When I predicted it last summer, I had mostly enjoyed Norland and its Randy Lords, but the medieval colony SIM was certainly worried. Getting kings and nobles to you can be difficult to ensure the survival of your colony, when everyone who cares for them was to keep the status of the status quo and the sacred colors, and this is why your colonies often fell from these ways.
It seems that developer Long Jint was not happy with how Nurland’s initial access was being constructed. The studio has just released a “kick big refreshing” (literally called it), which not only adds a group of goods to the game, but also re -works the basic mechanics to make it more pleasant.
The game designer Dmitry Glaznev wrote, “I couldn’t name better than ‘kick big refreshing’.” We’re taking some fundamental changes in the basic gameplay in the beta branch … as many people are suspected, I am not the most passionate designer of standard mechanics, so I didn’t want to work in the real way to make it better. But now it seems that playing a game is more enjoyable. “
Here are a ton of changes, but most importantly, the work works within the colony are assigned. Earlier, you had several lords who took charge of production in several buildings in the colony, and provided instructions to workers every day. Now, a Lord orders all servants, a change that aims to reduce micro management and feel less of the game as you are playing City Builder and Life SIM at the same time.
This is not the only area where Norland’s experience has been smooth. The “requirements” tabs for the characters have been completely eliminated, with this game now mainly focusing on the wishes of the character. Long Gent describes this design as: “Since (needs are mostly physical), they do not apply well to the elite who are never worried about food or shelter. Over time, it is clear that social factors have a lot of impact on their thoughts.” It is worth noting that the requirements itself remains, but they have less impact on what the gods have called “thinking management”.
Other changes include a re -working migration system that is linked to the overall mood of your settlement, so that when your settlement is happy, more and more people arrive, and when the mood is really out, they start to leave. Crime and punishment are high, scaffolds automatically perform executions. The Morning Church sermon has been removed, which gives your villagers more time to work, and your farmers do not rely on alcohol to relieve fatigue, instead of promoting alcohol instead.
Outside the basic loop, there is also a raft. The changes in diplomacy are “burned to the ground” and “dark deals” in the context of peace treaties. Kings can now actively active puppets from other characters, while greed can be used as a political weapon. Oh, and systems such as forest’s regal and field fertility have numerous balance adjustments to make their management easier, which is a good thing because getting enough wood for the original construction was a huge pain.
The update is currently available to test at the beta branch, and after another adaptation, it will probably come to the stable branch soon. You can read a complete list of changes Here.