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

Northgard

Clan of the Hounds | Available now

Hello Warchiefs,

It is now time for you to find your savage roots and claim the Clan of the Hounds…



[trailer]

Unleash the beasts



The Sons of Ragnarök, as they have come to be known, are indeed as destructive as the event their past leader, Hvedrung, worked so hard to unleash. Freed from the gods' restrictions, they might indeed be the nightmare Northgard feared…


This new clan is a perfect alternative to the Clan of the Wolf; a huge emphasis has been placed on aggressiveness. While it doesn't have any warchiefs of its own, you'll be able to develop units to an unprecedented level!

↓ Find out more about the clan on the store page below ↓

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/



The Claws & Jaws season



This is the end of the Claws & Jaws updates. What do you think about this format? Any feedback is welcome!
This is the first time we've done a two-part release. We are quite happy with this as it gives us more time to work on both updates and ensure the best possible quality at launch.

If you’d like to stay up to date on what’s next, we have created an X account dedicated to Northgard.
There you will find our patch notes and other Northgard related content!

Follow us on X

See you all soon for the next update…

-Shiro Games

Clan of the Hounds | Patch Notes for 30/05/2024

v3.5.4.38172

CLAN OF THE HOUNDS



  • The clan of the hounds is now available in-game.
  • The clan of the Hounds will join Ranked on a later date.


↓All details about the clan on the dedicated page↓

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/


Bugfixes


  • Cross of Vidar - Mission 4 fixed Mercenary from raid disappearing
  • Cross of Vidar - Mission 10 fixed assault staying on tile instead of attacking
  • Owl - Guardian of the Realms can’t be placed on the volcano tile
  • Owl - Fixed Iron Wood not mining Iron golem
  • Owl - Fixed Hypnotic Spores not preventing foes to attack
  • Dragon - Fixed Thrall not acquired with fame 200 in conquest mission where the clan start at the center of the map
  • Dragon - Fixed Thrall not counted in production when assigned to Longship Dock
  • Eagle - Wolf Den, Fox Burrow and Draugr Tombs can be closed on ally territory with fame 500 (Ruins and Shipwreck are not affected with this change)
  • Ox - Fixed Tyr Chain Pauldron not granting defense
  • Snake - Scorched earth can’t be used on portal for conquest mission Battle for Midgard
  • Lynx - Fixed Lynx disappearing when loading a save in conquest mission How to Train your Wyvern
  • Raven - Fixed Mercenary from raid to be teleported at the start of the fight in conquest mission Death Match
  • Achievement - Improvised Carpentry cannot be achieved in multiplayer
  • Added security on map generation to avoid unit to walk under water
  • Fixed map generation for conquest mission Fox Hole
  • Fixed Knowledge from Beyound not working when stealed
  • Fixed starting timer displayed not decreasing except for the host
  • Fixed some crash when loading a save
  • Fixed price for the Forester Town Hall skin
  • Fixed some crash due to special letter in nicknames
  • Fixed woodcutter cutting wood in a vacuum
  • Fixed some UI element
  • Fixed some text issue


Known issues


  • Cross of Vidar - Mission 4 raids may be blocked during the travel
  • Owl - Giving Erudition before 30 relation doesn’t give free Carved Stone when you reach 30 relation
  • AI will not play on creative map in multiplayer
  • Missing some localisations
  • Some text issues
  • Crash - Brawlers gathering too much souls in one move whil there are no available warband will result in a crash

Sneak Peek - Designing the Hounds

Hello Vikings!

In today’s Sneak Peek, Art Director “Emak” lifts the curtain on how we design each clan with a unique identity in mind



Who is Emak??



Hello everyone, I'm Emak. I've been managing Northgard's art production for a few years now.
I started working in the video game industry 20 years ago, first as a 3D artist, then as an art director. I joined the Shiro Games team at the beginning, so I'm part of the "four old men" that created Evoland. I was in charge of the 3D part of the game.
I'm now the Art Director for Northgard, designing the characters, setting the mood for the clans and drawing most of the illustrations. I also do some animation and even some special effects.



The clan’s identity



The main difference between the upcoming Clan of the Hounds and previous clans is that it doesn’t have a warchief or traditional combat units (warrior, axe-wielder, shield-bearer). Much of the work revolved around the five special units - the Brawler, an unarmed fighter and shaman who can evolve into one of the four warrior classes (the Berserker). We took a lot of time and care to design l these units in order to maintain a graphical consistency between them all.

I started designing the Brawler as a Shaolin monk, because to me it captured the essence of a spiritually adept martial fighter. For the martial aspect, it was obvious to make him shirtless with lots of scars. His wristband designs are based on pads that boxers use to spar.

For the 'spirituality' part, it's a mix of many religious items: he wears a strong rope as a belt, like a medieval occidental monk. This belt is decorated with rosary beads. His head is covered with a scarf, like the spiritual leaders of many different religions.
To make his design more viking-like (this is Northgard afterall!), I added Celtic patterns to the scarf and belt buckle.

It's a very simple design because it has to represent an early version of the shamanic warrior he's going to become, something neutral where we could add elements of equipment to turn him into a unique unit.

[expand type=showmore]

The clan’s units



Each berzerker is defined by the spirit of an animal that gives it its specificity. We have :

[table]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td]The Wolfskin, a classic warrior with a two-handed axe[/td]
[td]The Boarskin, a savage warrior with a double-bladed spear[/td]
[/tr]
[/table][table]
[tr]
[td][/td]
[td][/td]
[/tr]
[tr]
[td]The Foxskin, an assassin with throwing knives[/td]
[td]The Bearskin, a strong shield bearer[/td]
[/tr]
[/table]
For each design, it was important that the connection with each individual animal was easily noticeable. I also wanted to avoid a "cliché" design with the bear's head as a helmet.
That's why each unit has some elements that refer to the animal it's associated with:

The Wolfskin’s design is more fluid. Long braided hair and long cuffs give him a more sophisticated look. He is the "DPS" type, but not the more robust one, so it was important to me to have these two aspects: the strong shirtless warrior, but with some more elaborate details that make him less primitive than the Boarskins.

The Boarskin hair is reminiscent of the animal's crest, the tusks he wears like a necklace and his tattered clothes give his look a perfect blend of savage and rough. Even in the animations, the fighting style is more "primitive".

The Foxskin's hair is reminiscent of a fox's tail and moves in the same way. Their design is more elegant than the other warriors, and the fact that they wear more clothing makes them look weaker than their peers.

As the defender of the group, the Bearskin should be as imposing as his animal. That's why he was designed with a very tufted cape and full leather armour to emphasise the defensive aspect. In my opinion , the shape of the character and his posture in the different animations have to work together. So the Bearskin's poses are more massive, more grounded.



As I said earlier, animations are very important.
The Berserkers are the most important part of the clan. It's a "small pop" clan and all your attention will be focused on these units. So it made sense to spend more time giving them a great look, attitude and pose. Each of the five units have unique idle and winning animations that give them more personality: some are more proud, some more rogue, etc.

Final word



It's always a challenge to create a new visual identity for a clan. For the Owl, the fact that the warchiefs were three priestesses and the mysticism of the clan led us to the Slavic design. Inspired by the spirituality of Bulgarian voices and the beauty of traditional Balkan dress, we created floral and colourful outfits for these ladies.
For the Clan of the Hounds we had to create a huge contrast to the previous one. The outfits are a declination of browns, we have leather, metal, furs... everything should be tougher and harder and make you think that "Hound" is a fighting clan.

Throughout the production of Northgard, we strive to improve the quality of the graphics: sometimes textures are reworked, renders are improved... For this clan, the 3D models of the five new units are based on the latest Warchiefs models, allowing us to add more detail. I hope you'll enjoy playing them as much as we enjoyed making them!

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=news&utm_medium=news&utm_campaign=wishlist&utm_content=sneakpeek2_art_design

Thank you so much for reading our second and final sneak peek of the Clan of the Hounds!
We're really happy you enjoyed them!

If you want to see more of Emak creation, here is a link to his Artstation!

We read the first feedback and it seems like the content in that form of "Dev insight" has been mostly appreciated. We know some of you are still waiting for patch notes detailing the incoming changes outside of the clan, but don't worry, it'll be here on release!

See you on Thursday for the release of the Hounds!

-Shiro Games Community Team


SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Sneak Peek - Hounds' Game Design

Hello vikings!

In case you missed it, we revealed the latest clan that will join Northgard next week.
In order to give you an idea of the clan’s gameplay and concept, we thought this would be the perfect opportunity to let Maaz tell you about his work regarding the Hounds!


Who is Maaz?



Hi, I’m Maaz! I’m Northgard’s game designer;
You might have seen me on the Discord server or during some of our livestreams on Twitch. I’ve been on the Northgard team for the past three years. I have mainly worked on the clans of the Rat, Eagle, Lion, as well as the various free updates and balancing patches!


The birth of a new clear clan



Various factors led to the direction we took for the clan.
The two previous clans were focused on base-building and economy, so we were looking for a clan that would go in the opposite direction. We had been throwing around the idea of a clan that would get military units out of its kills for some time. Additionally, a large part of those of you who participated in the yearly survey wanted a more aggressive clan, we knew that this new addition would focus on “clearing” the wild creatures on the map.

After some research to find a good concept, the focus of the clan would revolve around berserkers, military units that would get specialized warriors out of the skins of the animals they eliminated. With this in mind, we started to work on the clan!





After the Claws & Jaws update, the addition of foxes and boars increased the amount of berserkers from 2 to 4. We often had clans with one or two unique units, but with so many different options, we knew we wanted each type of berserker to fill a specific role in your warband with unique abilities and stats. Relying on each unit's position and the timing of their abilities to maximize the clan's military capacities.

We knew this wouldn't work with the average number of units most of you have in your warbands. as it would have increased the amount of micromanagement required to make the most of these new units. So we needed the clan to be playable with only half the number of units, or even less. This meant reducing the pressure on the clan's economic management and making berserkers strong enough to face an army twice their size. That's why berserkers can collect different types of resources to support the clan's development.
  • Wolf gives you food
  • Fox gives you Krowns
  • Bear gives you wood
  • Boar gives you lore
Because of the berserkers' individual strength, the clan didn't need one strong unit at the head of its warband, so we decided they wouldn't have a warchief. Additionally they only have access to one non-upgradeable military camp.

Due to the lack of a warchief and military camps, the only viable military path for the clan was Guardian, which is all about defense and not what we wanted for the clan. This led us to drop the usual military path completely in a similar way to the Lynx and its hunters’ path. This opened up the possibility for another use of military XP for the clan and for each unit to level up individually. That decision naturally reinforced the idea of making them strong enough to face bigger armies and to give them unique abilities to unlock.

The final piece of the puzzle was to design the berserkers’ various abilities, creating different roles and interesting synergies between the new units. With the help of our beta team, we kept iterating from there…




The iteration game



There was a lot of iteration on the clan’s knowledge, the berserker’s abilities, and the relic. One of the major difficulty we faced was making sure all units were equally interesting and useful, balancing their price, stats, abilities, and a lot of variables that easily tended to favor one unit over the others.

The best example of this is probably the brawler, the clan’s base unit as they are weaker than berserkers and quickly evolve into one. For a while brawlers were nothing more than a stepping stone toward getting a berserker. Thanks to the beta testers’ feedback, as well as what we said earlier about having less economic pressure on the clan, we decided to make them a more versatile unit. The brawlers are intended to both fight and support the clan's military power, as well as work in specialized buildings to help the clan's economy.

Final word


After all the iterating, testing, and balancing, we can’t wait to see you experience the clan yourselves. When that will be the case, tell us how it feels gameplay-wise!
Your feedback is important for us, not only it helps us better understand what you expect, but it will also help us prepare for the arrival of the Hounds in ranked mode!
Overall, we're happy with how the clan has developed and improved over the past months, and we hope you'll have a lot of fun playing it!

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=news&utm_medium=news&utm_campaign=wishlist&utm_content=sneakpeek1_core_design

Thanks for reading our first sneak peek of the Clan of the Hounds!
Did you like it? Have you learned something new that you never realized when playing the game?

This is the first time we’ve done this type of content, so please let us know what you think of it! Just like for the game itself, your feedback will impact future content.
Let us know what you’d like to see / read about in the future, but stay tuned for the next article about the clan’s art direction which will be posted Tuesday!

-Shiro Games Community Team


SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Clan of the Hounds | Reveal

Ohoï Warchiefs!

Last month the Claws & Jaws update added new wildlife to the lands of Northgard, now it is time to introduce a predator for this prey.
We’re proud to reveal Garm, the Clan of the Hounds, releasing on May 30th!





Lost clansmen of the Clan of the Boar, the followers of Garm are few, but what they lack in numbers, they make up for in raw strength. Thanks to mystical rituals, their brawlers are able to transcend their state to become dangerous animalistic berserkers.

For the first time since Northgard’s release we will be lifting the curtain and giving you a behind the scenes look at how we design a clan. Game Designer 'Maaz' and Art Director 'Emak' will share insights on the clan’s game design and art direction in Steam articles. The former will be posted on Saturday and the latter on Tuesday.

↓Wishlist now on the page below↓

https://store.steampowered.com/app/2946220/Northgard__Garm_Clan_of_the_Hounds/?utm_source=steamnews&utm_medium=community&utm_campaign=wishlist&utm_content=post1

SOCIALS - DISCORD | REDDIT | X/TWITTER | FACEBOOK

Patchnotes for 30/04/2024

v3.4.38.37793

Balancing



  • Sheep - Sheep spawn odds have been reduced (from 60% to 40%).
  • Conquest Titanomachy - Added AOE attack to the Titan once lvl 5
  • Map generation - 2 zones will always be left without foes around TownHalls


Bugfixes



  • Fixed map generation for conquest mission Far from the Eyes
  • Fixed map generation for conquest mission Left Behind
  • Fixed loading Titanomachy save granting an upgrade to AI Titan
  • Fixed winter assault in conquest mission Lands of Oblivion
  • Fixed Militia/Sentry not entering ally territory if other tile was crossed by the units
  • Fixed a crash when loading a save with Vedrfolnir scouting but the owner was dead
  • Rig’s saga - Mission 4 fixed first objective validated after building the Longship dock
  • Cross of Vidar - Mission 3 fixed crash when overing lore info
  • Snake - Fixed Scorched on enemy tile before 803
  • Snake - Fixed Scorched earth for kröwn building
  • Snake - Fixed Scorched earth amount displayed for kröwn reward
  • Snake/Raven - Fixed kröwn reward on tile with port for Scorched earth and raid
  • Raven - Fixed recruited mercenary vanishing after a raid leaves a tile
  • Dragon - Fixed Thrall not increasing sailor production
  • Horse - Fixed Great tower upgrade without the lore unlocked
  • Owl - Fixed UI displayed when Iron wood mine on neutral tile


Known Issues



  • Crash may occurs when searching a ranked lobby
  • Visuals - Sometime unit and building can walk/be placed in the water
  • Dragon - Thrall are not counted in the world info on Longship Dock
  • Translation - Missing some localisations
  • UI - Some text issues

Claws & Jaws | Hotfixes for 26/04/2024

v3.4.36.37721

Changes



  • Conquest - New visual background added



Bugfixes



  • Kingdom - Fixed scouting time being too slow
  • Foes - Adjusted Fox damages
  • Snake - Fixed Scorched earth on ennemy tile to take into account production buildings
  • Conquest - Fixed conquest invites (save didn't get corrupted)
  • Rig's saga - Fixed mission 4 not being finishable
  • Rig's saga - Fixed freeze in mission 9
  • Squirrel - Fixed Rumor-Mongering relation gains for neutral



Known issues



  • Snake - Scorched earth only recognize one krown production building for the amount collected
  • Snake/Raven - Port doesn't count for the reward of Scorched earth and raids
  • Snake/UI - Scorched earth krown reward displayed doesn't match the real amount collected

Claws & Jaws : Out now!

Hello Warchiefs!
You've seen the updates for the beta now is the time to launch the Claws and Jaws update!
Here is a recap of what's new in your games as well as when to expect new for the next clan...


Claws & Jaws - available now







Foxes and Boars



After years of fighting Draugrs, the wild life of Northgard is now joining the heart of the realm.
You will now be able to fight Boars and Fox alongside the usuals wolves and bears you already fights!

Those new opponents will have their own stats, with the foxes being more numeorus per tile, but weaker alone, and the boar is just as strong as a bear, even more.



Conquests



With this update also come 3 new conquest missions, centered around the Clan of the Owl but available to every clans! You'll be able to find them in all of your conquest starting now!



Regarding the AI



Coming with those changes is also a reinforced AI that should now be able to defend itself and be a challenge for the new players! There are still changes to make, especially in term of attack, but we are happy with what has already been done for this patch.

For more details, you can check the patch notes right here

Complete Patch Notes



What's next



With all of this addition, it's time for us to turn into the next clan. As stated with the Road Map release, you can expect the next clan to be closely linked with the content of Claws and Jaws.

Some clues has been spreaded during the beta, and it is mostly known what type of clan you will face, but for some confirmation, see you later that month...

We hope you'll like this new content, more is on the way, starting with the next clan!
Northgard is currently on sale if you want to experiment the changes with some pre-existing clans as well.

If you want to stay in touch with us you can follow our different platform like Discord or Reddit.
We also just launched a twitter/X account exclusively for Northgard!
All the patch notes will be posted there (as well as some memes of course) so don't hesitate to follow us on there!

See you for the next update,
Shiro Community Team



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

Claws & Jaws | Patch Notes for 25/04/2024

Claws & Jaws


Free Content Update


v3.4.35.37687

Hello Vikings!

With the open beta now complete, the Claws & Jaws update is ready to be released and change the landscape of Northgard.
Thanks again to all the players who participated in the beta, reported issues, shared their feedback, participated in the discussions, and helped us with the update !!

Here is what it brings:




What’s New


This update focuses on bringing novelty and exciting choices to the Northgard environment. It focuses mainly on two aspects: the addition of new wild animals and the rework of map generation rules.

Wildlife


First, we’re adding two new wild animals to Northgard to make encounters more varied and interesting and to present new opportunities to take advantage of them.

Foxes and Fox Burrows


Foxes and Fox Burrows are now part of the Northgard landscape and will present a challenge as a wild foe, as well as an opportunity to gain by closing the burrows and claiming the reward.

[expand type=details]
  • Foxes are a new wild animal. They have the same aggressive behavior as wolves but are less powerful, way faster, and attack in numerous groups. So keep an eye on them.
  • Fox Burrow is a new building equivalent to the Wolf Den. It spawns new foxes that will attack the adjacent zones if left unchecked.
  • Closing it will grant 25 Fame and 75 Kröwns.


Boars


Boars are a new wild animal and a new threat the clans might encounter.

[expand type=details]
  • Boar is another new wild animal you will encounter in Northgard. It has passive behavior similar to a bear but is even more powerful. If you attack it, it will fiercely defend itself and its territory.


Environment and Map Generation


Sheeps are NOT a new animal, but we’ve changed their spawn rules and reworked them to make them more useful, especially in later games, and to create new specific interactions with clans. The idea is to make the sacrifice for Food no longer the automatic and only use for sheep it is currently.
We also want sheep to spawn in further zones as an attractive later reward.

We’ve also reworked some map generation rules, especially regarding the hostility of spawn zones, to make it more fair for all players.


[expand type=details]

Sheep


  • Sheep now grants a -50% wood consumption reduction during winter in the zone it is in (-30% previously).
  • When several sheep are in the same zone, this bonus increases (but multiplicatively).
  • Sheep can now spawn everywhere on the map.


Wolf Clan


  • When sacrificing a sheep for food, the clan will get 100 food out of it instead of 80.


Dragon Clan


  • The clan can send a sheep to the Sacrificial Pyre to gain 4 dragon essences.


Eagle Clan


  • The clan can sacrifice a sheep to trigger a boneyard in the zone, calling a maximum of 3 hawks.


Rat Clan


  • The clan can sacrifice a sheep to light up the Purification Pyres for 60 days.


Lynx Clan


  • The clan can sacrifice a sheep to get 60 Trophies (but no Food).


Owl Clan


  • Sheep reduce the food consumption in the zone by 35% (25% previously).
  • This bonus also increases for each additional sheep in the same zone. Also multiplicatively.


Goat Clan


  • Following those changes on sheep, the Sheperd ability of Harvald (Goat Warchief) has been modified.
  • The ability is now active, and captures all wild sheep in the neutral zone where Harvald is.
  • The ability then has a 1 month cooldown.


Spawn Hostility


Until now, it was possible for different clans to face huge differences in hostility at spawn. For example, one clan could start with 1 wolf in zones around its town hall, while another starts with 3 wolves.

  • All clans on a map will now start with the same level of hostility on adjacent zones (Adjusted depending on the number of zones adjacent to their townhalls).
  • However, this hostility might still be composed of different animals and be split differently for each clan.


Environment Difficulty


With the addition of those new wild animals and the rework of the spawn, we’ve also taken this opportunity to adjust the environment hostility in the different difficulty modes.

  • Environment hostility (foes and hostile wild units presence) has been slightly reduced on easy maps.
  • Environment hostility has been slightly increased on extreme maps.
  • Normal and hard maps hostility should be the same as before.
[TAG-105]

AI


We know AI faces many difficulties right now, and we’re actively working on it! With this patch, many new changes have been made to make the AI more aggressive, better at surviving, more reactive, and overall better.

[expand type=details]
  • AI Warband should not get stuck in a zone anymore.
  • After decolonizing a player’s zone, in hard and extreme difficulty, the AI will continue pushing the assaults to the next zone until they reach the player’s town hall or are stopped.
  • The AI will now use its civilian units to defend itself when attacked by foes.
  • AI now handles its happiness correctly and will assign units to happiness production buildings.
  • AI is now better at evaluating the outcome of a fight and how much strength it needs to win, so it should no longer send armies to die in fights against neutral factions.
  • Raven clan AI no longer builds a harbor as its first building, but when needed.
  • Dragon AI now correctly differentiates between thralls and villagers when assigning them.
[TAG-120]

Conquest


With this patch, the new main Conquest battles of the Owl Clan are now available.

New conquest battles:

[expand type=details]
  • Titanmachy
    All clans start with a Guardian of Realms. If two guardians meet, they have to fight to the death. When a guardian dies, its clan is eliminated.
    Make yours the best and defeat the others before they become too strong.

  • Age of Vampires
    Your Warchief and the Erlking are the two last remaining nightwalkers. There can only be one left. Kill it before he gets to you.
  • Battle for Midgard
    Yggdrasil is under attack from many realms. Portals are awakening, and armies are coming to destroy it. Resist the assaults and close the portals to end this.



Diplomacy and Balancing


Diplomacy


Following changes made during the previous patch, we want to reward cooperative actions between clans of a team to help them increase their relations faster and to encourage support actions.

[expand type=details]

General


  • When feasting for their team, a clan improves its relationship with all the affected ally clans.

Squirrel



  • Meals prepared by the Squirrel for their allies improve their relationship with the affected clans.
  • Rumor-Mongering now also increases all relation gains by +100%.

Stoat


  • When collecting a Levy for their team, the Stoat clan improves their relationship with all the affected clans.

Rat


  • When healing ally units, the rat clan improves their relations with this clan.

Bear


  • When Kaija and/or Borgild provide an ally zone with the Kindred Spirit production bonus (fame 200), they improve their relations with this clan.


Clan Specific Balancing


Following changes made during the previous patch, we want to reward cooperative actions between clans of a team, to help them increase their relations faster, as well as to encourage support actions.

[expand type=details]

Horse


We’ve received much feedback about the Horse clan. We do not buff it outright because the clan can easily snowball and become unstoppable if Warchiefs are too easy to get. In the meantime, we agree with the sentiment that Horse currently is very spawn-dependent and can fall behind with a spawn without any Ruins and Shipwrecks.
With those changes, we want to address and mitigate this spawn dependency while limiting the kickstart the clan can get on a very good spawn (with two ruins, for example).


  • Both Warchiefs now cost only 100 Kröwns to recruit (150 previously).
  • Horse clan when exploring Ruins and Shipwrecks will only get half of the Kröwns any other clan would get.
  • But they also extract ore from those.
    • Exploring a Ruin provides +5 Stones.
    • Exploring a Shipwreck provides +5 Iron.


Raven


Since the previous changes on the Raven, we’ve seen many complaints about the toxicity of the “Giant spam” - a move consisting of building the Raven Relic and constantly sending raids of just 1 mercenary + 1 giant. Thus keeping the raid cooldown at its lowest while harassing and dealing massive blows to the targeted clan(s) economy.
We agree with this sentiment, and we want to make it less efficient while also allowing the targeted clans to punish the Raven by countering and fighting back against the raids.

But - as we experimented with this during the beta and have noticed some negative impacts - we still want Raven’s relic and the raids to be attractive and an exciting play option.


  • Raids
    • Each mercenary killed during a raid increases the raid cooldown of the zone by +20 seconds.
    • Sons of Hrymr (giants) power depends on the number of mercenaries sent with them.
    • Killing a Son of Hymir sent on a raid increases the raid cooldown of the zone by +120 seconds.
    • Silos now also count as a source of Food when the zone is raided.

  • Relic - New additional effect
    Raids now collect resources from the zone when they arrive rather than when they leave (making sure to obtain the resources of the raid even if the whole raid dies).


Ox


  • After unlocking City Building, zones can be improved even if they do not contain the maximum number of buildings.


Rat


  • Last Stand Shaman ability (Weapon Forge) effect is now capped to a maximum +300% Dmg increase.


Bear


  • Winter Festival now reduces the clan units’ food consumption during winter by -30% instead of boosting food production.


Other


  • Some of the Dwarf faction units now attack at distance.
[TAG-270]

Improvements


[expand types=detail]
  • Many optimizations.
  • The game uses less CPU resources.


Bugfixes



[expand type=detail]
  • Added security to avoid 4v2 ranked lobby
  • Raven - Added security to avoid mercenary from raid to stay on a tile
  • Snake - Fixed lore not unlockable in Clan Knowledge
  • Snake - Fixed Rapacious Exploitation not healing if an ally was on the same tile
  • Snake - Fixed an issue where mythical animal from Mythical Lure wasn’t killable if scared during the spawn by Scorched earth
  • Snake - Fixed Scorched earth not granting ressources if used in snake territory
  • Snake - Fixed Black Market not giving back ressource for the Snake trades
  • Stoat - Fixed convert cost with Marches of Britany
  • Stoat - Fixed Altar of Volvinius on duchy not increasing kröwn levy
  • Dragon - Fixed Thrall not working in conquest mission SHard of Misfortune
  • Dragon - Fixed Thrall UI on ship not disappearing if killed by the Kraken
  • Dragon - Fixed Thrall UI on ship visible in the fog
  • Dragon/Stag - Thrall and boat reward are granted even if the clan doesn’t start near the sea
  • Stag - Fixed Glory of all clan not giving 30% of fame when unlocked
  • Squirrel - Fixed achievement Just a little help for my friend not unlocking
  • Ox - Fixed Heimdall’s Hunting Pauldron artifact dealing damage to Valdemar in conquest mission The Cursed if other foes was on the tile
  • Lynx - Mythical lure can be placed on other tile then the Town Hall in conquest mission Lands of Oblivion
  • Owl - Fixed Guardian of the Realm placement on Naströnd tile not destroyed
  • Kraken - Added food icon on the fishery in the build menu
  • Kingdom - Fixed an issue where monk stop healing if the Monastery change (upgraded, destroyed) while healing Vedrfolnir
  • Kingdom - Anchorage can be build in conquest mission Gold Rush
  • Kingdom - Fixed peon healing during fight on Town Hall tile
  • Conquest - Fixed Draurg event in conquest Rough Seas
  • Conquest - No more event conquest in conquest mission Gold rush
  • Conquest - Fixed infinite spawn in conquest mission Cataclysm
  • Conquest - Fixed pathfinding not taking in count destroyed tile in conquest mission Cataclysm
  • Conquest - Fixed scout progression UI in conquest mission Lands of Oblivion
  • Conquest - Added security to avoid a tile to not being colonisable in conquest mission Shard of Misfortune
  • Conquest - Fixed some map generation in conquest mission Inner sea
  • Conquest bonus free upgrade can be used without upgrading the Town Hall
  • Conquest - Fixed bonus iron/stone not sending iron/stone
  • Conquest - Fixed military forge not available when a military building from another clan was accessible
  • Conquest - Fixed skin not showed
  • Rig’s Saga - Fixed a crash in mission 8 when the clan of the Bear was killed by foes
  • Rig’s Saga - Fixed performance issue after healing Vedrfolnir
  • Story - Fixed camera zoom after cinematics
  • Fixed an issue with pathfinding making some unit going out of the territory when not authorized (militia, civils)
  • Fixed a crash when selecting a Town Hall of a player that was deleted in the creative editor
  • Fixed Rat event notification for sickness villager
  • Fixed Vedrfolnir freeze when loading a save right after healed
  • Fixed villager disappearing when repairing a port and destroying it
  • Fixed crash when claiming the artbook Town Hall skin (the skin was unlocked)
  • Fixed crash if a player has special character in his name
  • Fixed crash in the report system when down page after writing some word
  • Fixed Vedrfolnir not healed if the first building that healed it was modified (upgraded, destroyed)
  • Fixed ability that target a tile not clickable if the unit is on a tile where the ability can’t be used (Sentinel for Falconner, Scorched earth for Signy)
  • Fixed group selection not shown after loading a save
  • Fixed free Odin’s forge with operative dwarves
  • Fixed Operatives Dwarves not forging after repairing a forge on fire while assigned to it
  • Fixed the SFX for the Upgrade zone button looping
  • Fixed lore step when all lore are unlocked
  • Fixed some localization issues
  • Fixed some text issues
  • Fixed some UI issues
  • Separated team can’t be choose if the map is balanced
  • Added security when loading a coop conquest
  • Added a toggle for Levy/Overwork SFX in the option


Known Issues


[expand type=detail]
  • Eagle - Foraging knowledge description doesn’t mention Fox Burrows, but the effect does work.
  • Some localization are missing

Claws & Jaws pre-release Stream

Join us this wednesday for a showcase and QnA of the next update of Claws and jaws!

You'll find us on the 25th at 5pm GMT+2 right here → https://www.twitch.tv/shirogamesofficial





For those who stayed away from the beta, it is now time for you to discover the added content for the new update!
The content shown is the one you will have in your game. If you want to discover it early, or if you already did and have some questions, we'll be here to answer them!

Prepare your questions in the comments, note the date in your agenda, and see you there!

-Shiro Community Team