Banished Ventures

North – Changelog

Version 7.1.3 (21.02.2021)

  • Fixed a bug that caused merchant ships missing the big trading dock and the export dock in lakes.
  • Fixed a bug that crashed DS Jetties and Bridges glassworks and trading docks.
  • Fixed a pathing issue of fishing piers that made them inaccessible.
  • Made merchants with glass and bricks slightly more frequent at the big dock.
  • Reduced the trade value of sand to 2-3 from 3-4 to balance it to the finite clay.
  • Removed salt and sugar from village shops.
  • Removed infestations from cropfields, orchards and pastures for better gameplay.
  • Reduced the maximum number of nomads at the village hall (from 1-12% to 1-8% of pop.)
  • Made priests staying in wooden chapels while working.
  • Removed fishing gear from DS Jetties and Bridges fishing spots since they can’t be produced in the North.
  • Added the recipe for wagon parts to the Jetties and Bridges workshop.
  • .. and polished some things in the UI.

Version 7.1.2 (17.07.2020)

  • Fixed a bug that caused a crashing Foresters Lodge.

Version 7.1.1 (11.07.2020)

  • Uploaded to be identical to the Steam version.
  • Fixed Tallow recipe of the Campfire.
  • Fixed decal texture of the Woodcutter Cabin.

Version 7.1 (24.04.2020)

  • Viking Longhouse as a home for up to 12 people.
  • Turf-Storehouse as simple storage building matching the Turf Houses.
  • Hunting Camp as permanent workplace for early hunters.
  • Bog areas are now scattered on the map with peat as a new resource.
  • Abundance of stone, iron ore, deadwood and wild plants are rebalanced.
  • In the Norse Temple, people now celebrate sacrificing feasts for happiness.
  • Idols are reduced to one tile and provide only an idling spot.
  • Nomads arrive at Thingsteads and in larger groups at the Village Hall, no longer at chapels.
  • Risk of diseases for healthy people reduced to be now 1/50 of unhealthy.
  • Risk of death while childbearing reduced from 0.5% to 0.1% for healthy women.
  • Fuel efficiency of houses recalculated. Details on housing page in wiki.
  • Storage capacity has been increased by about 20% and of trading docks by 50%.
  • Loft-Storehouses now also store food.
  • Adjusted export merchants to pay well more often and more predictable.
  • Hunting spots now take place on only 2 x 2 tiles for easy use in dense forests.
  • Campfires can now render tallow from animal fat in a pot.
  • Added building UI to Campfire and Stepstones.
  • Reduced radius of Gatherer Shelters to 24 for higher yield (shorter walks).
  • Changed marker of fishing spots for better visibility.
  • Fixed crayfishing spots to prevent people from fully crossing the stream.
  • Removed glass from Dairy Hut to let the Vikings process milk from the beginning.
  • Quarries now also produce boulders in ratio of 1:3 stones.
  • Increased output of Millstones to 2 – 3 from a boulder.
  • Fur coats now need leather to require a tannery.
  • Fixed workspeed of linen weaving, now +100% faster.
  • Many buildings got more road tiles to workaround the vanilla “building site bug”.
  • Added upgrade buttons to Turf House and Turf Storehouse.
  • Reworked fire particle system to better match size and location of buildings.
  • Fixed a storage bug in glass factory extension.
  • Fixed (now really) the crash when pausing the building site of an export dock.
  • Fixed a bug that caused a crash at DS Jetty Glassmaker.
  • Fixed a bug that caused a crash at the Mini Town Hall.
  • Kralyerg’s Mini Buildings are now better integrated in general.
  • Polished UI and a new font that works over all languages.
  • Reworked toolbar tips for better descriptions.

Version 7 (12.12.2019)

  • Turf Houses for special conditions now for up to 3 children.
  • Frame Houses for old Viking towns.
  • Pit Houses as small and matching storage buildings.
  • Norwegian Stabbur for more efficient storage.
  • Loft-Storehouse with the passage way.
  • New Trading Post in two parts with a big dock and an export dock to sell goods.
  • Thingstead to finally get development data of your tribe in early game.
  • Mead Hall to also drink and feast in early game.
  • Some Wooden Idols for the old gods.
  • Norse Temple as the main achievement in this mod version.
  • Infirmary to replace the vanilla hospital and limiting medicine to late game.
  • Smokehouse you probably already used not as a toilet.
  • Granary and Small Windmill for grain processing.
  • Pottery Kiln to make fine pots.
  • Stone Mason to deal with the new stone concept.
  • Tar Kiln to make this special Nordic raw material.
  • Weaver’s Hut to make Linen from Flax.
  • Tailor Shop now with a new set of Viking clothes.
  • Healers Hut to consume herbs in early game.
  • Fording made of stone to cross streams.
  • And for decoration some more fences and an additional stone road.
  • Boulders scattered on the ground and used to build special things.
  • Ashlar as advanced material for stone masonry made from rubble stones.
  • Wadmal, the old Nordic woolen cloth made of raw wool.
  • Sheepskins can now be turned into leather to make your people self-sustainable.
  • Flax and Linen production is now also available in the North.
  • Linen Tunic and Wool Tunic as new but simple Viking clothes.
  • Winter Clothes combined from tunics with additional material for cloak and boots.
  • Hide Capes in fair quality replace the warm parka crafted at campfires.
  • Animal Fat is now dropped by cows, sheep and deer, rendered to Tallow.
  • Linseed and Linseed Oil as healthy by-product of linen production.
  • Millstones are now necessary in wind and water mills. Stonemasons can make some.
  • Pottery not only for trading but as a requirement in homes and certain production buildings.
  • Iron Fittings as building material forged from Iron Bars, compatible with DS Mods.
  • Anvils needed for efficient forging in advanced Blacksmith Shops.
  • Tar production is now included, used for roofings and everything built in water.
  • Ropes for modern wells and where else they are needed.
  • Potash as a necessary supply of glassmaking which makes this material more expensiv.
  • New starting condition “Seafarer” to arrive in a new land far west, the Iceland scenario.
  • New starting condition “Nomads” for players who like to grow a town faster also in real time.
  • Citizen skins for banished people in northern style, made in Finland.
  • Christianity now comes to the North by trade. The way to attract more people from outside.
  • New merchants coming along the Volga trade route and further North from Sami people.
  • Imports are now more dedicated to different regions like wine from Francia for example.
  • Fire is now easier to take out with wells but more buildings can cause fire.
  • Tiled roofings now reduce risk on fire while thatched roofs and wooden shingles are less proof.
  • Hunting Cabins don’t store meat anymore to avoid an unbalanced diet in secluded homes.
  • The number of reindeer herds was reduced.
  • In addition, the output of meat is reduced by 20% to nerf incoming protein.
  • Milk output was increased to make cows more to a dairy livestock.
  • Nuts now count as grain to balance food categories.
  • Markets and Village Shop are now more focused on food and don’t store many raw materials.
  • Crayfishing now has a randomized yield performed by gatherers auto-pulled from shelters.
  • Removed wrong spawning wild fruits and herbs at the beginning of a game.
  • Tallow replaces Lamp Oil used in mines and tunnels.
  • Clay Spots can’t be abused for endless clay anymore but filled up to overbuild them.
  • Iron Tools and Steel Tools got +100% durability to balance expensive iron processing.
  • Building materials were re-calculated by model surfaces for more realistic and consistent costs.
  • Glass Panes were added to all buildings with windows moving them to midgame.
  • Used storage of food now differs by nutritional value.
  • “Tunneling” of natural resources making people able to cross map tiles with ore, stones etc.
  • Banished people start with a couple of iron bars to forge important items early on.
  • Herbs are now more efficient keeping up health over 3 months.

Version  6.2

  • Peat Goahti as first dwelling for survivors
  • Balancing changes for better survivability

Version  6.1

  • Tannery to process hides
  • Sauna to increase quality of life for your villagers
  • Ale House to brew and to serve alcohol for happiness
  • New animal pen for the pasture
  • New herb model
  • Lamp Oil and Tallow as Fuel for mining and tunneling
  • Reworked happiness system
  • Many changes for balanced happiness and more convenient gameplay

Version  6

  • New resource management and building materials
  • Glassworks and sand mining
  • New hunting cabin
  • New gatherer shelter
  • New foresters lodge
  • New herbalist
  • New smithies
  • Reworked workplaces for log cabins
  • Oven house for baking bread
  • Bee yard for honey production
  • Trading docks
  • Recultivation of pits and quarries
  • Solitary fruit trees
  • Log benches for decoration
  • Boardwalk to cross shallow waters
  • More ways of food processing
  • Many balancing changes to farming, trading and education

Version 5.3

  • A new start condition for gold-seekers.
  • A fishing pier and salt cabin to preserve fish.
  • A campfire for a hunter to roast some venison.
  • Gold as new valuable resource to mine and to seek at river banks.
  • Cows give now hides which have to be processed into leather.
  • The log cabin annex is now used by a leatherworker.
  • Onions available as crop.
  • Diversified seed prices.
  • Higher alcohol production.
  • Cheese can now produced using salt to make it more non-perishable.
  • Imported sugar is now edible.
  • Reworked terrain with new bog iron and “ghosted” underwater rocks.
  • New animal sounds.
  • Improved user interface of citizen, maps, professions and some buildings.
  • Fixed create points of many production buildings.
  • Added a new model of barrels.

Version 5.2

  • A bigger storage building for log cabins.
  • An extension for log cabins with a workplace for tailoring.
  • A smoking shed for preserving fish.
  • Herbs can now be grown on fields after buying seeds.
  • Different sizes of the overview map.
  • Fixed storage bug of alcohol.
  • Fixed bug of sometimes not acceptable nomads.

Version 5.1

  • Fixed bug of a wrong trapper limit.

Version 5

This update brings new buildings and resources especially to build an old Nordic village. It is still compiled for the current version of Banished but can also be used with installed 1.0.7 beta.

  • Nordic log cabins and storage sheds
  • Bank-Kontor to store and save coins
  • Village hall to show census data
  • Nordic chapel to attract nomads
  • Wooden well to provide water for for fire fighting
  • Chicken coop for a small area to breed chickens
  • Dairy hut to process milk into cheese
  • Trappers cabin to hunt fur animals
  • A couple of new national flags
  • Black grouses as new wild animal for hunting
  • Reindeer available to breed in pastures
  • Religious buildings now attract nomads
  • Sugar as new raw material for liqueur production brought by food merchants
  • Mills make just “flour” from wheat, rye or corn
  • Brewery is following the alcohol flag again
  • Increased production numbers for iron ore and coal
  • New start conditions for Shepherd
  • Ambient occlusion for all models
  • Reworked sunlight effect
  • More snow on buildings
  • Adjusted ambient sounds
  • Changed ecology with effect of forestry on deadwood mushrooms and fur animals
  • Rebalanced building requirements and production numbers

Version 4.6

  • Fixed milk icon bug.
  • Rebalanced livestock breeding (e.g. reduced required area for dairy cow).
  • Nomads start condition now with uneducated people.
  • Ironman start condition removed (available as separate citizen mod).

 Version 4.5

  • Fixed a bug that prevented the old barn from storing charcoal.
  • Increased production UI of the water mill.

Version 4.4

  • New conditions: Ironman.
  • New fence styles.
  • Tailor and Brewery UI changed to 1 worker.
  • Increased production in the brewery.
  • Increased prices of warm clothing for a better profit.
  • Increased price of barley (3-4). Now the mill is useful in harsh climate.
  • Increased price of liqueur for a better profit.
  • New production of booze from rye. You need 1 rye or 2 potato.
  • Alcohol not longer stored in warehouses.
  • Apples slightly more temperature dependent, but still the best fruit.
  • Anders and Ella now start with more supplies (60 potatoes, 6 tools and 2 coats).

Version 4.3

  • Historical water mill to build at a small stream and to produce flour or linseed oil.
  • New start conditions for different play styles.
  • Changed classification of coal (only fuel) and charcoal (material).
  • Adapted tailor, hardware store and storages of the Colonial Houses (Kid/Nomad).
  • Some improvements of the user interface.

Version 4.2

  • Fixed bakery bug (could not store salt).
  • A fenceless sheep pasture included.

Version 4.1

This small update completes version 4 with models for the new crop types, balancing changes and a few bug fixes as well as a couple of newly integrated mod objects by Discrepancy, Kid/Nomad and Embx61. It is not save compatible to version 4.0.

  • Barley and Rye included as typical Nordic crops.
  • Linseed and Linseed Oil included.
  • Increased maximum production of the clay pits.
  • Increased required work time in clay pits, quarry and mine.
  • Clay price increased to 6-8.
  • Charcoal pile now without initial firewood.
  • Production in the brewery lowered and maximum workers increased to 2.
  • Snaps price increased to 6.
  • Separate profession for reindeer herders and reordered profession list.
  • Slightly increased death chance for workers in the Nordic wilderness.
  • Debug options disabled.
  • Fixed icons and town hall interface.
  • Integrated DS Small Village Tailor and Food Trader.
  • Integrated Small Town Food Trader.
  • Integrated Oil Press.