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"In Development" Demo updated!

If you'd like more consistent, bite-size updates, consider joining our Discord, where I’m more active. Alternatively, we have a newsletter for milestone community polls and major game updates.


[h3]Ladies and Lords of the Realm,[/h3]

We've updated our servers and the client over the past few days, which meant no new games could start for a short while. That wasn’t the plan, but unfortunately, my entire family fell ill right on update day, making my schedule a lot more chaotic - definitely not ideal for testing, building or even writing a coherent changelog. I really appreciate your patience!

Everything should be up and running now, and the client update will roll out on Steam any moment. This update mostly includes Qaulity of Life / UX improvements and bug fixes, trying to streamline the user experience on the map (giving some love to our not-so-intuitive main menu system is also in the backlog). I hope you enjoy exploring them!

You'll find a list of the key changes at the end of this message. As always, I'd love to hear your feedback — these regular demo updates are about transparency and dialogue, after all! So join us on Discord and share your thoughts! 😊

If you can afford it, you can also support Feudums (and unlock nice perks and heraldry) on Patreon!


Now, without further ado, let's see what's new!

[h2]Changelog[/h2]
[h3]Photosensitivity[/h3]
  • We added a new game setting to toggle flashing effects (e.g., lightning and cloud animations when switching between the overview and zoomed-in map states).

[h3]Feudum Card[/h3]
  • The feudum card has received separate tabs, allowing me to display more detailed information and predictions without making the interface even more cluttered. This created space for an overview tab, while a separate labour tab can provide more structured and detailed information and assignment predictions. My plan is to add more tabs here in the near future, depending on feedback, including one for reports (eliminating the floating report dialog) and an Improvement list.

[h3]Labourers & Assignments[/h3]
  • The labourers' slots have been updated across the board to provide more information in a concise manner.
  • The active seasonal periods are now displayed for seasonal tasks in the labourer's tooltip for more clarity. These inline displays reflect the actual length of each period or season.
  • The Labour Assignment command has received partial UX overhaul, including a side card for the selected labour with improved support for the available actions.
  • We've also added a reset button that restores all changes to the seasonal defaults (the regular reset will still only reset pending changes for the current command), making it much less intimidating to tweak those priorities and min-max thresholds.

[h3]Visualizing Company Paths & Tracking companies[/h3]
  • We replaced the old visuals and the way paths are displayed.
  • Each path is now segmented per tick.
  • Path history is now shown on the map on selecting the Company, using the diplomacy colors.
  • Issued (future) path for the player's own companies is now also displayed on the map upon selection (reflecting the company's commands).

[h3]Further UX/UI Changes[/h3]
  • Added a new game setting to toggle the depth of field effect on the map
  • Attacker/Defender modifiers provided by Improvements are now shown on the various Improvement layouts.
  • Labour slots provided by the Terrain types or Improvements are updated to provide more information on the respective command layouts.
  • Company: automatically resetting an immobile tactic upon receiving a movement command is now a same-tick action (no longer delayed by 1 tick).
  • New non-grace agreements without previous active agreement will now become active in the next tick (e.g. trade agreements without diplomatic stance changes or other clauses)
  • Labourer animations (currently for woodcutters) will no longer appear when another exclusive option is set, or on the wasteground. However, they can now be seen on other people's lands correctly reflecting their labour settings.
  • Patrol command will now show a tile marker on first selection, won't wait until both points are set.
  • Added a warning to the movement and patrol command dialogs when the company has an immobile tactic, telling that it will be changed if the command is issued.
  • Command dialogs now use a selective highlight clear while open.
  • Players can now reselect the active tile when need to select a target in command dialogs (e.g. in Company Movement command the player can now select the tile the company is standing on). Alt select (right mouse button) is disabled while the target needs to be chosen.




[h3]Bugfixes / Optimizations[/h3]
  • (Admin) Fixed an issue where the map legend was invisible
  • (Admin) Various fixes for dark mode
  • Updated Steamworks integration
  • Changed how communication encryption is handled
  • Added further debug options and features to bug report testing
  • Restructured / refactored some shared codes
  • Various command tile highlight changes and bugfixes,
  • Refactored and streamlined TIleHighlighter functionality for map(s)
  • Various command dialog changes and UX fixes.
  • Fixed an issue where Report entries sometimes displayed line breaks in number formatting (e.g., a line break after '-' before '4').
  • Fixed a bug where the Alliance victory progress name display did not show the members in the same group
  • Fixed a bug where the game over dialog would not show if the game winner is an Alliance
  • Fixed a bug where the game over dialog would show a the player's name for every category if they won one category and there were multiple winning categories with other players in them
  • Fixed a bug where the pathfinder couldn't find path between 2 undiscovered tiles (this only affected client-side time predictions in the move command)
  • Fixed Dissolve Feudum showing an old temp icon when the command button is pressed.
  • Fixed missing localizations for some of the last update's new heraldic devices.
  • Fixed the AoC highlight overwriting company path.
  • Fixed a missing localization from a warning in the Move and Patrol commands.
  • Fixed missing localized unit names in the Company Card's upkeep section tooltips.
  • Fixed a bug where the player couldn't click the 'Jump to' buttons for the waypoints in the Patrol command dialog.
💬 Community reported bugs: (Thank you!)
  • Fixed a bug where Administrative Reserves would not immediately update in the UI upon entering a game, but only after one tick.
  • Fixed some edge cases where tile blocking would not provide all the available information.
  • Upon popular demand, switched the Mute/Unmute icons on the Music Player.
  • Fixed a bug where a garrison could appear to have 0 power.
  • Fixed a bug in Labour Assignment where Shift+Click to set an item to 'lowest' priority wouldn't work.

Until the next update... Enjoy Feudums!
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