Banished Ventures

North 6.1 – Spring Update

Spring comes late to the North this year but finally the new version is available. It’s only a minor upgrade but brings a couple of nice new features. Read about all details here or just download the new North mod from the link below and start a new settlement. Steam players get this update automatically as usual.

New Buildings and Resources

The Tannery is now included to process hides into leather. Also new is the Woodcutter Cabin as a workplace to chop down trees in early game before forestry is invented. Another new building is the Sauna to improve the quality of life for your villagers. This model is made from pictures sent by a player representing typical and old constructions from Finland and Russia. The Ale House shown in the picture is a new building matching the Nordic log cabins. It brews and serves alcohol for happy people before the modern tavern can be built.

Lamp Oil is added as source of light for mining as well as tunneling and Tallow from animals is now the old raw material for lamp oil. Later and in the Nordic industry mod by Discrepancy it can be also made from other resources. Also, several decorative items are added for a better look to your town such as stone walls, rustic tables and a new animal pen in pastures. A new starting condition is added for Trappers going for a fur trade venture in a Nordic forest area.

Reworked Happiness

The main topic of this update is about Happiness. A few small changes in this system make it now noticeable in game. Your people are not happy by default anymore and start with 3 stars as normal state. They demand all five aspects of happiness such as Safety, Health, Goods, Spirit and Entertainment provided by different buildings to be fully satisfied and to work efficiently. Unhappy people go idling more often.

The changed happiness values are coded in the same resource file together with aging values. Since not everyone likes real time aging, this change is separate from the main mod and included in the Norseman and Ironman mod instead. That means, you need to load one of these additional citizen mods to activate the happiness system. Other aging mods like “1:1 Aging” can still be used together with the North and are green marked. Being separate you can also try the new happiness system in any other scenario (Vanilla, CC or your favored mod setting).

For the happiness change, alcohol is now back for drinking only. It is not foodstuff anymore which makes sense now and you will not reach 100% happiness without it.

More Gameplay Changes

Hunting Cabin, Trapper Cabin and Gatherer Shelter  can now store resources. So workers finally interact with their buildings. Also, spending building materials for them now pays off compared to manual hunting and gathering. The Herbalist‘s Cabin is reworked as single object and also got a storage function for herbs. Thanks again to Yandersen who made this feature possible.

Clay spots are now completely removable after digging. It was realistic but also made it inconvenient to use and annoying to think where to place this later unusable spot. The quarry can now also be build on lower hills but still requires this special terrain, while flat land is required for digging clay.

The charcoal pit is reduced to 3 x 3 game tiles and detracts happiness in a small radius. The risk of black lung is reduced to the chance a hunter is killed by a bear. Brickyard and Glass Factory now also remove happiness effects in a small radius.

Bee Yards don’t need sugar as winter food anymore with slightly lowered yield of honey and still requiring bee hives to get started. Honey is now counted as grain (carb) to complete the hunter-gatherers diet and to not displace fruit growing after this change.

The Wooden Chapel works now for happiness (without a priest) while the Village Church is a workplace of a priest for higher impact on happiness. Both chapel and church still attract nomads and you can build as many as you want or need for all your citizens.

Iron Bloom is now counted as ore and stored on piles to not confuse iron in overview and limit anymore. Many questions came to this issue and it works better now. The Bloomery still follows the iron limit and will stop if enough iron is forged in smithies.

Pastures and chicken coops can now be run without full time workers to support micromanaged farmsteads in early game or in A&E scenarios. Eggs, milk and wool are picked up by laborers and people can slaughter animals from time to time by assigning a farmer. In a growing settlement it is still better to add full time herders.

Merchants have now names to make more clear where they come from and what they want to buy. It creates a kind of Viking or medieval scenario using the small trading dock while the vanilla post works money based in a rather industrial scenario with new specialized timber and fur traders.

Salmon and Trout are back in Nordic waters. Some people were missing it and I don’t mind to have them for a right Nordic atmosphere. Of course it can need a bit more management of fish processing. Also, gold mining is back as a third option. It’s possible by changed trade values. All currencies are split once more for easy trading:

  • Gold = 200, now representing a gold nugget weighing an eighth ounce.
  • Silver = 10 in form of a silver coin or 1.5 gram hacksilver as smallest unit for trading in old days.
  • Penny = 1 for exact trades and (in theory) made from copper instead of pure silver.
  • Daler = 100 as convenient main coin in late game.

Visuals and Interface

The terrain texture is adjusted to fix supersaturated greens on certain displays and the new willow herb model is included. It is fully compatible with the Natural Diversity Light mod by Bartender, still green in mod list and adding new species besides the Nordic herb.

Happiness circles are added to all relevant objects such as sauna, wells, market, docks, chapels, taverns, charcoal pit, brickyard, glass factory, mine and quarry to support town planners caring about happiness of their people.

Town names now allow up to 30 characters including Nordic and German letters (which needs cheat engine to bring it into the game but at least the letters are now supported for this step).

Bug Fixes

  • Fixed a bug that caused a crash when the mine was destroyed by a disaster.
  • Fixed decorative items to not flatten the terrain anymore.
  • Fixed the warehouse profession.

Additional Mods

This update brings a better support of the Industry and Jetty mods by Discrepancy including patch files for resources, trading and professions of jetty buildings. In the future our mods will be more coordinated to work together. Also, German and Russian translation files are up to date for 6.1 and can be downloaded below. Both citizen mods (Norseman as standard difficulty and Ironman as challenge mode) got new versions supporting the happiness change as mentioned. There are also a few more changes to balance population development and to show the race you are playing in your map options.

Norseman – Real time aging with new happiness system and normal difficulty.
Ironman – Real time aging with new happiness system for an extra challenge.

Comments

 HelDM

My goodness Tom… the difficulty with an Adam and Eve (or Anders and Ella) start is freakishly hard. Especially since I wanted the new happiness thing so I had to install the Ironman mod… damn…

But I did it! Now let’s hope they can manage their first years alone.

But all in all, GOOD UPDATE! Gonna love playing this one :)

     Tom Sawyer

    Well done if you solved the start already! An Ironman series will be fun to watch. You cannot do things as usual since they eat a little bit more. ;D

    With the new happiness you can also play in normal difficulty using the Norseman mod.

 brian

Hi Tom,
I have started a new adventure with your new update. I have run into an issue with the smiths workshop. The blacksmith loads bloom into the workshop, to make iron, then bloom snaps back to the stockpile next to the workshop. Blacksmith collects bloom again from stockpile, delivers to workshop, bloom returns to stockpile. Charcoal and logs load into the smith workshop, but the bloom will not stay. Any ideas?

     brian

    I read your other post about this issue. I rebuilt smithy and bloom now loads as inventory. Well done Tom, thanks.

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