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Genre: Real Time Strategy (RTS), Simulator, Strategy, Turn-based strategy (TBS), Indie

Northgard

Beta patch notes for 27/02/2025

v3.6.69.41192-public-beta

Greetings Vikings!

Thanks for all your feedback on the rework of the Military path, forge and upgrade. They help us a lot!
We are near a good version to give to all players but, we still feel that some point of Legion need to be tweaked! The usual feedback posts will stay available even if less considered in future updates.

In this new update we are going to try new things for Legion AND Leadership. These changes are made to reinforce the identity of both paths : Leadership about your Warchief in early and mid game, and Legion about your army around mid and late game!

But this is not the only point we are trying to find a solution. It is time to step into a new phase of the beta, less focused on the global changes and more on specific changes ... Looking at you Dragon!

With the reworked legion path, the clan ends up not fitting to any of the classic military path, that’s why we want to introduce one specific to the clan. At the same time, we also want to modify some knowledge to answer some doubts some of you expressed regarding the Knowledges and Start-With for the clan. That way we hope to make them more useful/used for you!
We let you test all these new changes and give us feedback, nothing is definitive at this point so don’t be too dramatic if you find some changes that aren’t balanced yet :)

Clan of the dragon


A new military path


This unique path will basically work as a normal path.
You will need to gain military experience to unlock new levels. The only difference is that there is one more level.


1st level → 50 xp
  • Thralls population generate military Experience (max 10)
2nd level → 500 xp
  • Draconics unit gain 10% move speed
3rd level → 1250 xp
  • Reduce the base cost of Dragonkin and Draconic Nightmares by 20%
4th level → 2000 xp
  • Draconic Nightmares doesn’t require Essence
5th level → 3000 xp
  • Draconic Nightmares absorb 20% of damage done to Dragonkin

Rework


We noticed some specificities of the clan were neither used nor…useful (according to you). For example, the mechanics around the thralls were often abandoned mid-game and those poor souls ended up only gathering food instead of working on your production buildings. We’ll try to address that via some changes to make them more efficient for the clan

Start With


Thralls - Gather 50% of the same resources as the specialized worker of the building they are assigned at.

Fame


Fame 200 - You now gain 5 fame for each capture.

Knowledge


  • Blood, Sweat & Tears - You can assign 1 extra Thrall to production buildings. If the building is upgraded, they benefit from the production bonus.
  • Draconic Frenzy - 30% attack power for a military unit with no other unit of the same kind in their zone.
  • Capture has taken Defensive strategy place
  • Military Strategy has taken Capture place
    [table noborder=1][tr][th][/th][th][/th][/tr][tr][th]Old placement[/th][th]New placement[/th][/tr]


Others


Military Path


Legion


We agreed on some point that the first and third levels are too strong right now. So here are the changes we want to try.
  • 1st level → 50 xp
    • No more free forge, this doesn’t fit with this path, it doesn't make sense that you can forge while this path turns around upgrading military buildings. Instead the first military upgrade will be free.

  • 3rd level → 1500 xp
    • We revert this change to the previous behaviour except the value will be less efficient due to the change on shared bonuses between all military units. The idea behind that change is to strengthen your army when you reach this level and not allow you to over recruit. So each upgrade will grant 25% more bonuses of the corresponding building.

Leadership


We agreed that this path may be a little bit below against Legion so we want to add a little change to make it more impactful in early and mid game and strengthen the identity of the path a little more.
  • 2nd level → 500 xp
    • Each forge will give 5% more life, attack and defense to the Warchief

Balancing


Following some previous feedback, here are some more changes on previous iterations of the Beta

  • Woodcutter camp - The upgrade cost less stone 10 -> 5
  • Warrior forge - break armor reduced 25% -> 15%
  • Kraken - Valkyrie cost decreased : 120 -> 100
  • Lighthouse - Now cost 100 -> 50 (except for Raven)


Known issues

Patch notes for 20/02/2025

v3.6.66.41153

Bugfixes




    Military Path - Fixed exploit unlocking multiple military path
    Server - Added security to minimize lag during multiplayer game
    Stoat - Fixed crash when placing a Sheepfold on a Duchy tile
    Turtle - Fixed an issue when trading with caravan
    Turtle - Fixed an issue with caravan placement preview
    Horse - Fixed "Excavation" knowledge not working on Gold deposit


https://store.steampowered.com/app/466560/Northgard/

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Northgard: Uncharted Lands is now live on Kickstarter!

We're so excited to see the Northgard Uncharted Lands adventure continue with this new expansion!

Find out more about the upcoming expansion of Northgard here and see what you can do to get involved! -
https://shiro.li/8BcZXf



You can also play the game for free on Tabletopia if you want to test it: https://tabletopia.com/games/northgard-ajmqce/play-now

Ale Abbey | Out Now

Our second third party title, Ale Abbey, has just released in Early Access under our publishing label Shiro Unlimited

After 2 years of partnership with Hammer & Ravens, we're proud to see this project come to fruition! Stay tuned for the roadmap of upcoming content.

Click the widget below to get Ale Abbey

https://store.steampowered.com/app/2789460/Ale_Abbey/

Beta patch notes for 11/02/2025

v3.6.62.41094-public-beta

Bugfixes



  • Kingdom - Fixed military upgrade not granting bonuses
    • Upgrading a military building will not grant the effect to other military unit (we feel that the kingdom doesn’t need this buff, let us know if you find that they are now underpower against vikings army)
  • Unit - Fixed Einherjar not having warrior passive ability
  • Unit - Fixed Einherjar not granted with the break armor when forging warrior
  • Unit - Fixed axe thrower melee fight animation
  • System - Fixed proportional bonuses to not include flat bonuses
  • Legion - Fixed discount on military building in first level of the path

Beta patch notes for 06/02/2025

V3.6.59.41065-public-beta

Balancing



Lynx Trackers are meant to become very strong as the clan progresses in the Hunting path. But right now, they are stronger than axe wielders from the very beggining. We are nerfing them a bit in the early stages, while making sure they keep their late game power.
  • Trackers
    • Range: 18 > 15
    • HP: 50 > 45
    • Range after unlocking Path Complete x 3: 21 (unchanged)

Following the changes in the base unit trinity, we are changing some stats around to adjust the balance between them.

  • Warriors
    • Armor: 5 > 4
    • Break Armor ability: Now scales with opponent armor
  • Axe throwers
    • Range: 15 > 16
    • Power: 11.5 > 12
  • Shield bearers
    • Armor: 8 > 7
  • Projectile resistance
    • Damage from ranged units hitting in melee will also be reduced by projectile resistance.


For now, we want to keep the ability for Ox warriors to charge (see Bugfixes section), as it feels like a part of the clan concept. But this might make their Warriors a bit too versatile, so we are tuning their power down, and we will keep an eye on them.

  • Ox
    • Ferocious Charge: additional damage 30 > 15%

Bugfixes



  • Valkyrie (Kraken)
    • FIxed forge to take Valykrie tools into account
  • Ox
    • Fixed Ferocious Charge to give Warriors the ability to do charged attack
    • Fixed Military Training to now correctly applies Power bonus only on units associated to the upgraded camp.
  • Thralls
    • Fixed thralls being able to be converted to villagers


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Beta patch notes for 04/02/2025

v3.6.57.41045-public-beta

Balancing



  • Changed projectile resistance to also reduce continuing damage (ex: Holy fire or Fire arrows)
  • Legion
    • Weapons rack (legion level 1) First military tool is instantaneous but cost iron. The others are free
    • Level 2 is now Polyvalent training
    • Level 3 is now Tactical Formation

  • Shaman camps - Nerfed the upgrade to give + 5HP > + 3HP
  • Shieldbearer camp - Nerfed the upgrade to give + 0.35 defense > + 0.25 defense


Bugfixes




  • Jotunn/Gaillant - Fixed them having the charge bonus in their zones
  • Clan of the Owl - Fixed Skuld benediction so that the bonuses are applied on top of the camp upgrades (they stack)
  • Clan of the Stag - Fixed Einherjar keeping their charge ability


OPEN BETA - patch notes for 30/01/2025

Hello everyone!

We're now at the end of January and after some patching and experimentation earlier this month, it's time to move forward!
Today we begin the first open beta for the incoming community update for Northgard, focus on answering many feedback shared those past years!


Community Update beta part 1


v3.6.54.41027-public-beta

Entering the year 2025 and the 8th year of development post-release of Northgard, we want to start by taking some time to address community requests.

Those changes will be added to the open-beta progressively and evolve based on community feedback.
We start with 2 main focuses this week : The PvP experience and Military balancing.


Quality of Life



[expand type=details expanded=true]

General


  • It is now possible to transform a specialized worker back into a villager by assigning it to build or repair a building.

Pvp


  • 2v2 mode is available for Quick and Ranked games
  • New pick system for 3v3 and 2v2
    • In Quick and Ranked team games, players will now have to select their clans one after another, in order to allow each team to see the strategy of their opponents, and react accordingly and suppress the problem of last-second picking.

  • New blind system for FFA and Duel
    • Following the same idea, clans picked in Quick and Ranked games in Duel and FFA modes will not be displayed to opponent players in the lobby, to avoid the same problems


Balancing



Military Units and Camps



As many players have reported, Legion Military Path is currently not as interesting as the other two, and requires a complete rework. We want to take this opportunity to also shake-up a bit the overall military meta, to make diverse armies a viable option, as well as reinforcing the power triangle as it was originally intended.
Warriors > Shield-Bearers > Axe-Throwers > Warriors

As the two main points preventing multi-units armies to be viable currently are the investment represented in forging a unit, and upgrading camps associated with this unit, we are proposing those changes:


[expand type=details]Military Camps

[expand type=details expanded=true]
  • All Military Camps upgrade bonus are now a flat stat bonuses, rather than an gain in % (except for attack-speed)
  • Those bonuses now impact the stats of ALL military units of the clan, and not just the type associated with the camp.
    • For example - Upgrading a Shield Camp increases the Defense of Warriors and Axe-Throwers, while upgrading and Axe Camp increases the Attack Power of Shield-Beares and Warriors as well


Warriors

Warriors currently feel like the “default” military unit, as they are useful in most if not all situations, and have advantages against both other units with their military forge. The charge allows them to reach the Axe-Throwers quickly, and the Armor-breaking impact also makes them a great counter to Shields.

In the meantime, before they are forged, they do not have any natural advantage against Shields, and are in fact stronger against Axe-throwers, which is not supposed to be the case.

So we’re introducing those changes:


[expand type=details]
  • Warriors now have a native passive ability, allowing them to ignore 25% of the Defense of their target.
  • Warriors forge no longer gives them a charge ability.
  • Warriors forge armor-breaking ability now also reduces the target Projectile Resistance.


Shield Bearers

Shield-Bearers already DO have a natural advantage against Axe-Throwers, but their forge do not reinforce this superiority as much as it could.
That’s why we want to transfer the charge ability from the Warriors to the Shields, as it makes more sense for us to have Shield-Bearers charge enemy Axe-throwers to limit how much distant attack they’re taking.

This change also reinforces the overall utility of shields as tanks, as once forged, they will now naturally charge to be the first in contact with enemy units, making combos like Shields and Axe-throwers naturally more efficient while requiring way less micro.


[expand type=details]
  • Shield-Bearers forge now unlock a charge ability (while also keeping the previous defensive effect)


Military Path: Legion



To support all of those other changes, we wanted to rework the Legion Military Path to not be about supporting big armies, but about supporting multi-units armies instead.

[expand type=details]Level 1 - Weapons rack
  • All military forges are free.
  • You generate Military XP based on your Max Warband (max: +10).

Level 2 - Tactical Formation
  • Military units recruitment costs only increase based on the number of units of the same type already recruited.

Level 3 - Polyvalent Training
  • Once a Military Camp is upgraded, the other camps in the zone are 50% cheaper to upgrade as well.

Level 4 - Bloodbath (unchanged)

Known Issues



[expand type=detail]
  • UI - Upgrading a warrior camp will not display the 5% earned on unit UI



join the open beta and help us shape the Community Update!


To not affect the game, the following changes are available in the Public beta branch! You will be able to test them and send us feedback before it reach the actual game next week.

↓How to join the public beta branch↓

[expand type=showmore]
If you want to test those features,

[TAG-140]

How will the beta work?
As always, we have opened some channels on Discord and Steam for you to share your feedback. Starting tomorrow, we will ask questions in those places to receive your constructive feedbacks on those points! An open feedback thread will also be created for us to receive your more generic feedback. Be sure to be constructive in those as well and to not start debates with other feedbacks.

Steam discussion | Discord



https://store.steampowered.com/app/466560/Northgard/

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Northgard join the Myths and Legends sale

Ohoï Viking!

Northgard and its expansions are part of the Myths and Legends sales!
For the occasion, the base game is 75% off its original price!




Get the base game at 75% off its original price!


And lead your clan to victory

https://store.steampowered.com/app/466560/Northgard/



Share the Starter pack with your friends!


Including three additional clans with diverse gamestyle

https://store.steampowered.com/bundle/33943/Northgard_Starter_Pack/



Complete your collection with the Viking Age Edition


Cross of Vidar | Clan of the Hounds | Clan of the Turtle not included

https://store.steampowered.com/bundle/12024/Northgard_The_Viking_Age_Edition/



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Patch notes for 24/01/2025

v.3.6.51.40992

Bugfixes



  • Bifrost -
    • Fixed objectives being duplicated when a player reconnect to a game
    • Fixed turtle Warchief not decreasing the cost for upgrading a tower
    • Fixed lore Veiled Threats not working for clan other than the Wolf

  • Conquest -
    • Fixed No Gods no Masters issue with lore unlock
    • Fixed event in Cataclysm mission

  • Turtle -
    • Fixed crash when selecting a caravan of a Turtle player that lost the game
    • Fixed players being able to change the production of an enemy caravan
    • Fixed villager/worker running slowly when garrison is activated

  • Misc.
    • Story mode - Fixed happiness gain when doing great trade route
    • Text - Fixed text for first bonus in Leadership and Guardian military path
    • Snake - Fixed end game stuck if victory/defeat occurs when selecting a lore in stolen lore


Known Issues



  • Missing localisation
  • Possible crash when launching ranked (you can fix the issue on your side by following this process
  • Previous known issues not mentioned in bugfixes


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