Pre-Early Access (In-Development) Demo Updated
Dear ladies and lords,
We've updated our Pre-Early Access (In Development) Demo!
I hope you'll appreciate and enjoy these changes - many of which we've made in response to your feedback and requests. Hop in on our discord if you don't want to miss these conversations & make sure you click on Follow us (if not already) to stay in the loop here :)
Have fun trying out the new build!
[h3]New Guide![/h3]
One of our players has created a new "Beginner's Guide", available right here on Steam. If you found the game a bit hard to grasp at first sight, maybe this is all you need to give it another go!
https://steamcommunity.com/sharedfiles/filedetails/?id=2977221241
[h3]Notable Gameplay Changes[/h3]
[h3]UX/UI Changes[/h3]
[h3]Bugfixes[/h3]
[h3]Misc[/h3]
[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.
We've updated our Pre-Early Access (In Development) Demo!
I hope you'll appreciate and enjoy these changes - many of which we've made in response to your feedback and requests. Hop in on our discord if you don't want to miss these conversations & make sure you click on Follow us (if not already) to stay in the loop here :)
Have fun trying out the new build!
[h3]New Guide![/h3]
One of our players has created a new "Beginner's Guide", available right here on Steam. If you found the game a bit hard to grasp at first sight, maybe this is all you need to give it another go!
https://steamcommunity.com/sharedfiles/filedetails/?id=2977221241
[h3]Notable Gameplay Changes[/h3]
- We have spent the past month fine-tuning the labourers, victory conditions, terrain and tile improvements, morale and population, seasonal features and so on. There are a lot of changes even just compared to our TactiCon settings!
- Raid updated: raids should be a lot more rewarding and more customizable now.
- Population Growth updated: added more granular data for feudum's growth and also updated the underlying calculations so things like Food Rations can now affect the result more severely.
- Auto-trade logic updated according to the discord poll. It'll now allow players to buy and sell stockpiles beyond the set threshold - the threshold will now just act as a trigger but will be ignored as a safety check.
- Players can now also start a game with the auto-trade set to any specific default state for them.
[h3]UX/UI Changes[/h3]
- Players can now set their renewal preferences on each unit through the Manage Unit command. Lances can be forced to extended service or be auto-disbanded at the end of their service time, and squads can set to be released when their contracts end or be re-hired.
- Manage Units: you can now also move a unit by long pressing it's portrait and you can allow certain actions to happen to every unit in the source company by holding the [Shift] key while issuing an order (like move to the other company or to disband).
- Reorganized and extended tooltips for Units in a Company, so you can see the relevant information at a glance.
- The expiration warning on units now immediately states the amount of time left and the set renewal preference.
- Removed color-coding by value from the morale indicator, so health and morale are now harder to mix up.
- Raid losses are now summed on the targeted feudum (from same player).
- Raiding powers can now be adjusted in a more relaxed range in the rulebook
- Creating additional feudums is no longer a fixed price command but can scale up with the amount of feudums a player already has.
- Merging tiles into a region now has incremental price based on the new size of the target region.
- Updated pathfinding so companies might be less dumb to walk into garrisons
- Added some missing tooltips on the Map scene, including the one that tells players where the game menu is :)
- Added a warning to the Unsubscribe action on the Worlds screen to warn people they won't be able to rejoin the same game once they have given up.
[h3]Bugfixes[/h3]
- Fixed an error where multi-tick battles weren't properly updated.
- Fixed an issue which prevented to see the Fatigue of hostile companies.
- Fixed the issue that prevented to rally multiple units using a single slot.
- Fixed an issue where Fog of War not always updated on abandoned tiles.
- Fixed a bug that prevented to cancel commands without a one tick delay if those were already acknowledged by the server.
- Fixed an error where local production towards major needs wasn't properly reported on the feudum card's morale tooltip.
- Fixed an error where the grace period marker wouldn't be correctly updated (and removed)
- Fixed an error where Merge Tiles could be submitted when empty
- Fixed an error where raiding would ignore some labourers' output.
- Fixed a rare case when food consumption could overflow
- Fixed an issue where a multi-state construction command wouldn't remove tile marker when canceled.
- Fixed a rare issue where claim commands would get stuck if multiple player has claimed the same tile in the same tick and then either side has used companies to block the process.
- Fixed a visual glitch on company cards with 10+ units filling the same unit roster.
- Fixed an error on the abandon tile command.
- Fixed repositioning after a battle to avoid companies being placed... on water (religion is not yet implemented, sorry!).
- Several other fixes.
[h3]Misc[/h3]
- Various updates and some fancy new features on the backend
[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