No fancy GIFs, no trailer, no screenshots to try and sell you on hype. Instead, download the Demo for Norse Lands yourself, tell a friend, tell randos on the net.
Just play it, enjoy it, and prepare for the full version!
Dev Blog 02
In this entry we’ll look at the big change to the way vagrant camps work across all Kingdom Two Crowns lands in the upcoming Conquest Update! Spoiler alert, no more getting stuck without a source for new citizens.
For the Norse Lands DLC we created a new building called the Citizen House. It played so well that decided it had to be available in all the lands. Start a new campaign once patched with the Conquest update and it will be there.
So, what is the Citizen House? If a vagrant camp gets cleared, it leaves a new set of ruins. Send the builders in to reconstruct to get a Citizen House. Once built, it produces citizens, up to three total living there at a time, that can be hired for a price. And there’s the catch. They will cost you a pretty piece, and they take longer to appear. The existing strategy of saving vagrant camps still works and may even be preferred. But no longer will Monarchs find themselves unable to acquire new units should they expand past the last camp.
As a small bonus, vagrants that eat bread from the Baker Tower will now immediately become citizens. Of course, you can still actively intercept them and drop coins to save on bread, but it's a smoother experience overall. And now all free vagrants will make their way back to a camp to hang out. Camps can now hold an unlimited number of vagrants awaiting your call.
Next up, balance improvements!
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Dev Blog 01
The main goal of balance in Kingdom is to both ease inexperienced players into the game's mechanics while providing a challenge for veteran players who are trying to accomplish feats. It's important that the player feels like their actions matter, their choices matter, and they can see their impact on the game. Finally, balance sometimes means smoothing out rough edges in designs that are complex or difficult to grasp.
Complexity in Kingdom comes from the interaction of systems, and we strive to keep each individual system simple on its own. We try to avoid dominant strategies, both because it makes the game dull to only have one way to win, but also because it fails to reward player creativity.
With the Conquest Update, we've made a large number of small changes to give the whole game a refresher, not just the upcoming Norse Lands content. In Kingdom Two Crowns we introduced decay, a penalty that reflects the erosion of your kingdoms (loss of citizens, walls crumbling) while the ruler is in another land or the loss of your crown. In the coming update, you'll see changes to the way that Decay works, but also ease some of those rough edges in the current system. For example, while losing a reign will result in a big amount of decay, an island with many high-level walls will see more units remain active. And units like Pikemen that previously would always disappear, now decay gradually, like other units. Finally, we've fixed bugs that caused Gems to disappear when you died in a cave attack, or if they were left on the ground on another island.
Taken together, all of these fixes and changes make Decay from losing a Crown or staying away from a location less punishing if you have built your Kingdom(s) strategically. The intent is to better reward players for sticking with it and picking up where they left off, rather than feeling like it’s no better than starting a new Campaign. But beware, late in a campaign Decay can still result in some real damage, so plan well Monarchs!
Next week we’ll discuss Beggar Camps.
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Behold your future Kingdom of the North!
The Indie Houses - Kingdom Two Crowns: Norse Lands FIRST GAMEPLAY Stream
Join us for a beautiful first look at the cold north! In celebration of The Indie Houses we'll be streaming Norse Lands!