Northgard: Sword and Solace Hey Vikings! Sword & Solace, addresses numerous aspects of the game, with a particular focus on UI, Multiplayer experience, Military aspects of the game, and clan balancing.
We would like to kick off this patch note by saying a big thank you on behalf of all the Northgard team to those of you that took the time to take part in our very first Open Beta!
Here is a quick introduction as to why we have made some of the changes.
UI Northgard menus had some inconsistencies regarding the way information and choices were presented depending on the game modes.
This prevented certain things such as, but not limited to: playing in Extreme difficulty on a classic map, playing in co-op with an AI clan in single player mode and being able to search the existing lobbies whilst being in one.
The aim of this version of the UI is to unify the different options and elements of the different game modes, thus adding new game options and providing the player with complementary information about those options.
Multiplayer Here are the first steps towards, what we hope, will be a fairer system that will distribute players more evenly.
We are now using the full scale of our GP system, which means that you will be able to go from 0 GP to 1000+ GP, and no longer get stuck in your progression after hitting 400GP.
As we have previously stated, this is the first iteration of our new multiplayer & GP system. Improving it further will take time, experimentation, and cooperation.
Military Previously, strategic choices offered by the military path weren’t all as viable from a competitive point of view.
Thanks to player feedback, we decided to shuffle things around and give you the possibility to choose a Military Path, much earlier on in a game, that best suits you, or your clan's playstyle.
We know that forging a weapon is a big investment, so we decided to reduce the cost allowing players to forge more than one weapon.
We changed the weapons forge effects for almost all the units and they will all gain an ability now (warriors are no longer the only cool kids on the block!).
Read on to find out more… UI Rework Brand new UI navigation Global More contextual information about the different game options and their impact on the games.
Profile Player rank is now displayed on the main menu, and both profile and multiplayer rank can be accessed from this new entry display.
Single Player New Custom Mode - allow for more customization options, such as setting each AI difficulty level, and coop with and/or against AI clans.
Multiplayer It is now possible to check the list of existing lobbies after creating/joining one.
You can now filter games based on all the settings of a multiplayer game.
Clan Selection Animated backgrounds for each one of the different clans!
More information about the unique aspects and overview of each clan.
Conquest Completed Conquest clan icon now also indicates the highest level of difficulty at which the Conquest has been completed.
Other minor adjustments Multiplayer & GP System Multiplayer ranking A new tier has been added between Gold and Rimsteel:
Gemstone.
We have reworked how GP is calculated at the end of the game.
All players will start this new season at
300 GP.
In the first
10 games, you will win or lose more GPs, this means that you should reach a rank closer to your skill level faster.
At the end of future seasons, GP will be recalculated based on the player rank in the previous season.
New tier ranges Wood from 0 GP to 199 GP
Stone from 200 GP to 399 GP
Iron from 400 GP to 599 GP
Gold from 600 GP to 799 GP
Gemstone from 800 GP to 999 GP
Rimsteel from 1000 GP
Ranked games You will only be able to enter in a lobby if you are in the same GP range as the host. GP range is currently set to
150 GP difference.
Family share accounts are no longer able to play ranked games.
As we have previously stated, this is the first iteration of our new multiplayer & GP system. Improving it further will take time, experimentation, and cooperation.