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Patch #55 (BETA). Event Director and Balance

Norland · Community Announcements · July 17, 2026

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Hello everyone,

Dmitry here.

Today we are releasing the Event Director to the beta branch.

This system, also known as the Storyteller in RimWorld, makes the game experience more balanced at every stage of a playthrough, as well as richer, more varied, and more rewarding.

Our testers now refuse to return to the previous version and say that playing without the Director feels painful and boring.

I hope you notice the same improvement to the gameplay experience that we did.

As usual, all save files are compatible.

You can switch to the beta branch through the game's menu in your Steam Library or directly from the game's main menu.

Event Director

The system is complex, but here is how it works in brief.

The Director controls almost every event in the game, while still taking its trigger conditions into account. For example, an uprising still requires dissatisfied characters and will not happen for no reason. It then distributes events across days based on the current phase: challenge or recovery.

In some ways, it resembles Resident Evil. First, tension builds, then you face a boss, and afterwards you find a relatively peaceful area with loot. If you suffered heavy losses, you have an incentive to search more carefully and find additional resources for recovery. The game does not secretly adjust the difficulty in your favor, but it gives you opportunities to recover, which still require effort to take advantage of. This makes the experience feel both balanced and fair.

To create pressure, we introduced a raid system, while recovery is supported by a system of opportunities. You can recognize them by the green event card in the important events banner.

On average, the Director has a 75% chance each day to create one of 60 different event types.

There are also differences between Easy, Hard, and Hardcore difficulty levels.

Raids

On average, once every 10 days during the challenge phase, a raid attacks the city. We added many different enemies, such as dog-headed barbarians who attack alongside tamed wolves, and gave each group different objectives that they reveal before the attack. For example, Unholy fanatics may want to burn down the temple, but they have no interest in your money.

Once a raid achieves its objectives, it leaves, so even defeat does not mean the end of the game.

Raids can also be seen as an opportunity to obtain valuable weapons and prisoners.

You can also disable raids in the initial game settings using a modifier.

Politics

We also reworked politics to make it less frustrating and more rewarding.

For example, politicians can now deliver a Sermon of Hope to their followers, providing a significant mood boost. This means that, if you maintain good relations with them, you can use their popularity to your advantage.

They also become less active when their relations with the king are positive.

We also reduced the Bishop's activity. Converting your population to the True Faith is now less aggressive and is accompanied by the distribution of gold.

Balance

We made substantial balance improvements, closing obvious loopholes involving resource overproduction, overly profitable trade multipliers, and imbalances in character actions.

The prices of books brought by the caravan now gradually increase with each new settlement development level, creating a more balanced gold economy in the mid and late game.

You can find the full list of changes below, but our work in this area is still ongoing.

In the near future, we will also focus on optimization, combat tactics, and economic development.

Once again, thank you all for your feedback and support!

Full List of Changes

Event Director

Added the Event Director, which regulates the flow of random events:

Tutorial and Interface

Character Balance

Economy Balance

Fixes

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