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Demo Updated!

Noble ladies and lords,

it took longer than I thought, but finally everything is updated. An exciting new map / game world is already prepared on the server - the updated procedural map generator is producing increasingly interesting results - and the demo client should be available on steam any moment now.

Thank you for your patience, and please find the changelog at the bottom of this post.

[h2]What else is on the horizon?[/h2]

November is going to be a busy month with important updates, community surveys and polls, including some topics that many of you have been patiently waiting to hear about for a while, so be sure to follow us! We'll soon be taking part in the Turn Based Carnival, and you can probably expect to vote on the new milestone feature set later this month. With the wonderful help of the community, the in-game help/tutorial material is almost ready and will be available soon. With a bit of luck, there will also be talk of the single player version - I'll be interested to hear your feedback and needs on that too.

As always, I invite you to play the early versions, join our discord and help me 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. If you can afford it, please also consider supporting the development on patreon, so I can devote more time and resources to the project and complete the remaining milestones in a timely manner.

[h2]If this is your first time playing Feudums[/h2]
Please note that our demo focuses on multiplayer and, at this time, is only in English. and, unlike traditional demos, is rather a continuously updated interactive developer diary, provided for full transparency and close cooperation with our players. It's a long journey, so this demo is nearly not as polished as an almost finished commercial product, but in return, you have much more say in Feudums development. Use it!

As Feudums is pre-early access, there are no in-game guides at the moment, but it can change in any minute now. Please hold on just a little longer.

While there is no in-game tutorial yet, the game is 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. You can find all the info and links under Discussions.


[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Rebalancing: It's been a few weeks again, and we've tweaked the rules and settings again, mainly based on your feedback. Labourers have received the most love, but units and expansion have been also changed. Auto-encamp rules have been also finetuned for the better survivability of units.
  • Attrition rules have been revised: as long as the military company has more than a given morale, all damage is done on morale, and only then the damage is split between health and morale. Generally speaking, this allows companies with high morale units to withstand attrition much better.
  • Attrition now also considers friendly diplomatic relations so a strong administration on a friendly land protects friendly companies from attrition.
  • The importance of garrisons is further increased, as now they increase the attrition level for hostile units inside their feudum (diplomacy rules apply), and in addition to specialized labourers, they themselves also contribute to the safety major need.
  • More importantly, garrisons can now also use their very own tactics / stances, and a new edge is also introduced that gives specific units some bonus to passive protection abilities if they are put in a garrison. Military companies also received a new stance for scouting / surveillance.
  • New lance rules: from now on, the houses of the locals assigned to a lance will remain occupied for the duration of the service, or until the lance falls in battle. The family can still leave the feudum, in which case their dwelling will be available for birth or migration, but in all other cases the family will continue to live there, should be fed, will pay the taxes, but cannot contribute to local works. This will prevent the exploit of raising lances and then quickly refilling their empty houses with new people, who are then available for field works.
  • Area of Control and Line of Sight are now properly separated and each can be modified separately by tactics. Tile Lockdown is now also an attribute that can be modified by tactics. All tactics have been modified to make use of these changes.
  • Updated battle logic, making it harder for rosters to hit and run away before their target roster could strike back (routing and disengagement rules have been overhauled).
  • The Last known unit composition data and detailed company info is now preserved after battles or in the appropriate diplomatic stances. Last Seen labels and their tooltips have been updated on Cards to show whether the player has full composition data (and from when) or not.
  • Food Rations and diet rules have been changed and made fully moddable. Related labels and layouts have been updated. If a feudum cannot reach the targeted ration, the tooltip now also informs the players about the overall amount the desired ration would require.

[h3]UX/UI Changes[/h3]
  • Overhauled the diplomatic entries layout - added proposal expiration and updated several contextual tooltips for clarity.
  • Updated the Merge Tiles command with extra labels, hints and pictograms to make it clear to which region tiles will be merged.
  • A feudum will now receive reports when a lance originated from there has returned or perished in battle.

[h3]Bugfixes[/h3]
  • Fix: Lance's overtime penalty was not applied when the company was in battle.
  • Fix: Couldn't add a NAP clause to a Truce proposal when the players were at war (validated against the current diplomatic relation instead of the proposed one).
  • Fix: Multiple tweening errors.
  • Fix: Rulebook's MinimumAutoEncampThresholdPercent was not enforced in command.
  • Fix: OOB exceptions for birds/flocks in some cases
  • Fix: Flock's tweening in autoplay mode ignored disabled state.
  • Fix: Border not placed correctly in some cases when there are hidden segments
  • Fix: Opening a Create Feudum command in view mode doesn't disable the tile list.
  • Fix: Waypoints had the wrong tooltip (the tooltip for houses on improvements)
  • Fix: removed extra colons from the resource tooltips on Tile Card & the upkeep segment of Company Card.
  • Fix: Resource breakdown on Tile details for another players showed Reduction-XY instead of correct improvement type.
  • Fix: World Market bounds would become invalid in some high volume trades.
  • Fix: Dominion reports list layout has collapsed in edge case
  • Fix: Movement path sometimes rendered incorrectly for companies.
  • Various Terrain Builder fixes and improvements


I hope that you will appreciate and enjoy the changes. There's more coming soon, so make sure you clicked Follow on Steam and joined our discord to stay in the loop! :)

Until then... Enjoy the games!

Demo Update Today

Dear queens, kings, rulers and other aspirants,

Our demo game will be updated in about 1.5 hours - right after the current game has ended and closed. As this time we will not only update the game but also the server infrastructure, we expect a longer downtime of 4-6 hours.

A new client version will be also released. The update will, as always, include several fixes and changes based on your feedback, as well as some exciting new content and additional features.

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!

November is going to be a busy month with important updates, community surveys and polls, including some topics that many of you have been patiently waiting to hear about for a while, so be sure to follow us!

[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 me refine the game as we progress, and if you can afford it, please consider supporting the development on patreon, so I can devote more time and resources to the project and complete the remaining milestones in a timely manner.

In-Development Demo Updated!

Noble ladies and lords,

There is a client update with some non-game breaking changes - mostly UX improvements and bugfixes. In other words, the game worlds don't have to be updated this time.

Please find the changelog at the bottom of this post.

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 if you haven't already, don't forget to click Follow here on Steam to make sure you're notified of future demo updates!

[h2]If this is your first time playing Feudums[/h2]
Please note that our demo focuses on multiplayer and, at this time, 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 a game you truly enjoy. It's a long journey, so this demo is not as polished as an almost finished commercial product, but in return, you have much more say in its development.

As Feudums is pre-early access, there are no in-game guides at the moment, but based on your feedback, I am working on it. Please hold on just a little longer.

While there is no in-game tutorial yet, the game is 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. You can find all the info and links under Discussions.


[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
Rebalancing: once again, several parts of the game have been rebalanced, including
  • seasonal attrition (further promoting spring and summer as the prime seasons for military or raiding campaigns), 
  • labourers (especially those who contribute to meeting the major needs (public health, safety, goods and social wellbeing) of a feudum's population), but hunters and fishermen were also rebalanced to provide less base food, but contribute to some of the needs;
  • expansion costs for creating your 3rd and 4th feudum, also the feudum stability modifiers;
  • and most importantly, recruitment and wage costs were overhauled. Wages per tick for standing units (professional squads) have been reduced, but they now also always cost virtue to maintain, and their contracts have generally became more expensive.

[h3]UX/UI Changes[/h3]
  • Manage Units command layout has been reworked and simplified; it now correctly supports multiple unit selection, one-click unit transfer and graceful execution of conflicting commands. Additional tips and visual aids have been added to the transfer commands.
  • Construction command, for multi-level improvements, now automatically selects the next level as the default option (or the previous level if the improvement is fully built) and maintains this selection when changing between replace and upgrade/downgrade options.
  • Public Health labels and ranges are updated for clarity.
  • Game Map doesn't close the borders at the edge of fog of war (ie. it does not render the border at the edges of a tile you haven't yet fully discovered).
  • Removed most of the "success" notifications noise from World Card loading.
  • In-Game Chat has been updated, and now
    • tracks the selected channel's unread message count (again),
    • doesn't clear a chat message if it cannot send it.
    • instead of error notification spams, there is now a connection error icon displayed on both the chat panel and chat button when it is not possible to connect to the game chat. Players can now attempt to reconnect on-the-fly by opening the game chat and clicking on the connection error icon there (follow the tooltips).
    • the chat server's connection status is now also shown on the bottom control panel (click on the yellow clouds icon). Note that this is the chat server connection status, not any specific channel.

[h3]Bugfixes[/h3]
  • Fixed: Map: Colour coding and percentage of the indicator bars on region/feudum entries in the Feudums list 
  • Fixed: Map: Wrong rulebook lookup when selecting enemy manor (breaking UI update on card). 
  • Fixed: Map: Construction order in some edge cases (like touch input) could lose selection.
  • Fixed: Map: Exception on unresolvable company.
  • Fixed: Map: Garrison size is not updated in "Clear" option of the Construction command.
  • Fixed: Chat: The dropdown to choose between "world" and "market" channels is now correctly enabled.
  • Fixed: Chat: does not automatically connect after login and does not maintain connection after exiting a game world.
  • Fixed: Chat: user count was not refreshed after the first chatpanel close.
  • Fixed: Chat nullreference in a couple edge cases would prevent connection.
  • Fixed: Chat: unsubscribed player's name is not displayed and is breaking the UI
  • Fixed: Chat is not scrolled to the bottom when changing channels
  • Fixed: Chat CoAs are mixed up on first load / while there are only a few messages.
  • Fixed: Worlds / Dashboard: WorldCard would mix up Persona CoA's in some cases
  • Fixed: World / Dashboard: Notification shows "no worlds", instead of "Success".
  • Fixed: Generic: Do not clear scene-independent items from Thread Dispatcher on scene changes.
  • (Further Thread Dispatcher optimizations)
  • Fixed: Generic: NotificationPanel should use scene-independent queue.
  • Fixed: Generic: Add gameserver name display reset to bottom control panel.
  • Fixed: Debugging: Various issues with snapshot loading (Debug "Playbacks" generated from bug reports)
  • (Finally some major code and layout refactors to some of the oldest elements of the UI)

[h3]Known Issues[/h3]
  • The chat may not load the history properly if a new message is received while it is still waiting for the response. Please use the page buttons to "force" a refresh or rejoin the chat to resolve the issue.

I hope that you will appreciate and enjoy the changes. There's more coming soon, so make sure you clicked Follow on Steam to stay in the loop! :)

Until then... Enjoy the games!

[hr][/hr]
Feudums is a continuously updated interactive developer diary, provided for full transparency, early engagement and cooperation with our players, to make Feudums a game you truly enjoy.
If you like the project and you can afford it, please consider supporting the creation of Feudums:
https://www.patreon.com/feudums
If pre-beta games are not your cup of tea, that is completely fine. Please follow Feudums and bear with us until we ship a more or less feature-complete public beta.

In-Development Demo - Patch

Noble ladies and lords,

[h3]We have applied a small patch on the latest client.[/h3]
Running games are not affected, but I suggest updating to the latest client for your convenience.

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]Changelog[/h2]
[h3]UX/UI Changes[/h3]
  • In-Game Chat: we have added support for channels, so you can use "Everyone" to talk to other players or "Market" to make offers or request trade deals from fellow noble houses. Don't forget that the in-game chat is now persistent (meaning players can see the history of posts, not just the posts while they are online). Hopefully, this will help you organize diplomacy and trade deals with others much better. :)

[h3]Bugfixes[/h3]
  • Fixed: Diplomatic deals were out of sync for a tick or two if the one you have just chosen became obsolete in the very tick.


[hr][/hr]
Unlike traditional demos, Feudums is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with the players, so Feudums can become the game you want. 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.

Do you like Feudums? Please consider supporting the development! https://www.patreon.com/feudums

In-Development Demo Updated!

Noble ladies and lords,

[h3]We have updated the servers.[/h3]
The client update is being uploaded right now and games will start shortly!

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]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Rebalancing: tons of default game rules and settings have been updated or tweaked for labour, yields, terrain types, seasonal features, garrisons, raiding, unit types and movement. Inefficiency penalties for overgrown Feudums, stability losses, and morale and health calculations have also been updated based on feedback accumulated on these topics.


[h3]UX/UI Changes[/h3]
  • Diplomacy Layout update: you can now see the whole "future" chronology of your relations based on pending proposals, declarations or agreements, and can react to each individually.
  • In-Game Chat is now persistent; you can read up to the last 1000 messages per channel. Several parts of the implementation have also been updated to improve stability and support (near) future features.
  • Farmlands will now automatically slaughter excess livestock if the pasture size wouldn't allow the current herd size to be maintained (so they are "converted" into Food instead of being lost).
  • Updated Friend & Foe coloring schemes a bit (again).
  • Military companies trapped by rough terrain can now get stuck in Winter.


[h3]Bugfixes[/h3]
  • Fixed: in-place agreement update on proposal acceptance: the trades that were only present in the previous agreement not in the proposal have switched places.
  • Fixed: Density checks on Incoming migration were off in edge cases
  • Fixed: Population drafted as lances and then died were not removed as "drafted" from the feudum indicator
  • Fixed: Opening a sent proposal sometimes shows wrong CoA.
  • Fixed: One-time trades for non-grace proposals with existing agreements did not execute.
  • Fixed: "Cloud Bug" (leaving and rejoining a game would make the client stuck above the clouds in some cases)
  • (A host of changes, fixes and optimizations on the backend)


Thank you for your patience and have fun in Feudums! :)

[hr][/hr]
Unlike traditional demos, Feudums is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with the players, so Feudums can become the game you want. 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.

Do you like Feudums? Please consider supporting the development! https://www.patreon.com/feudums