

* Expand and discover new territories with unique strategic opportunities * Manage your resources carefully and survive harsh winters and fierce enemies * Assign your Vikings to various jobs (farmer, warrior, sailor, master of knowledge …) * Build your own settlement on the newly discovered continent of Northgard That is, if they can survive the terrible wolves and undead warriors that roam the land, make friends or defeat the giants and survive the harshest winters ever seen in the north. There is also a fascinating storyline with curious intricacies, as well as the opportunity to join a dozen clans, each of which has its own characteristics. In this cold northern continent, settlers have to equip everything for a comfortable life, so the user will be able to help them with building construction, resource mining, crafts and other matters. To complete the campaign’s 11 chapters, the player must master the specifics of the first 6 clans and tame the merciless wilderness of Northgard. The boldest men of the North have set sail to explore and conquer these new shores, bring fame to their clan and write history through conquest, trade or devotion to the gods.
#NORTHGARD MODS PINGS MAP FULL#
After years of tireless exploration, the brave Vikings have discovered a new land full of mystery, peril and riches: NORTHGARD. The player will lead a tribe of Vikings who have arrived in the lands of Northgard. * or more until we know the scene has been shown.Northgard is a well-developed strategy in the setting of the writings and myths of the Scandinavian peoples.

* This is needed because sometimes we don't want objectives to change, resources to change, * Tracks what scenes have already been played.

* Used to quickly look up if a scene is in the Q_DIALOG based on string. * Treated as a Queue data structure (push and shift only for writes). * Therefore, ALL dialog MUST be pushed into this queue through the enqueueScene function. * two calls to pauseAndShowDialog won't cause problems and duplicate or triplicate the dialog * times after that function call, which itself is blocking, so we can't guarantee that * concurrently with itself when pause() is called. * The biggest reason this exists however is to solve problems with the script running * to the user and the corresponding camera effects in one place. * happen at the same time, and also acts as a single way to control how dialog is shown * This prevents dialog and cinematics from cluttering on top of each other when multiple Placeholder value for the fadeObjectiveVisibility queue var DIALOG_SUPPRESSED_TIMEOUT:Int = 60 var DIALOG_SUPPRESSED:Bool = false // The player can choose to skip the dialog in the opening. var DIALOG_SUPPRESS_ID = "dialogsuppressid" Var WARCHIEF_ALIVE_OBJ_ID = "warchiefaliveID " * These zones have been taken by the spirits and are lost. Var INVASION_SECOND_STARTING_WAVE_ZONES = * These zones will be added after year 3, as they are harder to get to or important. * they will start trying to claim neighbors, so this list will grow over time. * These zones are where the spirits will launch their attacks.

* TODO: Spirits can only attack zones they will capture * All other zones are capturable by the spirits, and once captured, lost forever. * These zones will not be captured by the spirits, but they can attack them Var STARTER_CARVED_STONE_TILE_ID : Int = 76 Var LORE_CIRCLE_ZONE_IDS = // 41 is Northern circle, 45 is southern stone circle. GOO: false, // setup debug for good ending NEU: false, // setup debug for neutral ending * Read the README.md for more information.īAD: false, // setup debug for bad ending * that was the best I could do with so few tools. * NOTE: this map was made with the Beta editor when * What choices will you make? Can you discover * island before the island is consumed by spirits. * The player must discover the secrets of the
