Norland
Norland
Description (IGDB)
Norland is a medieval kingdom sim that generates stories. Manage your noble family and face with class society, crime, slave revolts, religious conflict, economic issues, personal relations, treachery, secret murders, and spectacular battles.
Histoire (IGDB)
Manage a noble family that owns a city populated by dozens of characters from different classes: peasants, slaves, soldiers, and criminals. Each citizen has its own needs and complex behaviors, which will depend on their social status and individual traits. And often, their behavior can be deadly to your family.
Description en cours d'enrichissement.
Médias
Informations Steam
Description Steam (Français)
L’Empire n’est plus. Une multitude de royaumes lui ont succédé. Les seigneurs et dames et de ces petits fiefs bataillent pour obtenir contrôle et influence : que ce soit en secret ou au grand jour, les conflits se passent en famille et entre familles, alors que des menaces encore plus grandes se profilent à l’horizon. Les famines font des ravages sur les vies des paysans, la guerre et la désunion menacent l’ordre social, les familles nobles sombrent dans la décadence et l’hédonisme, tandis qu’au-delà des frontières de l’ancien Empire, de grandes armées avides de pillage et de destruction se forment sous les bannières des rois envahisseurs.
En ces temps incertains, vous devrez mener votre petit royaume vers la grandeur (et assurer la survie des membres de votre noble famille) dans cette simulation de colonie médiévale qui donne la part belle à la génération d’histoires de faits valeureux et de trahisons infâmes.
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Votre famille dirige du haut, travaillant de concert (ou les uns contre les autres) pour prendre en charge votre cité, votre royaume et vos manigances politiques. Les membres de la famille ont chacun des forces, faiblesses et ambitions propres qui les motivent tandis qu’ils nouent des liens complexes les uns avec les autres ou avec des dirigeants étrangers. Observez les amitiés naissantes, les escapades avinées et les assassinats brutaux alors que vos nobles donnent des ordres à vos paysans, mènent les armées au combat et étudient des textes anciens qui regorgent de savoir.
Une pléthore de compétences détermine à quels membres de votre famille il sera le plus judicieux d’attribuer certaines tâches : qui sera le meilleur guerrier, le meilleur chef de corvée, le meilleur scribe, le meilleur négociateur ? Cherchez les opportunités pour approfondir leurs compétences, éduquez les enfants pour assurer l’avenir de votre lignée tout en déverrouillant des talents supplémentaires au sein des générations futures.
Outre les compétences, chaque membre de la famille a des traits qui déterminent sa personnalité et ses capacités, et différentes origines culturelles qui influent la façon dont il est perçu et traité, ainsi qu’une vaste gamme de besoins et de désirs dont il faudra tenir compte. L’insatisfaction mène à la rancune, à l’envie et au manque de loyauté, et c’est là que les conflits éclatent. Chercherez-vous à calmer les tensions en usant de cadeaux et de camaraderie, ou frapperez-vous en premier pour éliminer toute menace envers vos nobles favoris ?
Parfois, c’est le le sang des siens que l’on fait couler. Menés par l’ambition, l’avidité et l’opportunisme, les membres de votre famille se battront les uns contre les autres si les circonstances s’y prêtent. Des amants éconduits aux frères et sœurs en quête de pouvoir, en passant par les membres de la famille sous l’influence de rois et reines de l’étranger, la confiance est une denrée rare.
Les capacités de votre royaume sont déterminées par le savoir de vos nobles : ils étudieront individuellement des textes anciens pour apprendre de nouvelles technologies, mais s’ils périssent, ces connaissances seront perdues avec eux (à moins qu’elles n’aient été notées ou transmises à leurs élèves). Procurez-vous des livres en différentes langues et lisez-les pour déverrouiller de nouveaux bâtiments, outils et opportunités pour votre royaume. Veillez à ce que d’autres membres de votre famille puissent apprendre leurs secrets en traduisant les textes dans une langue qu’ils maîtrisent, afin d’éviter une perte soudaine de savoir en cas de flèche perdue. Allez-vous garder tout cela dans vos bibliothèques ? Ou transcrirez-vous ces écrits afin de les échanger contre d’immenses richesses et ressources ? Après tout, le savoir c’est le pouvoir…
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Le petit peuple de Norland est le pilier de tout royaume, au service de ses nobles seigneurs sur le champ de bataille et dans la cité, avec déférence et loyauté... jusqu’à ce que les estomacs soient vides ou que la bière se tarisse. Avec différentes origines, besoins et opinions qui leur sont propres, les paysans sont difficiles à satisfaire et il est très facile de les manipuler pour susciter chez eux esprit de rébellion, criminalité ou controverse. Répondrez-vous à leurs plaintes en seigneur bienveillant ou avec la hache du bourreau ?
Par le biais de vos nobles, dites à vos paysans où travailler, à quoi donner la priorité et quand se battre. Bien que vous n’ayez pas le contrôle direct sur les classes inférieures de votre société, elles ont encore leurs propres rêves, espoirs et relations. Leur gestion soigneuse est cruciale pour réussir, car c’est elles qui assurent le fonctionnement des chaînes de production complexes de votre cité et qui sont responsables de la construction des structures, de la récolte des ressources et de la fabrication des biens qui satisferont leurs besoins.
Le paysan moyen utilisera ses économies pour mener une vie épanouissante. Gérez les paies données à la fin de chaque jour ainsi que le coût des produits de première nécessité comme la nourriture et la bière au marché local, afin de vous assurer que le peuple reste motivé. Les paies élevées et les coûts faibles sont également un excellent moyen d’encourager la migration, mais faites attention à qui vous pourriez accueillir sur vos terres.
Les paysans ont différentes cultures, souvent incompatibles les unes avec les autres, et leur coexistence dans votre petite cité peut-être difficile. Vous pouvez parfois utiliser ces frictions à votre avantage, mais si la populace a un problème avec l’héritage de votre famille noble, la clé de votre longévité sera peut-être le recrutement de gardes supplémentaires.
Certains paysans sont des membres dévots de l’Église de Sainte Sophia, auquel cas ils accorderont une grande importance à la piété d’un noble, tandis que les loyalistes ont simplement besoin d’avoir assez d’argent pour acheter à manger et à boire pour rester satisfaits. D’autres factions et sous-factions ont différentes priorités : au fil de votre expansion, il faudra vous attendre à ce que ces groupes forment des alliances changeantes selon leurs points communs. Même lorsqu’ils sont formellement dans votre camp, leurs actions et leurs méthodes pourraient ne pas être à votre avantage et vous ne pourrez échapper aux conséquences de leurs desseins.
Lorsque les tensions montent, n’hésitez pas à mettre en place une patrouille nocturne ou à exécuter quelques fauteurs de troubles. Un message clair ramène le plus souvent les paysans dans le droit chemin, mais ne vous croyez pas invincible, car même le meilleur des seigneurs n’est jamais à l’abri d’une foule mécontente et pourrait bien finir avec sa tête sur une pique.
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Norland se déroule dans un monde riche au passé chatoyant. Ses habitants sont une véritable mosaïque de cultures différentes aux relations en dents de scie, et la vacance de pouvoir qui a suivi la fin de l’Empire est à l’origine de grandes incertitudes. Au loin, une horde impie gagne en force, pille et brûle tout son passage, tandis que l’Église de Sainte Sophia utilise la foi pour tenir de vastes ressources d’une main de fer.
L’Empire régnait sur une grande étendue de terres et sa chute a laissé la place à de nombreux royaumes cherchant chacun à prendre le pouvoir. Les ressources varient d’un royaume à l’autre, chaque région initiale potentielle apportant différents avantages et inconvénients avec lesquels le joueur devra composer.
Envoyez vos nobles aux compétences adaptées chercher des alliances par le mariage, négocier des accords commerciaux lucratifs, fomenter des assassinats et des enlèvements, ou inciter des rébellions. Essaierez-vous de recruter des espions et des complices dans des royaumes lointains pour les détruire de l’intérieur ou opterez-vous pour la force des armes et le champ de bataille pour régler vos différends ? Et comment réagirez-vous lorsque, inévitablement, vos ennemis infiltreront vos rangs ou mèneront leurs armées à vos frontières ?
Observez le déroulement de l’histoire alors que des événements ou des catastrophes vous mettent de temps à autre en situation difficile, compliquant encore le récit complexe de trahisons et de bravoure que tissent les innombrables nobles et paysans de Norland. Des proches enlevés aux réfugiés pestiférés, en passant par le chantage et les catastrophes naturelles, votre famille sera mise à rude épreuve au fil des ans.
Et ne vous attendez pas à ce que le reste du monde reste les bras croisés : des nobles voyageurs vous demanderont l’asile ou sèmeront la discorde ; si vous pouvez envoyer vos proches et autres envoyés chercher des opportunités, les autres royaumes de Norland peuvent en faire autant. Des bandits établiront leurs camps aux franges de la civilisation, alors que d’autres royaumes chercheront des alliances et mèneront leurs propres guerres. Les rejoindrez-vous dans leurs entreprises violentes, ou choisirez-vous l’isolement ?
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Lorsque tout le reste a échoué, les épées sortent et les différends se règlent par le sang. Levez votre milice citoyenne, motivez les prisonniers pour qu’ils se battent pour leur liberté et mettez vos nobles aux commandes pour inspirer les troupes. Mais quelles vies allez-vous sacrifier lorsque les bannières seront levées ?
La contestation et la rébellion inciteront les paysans à prendre les armes contre vous. Si un petit groupe d’émeutiers peut être écrasé par une milice loyale bien entraînée, d’autres qui complotent contre vous auront plus de moyens. Alors, une crise de succession ou un proche assoiffé de pouvoir pourraient bien devenir votre plus grande menace. Maintenez l’ordre public et restez sur vos gardes face aux ennemis qui se cachent chez vous.
Vos guerriers sont les mêmes qui cultivent vos champs, brassent votre bière et acclament vos bourreaux. La guerre n’est donc pas à prendre à la légère, des vies précieuses étant risquées à chaque bataille. Éviterez-vous les bains de sang à tout prix, ou les vies de votre peuple sont-elles un sacrifice que vous êtes disposé à faire ?
Les équipements dans les mains et sur le dos de vos guerriers doivent être importés ou fabriqués localement, votre économie détermine donc la nature de vos armées. Planifiez avant de déclarer la guerre, ou avant qu’on la déclare contre vous.
Défendez vos terres contre les envahisseurs étrangers ou marchez sur le monde et partez au combat à la tête de l’armée que vous avez constituée et équipée : le moral, les compétences au combat et la prouesse tactique peuvent être déterminantes pour la victoire, mais nul n’est en sécurité dans le chaos des armes qui s’entrechoquent.
Grâce à une multitude de scénarios parmi lesquels choisir et à une pléthore d’options pour définir vos nobles et le monde qui vous entoure, Norland vous permet de construire une société et de raconter une histoire unique en son genre : va-t-en-guerre à la tête de légions pénitentiaires qui se battent pour leur liberté, zélotes religieux érudits essayant de répandre leur foi, idéalistes multiculturels fortunés qui gardent pour eux des tomes de savoir, espions perfides qui fomentent assassinats et intrigues... quelle histoire allez-vous raconter ?
Éditions et prix Steam
Avis des joueurs Steam
Un savant mélange entre RimWorld & Crusader Kings 3 qui se bonifie avec le temps :)
Mises à jour et Actualités
Save 50% on Norland
Norland is currently 50% off during the Hooded Horse July Publisher Sale. 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 July Publisher Sale
Save 50% on Norland
Norland is currently 50% off during the Hooded Horse Summer Sale. 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 Summer Sale
Patch #54 (BETA). Guest Rework, Politics Improvements, and New Character Traits
Hi everyone,this is Dmitry.Unfortunately, in this patch we won’t be showing a radically new gameplay experience, but it noticeably improves the overall feel and logic of the game.Notable changes:We have reworked the mechanics of guests arriving to the player. Their actions will now be more meaningful. However, this is only the beginning of a larger task: rethinking dark deeds and moving politics to the level of relations between states.We have made a map generation menu for the start of the game.Added many new character traits (they will still be balanced).Added new political mechanics and more complex intrigue logic.Based on your feedback, we have also made politics less suffocating - political demands will now only be made if a politician’s relationship with your ruler is below friendly. This change has also been pushed to the main branch.And overall, we made many fixes and improvements.But the most interesting things are currently in development and will appear in updates in the coming weeks. This summer, we plan to radically improve the game experience.Thank you for staying with us!GuestsUpdated the mechanics of guests arriving from neighbors.BodyguardsGuests arrive with bodyguards - 2–3 soldiers who rest during the day and guard their lord at night.Guest bodyguards will receive equipment and skills according to the AI city’s development level.Guest bodyguards will display a trait with an explanatory hint about whom they are guarding.Possible Guest RolesSociable - arrives when relations are above -25.The purpose of the visit is shown in the guest’s hint - to build relations with the player’s politician for the future or to obtain a puppet.Before arriving, checks whether there is a suitable target among the player’s lords with a weakness corresponding to the guest’s strength.Can use the following strengths: Silver Tongue, Fleshwolf Hammer, or Sensitive Lover.Looks for targets with the following weaknesses: Naive, Impressionable Hunter, Slave of Desire.Prioritizes the player’s politician; if there is no suitable target, chooses the character with the largest number of followers.The player’s ruler cannot be the target of a Sociable guest.A guest with Silver Tongue can give the target money or rings on behalf of their ruler, improving the politician’s relationship with them.A guest with Fleshwolf Hammer can go hunting with the target if the guest is a ruler.A guest with Sensitive Lover can attempt to seduce a suitable target.If the target’s weakness is on cooldown at the start of the day, the guest will leave the next day.Schemer - arrives when relations are below 0.The purposes of the visit are shown in the hint as unknown.Before arriving, also checks for a suitable target with a weakness corresponding to the guest’s strength.Chooses the player’s ruler or a politician as the target.If the target is the player’s ruler:Madness Poisoner uses the Potion of Madness.Fistfighter challenges the ruler to a fistfight.If the target is not the player’s ruler:Slanderer worsens the target’s relationship with the player’s ruler through slander.The Gambler and Parent roles remain unchanged.Map GenerationAdded a map generation settings menu at the Hall placement stage when creating a new game.If a small terrain is selected, a hill will no longer be generated in the center of the map, and the required playable area for successful generation has been reduced to 70% of the map.The final generation attempt (after a series of failed attempts) now tries to generate the map to the end, even if it does not fully match the parameters.2D cliffs will no longer be created during map generation.Added a hill placement setting to the map generation settings menu.Character TraitsAdded the “Berserk” character trait.Added the “Thirst for Knowledge” character trait.Added the “Master of Profit” character trait.Added the “Gourmet” character trait.Added the “Life of the Party” character trait.Added the “Intuitive Genius” character trait.Added the “Inspirer” character trait.Added the “Comforter” character trait.Added the “Voice of Reason” character trait.Added the “Redeemer” character trait.Added the “Beggar” character trait.Added the “Doctor” character trait.Added the “Musician” character trait.Added the “Prince of Thieves” character trait.Added the “Singer of Love” character trait.Added the “Harsh Judge” character trait.PoliticsAdded the usurpation mechanic. A politician who has taken the throne by force is considered a usurper.The usurper receives a thought toward the new ruler: “Overthrew my friend” or “Overthrew my enemy”, with a strength equal to their relationship with the previous ruler, with the opposite sign.A politician will not receive new desires for a change of power if their relationship with the ruler is +25 or higher.Added fistfight duels. The winner receives a bonus to interest in themselves (x2 from the opposite sex).A fistfight gives a social thought of release toward the participants.Added the Potion of Madness. It can be used by a poisoner. The target temporarily goes mad, loses interest in themselves, and loses followers.The Potion of Madness now reduces interest in the target by -20 for 10 days for all other lords.Added the character strength “Fistfighter”: 15% chance to knock out the opponent in a fistfight. Added the character weakness “Boastful”: losing a fistfight causes the character to lose followers and worsens relations with lords who witnessed the fight.Added thoughts for victory and defeat in a fistfight; lords within a radius of 20 tiles gain interest in the winner (+10, or +20 if the winner is of the opposite sex).Politicians can now use the puppets of their followers and give them orders in the same way as followers.Puppets of the player ruler’s followers can now perform ordered actions (seduction, duel, etc.) that were previously available only to followers or direct puppets of the ruler.Night intimidation conspiracies can now involve politicians’ followers, not only their personal followers.The player’s ruler can no longer personally participate in night intimidation; for this, you must use a puppet or an ally. The performer receives a negative thought toward the ruler. If the intimidation was ordered by the player, guards do not intervene.Politicians can now use fistfights to weaken another lord’s influence if the target has the “Boastful” weakness.Changed the chance of gaining loyalty after an army victory in battle from 35% to 10 + 1% for each level of the Command skill.World MapAdded new conditions for providing assistance during aggression on the global map: if a neighbor’s relationship with the victim is above +25, and their relationship with the attacker is below 0, the chance of assistance is 100%; if their relationship with the victim is above +25, and their relationship with the attacker is below +25, the chance of assistance is 50%Trade agreement fixes on the global map: renewal is now calculated based on the first contract, its duration has been reduced, and the penalty has been changedTrade agreements for selling goods become less profitable when repeatedly signed with the same city for the same resourceIgnoring a request for military aid from a friendly neighbor (relations 25+) now worsens relations by 30If the player shows aggression toward a neighbor (except through dark deeds), neighboring factions that border both the player and the victim have a 50% chance to receive mutual positive thoughts about their shared neighborIntrigue orders on the local map through allies or puppets now worsen the performer’s relationship with the rulerSecret murder now ignores the AI’s relationship check toward the player on the global mapChanged the algorithm for generating knowledge for AI lords on the global mapWise Conversation is now free, requires a 25+ ruler-to-player-ruler relationship on the global map, and a character with the "Thirst for Knowledge" trait ignores the required relationship thresholdA puppet performer in another city can commit a crime even if relations toward the player in that city are very low (which would prevent the player from sending their own lord)MiscellaneousPottery is now sold by caravan tradersBandits no longer try to rob the Hall (since this almost always fails due to nearby lords)Blindness will no longer prevent a lord from being challenged to a duel (because of the corresponding Blind Fury achievement)Characters will no longer stand up for their friend in fights if the fight is caused by the mask of shame being wornRemoved the bishop’s mood increase from performing a sermon of faithThe bishop can no longer be selected as a murder target through an action task on the local mapThe hiring cost of a free lord based on their skills now ignores all skill modifiers (except the lord’s blindness)Removed the "Natural Leader" character strength, removed the "Suggestible" character weaknessRoads no longer increase speed if they are placed directly between buildingsStone and clay tiles have been moved from the Resources category to RawThe movement speed of characters between houses has been reduced by 75%When farm construction is completed in winter, the farm is disabledA disabled farm will not turn itself back on after the harsh season ends if the player changed its cropThe seasonal thought is now removed after the harsh season endsThe "visit a loved one’s grave" desire is now fulfilled when the grave is built, not when it is visitedDisrupting a cultist ceremony now drives them out of the provinceAdded the "Grant Title" order for free lords who have not been hired; it combines the "Hire" and "Grant Title" actions under the same conditionsDuels and fistfights no longer give the social thought "Beat me up"; lords now watch fistfights and duels in the same way as villagersInterface and QoLAdded icons for all character talents in the character menu, based on the icon of the corresponding skillAdded a list of lords who have the opposite character strength or weakness to the lord’s character strength and weakness hint (in the lord menu)Added display of which kings a neighboring ruler will help when they are attacked, and who will help them against the player; this information is shown in the relationship hint with the cityAdded an emoji bubble that will be displayed when a character moves between buildings. This indicates that the character is slowedAdded floating icons above characters who block or unblock the temple exit during the "Fervent Prayer" conspiracyAdded additional states for the "Send to Production" button in production building menusWhen pressing the "Back" button during map preview, the player will return to editing the new game with the same parameters instead of going to the main menuIf a technology has already been studied by another lord, the research completion notification will now be normal instead of importantRemoved the line from the sermon hint footer saying that the number of parishioners can depend on the sermon performerAction tasks targeting the player’s ruler for poisoning, creating an ally, or creating a puppet will no longer be displayedArrows to local map exits will not be displayed while a video is playing (for example, at the end of the game)The lord hint for portraits at the top of the GUI now displays character traits instead of thoughtsDisabled the "Aftermath of War" problem flagDisabled the "Slow Knowledge Study" problem flagDisabled the "Knowledge Under Threat" notificationRemoved an extra footer from the peasant hint in their house. Previously, it also showed a line about fear of deathRemoved arrow pointers to map exits, leaving only the textRemoved market saturation information from the resource hint (in the resource panel on the left), and removed daily consumption information from the caravan trader’s goods hintTutorialAdded a tutorial scenario about the bandit camp: the player is guided through opening the army menu, choosing a commander, assembling a squad, equipping fighters, waiting for the squad to form, and moving to the bandit camp on the global mapAdded a tutorial scenario about the king’s political followers: the tutorial selects the king, highlights the required interface elements, and explains the followers tab/indicatorAdded a tutorial scenario about a politician’s weaknesses: the tutorial selects a suitable politician, guides the player to the required character tab, and highlights their weak traitAdded a tutorial scenario about bad relationships between lordsAdded a tutorial scenario about intrigues with neighborsAdded new tutorial scenarios and a tip about the Prison WardAdded a tutorial scenario and a tip about the player’s lord becoming a puppet of another factionAdded a tutorial scenario about migrationAdded a tip about the patrol flagAdded two new tutorial scenarios, about prisoner control and lord tutoring, as well as a tip about creating a puppet on the global mapMade fixes to the tutorial scenario about creating a squadThe tutorial flag "sign a trade agreement" has been moved to reaching a population level of 20During the "Vagabonds Are Approaching" tutorial, mercenaries no longer arrive instantly; the "Defend the City" task appears only after they arriveThe soft tutorial window now hides together with the EncyclopediaThe Encyclopedia pop-up window now hides when the pause menu is openedDuring the soft tutorial, the player’s squad will no longer take prisoners - they will finish them off insteadAdditional peasants created only at the start of the tutorial will now be placed not in the center of the Hall, but on its squareFixesFixed cases where characters carrying resources in baskets would fall out of the carrying logic and get stuck with baskets foreverFamily preset files are now deleted if loading fails (for example, if the file is corrupted) and replaced with the default presetFixed child filtering for the "Knowledge Is Not Being Studied" tipFixed an error when displaying the hint for the "Make Puppet" action if the target is the performer’s childFixed a possible rare crash when displaying speech bubblesFixed a bug that caused the soft tutorial task window not to disappear after the task was completedFixed a bug that caused shields to continue being used invisibly in fistfightsFixed a bug that caused the Matriarch not to receive a negative thought for illegal duels between lordsFixed a bug that made the province impossible to select in the tutorial after renaming itFixed a bug that caused the tutorial scenario about distributing resources to remove Moonshine from productionFixed an error that occurred when deleting a city from the map (for example, because it was captured by the Horde) if the city had an active trade agreementFixed a bug that caused the tutorial to suggest setting borders, even though this cannot be done in the tutorialFixed a game crash when trying to exit to the main menu while in manual combat with a bandit camp during the tutorialAdded color validation when loading a family preset (fixes the inability to continue the game after choosing a starting province)Fixed the non-working button for restoring the local map generator’s default settingsFixed a bug that allowed gold and rings to be adjusted in the player ruler’s action tasks even when there were not enough rings or goldThe order to visit a sick character will be automatically removed if the character is no longer sickFixed the conditions for showing the tip about books not being studied in cases where a lord left the local mapFixed a bug that caused battle music to stop when there was a battle on the local map and a ceremony startedFixed the trigger for the problem flag about homeless soldiers, even though hired soldiers simply had not yet had time to move into free barracksFixed a bug that caused crops in fields to be displayed at the wrong height, overlapping charactersFixed a bug that caused the building selection menu for another building to open when right-clicking in the tutorial while choosing a location for the CastleFixed a bug that caused Wise Conversation on the global map not to workFixed a bug that caused the "border buttons" pop-up window to appear when starting a new game or tutorialFixed a bug that made it impossible to hover over some tips with the "Show How" buttonFixed a bug that caused the number of Chancery buildings in the King’s Eye not to updateFixed a bug where, after completing the soft tutorial, starting a new game, and saving it, the save file did not consider the soft tutorial completedFixed a bug that caused the bride’s parents to receive incorrect roles when visiting for the weddingFixed a bug that allowed the game to be blocked if, during the family setup stage in the tutorial, the player clicked "Continue" instead of "Next"Fixed a bug that caused the soft tutorial not to start after the hard tutorial endedFixed order starts with an insane performerFixed an error where the soft tutorial task about moonshine production was completed when setting 20, although it should be completed when setting 30Fixed a bug that caused the "Got it" button to mark a read article as unread againFixed a bug that caused the wet/icy feet effect from bad weather not to work after loading the gameFixed bugs with removing alcohol addictionFixed a bug with the food theft activity starting endlesslyFixed an incorrect notification about harvested crops that do not fit into storage after harvestingFixed a bug that allowed the conspiracy target to react with a fight to the temple arson during a conspiracy, while that fight did not workFixed a bug that caused the rain sound to continue playing after loading a game where there was no longer any rainFixed a bug that caused a peasant bribing a politician to enter an infinite loop if the faction that sent that peasant no longer existedFixed a bug that allowed children to be born with blue or green skin if their parents had pneumonia or were poisoned at the moment of birthFixed incorrect outline display in the comfort tutorial scenario when changing the GUI sizeHired soldier cards no longer display the "Fear of Death" thoughtImmobilized prisoners no longer try to escapeIf a lord dies, develops Senile Dementia, or stops being a lord, politicians who chose them as their target reset the corresponding strategiesIf a lord commits a crime in their own house, they will not pick the lock and can enter the house without problemsBorderless screen mode now automatically sets the full screen resolution, which fixes a bug where a lower resolution could be set in fullscreen mode and part of the screen would remain blackGraphicsAdded new building assets for the training ground, pig farm, herbalist, and smelter; changed the brewery asset