Demo updated!
Noble ladies and lords,
Our demo has been updated and should be available on Steam in any minute.
Thank you for your patience, and please find the changelog at the bottom of this post.
(But please also read the next paragraph!)
[h3]What else is on the horizon?[/h3]
We're currently running an important poll on the possible single player content. As this is still mostly a one-man show which I don't monetize at all, it is super important that I prioritize what interests you most - and for that I have to understand your priorities! :).
So please, take the opportunity and participate in the dialogue, and please vote even if you don't care about single-player! It is also a totally valid opinion, but without casting your vote on it, it won't be visible.
Link (Google Forms): Feudums: Single-Player Poll (https://forms.gle/PYYpqymkrsxYQK4r7) Depending on your answers, it will take only like 20 seconds to 3-4 minutes to complete.
Once the single-player poll is over, the next milestone priority vote on the next set of persistent multiplayer features will follow.
In the meantime, I'll continue to add features that many of you have asked for throughout the year, but have not yet been included.
As always, I invite you to play the early versions, join our discord and help to refine the game as we progress. Take advantage of this regularly updated demo, our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game you want it to be!
[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
[h3]UX/UI Changes[/h3]
[h3]Bugfixes / Optimizations[/h3]
There's more coming soon, so make sure you clicked Follow on Steam and joined our discord to stay in the loop! :)
If you can afford it, please consider supporting the development on patreon, so I can continue to devote my time and resources to the project and complete the remaining milestones in a shorter timeframe.
Until the next update... Enjoy Feudums!
Our demo has been updated and should be available on Steam in any minute.
Thank you for your patience, and please find the changelog at the bottom of this post.
(But please also read the next paragraph!)
[h3]What else is on the horizon?[/h3]
We're currently running an important poll on the possible single player content. As this is still mostly a one-man show which I don't monetize at all, it is super important that I prioritize what interests you most - and for that I have to understand your priorities! :).
So please, take the opportunity and participate in the dialogue, and please vote even if you don't care about single-player! It is also a totally valid opinion, but without casting your vote on it, it won't be visible.
Link (Google Forms): Feudums: Single-Player Poll (https://forms.gle/PYYpqymkrsxYQK4r7) Depending on your answers, it will take only like 20 seconds to 3-4 minutes to complete.
Once the single-player poll is over, the next milestone priority vote on the next set of persistent multiplayer features will follow.
In the meantime, I'll continue to add features that many of you have asked for throughout the year, but have not yet been included.
As always, I invite you to play the early versions, join our discord and help to refine the game as we progress. Take advantage of this regularly updated demo, our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game you want it to be!
[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
- Garrisoned Improvements are no longer impassable. Since it is not yet possible to siege improvements (will be part of the milestone poll!), a garrison exploit allowed ungarrisoned improvements to be used as a wall. Now, however, an empty garrison can be crossed, and garrisoned improvements can of course still be attacked and cleared, thus, opening the way for invading armies. You can also walk through your own garrisons without having to temporarily exchange units between the company and the garrison.
- Garrison & Company stances/tactics have been slightly rebalanced.
- Commands will now not start, or hang at finish if the command tile is a garrison that is in a battle on another tile.
- Companies' pathfinder logic has been updated.
- Farmland change: if a farmland improvement has 0% area for crop fields or pastures, it will not take labourers for it (farmers / herdsmen) so it can't be used to suppress unemployment.
- Guide: I have added some new topics based on your feedback, changed the order of topics in some cases, and corrected or expanded every reported inconsistency / missing content.
[h3]UX/UI Changes[/h3]
- Command costs are now reported in your dominion queue and appear in the treasury badge breakdowns
- Several reports have been merged in Feudum, Dominion and Company Reports (labourer reports, company health + morale reports, etc.)
- Fresh water source now also explicitly tells the amount of health bonus it provides to your feudum.
- New military stances have received their final icon sets.
- Diplomacy has received it's own icons, and the diplomatic proposal dialog has been updated and additional hints were added for extra clarity.
- You can now see a banner on your dashboard whenever there is an active community poll, and by clicking on it, the poll will open in a browser. Please participate!
[h3]Bugfixes / Optimizations[/h3]
- Upgraded the terrain generator's code for better river handling.
- Refactored Command definitions and validators in the moddable rulebook
- Fixed: Abandon Tile reported FeudumMaxTiles Exceeded instead of Wasteground MaxTiles.
- Fixed a bug that would report river branches (and fresh water sources) incorrectly in a specific case.
- Fixed the terrain builder being unable to generate mountains and deserts in specific cases/regions.
- Fixed: Bug Report newline normalization had extra newlines
- Fixed several potential issues with LabourOptions validations (Rulebook validation)
- Fixed: HexCoordinates deserialization can return (0,0) instead of Undefined on failure.
- Optimized several allocation-heavy scenarios.
- Remove rarely used debug caching from treasury/yield/upkeep/shortage calculations
- Updated admin layout for rulebook editing.
- Updated several commands to prepare for coming updates.
- Updated the labourer roster to prepare for coming updates.
- Updated our site for the coming multiplayer priorities poll.
There's more coming soon, so make sure you clicked Follow on Steam and joined our discord to stay in the loop! :)
If you can afford it, please consider supporting the development on patreon, so I can continue to devote my time and resources to the project and complete the remaining milestones in a shorter timeframe.
Until the next update... Enjoy Feudums!