About the Game
The Empire has fallen, leaving in its place multiple successor kingdoms. The lords and ladies of these petty kingdoms squabble for control and influence – whether with cloak and dagger or sword and shield, families feud amongst themselves and against each other as greater threats cast a shadow across the land. Famines wreak havoc on the lives of the peasantry, warfare and disunity threaten the social order, noble families fall to decadence and hedonism, and beyond the borders of the old Empire, great armies of pillage and destruction form under the banners of invader-kings.
In these uncertain times, you must lead your small kingdom to greatness – and the members of your noble family to survival – in this medieval colony sim focussed on generating stories of great valor and vile treachery.
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Your family rules from on high, working together – or against one another – to take charge of your city, your kingdom, and your political ploys. Each family member has their own strengths, weaknesses, and ambitions that drive them as they build complex relationships amongst themselves and with foreign rulers. Witness blooming friendships, drunken escapades, and brutal assassinations as your nobles dole out orders to your peasants, lead armies into battle, and study ancient texts brimming with knowledge.
A plethora of skills determine which of your family members are best served performing various tasks – who among them are the greatest warriors, the greatest taskmasters, the greatest scribes, and the greatest negotiators? Seek opportunities to further train their strengths, educating children to secure the future of your line while unlocking additional talent in future generations.
Beyond their skills, each family member has traits that determine their personality and capabilities, varied cultural backgrounds that influence how people perceive and treat them, and a wide range of needs and desires to keep an eye on. Dissatisfaction breeds resentment, envy, and disloyalty, and that’s when the daggers come out. Will you seek to calm tensions through gifts and camaraderie, or will you draw first blood to eliminate any threat to your preferred nobles?
Sometimes the blood you draw belongs to your own kin – driven by ambition, greed, and opportunistic thinking, the members of your family will draw blades against each other given the right circumstances. From scorned lovers and power-hungry siblings to family members influenced by foreign kings and queens, trust is in short supply.
Your kingdom’s capabilities are determined by what your nobles know – they will individually study ancient texts to learn new technologies, and should they perish, that knowledge will be lost with them (unless recorded or passed along to their students). Acquire books in different languages and read them to unlock new buildings, tools, and opportunities for your kingdom. Ensure more of your family members can learn their secrets, translating the texts into a language they speak as needed, preventing a sudden loss of knowledge resulting from a stray arrow. But will you hoard such knowledge in your libraries? Or will you transcribe these writings to trade to others in exchange for immense wealth and resources? After all, knowledge is power…
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The common folk of Norland are the backbone of any kingdom, serving their noble lords on the battlefield and around the city with deference and loyalty… until their bellies become empty or the beer runs dry. With different backgrounds, needs, and thoughts of their own, the peasants are difficult to please and easily manipulated into rebellion, crime, and controversy – will you address their complaints as a benevolent lord or answer them with the executioner’s ax?
Acting through your nobles, tell your peasants where to work, what to prioritize, and when to fight – though you lack direct control over the lower class of your society, they still have hopes, dreams, and relationships of their own. Managing them carefully is critical for success as they are the ones who maintain the complex production chains of your city and are responsible for building structures, harvesting resources, and producing the very goods that keep them satisfied.
Your average peasant will rely on their accrued wealth to lead a fulfilling life. Manage the wages handed out at the end of each day as well as the cost to purchase basic needs like food and beer at the local market to ensure the people stay motivated. High wages and low costs are also an excellent way to encourage migration, but be careful of who you might welcome to your lands.
Peasants hail from different cultures, often at odds with one another, and having them coexist in your small city can be challenging. You can use this friction to your advantage at times, but if the populace has an issue with your noble family’s heritage, you might find hiring additional guards the key to a long life.
Some peasants are devout adherents to the Church of Saint Sophia, and will care most for a noble’s piety, while loyalist peasants simply need enough money to buy food and beer to remain happy. Other factions and sub-factions have different priorities – as you expand and grow stronger, expect these groups to form shifting alliances where they find common ground. Even when they’re formally on your side, though, their actions and methods might not be to your advantage, and you will never escape the consequences of their separate agendas.
When tensions flair, don’t hesitate to establish a nightly patrol, or to give a few unruly members the literal ax. Sending a clear message will often bring the peasants back in line – but do not imagine yourself invincible, as even a great lord is one angry mob away from becoming a head on a pike.
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Norland is set in a rich world with a vibrant past – its inhabitants form a tapestry of different cultural backgrounds with checkered relations, and the power vacuum left in the wake of the Empire’s collapse has given rise to uncertain times. In the distance, an Unholy Horde grows ever stronger, pillaging and burning all in its path, while elsewhere the Church of Saint Sophia uses faith to maintain an iron grip on vast resources.
The Empire ruled over a vast tract of land, and its collapse has left behind many successor kingdoms vying for control. Resources vary from kingdom to kingdom, with each potential starting region providing the player different advantages to harness and challenges to overcome.
Send your appropriately-skilled nobles to seek out alliances through marriage, negotiate lucrative trade deals, plot assassinations and kidnappings, and incite rebellions. Will you attempt to recruit spies and conspirators in foreign kingdoms and bring them down from the inside, or do you prefer to settle your differences through force of arms on the open field of battle? And how will you respond when, inevitably, your enemies infiltrate your ranks or bring their armies to your borders?
Watch history play out as events and calamities put you in difficult circumstances from time to time, further complicating the intricate tale of betrayal and bravery that the countless nobles and peasants of Norland weave. From kidnapped relatives to plague-infested refugees, from blackmail to natural disasters, your family will be put to the test throughout the years.
Do not expect the world to sit idly by – traveling nobles will seek refuge or sow dissent, and just as you can send your family members and envoys out to seek opportunities, so too can the other kingdoms of Norland. Bandits will establish camps in the outskirts of civilization as other kingdoms push for alliances and engage in wars of their own. WIll you join them in their violent endeavors, or work in isolation instead?
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When all else fails, blades are drawn and bloodshed settles disputes. Raise your citizen militia, motivate prisoners to fight for their freedom, and put your nobles in command to inspire the troops – but whose life will you put on the line when the banners are raised?
Dissent and rebellion will see your peasants raise arms against you, and while a poorly armed riot can be crushed by a well-trained and loyal militia, some groups plotting against you will not be so lightly armed, and a succession crisis or power-mad relative may become your greatest threat. Keep public order in check and stay on guard against enemies hiding in your midst.
Your warriors are the very people that tend to your fields, brew your ale, and cheer on your executioners – war is not to be taken lightly as valuable lives are risked with each battle. Will you avoid bloodshed at all costs, or are the lives of your people a sacrifice you’re willing to make?
The equipment in your warrior’s hands and on their backs must be either imported or manufactured locally, limiting the makeup of your armies based on your economy – plan ahead before declaring war, and before war is declared on you.
Defend your home against foreign invaders or march across the world map and dive into all-out battle commanding the forces you’ve raised and armed – morale, combat skills, and tactical prowess can determine the victor, but no one is safe in the chaos of clashing steel.
Through a multitude of scenarios to choose from and a plethora of options that define your nobles and the world around you, Norland allows you to build a society and tell a unique story of any kind – warmongers with penal legions fighting for their freedom, highly educated religious zealots trying to spread the faith, wealthy multicultural idealists hoarding tomes of knowledge, treacherous spymasters plotting assassination and intrigue… what tale will you tell?
Screenshots
11 images
Version Information
Steam Patch Notes
Official update history
Hello everyone!
This is a small hotfix for the main branch that fixes a number of critical bugs related to the latest update, including the issue preventing caravans from arriving.
We apologize for the inconvenience. The update was quite large, and things like this can happen.
Thank you.
Changelog:
Fixed a bug that could prevent caravans from arriving when loading saves made in a previous version of the game
Scripttonic will now bring 1–2 books from another culture. If the player has a lord of a different culture than the ruler, one of the books is guaranteed to belong to that lord’s culture
When loading a game, if roads had already been built in a city, the player’s ruler will receive the corresponding knowledge required to build those roads
Added the option to disable soft tutorials during gameplay
Fixed tutorial errors
Hello everyone,
Today we are moving the accumulated changes from patches 50-52 (map generation, public politics, and more) out of beta into the main branch, along with a today's patch №53 that includes many fixes and QoL stuff.
Thanks to the entire community for the feedback on the beta version!
We will continue working and will soon show you our plan for further work - there will be a lot of interesting things!
Dmitry.
Changelog of of the patch №53
Below you will find the contents of patches 50–52 from the Beta branch
Character Traits
Added the “Devout” and “Preacher” traits
Fanatics now receive a relations bonus towards characters with the “Devout” trait
A character with the “Preacher” trait gains increased relations growth with the Bishop after delivering a Sermon of Faith
When starting a new game, characters from predefined family presets now have their traits assigned in advance, and starting skills are generated taking into account the bonuses and penalties of those traits
Changed the reward for the Red Mass: the ruler now gains +10 levels in a random skill instead of a random talent
Updated the display of effects for the strengths and weaknesses “Born Leader” and “Impressionable” - now showing the amount by which the relations threshold is reduced, rather than the final values (as those did not account for stacking bonuses)
The strength “Born Leader” and the weakness “Impressionable” now affect the relations thresholds for a neighboring ruler to gain a Debt of Honor after seduction
Balance
Changed the relations threshold for becoming a puppet for the “Puppeteer” trait from 60 to 70
Adjusted the relations bonus with the Bishop from delivering a Sermon of Faith
Added a 3–4 day cooldown for the tribute demand quest from a stronger player on the global map
Interface and QoL
Lords no longer eat berries from the warehouse if other food is available
Assigning an inspector via the building context menu (right-click on a building) now correctly removes the previous inspector
Available training hours for a lord are no longer reset when the lord leaves the local map
Politicians no longer schedule sermons if there is no Bishop in the city
The “Auto Study” option in the knowledge menu no longer resets after saving and loading
Scrolling in the settings is no longer blocked by tutorials
Buildings occupied by unique guests can no longer be moved or demolished
Quest hint titles above global map objects are now taken from the quest name
Crime scenes are now labeled in King’s View mode
Map entry points are now displayed in King’s View mode
Information about newly energized residents has been moved to the character statistics event
The event about a politician receiving a donation has been moved to the top
Added a new interface for soft tutorial steps - it is now displayed on the right, under the Help menu, instead of in the problem flag
During the workday, the job manager assigns jobs to unemployed residents, but does not change jobs for residents who are already employed. Full job rebalancing still occurs at night
Politicians no longer schedule sermons if there is no Bishop in the city
Added an investiture ceremony: after granting a title to a new lord, the corresponding ceremony should now trigger
If there is no Temple or Altar in the city, immobilized homeless characters will be brought to the hall square instead of inside the hall (previously they were brought to the ruler’s bedroom)
Bug Fixes
Fixed a bug that occurred when assigning a Chancellery inspector to another Chancellery
Fixed a bug where the city menu would freeze after assigning a Seduction there
Characters no longer receive skill debufs from drought if they are outside the local map
Fixed a bug where the player did not receive 300 coins for joining a city alliance at the request of its leader
Fixed a bug where residents would sometimes tie up injured fleshwolves and try to make prisoners out of them
Fixed a bug where lords could lack a character trait and therefore it would not unlock upon reaching a new level
Fixed a bug where a quest executor could be completely lost if the quest the character was in was destroyed
Fixed a bug where if the player had 3 Paper in storage, they could send a messenger, cancel it, and receive 4 Paper
Fixed an issue where completed soft tutorial steps might not be counted when loading an old save
Fixed a bug where a ruler with senile dementia would continue political struggle
Fixed a bug where a notification about a fleshwolf attack would appear even if hunters attacked the fleshwolf
Fixed a bug where the money of a free lord would still go to the player after the lord was burned
Fixed the display of multiple traits in the non-lord character menu; scrolling now appears after 15 traits instead of 9
Fixed a crash that could occur when loading a family preset
Patch #52 full list of changes
Characters and social mechanics
Added character trait “Honest Trader”
Added character trait “Iron Fist”
Added character trait “Benefactor”
Added character trait “Combat Teacher”
Added character trait Intimidating
Added character trait Bookworm
Added character trait Friend of the Scriptonics
Intimidation
Added loss of half of a lord’s direct followers when punished on the scaffold
Added display of all consequences of punishing a lord on the scaffold — changes in relations with the player ruler, changes in lords’ mood, and more
Added accusations against a lord by fanatics, which are applied when a fanatic religious uprising is declared (not the bishop)
Added restriction on possible punishments when accusation traits are present
Added traits Accused of Crime and Accused by Bishop for lords. These traits allow punishing a lord on the scaffold without mood penalties for other lords. Traits are applied when committing crimes (murders, attempted murders, poisonings, attempted coup) and when accused by the bishop before a religious uprising
Player lords and junior player lords (excluding hired free lords) will receive the fear thought “Intimidated” toward the ruler and the mood thought “Terror” from punishments on the scaffold. Thought strength depends on the type of punishment
Balance
The inventory of a free lord will be destroyed when the body is burned instead of being transferred to the player; the thought about the death of a faction member has been removed
The player ruler will no longer receive sin for ordering seduction
Punishing a lord on the scaffold will give a 3x stronger and longer-lasting thought to execution witnesses - commoners
The negative thought from seduction will last 10 days instead of 3
The seducer will not receive the thought “Good sex”
The social thought that a lord played dice with someone increased to +14, the mood thought from winning dice increased to +16
Farm growth settings updated - growth duration reduced
“Soft” vassalage removed (where a neighbor offers vassalage without threat), but the chance of “hard” vassalage increased
The heavy tribute demand variant (where a neighbor threatens attack) removed - but the light tribute variant now has higher amounts, higher chance, adjusted relation thresholds, and stronger relation penalties when refusing to pay
Clay pottery can now be produced without researching technology
At least one neighbor will sell Wheat
The Scriptonic will bring books of the ruler’s culture instead of the culture dominant among adult lords
The trait from the death of a close one (like grey hair) is now given to only one random character
The Depression trait now applies a -5 penalty to skills
Interface, notifications and UX
Added ability to specify hint context for reasons of skill level changes in the character menu
Notifications about results of unique guests are now normal, not important / they are removed after reading letters
Added a single notification for political changes (X is no longer an ally of the politician) instead of separate ones
Reinforcement transfer notifications are grouped into one
If a faction is destroyed by a horde, only one destruction notification is shown instead of two
The hint reset option is now unavailable during gameplay
When a soldier uses painkillers, it does not create a notification; instead, at 20:00 a summary notification appears with total usage
The dice game notification moved to the top
Removed knowledge study status from bottom right / it is now shown in lord hints in the top panel
The game no longer pauses due to mountain marauder attack notification
Conspiracy threat notification now has a 24-hour cooldown
Buildings constructed after 15:00 will not appear as uninspected in the evening notification
The game no longer pauses when hunters fight a flatwolf
Removed deep communication notifications (top)
Removed “child is not studying” notification
Removed war consequences notification
New energetic residents notification moved to the top
Added display under the lord’s name showing what they are saying (joking, insulting, etc.) during communication activity
Added name separation when characters stand close to each other
Fixes and stability
Fixed character trait “Duelist”
Fixed a bug where prisoners got pneumonia while sleeping in the barracks during winter
Fixed game freeze when saving if a character had a seduction task
Fixed a crash that could occur when destroying the alliance leader’s city
Fixed a bug where seduction on the global map could fail if the seducer was acting under another lord’s order
Fixed a bug where seduction could end without starting
Fixed a bug where ending one trade agreement removed another one in the same city
Fixed infinite loading for some old saves
Fixed a possible crash when moving a building
Fixed a bug where any resident becoming loyal to a lord was counted as loyal to the ruler in statistics
Fixed talent assignment without required level
Fixed a possible crash when closing menus
Fixed a crash when starting a new game with a family with children
Fixed a bug where the tutorial froze when exiting to the main menu
Graphics
Fixed shadow rendering when zooming camera over water
Added lakes and rivers to some maps
Flower and mushroom decals will no longer appear on clay and mud
Added new ground decals. Decals will no longer render on sand (except stones). Forests will have mushrooms and sticks
Patch #51 full list of changes:
New character traits
Added the Smuggler trait
Added the Kind-hearted trait
Added the Duelist trait
Politics and AI behavior
A politician’s allies will receive a negative thought “Manipulated me” when the politician uses them to perform an action (hunting, seduction, a gift from the lord)
The politician will delegate actions only to allies whose opinion of them is above the alliance threshold + 20
The player’s ruler will no longer go hunting or attempt seduction on their own as part of political actions
A politician cannot initiate more than one political action every 20 hours
To transfer the crown to a bishop, the player must have a free title
The “Spend time together” action now results in 1 conversation instead of 2
If a character sleeps outside a bed for 5 hours during winter, there is a 50% chance of getting Pneumonia, which can only be cured with medicine and may otherwise lead to death
Combat system and squads
Added display of the selected squad’s firing range; a squad ordered to fire at an enemy will begin shooting from the same distance as in automatic mode (40 tiles)
Fog and precipitation can now occur in manual battles on the global map
When recruiting a prisoner, they become a loyalist and therefore should not receive the “Fear of death” thought; a note has been added to the recruitment hint indicating that the character will receive the “Fear of death” thought
Production and economy
Clay pottery is now produced twice as fast
After the season ends, workers are hired to the fields again
Interface and UX
The inspection bonus in the building menu is now shown even if the inspector is a clerk
Improved display of reasons for bonuses and penalties to a character’s skill level (in skill hints)
Fixed a bug where scrolling was not possible during the new game setup stage
Added the ability to save a modified family preset when creating a new game
Disabled the “Not enough wood” issue in the issues tab
Fixed a bug where irrelevant issues could appear in the issues tab after a manual battle on the global map
World and visuals
Introduced new building assets to replace the old ones — lumberjack camp, workshop, and brewery
Updated sound configurations
Disabled the appearance of green fog over fields on game load, as the crop disease prophecy has been removed
Bugs fixes
Fixed the clay placement algorithm when loading old saves to ensure that building a pottery workshop is always possible
Fixed bugs in clay generation that could cause it to spawn in the same location as bushes
Fixes and stability
Fixed a bug where fields would ripen 12 hours earlier than intended
Fixed a possible game freeze at 12:00 if no prophecy is available to start
Fixed a bug where the selected character trait would reset when switching to another lord in the family creation menu
Fixed a bug where repairing the brewery cost 3 iron instead of 2 tools
Fixed a bug where a unique maniac guest could not kill residents; fixed a bug where there was no blood during kills and the maniac could kill while facing the wrong direction; fixed a bug where saving/loading at the “Going to kill” stage caused the maniac to leave the town
Fixed a bug with duplicate soldiers appearing in the army menu when recruiting a new soldier during army creation
Patch #50 full list of changes
Seasons and climate
Seasons of the year have been added. The game starts in spring
Depending on the biome, a “harsh season” is defined. Winter, drought, or rainy season
Season duration is 12 days for a normal season (summer - spring - autumn), 4 days for a harsh season (7 days in the north)
For old saves on the old global map, season durations are set to 4 days for the harsh season and 15 for the fertile season
A display of time until the end of the harsh season and until its start has been added - shown near the in-game clock
The province selection hint at the start of a new game has been updated - it now shows climate, type of harsh season, and its duration
During the rainy season, fogs and rains will occur more often
The rain effect has been changed; heavy snowfall-blizzard now causes the “Frozen Feet” trait in characters who walked on bare ground without roads
In the menu of a selected tree, berry bush, or herb bush, during the season in which they do not grow, information about this will be displayed
Price increases have been added for farm-grown goods that cannot grow during the harsh season (rutabaga, carrots, wheat, hops); price decreases have been added for resources that increase their growth during the harsh season (wood, herbs)
Technologies “Drought Resistance” and “Proper Fertilization” have been removed due to reworking of the game mechanics related to them
Farms, resources and production
A new resource Clay and a clay extraction building have been added. Roads are now built from clay or stone.
A construction cost has been added for the stone extraction building
Instead of separate farms for growing different resources, there is now a single farm building where you can choose the resource to grow
Vegetables now grow in 3 days, while wheat and hops take 6 days
You can harvest a farm at any time, but with a 50% yield penalty
Fertile fields of hops/rye are not highlighted when placing a farm if the player does not have the knowledge to grow these crops
Firewood production no longer requires the charcoal burner technology
The woodcutter camp and builder camp are now built 5 times faster
Relocating the sawmill and builder camp is now free
A regular warehouse now adds 300 instead of 200 capacity for stone and wood
Spoilage of food and plant resources in a regular warehouse has been increased from 5% to 10%
Clay Pottery, Roof Tiles, Clay and Stone Tiles will not be displayed in caravan trade menu - they cannot be bought or sold
The construction cost of the level 1 brewery has been changed, now it is 20 wood instead of 15 wood + 5 planks
Politics, uprisings and allies
Political activity will start at 20 population instead of 40
Politicians will now use the action task system, assigning themselves or allies one task per day - all these tasks are social and aimed at gaining an ally or strengthening relations with existing allies (hunting, gift from a lord, seduction, spending time together, slander, threat)
A new tool has been added for politicians - intimidation at night. The power of intimidation depends on the politician’s combat skill. This tool is selected like others based on the potential impact on relations
The mechanic for gaining allies for politicians has been changed. Previously, an ally was automatically considered a lord who had exclusive +25 relations with one of the politicians. Now there is a threshold of +50 relations (can vary based on strengths and weaknesses), if a politician exceeds it, they can perform the action “Make Ally”, which will make the lord an ally. The action cooldown is 3 days. An ally stops being an ally if their relations with the politician drop below a certain threshold
In the politician and player ruler menu, their target for recruiting allies will be displayed
In the “Relations to Politician” hint for a lord who is an ally, the threshold for ending the alliance will now be displayed
When a politician becomes the ruler, their neighboring ruler allies will stop being allies, and the former player ruler will become a politician while keeping their followers
If a politician has < 1000 gold, they will give higher priority points to alliance targets that have money
If a character has an action task assigned by a politician, it will be executed with priority
If an action task cannot be canceled because it was assigned by a politician or a guest, this will be shown in the hint with personalized information
The politician action “intimidation at night” provokes guards - whoever lands the first 10 hits wins. If the guards win, the politician pays 300 coins to all guards who participated in the fight. Weapons are not used in this fight
A new type of social thoughts has been added - fear (displayed in purple)
Fear-based social thoughts are not taken into account when determining whether a lord is a “Friend”, i.e. whether they will grieve after this character’s death, get angry over title removal, etc.
If a character has the weakness “Hot-tempered”, provoking them into a duel on the global map does not worsen relations with the matriarch
The “Gift from a Lord” order issued by the player can only be performed by the ruler, their allies, or puppets
The player cannot conclude trade agreements with vassals and alliance members if their suzerain or leader has relations with the player <= -25
The chance of a vassal uprising, if they have relations <= -25 with the player and have equal military strength, has been increased from 10% to 50%
The algorithm for determining possible targets for vassalization by AI has been changed. If the target is a vassal or a regular alliance member, the required relations threshold for attacking them is reduced from -15 to +25
Fixed a bug where a neighboring ally’s help to a politician during an uprising was canceled at 11 AM if the neighbor was a vassal, suzerain, or in the same alliance as the player; after ignoring a politician’s demands, when they start an uprising, they do not start it instantly but give time to hand over the crown peacefully, also 2 hours before reinforcements from a neighboring ally arrive, the rebels will start gathering in groups
Hello everyone,
While we’re working on new major features (and therefore postponing the release of the next big patch to early April), we’ve accumulated a number of fixes for the main branch.
Thanks to everyone who reported these bugs - you’ve made the game better for everyone!
List of fixes:
- Fixed an error when showing the on-screen event for a guest arrival
- If a dog seller’s dog dies before being sold, the seller now leaves the map; wolves no longer attack unique guests arriving on the local map
- Fixed an issue with the lord burning ceremony not working correctly
- Fixed an issue where villagers defending a village could engage allied troops that came to help them
- Fixed a rare freeze when a map entry point was too close to a mountain
- Fixed a crash when viewing sub-hints in production buildings
Hello everyone,
While we’re working on new major features (and therefore postponing the release of the next big patch to early April), we’ve accumulated a number of fixes for the main branch.
Thanks to everyone who reported these bugs - you’ve made the game better for everyone!
List of fixes:
- Fixed an error when showing the on-screen event for a guest arrival
- If a dog seller’s dog dies before being sold, the seller now leaves the map; wolves no longer attack unique guests arriving on the local map
- Fixed an issue with the lord burning ceremony not working correctly
- Fixed an issue where villagers defending a village could engage allied troops that came to help them
- Fixed a rare freeze when a map entry point was too close to a mountain
- Fixed a crash when viewing sub-hints in production buildings
Norland is a medieval colony sim that casts you as the head of a noble family and the leader of a small kingdom. You must navigate your way through class conflict, religious struggle, and political treachery – all while tending to the needs of your people, executing nefarious plots against your enemies, and uncovering the lost knowledge of a fallen empire.
Hooded Horse May Publisher Sale
[dynamiclink href="https://store.steampowered.com/app/1857090/Norland/"]
Hello everyone,
this is Dmitry.
As usual after a major update, we are back with a number of balance adjustments and fixes that were identified and resolved over the past week.
At the same time, we are working on major tasks related to reworking the roleplaying system characters, traits, worldview, and so on, and we continue improving the economy and other systems. Within the next one to two weeks, we will also present a new roadmap and summarize the results of the past six months of work.
We will be happy to receive your reviews and feedback to further improve your gameplay experience!
Full changelog
Balance and minor improvements
Servants will bring berries to the lords hall with priority over flour
Patrol units will try to choose opposite points within their radius during patrol so they do not patrol in the same spot
A scroll has been added to the STATE panel in the character menu which appears if there are too many icons to fit
Typical browser UI behavior has been added to the scroll - clicking or holding the mouse outside the scroll bar will move the scroll in that direction
The problem flag will not be displayed during manual combat on the global map
King names under cities in the king view on the global map will be drawn slightly lower
New logs have been added for lords. Logs are now collected for the player's lords, junior lords, and the bishop
A politician friendly to the ruler will deliver a sermon of hope after the player's army is defeated on the global map only if there was at least one lord in the army. If a village lost a battle on its own without player support, that is not a reason to be sad
The strength of thoughts from playing dice has been changed from +7 to +9
Price growth from drought consequences will be x1.5 instead of x2
The strength of the thought from nectar has been reduced; after repeated use of nectar, the bonus increases by +5 only once
Neighbors will help the player if their relations with the player are >= 0 instead of > -25
The sizes of the market, den, and tavern have been increased back
A debt of honor can now be used to request help from an ally army even if it is a direct attack action plundering a city or village forcing a neighbor into neutrality and so on and the ally does not consider the target an enemy. A debt of honor can also be used to request ally assistance even if it is a defensive action for example defending a neighbor city helping in a rebellion and so on although by default ally armies cannot be used in such actions.
The problem flag "There are many vagabonds in the city" has been removed it duplicated an existing flag with the same name
Fixes
Fixed a bug where the bandit camp that appeared at 20 population was empty, without bandits
Fixed a bug where the resource panel was displayed during manual combat on the global map.
Fixed a bug where after a manual battle on the global map the maximum capacity value of some resource category could temporarily reset to zero
Fixed a bug where not all mines could generate when creating a new map
Fixed a bug with opening the construction menu when canceling a building relocation
Fixed an error that occurred when a peasant woman gave birth
Fixed a bug where the UI panel with the player's armies did not update if the commander left the army while it was on the global map
Fixed a bug where growing bushes were not displayed on fields if they were built on elevated terrain after the update bushes will disappear from all fields until the end of the hour. After a full growth cycle everything will return to normal
Fixed a bug where null could be saved into the save file due to new character logs, which slowed down the game saving process
When the Rebellion quest appears on the global map, the screen event "Defense Against Rebellion" will not be displayed
Fixed a crash when returning to the menu from the hall placement stage at the start of a new game
Fixed a bug where after loading a save file there was no stone highlight; resource highlighting now works not only in construction mode
Fixed a bug where a lord could forget the language of their previous culture when switching to a new culture. Upon loading, lords who learned languages through books but lost them due to this bug will regain those languages
Fixes in character logs - heir succession and victory in battle events
Fixed a bug where the sound of burning buildings did not stop if those buildings were burning at the moment of saving the game
Fixed a game crash when trying to attack an enemy unit leaving the map
Fixed a bug where the size of the control settings menu differed from the main settings menu
Fixed a bug where a lord could temporarily fall into endless attempts to go eat even though he had collapsed from exhaustion due to lack of sleep
Fixed a bug where the scaffold could not be repaired due to overlapping buttons in the menu
Fixed bugs in the rendering of severed limbs and blood from them - the rendering height is now calculated correctly
Fixed a bug where dead characters could for some time be counted as alive in various systems
Fixed a bug where all interfaces were enabled while inspecting the map
Fixed a bug where during a battle on the Global map the interface with portraits of guests and the player's lords was enabled
Fixed a bug where losing a battle on the global map could lead to an infinite battle bug if the player had a politician with good relations with the ruler
Fixed a bug that occurred when knocking out a wolf’s eye
Fixed a bug where the crime bubble could fail to disappear if patrol units attacked the criminal. The bubble will now disappear either when the criminal finishes their crime or when the fight with that criminal ends
Current Release
22325832
Uploaded Mar 18, 2026
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System Requirements
How to Install
Norland.exe to play
Troubleshooting tips
• Run Redist/_CommonRedist installers if game won't start
• Add folder to Windows Defender exclusions
• Run as administrator
Download
Direct link available
799 MB
22325832
58B79DC9
9b3179a5e0529cbcca64c5968bc40fcc66eccc791722d5ffc4c56e63bd8a5a94
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View AllDownload Norland for PC with a direct link or via torrent. Get the full version of Norland for free. Norland is a RPG released by Long Jaunt.