 Krowns each month
THE CLAN OF THE BOAR
Starting Bonuses:
- Learning a new Lore gives 20 Fame instead of 15.
Greater Blessings (requires 500 Fame)
- Freya: Winter penalty is massively reduced (
30% ⇒ 70% for Food, 50% for Wood).
- Baldr: +5 Happiness and +2 Lore production
- Jörd: Warchief ⇒ Your army and upgraded towers get +10% attack
Handiwork
- Handiwork also grants -10% building upkeep costs.
Osmosis:
- You obtain 1 Happiness for every 3 colonized zones.
- Zones with Forests, Swamps, Poisonous Swamps or Fish provide 1 Happiness.
THE CLAN OF THE RAVEN
*Recruits (requires 200 Fame)
- Sailors also produce +100% fame.
Thank you all for your continued support and invaluable feedback that have made this update possible. Keep the feedback and suggestions coming!
- Shiro Games