Zitat:
Greeting Vikings!
After the open beta period, we are now ready to provide all the modifications we tested to all players.
Thanks again to all the players who participated in the beta, reported issues, shared their feedback, participated in the discussions, and helped us with the update!!
The main focus of this patch is around military unit and fight strategy to make all units more viable than only focusing on warriors. In this idea, this patch brings new unit abilities, forges, military path, but also some ranked change, some visual improvement, new conquest for the Clan of the Hounds, some QoL and a bunch of bug fixes.
Let’s check them out!
After the open beta period, we are now ready to provide all the modifications we tested to all players.
Thanks again to all the players who participated in the beta, reported issues, shared their feedback, participated in the discussions, and helped us with the update!!
The main focus of this patch is around military unit and fight strategy to make all units more viable than only focusing on warriors. In this idea, this patch brings new unit abilities, forges, military path, but also some ranked change, some visual improvement, new conquest for the Clan of the Hounds, some QoL and a bunch of bug fixes.
Let’s check them out!
v3.6.90.41614
Military changes
Trinity
The first big change for this update is to really assume the trinity of base military units.
Now in 1v1 a shield kills an axe that kills a warrior then kills a shield.
We wanted this change to push you to play more with further units instead of only focusing on only one. We don’t forget clans that play only with one kind of unit and made some changes to avoid them to be left behind.
Same for kingdom clans, they are not affected directly by this trinity change but we bring them a little change that will help them to stay on course.
Here what we changed:
Warrior
Def [strike]5[/strike] > 4
New ability Piercing Strike: Attacks partially ignore defense if the target has higher defense
Weapon forge: Doesn’t give charge but break also the projectile resistance
Shield Bearer
Def [strike]8[/strike] > 7
Weapon forge: Gain charge ability
Axes Thrower
Attack [strike]11.5[/strike] > 12
Military building upgrades for vikings clan now share 50% of the stats to all other military units (except for Warchiefs, valkyrie and ghost).
Military unit cost now scale back as before, each unit increase the price of all unit by 6 krowns instead of 3 for other unit type.
Kingdom gained a new military upgrade, Armor shred: unit with it has a chance to break the defense and projectile defense of his target for 2 seconds.
Military Path
With this change, we felt that Legion will not fit well with the trinity update and the clan of the Dragon was really too much impacted. So we modified the Legion path and we created a new unique path for the clan of the Dragon.
For the Dragon, we also rework some of their start with and knowledge to work well with the new path.
Here what we’ve done:
Legion
Lvl 1 - 50 xp] | Foundations of war - Next military camps upgrade is free, and max warband generate Military Experience (10 max) | [/tr]
---|---|
Lvl 2 - 500 xp | Shared Ration - Basic military units Food consumption is reduced by 5% for each type of basic military unit in the zone. | [/tr]
Lvl 3 - 1500 xp | Veterans - Increase the bonus from military building upgrades to other units by 50% | [/tr]
Lvl 4 - 3000xp | Valhalla calling - When on a battleground zone, units have a boost of power and attack speed of 25% (instead of 30%) | [/tr]
Leadership
Lvl 1 - 50 xp | Bodyguard - Warchief produce 1 Military Experience | [/tr]
---|---|
Lvl 2 - 500 xp | Armed Wing of the Clan - Each military forge grant 5% more health to your Warchief | [/tr]
DRAGON
Dragon Military Path
With the rework of legion and other military change, all 3 path didn’t fit well for this clan, so here his new path with a little particularity where from lvl 2 to 4, you will have to choose between two bonuses:

- Lvl 1 - 50xp[list]
- Blood and Chains - Thralls and captured units generate Military Experience (max 10)
- Draconic Haste - Draconics units with an upgraded weapon gain 15% movement speedOR
- Draconic Smithing - Whirlwind forge gain 50% more range and Battlecry ability gain 100% more range
- Goldforged Pact - Draconic units cost 20% less krownsOR
- Infernal Pact - Draconic Nightmares doesn’t cost Dragon Essence
- Guardian’s Pact - Draconic Nightmares absorb 30% of the damage dealt to DragonkinOR
- Infernal Whirlwind - Whirlwind deals 80% damage
- Draconic Rage - Surtr enrage all other Draconic units in the zone, giving them 30% attack for 5 seconds (cost 5 Dragon Essence)
Dragon rework
- Fame[list]
- Fame 200 - Each capture give fame depending on the unit captured
- Thrall production: when assigned to a building they do not increase the specialized worker production anymore, instead they produce 50% of the specialized worker production
- Thrall formula cost: The decrease cost is now in percentage
- Neutral thrall: Each neutral thrall give a different amount of essence once sacrificed [list]
- Kobold = 2
- Dwarf/Myrkalfar = 3
- Jotunn = 4
- Blood, Sweat & Tears: You can’t assign one more thrall on upgraded production building, instead Thrall increase specialized worker production by 10%
- Thrall Trade: The price of Thralls decreases 5% faster.
- Draconic Frenzy: Once more than one unit is on a tile, the attack bonus is split by half for each unit on the same tile (once 6 units are on the same tile the attack bonus is set to 0%)
- Draconic Rage: All draconic units on the same tile as Surt can capture enemy units.
Ranked
A lot of people were asking for some new stuff here, so welcome pick system and welcome back 2v2.
We also add blind clan selection for duel ranked and FFA only.
For 3v3 - the first team will pick 1 clan, then team 2 will pick 2 clans, then team 1 will pick 2 clans and team 2 will pick its last clan
For 2v2 - he first team will pick 1 clan, then team 2 picks 2 clans and team 1 picks its last clan.
Quality of Life
We wanted to add a little thing that could help all players to manage their civilians more easily and allow more versatility in them when choosing who is going to build or repair a building. So now, all specialized workers can directly be sent to build or repair a building without having to convert them back into villagers first! Looking at you Rat and Turtle players, enjoy this change!
We also make some little adjustment on other clan, lets check them:
Kraken
- Ràn’s Blessing now give 20% pop growth to Spectral Warriors
- Valkyries cost 100 krown instead of 120
Woodcutter’s Lodge
- tone upgrade cost is now[strike]10[/strike] -> 5
Lighthouse
- Building cost is now 100 -> 50 except for the Clan of the Raven
Bifrost
- Modified the UI and text from portal bonuses to make them more understandable when you can choose one of them.
Hound Conquest
With this patch we also introduce you to 3 new conquests for the Clan of the Hounds!
No Cost, No Mercy
In the battle, all military experience gains are increased and all military units are free! Yes, free Torfin too. All your army will need more food to stand, but every foes, animals, even other human kills will provide you some good rations. Meat is meat right? Right???
Berserker’s Wrath
The four spirit animals will guide you in this battle. Every few months, all Berserkers will be transformed into a specific one depending on the Animal season. All clan can only recruit Berserkers
Moonlit Betrayal
Some sneaky werewolves are hidden in your population and they will bite healthy villagers to join their ranks. Find them before all your villagers are cursed, and send them out of your territory or prepare to fight them before the moon rises!
Bugfixes
[expand type=details]
- Bifrost[list]
- Fixed Dragonkin being able to be untransformed
- Fixed Overcrowding not allowing to build 2 smithy on a same tile
- Fixed being able to build further Barricade on a same frontier
- Fixed Kraken not able to forge Valkyries
- Fixed military forge not available for the Hounds
- Fixed unlimited free sentry for the Stoat
- Fixed shared start with of the Lynx not splitting military experience correctly
- Fixed Snake conquest bonus doubling scorched earth not working
- Fixed Boar conquest bonus granting free upgrade once the Townhall is upgraded not granting the free upgrade if the Townhall is already upgraded
- Fixed Harpoons not buffing production of Kingdom fisherman
- Fixed Carpentry Mastery not discounting tower upgrade Conquest
- Fixed Raven not earning fame when scouting a neutral faction
- Fixed Squirrel being able to start the Banquet of Valhöll
- Fixed issue with shared start with of the Snake Clan knowledge allowing to unlock knowledge without having unlock previous lore in the three
- Fixed multiple knowledge buffing trade route krown production not stacking the buff
- Fixed some UI
- Fixed Harbor not allowing other clan to generate lore or fame
- Fixed coinage not working for the Owl clan
- Fixed Longship dock not being repairable during winter on Niflheim
- Fixed white Wolf/Bear and Fox/Bear/Boar/Wolf on Vanaheim not working as classic animal for Hound clan
- Fixed Oasis tile near Townhall not being cleared at the start of the realm Idavoll
- Fixed Lay Lay Land not allowing other clan to colonise tile with animals without clearing the tile
- Fixed Kitchen Nightmare not allowing to summon his Warchief for free after he died
- Fixed No slot use bonuses not allowing ally to build on a fully built tile
- Fixed Miner mining in the deposit in Nidavellir realm
- Fixed Spoil of plenty granting Standard Lure to all players once unlocked by one
- Added a security to avoid being stuck on bonus selection
- Fixed stolen lore issue when taking Spoil of Plenty
- Fixed Pain suppressant knowledge not working for clan other than the Rat
- Fixed exploding tower bonus dealing damage to ally unit
- Fixed Source of Urdarbrunnr not working with upgraded Shaman camp
- Fixed an issue on Battle for Midgard where a portal could not be closed
- Fixed villager cost not increasing in Quarantine mission for Turtle Clan
- Fixed new assault launched when loading a save of How to train a Wyvern
- Fixed new Brawler camp spawning after loading a save in Age of Vampires
- Hounds[list]
- Fixed canceling a started fight in Brawler camp not refunding krown
- Fixed an issue where you can summon infinite Warchief
- Fixed trade route to Miklagard not stopped if Hypnotic Spores or Shipbuilding root is destroyed
- Fixed Shopkeeper production in winter when collecting farm/deer
- Fixed an issue where a caravan could be deployed on an unauthorised tile
- Fixed IA and foes attack targeting directly the Caravan
- ixed Military Training knowledge not granting bonus attack when upgrading military camp other than the Training camp
- first conquest bonus not granting the correct amount of sheep
- ixed Miklagard relation not increasing if a player befriend a neutral after another player
- Added security to avoid a crash at the end of first mission
- Fixed issue with camera placement in mission 10
- Map - Fixed mirror generation not spawning the same foes for both player
- Multiplayer - Added security to avoid crash when starting to search a ranked game
- Fixed some text issue
- Fixed some UI issue
- Added missing localization
Known Issues
[expand type=details]
- Mac - Fight FX issue
- Creative - Crash when trying to spawn an Hawk on a tile
- Missing some korean localization for some text
https://store.steampowered.com/app/466560/Northgard/