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Feudums News

In-Development Demo Hotfix!

Noble ladies and lords,

[h3]The update has completed.[/h3]
The client update is being uploaded right now and games will start shortly!

[h3]Enjoy the Steam Strategy Fest, and enjoy Feudums![/h3]

If you have any suggestions or just don't want to miss out on discussions about game features, new guides and feature priority polls, be sure to drop by our discord. Oh, and don't forget to click Follow here on Steam to make sure you're notified of future demo updates.

Please find the changelog at the bottom of this post.

[h2]If this is your first time playing Feudums[/h2]
Please note that our demo focuses on multiplayer and is only in English. Unlike traditional demos, Feudums is a continuously updated interactive developer diary, provided for full transparency, early engagement and cooperation with our players, to make Feudums the game you truly enjoy. This demo is therefore not as polished as an almost finished commercial product, but in return, you have much more say in its development.

While there is no in-game tutorial yet (that will be the next thing to come), the game is now more newbie-friendly than you might think. You start with an economic grace period, so you have hours to decide what to do first. Take your time and check out the short guides here on Steam, on YouTube, or just join our Discord to read the FAQ or ask for general advice.

Low-level settlements (like the one you're about to start with) are largely self-sufficient, so there's no need to rush. Growing too fast is a way to fail. Build what you need, and grow your land along with your population and economy. Don't forget to increase your territories, but only create additional feudums once the initial one has a more or less solid economy. Again, we are happy to help on discord!

Finally, do not neglect trading, it is available both with players and with the "world". You can also set up automatic trade orders, and even have some turned on at the start of the game, so your feudum will automatically try to maintain a small stock of everything while you decide which direction you want to go in.


[h2]Changes[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Garrisons: empty garrisons no longer provide extra Line of Sight.

[h3]UX/UI Changes[/h3]
  • Diplomatic upkeeps, trades etc. are now displayed under the treasury badge breakdowns.
  • Renamed diplomatic proposals, statements, accept and reject decisions in the command queue for clarity.
  • Updated Friend & Foe coloring schemes a bit.

[h3]Bugfixes[/h3]
  • Fixed: Companies would pretend to have the same diplomacy as the tile they were standing on.
  • Fixed: Diplomatic counter-proposals had both "Propose" and "Confirm" buttons.
  • Fixed: Shared Sight levels didn't work correctly (or at all).
  • Fixed: Diplomatic Standing changes don't always refresh the matrix of enabled changes while editing a proposal.
  • Fixed: You could declare war and offer or demand a bag of resources at the same time.
  • Fixed: Agreement count display was off in some cases.
  • Fixed: Proposal counter on badge would stay for an extra tick after a proposal has timed out.
  • Fixed: Diplomatic Proposal/Statement dialog shows wrong upkeep values.



[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that comes with a different purpose. Instead of for purely marketing, it is provided for full transparency and early cooperation with our player base, so Feudums can become the game you want. We invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums

Demo Update Today

Dear rulers and aspirants,

A small update will be uploaded to the server when the current game ends (in about 1.5 hours).
Game sessions will be down for 30-60 minutes.

I am also going to push a small update to the client.

During the downtime, demo games will be unavailable.
I will post an update and the changelog as soon as everything is back online.


Thank you for your patience!

[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with you, so Feudums can become the game you want. I invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-early access games are not your cup of tea, that is also completely fine. Please follow the game and bear with us until we ship a more feature-complete public version.


Join our community on Discord https://discord.gg/QgERDnU

Support the development on Patreon: https://www.patreon.com/feudums

In-Development Demo Updated!

Dear ladies and lords,

Thank you again for your patience! The time has finally come and we are updating our transparent demo again!

The client update is being uploaded right now and games will start shortly!

[h3]Enjoy the Steam Strategy Fest, and enjoy Feudums![/h3]

I sincerely hope you will appreciate and enjoy the latest changes, and that you will like the direction the game is heading. If you have any suggestions or just don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, be sure to drop by our discord - you'll also find me there almost all the time! Finally, don't forget to click Follow here on Steam to make sure you're notified of future demo updates.

Please note that there will be fundamental changes to the game, so despite any prior testing, the game may be less stable than you would normally expect. I apologize in advance for any inconvenience, but open builds in development are unfortunately like that. If there are any problems, I'll fix them as quickly as I can. Okay, it's enough of me now.

[h2]If this is your first time playing Feudums[/h2]
Please note that our demo focuses on multiplayer and is only in English. Unlike traditional demos, ours is a continuously updated, interactive developer diary, provided for full transparency and early cooperation with our player base, so Feudums can become the game you want.

While there isn't an in-game tutorial yet (it will be the very next thing to arrive), the game is now relatively newbie-friendly. You start with an economic grace period, so you have hours to decide what to do first. Take your time and check out the short guides here on Steam, on Youtube, or just join our Discord to read the FAQ or ask for general advice.

Reading the tooltips can also help a lot. Low-level settlements (like the one you'll start with) are now largely self-sufficient, so you're safe even if you run out of economic grace period. There is also trading, both with players and with the "world", and automatic trade orders are set up by default, so as long as you have coins, your realm will automatically try to keep a small stockpile of everything. Use trading to get what you need!

Feudums, unlike most strategy games, doesn't reward you for simply building everything to the maximum level - in fact growing too fast is a way to fall. Just build what you need and grow your land along with your population and economy. Again, we are happy to help on discord!


[h2]Notable Gameplay Changes[/h2]
  • Diplomacy Basics: You asked for this to be the next milestone, so here it is! You can now make various diplomatic deals with other rulers and trade resources, either one-off or longer-term. In some cases, you can issue unilateral statements, but in most times, agreements are bilateral, and in many cases changes will have a grace period.
    Important: Diplomacy is non-binding in the sense that the game doesn't force you to abide by your agreements, instead, violations will be paid from your virtue and will be reported to the other party so respond at their own discretion. Later, such violations will also result in various diplomatic actions.
  • Balance Changes: I've continued to balance the labourers and also the starting situation. Most importantly, low level settlements will now have specific worker opportunities for resource production, so your starting position will have less impact on your first period than before. As cities grow, however, these specialized jobs will disappear, so larger cities will continue to rely on other tile improvements.
  • Terrain Builder Configurations: not a real game-changer, but now I can set any of the values through world templates, and those are available through our web backend', so we can generate specialized / custom rule maps on the fly!

[h3]UX/UI Changes[/h3]
  • There is a new diplomacy badge on the top left part of the UI to handle agreements and proposals. You can also find some of the important rulebook values in it's tooltip.
  • You can send a new proposal/statement to other rulers by clicking on their Coat of Arms on a Tile, Feudum or Company card.
  • Diplomatic violations are reported in the Dominion Reports.
  • Raiding and Blocking reductions are no longer reported if the reduction is less than 1%.
  • Added some (WIP) support to ultra-wide aspect ratios.
  • Game state & free slots are now displayed a bit more prominently on World Cards.

[h3]Bugfixes[/h3]
  • Fixed: Steam API could fail on Steamdeck in some cases.
  • Fixed: Company AP during auto-encamp: tooltip sum didn't include MAN changes
  • Fixed: A couple cases for the pathfinder. Maybe it will be less dumb now (in some cases)
  • Fixed: Rosters with 9+ units overflow on the Manage Units and Company Card layouts
  • Fixed: Housing opportunities were checked against the rulebook and not the actual game data when opened a Tile Card on someone else's feudum.
  • Fixed: game crashes in edge cases after new user registration
  • Fixed Merge Tiles: cant merge to feudum above wasteground max size (should be independent)
  • Fixed: Several serialization issues



[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that comes with a different purpose. Instead of for purely marketing, it is provided for full transparency and early cooperation with our player base, so Feudums can become the game you want. We invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums

Coming Soon: "Transparent Development" Demo Update

Dear ladies and lords,

This is just an early notice that as soon as the current game ends - about ~2-3 hours -, the server (and game sessions) will have an estimated downtime of 12 hours. The reason for this is that if all goes well, the demo will be updated with some exciting new bugs features later today, so it would not make much sense to start a new game before it happens.

During the downtime, demo games will be unavailable.
I will post an update as soon as everything is back online.


...and I hope you will like the new additions!

[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with you, so Feudums can become the game you want. I invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-early access games are not your cup of tea, that is also completely fine. Please follow the game and bear with us until we ship a more feature-complete public version.


Join our community on Discord https://discord.gg/QgERDnU

Support the development on Patreon: https://www.patreon.com/feudums

In-Development Demo Updated!

Dear ladies and lords,

Surprise! We know it's only been a week, but since we're ready with some important game-balance changes, we're updating our Transparent, In-Development Demo again! Enjoy!

We sincerely hope you will appreciate and enjoy the latest changes. Hop over to discord if you don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, and make sure you stay in the loop here by clicking Follow us (if you haven't already)! Any and all feedback is super welcome! :)

Have fun trying out the new build!
We should be back online in about 20 minutes.

[h3]Notable Gameplay Changes[/h3]
  • Economic Block: Military companies no longer fully blocks underlying tiles. Instead, there is now partial blocking, based on the total Power of the company occupying the tile.
  • Garrisons Update: They now provide limited passive protection on the feudum tiles they belong to, against both raiding and blocking, based on their total Power. Garrisons also receive a defense bonus when defending against hostiles on their own tile.
  • We have made significant changes to the default rulebook settings, including a boost to the labourer slots of terrain types without building options, a balancing pass on units, birth/death rules, wasteground rules, and so on.


[h3]UX/UI Changes[/h3]
  • Max size of the garrison is now shown on the cards in the Construct Improvement command (and everywhere else where these cards are used).
  • Added Approximate Raiding Power to the Company Card for clarity.
  • Added AP costs from the rulebook to the AP tooltip on company for extra clarity.
  • Overhauled and updated the units' tooltips with additional details and context-sensitive parts, including service/contract renewal dates and costs.
  • Added wasteground max size to Feudums badge tooltip.
  • Grouped morale/health regen of units in the same company. Now only differences are reported when needed.
  • Ignore Auto-trade during economic grace period (as the feudum costs nothing there)


[h3]Bugfixes[/h3]
  • Fix: Garrisons' Total Power didn't update when troops were rallied (regression bug)
  • Fix: in some cases unit morale regenerated too much
  • Fix: Create feudum cost was more expensive than it should be (was off by 1)
  • Fix: Auto-trade settings are not sent to the client on subscribe (only a tick later)
  • Fix: Updated pathfinder to walk around enemy company when behaviour check result is not "Engage" and other pathfinder QoL updates.
  • Fix: Some visual glitches on "long" report items.
  • Fix: Manage Units couldn't send all units to target company (shift+button) if the target company would be new.
  • Fix: Manage Units command wasn't hidden on empty garrisons.



[hr][/hr]
Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums