Release Notes

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Release Notes
  Version  0.1.2.*   Release Date   June 09, 2017.Coat of Arms Preview - Public Release

Provides an offline preview of the coat of arms editor capabilities. 

Special Notes:

  • This is an offline feature preview - your designs won't be persistent until the player module is released (it's in testing phase).
  • Inventory Filter is disabled in offline mode.
  • In this Preview, every item is available for testing purposes. This means that once the game is released, or in further releases, we may lock certain items for Achievement Rewards or as purchasable Cosmetic Upgrades. Also, some items are going to be Backer-exclusive. Still, the vast majority of the items will remain unlocked to ensure you'll have millions of unique combinations to choose from right at the start. We'll also boost the numbers of these items at certain milestones or when it seems necessary.

Applies to both 0.1.2.2 and 0.1.2.3. The latter is a maintenance re-build of the same feature set.

Mat
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Post-Release Notes

 Post Release Notes 

  1. We've added an x86 build to the download area. This is specifically intended for older PCs running 32 bit Windows.
  2. If you want to tweak the default display settings, hold down [CTRL] while starting the client. This will show you a Configuration Dialog where you can override the automatic Display options. This will help if the client, for any reason, can't detect your native aspect ratio, the textures seems blurry - or you want to run the client in a window.
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0.3.1.729 (Closed Preview)
  Version  0.3.1.729   Release Date   April 30, 2019.Coat of Arms Preview - Vanguard Release

Provides a fully integrated client with full Coat of Arms Editor & User Management experience.

Special Notes:

  • Release is for Vanguards only. They can see the details  here.
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0.3.1.777
  Version  0.3.1.777   Release Date   June 30, 2019."System Online" - Public Feature Preview

Provides a fully integrated client with full Coat of Arms Editor & User Management experience, along with dozens of bug fixes.

 Features

  • User related features (registration, profile updates, lost password, authorization, authentication, etc.) should work correctly.
  • Traffic Listener, Server Status Markers, Notifications, integrated Bug Reporting and just generally everything about communicating on various channels (and caching results where needed) should work correctly. Connection handling should work correctly.
  • The Coat of Arms Editor should work correctly and in full extent, including tags and filtering, locked items, the appropriate codex entries for everything, and cloud saving.
  • Full integration should work correctly accross the different domains. It means that if you update something in the client, it should propagate to your site account (through the backend servers) and vica versa. If you create a Coat of Arms, that should propagate to the forums automatically (however it takes 1-5 minutes until the thumbnails are generated on the server). Profile pages on this site has been also updated, and a Server Availability block has been added to the left column of the Meeting Hall.
  • Supporter-Exclusive Achievements should work and supporters should have received their appropriate exclusive CoA-related achievements. These will unlock additional items for their Coat of Arms design.

Notes

  • If you want to tweak the default display settings, hold down CTRL while the client is loading. This will show you a Configuration Dialog where you can override the automatic Display options. This will help if the client, for any reason, can't detect your native aspect ratio, the textures seems blurry - or you want to change whether the client shall run in windowed or borderless mode.
Mat
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0.3.1.958
  Version  0.3.1.958   Release Date   February 7, 2020."System Online" - Public Feature Preview 2

Provides a fully integrated client with full Coat of Arms Editor & User Management experience, along with dozens of bug fixes.

 Features

  • Same major functionalities as in the previous update. Still, it comes with tons of fixes, some new (but for the moment, unused) screens, audio support - with some sample music tracks written for Feudums specifically. It is the new minimum version requirement to establish connection to the server ecosystem.

Notes

  • If you want to tweak the default display settings, hold down CTRL while the client is loading. This will show you a Configuration Dialog where you can override the automatic Display options. This will help if the client, for any reason, can't detect your native aspect ratio, the textures seems blurry - or you want to change whether the client shall run in windowed or borderless mode.
Mat
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Version  0.4.1640
  Version  0.4.1640   Release Date   March 3, 2021Feudum Simulator Light - Preview Release

The first preview version of the 5th milestone of our Roadmap. Adds the ability for the players to start playing on MMO game worlds, try the basics of the game's economy system under different rulebook settings, as well as our new labourer system and the general tasks of feudum management. Also meet the World Market where prices are driven by the players' actual demands!

Features:

  • (All the previous features)
  • The ability to create a Persona, set their derived personal Coat of Arms, culture, etc and use them to subscribe to game worlds.
  • The ability to join game worlds and try a subset of the planned game features in our MMO environment.
  • Added some additional Coat of Arms heraldic devices to choose from.
  • Bugfixes. Speaking of it, please check if your Coat of Arms is affected by the sizing bug of the previous versions and if it does, please save it again or it'll be shown incorrectly everywhere. Thank you!

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.
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  Version  0.4.1648   Release
  Version  0.4.1648   Release Date   March 6, 2021Feudum Simulator Light - Preview Release

The first patched version of the Preview.

Features:

  • (All the previous features)
  • Fixed an issue where other players' Coat of Arms were not correctly displayed on the world map.
  • Fixed an issue where the camera boundaries could be miscalculated when someone spawned on the very edge of the map.

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.
  • Thank you for your support and help during the bug hunts!
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Version  0.4.1695
  Version  0.4.1695  Release Date   April 1, 2021Feudum Simulator Light - Preview (Patch 2)

The second patched version of the Preview. Re-released on April 2, 2021 as an external technical issue prevented the testing process to complete on April 1.

Features:

  • (All the previous features)
  • Fixed about two dozen issues reported by Vanguards and playtesters, including various stability and functionality fixes, such as:
    • FIX: CoAs were not being loaded on the map in some cases,
    • FIX: Freshwater not being calculated in some cases during Health check
    • FIX: Various display/map sprite rendering glitches
    • FIX: Buy/Sell checks for World Market (and warnings) were bogus
    • FIX: Herds were silently slaughtered by herdsmen no matter the settings
    • FIX: starting population could be wrong (more than it should be) in an edge case
    • FIX: Guaranteed Workforce slider increments were reversed (on Labour Assignments)
    • FIX: animation glitch on Farmland Settings during tweaking land distribution
    • FIX: Arrows to close cards could be jumped out of correct position in edge case
    • FIX: Treasury could allow negative values in some edge cases (related to construction)
    • FIX: Player Placement could be wrong in a specific edge case
    • FIX: Non tile-bound commands also showed an (invalid) coordinate and the tile icon
  • World Market prices are now fractional
  • Labour Assignment:
    • added Agricultural Events icons for easier planning
    • added <SHIFT> as modifier key to priority buttons, allowing an item to be sent straight to the top or bottom of the list by holding shift while clicking on the appropriate button
    • added function to copy Guaranteed Workforce of a given Labour type through the whole Season (but not whole year!)
  • You can now normally cancel a command dialog by hitting <ESC> and issue the command by hitting <Enter> unless you're inside an input region.
  • Added tag-based filter to Worlds scene, allowing players to filter out unwanted cards
  • Modified Dashboard's filter to hide Closed games.
  • Player can now jump to their Capital Feudum by clicking on the Feudums badge on the map screen.
  • Player can now jump to the Manor of a Feudum by clicking on the Feudum icon of the Feudum Card.
  • CHG: clicking on a command's Tile Coordinate icon (where applicable) does not select the tile anymore, just centers the screen on it (so the cards' context won't change).
  • Other smaller fixes and new features.

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.
  • We'll provide a 32 bit version of the client on a "Best Effort" basis - you can use it and it is expected to work normally, but we couldn't test it on actual test machines like we did with the 64 bit version.
  • Thank you for your support and help during the bug hunt!
Mat
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Version 0.4.1759
  Version  0.4.1759  Release Date   May 15, 2021Feudum Simulator Light - Public Release

The moment has came to release our first public release for the "Simulator Light" Milestone. Players can subscribe to running public mini-MMO games to try the basics of the game's economy system, including land and labourers management and the player-driven world market.

Features:

  • (All the previous features)
  • Game:
    Fixed dozens of issues reported by Vanguards and playtesters, including various stability and functionality fixes, and added / modified multiple features as requested:
    • FIX: the "There is no world" hint is slightly misplaced
    • FIX: at edge cases the CDN would return 0 byte CoA previews
    • FIX: at some cases World Market Dialog has miscalculated the expected balance
    • FIX: formatted World Market prices for clarity
    • FIX: server calculations for World Market would sometimes produce incorrect results
    • FIX: Labour data should be public for other players with shared vision diplomatic settings
    • FIX: Numeric Slider's up button didn't work
    • FIX: NullReference in edge cases on brand new game
    • FIX: Placement Location could be erratic in edge cases.
    • FIX: Command Dialog shouldn't display Cancel command if the command is already cancelled.
    • FIX: Couldn't open World Market for existing command.
    • FIX: "Block" soft fail setting was lost on commands due to serialization issue
    • FIX: "Pending Changes" does not go away on Command Dialog
    • FIX: Updated unemployment calculation strategy to wait for every modifiers to be calculated first
    • FIX: Optimized database size (ie. serialized default values)
    • CHG: updated image processor for generating CoA.
    • CHG: World Market is now located on and working from the main UI
    • CHG: Claiming tiles is now progressive instead of a flat price: the more tile a feudum already have, the more expensive an additional claim will be.
    • CHG: Improvement downgrade is now trying to distribute population (if present) instead of losing them.
    • CHG: Feudum's fresh water sources is now public info.
    • CHG: Canceled commands are now treated as 'in-progress" (disallow re-ordering them)
    • CHG: the Quick Audio Panel is hidden by default, can be opened from the Control Panel (click on the yellow cloud on bottom right)
    • Added diplomacy colored borders, cards and map captions
    • Enhanced border visuals
    • Added BBAP items to Hall that would reflect the gender, age and in-game culture of the player.
    • Made multiple internal optimizations regarding message sizes.
    • Added ability to release a tile under the player's control.
    • Added Economy Reports to Feudum Card. 
    • Added Discord forwarder to new games.
    • Added a volume slider and Mute/Unmute options to Audio Panel
  • Site:
    • Added visual distinction and hover tooltip for game server access levels
    • FIX: Active Server List on site worked erratic at times
    • FIX: Updated security settings and plugins

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.
  • We'll also provide a 32 bit version of the client on a "Best Effort" basis - you can use it and it is expected to work normally, but we couldn't test it on actual 32 bit test machines like we did with the 64 bit version.

Thank you for every Vanguard and playtester for their valuable feedbacks!

Mat
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Version  0.4.1848
  Version  0.4.1848  Release Date   October 2, 2021Feudum Simulator Light 1.1 - Public Release

The second installment of the "Simulator Light" Milestone is out. Players can subscribe to running public multiplayer games to try the basics of the game's economy system, including land and labourers management as well as a player-driven world market. While they cannot attack each others yet, customizable victory conditions are debuting in this version, offering some challenges after all the hyper-peaceful sandbox runs of the past months, along with multiple quality of life upgrades. Enjoy!

Features:

  • (All the previous features)
  • Game:
    Fixed dozens of issues reported by Vanguards and playtesters, including various stability and functionality fixes, and added / modified multiple features as requested:
    • FIX: mixed-up localizations in World Market tooltips
    • FIX: world market itemprices don't match totals in edges case
    • FIX: "abandon tile" command leaves unattached tiles
    • FIX: validation-related registration issues
    • FIX: herd market typo
    • FIX: datetime conversions
    • FIX: empty labour % on TileCard when set to 100%
    • FIX: client exception in edges cases when zoomed out on river
    • FIX: naming errors on assets resulting "unavailable" assets 
    • FIX: top clouds reappearing on tick update
    • FIX: client crash on scroll in some edge cases
    • CHG: adjusted weather effects
    • CHG: small visual updates on Feudum Card
    • CHG: removed auto-centering on tiles, change to seamless scroll
    • CHG: adjusted touch/mouse scrolling
    • ADD: added basic support for dynamic tokens on map
    • ADD: animated Fog of War clouds
    • ADD: zoom in-out clouds between overview and other views
    • ADD: customizable day-night cycle
    • ADD: basics for AI-driven characters
    • ADD: game replay prerequisites
    • ADD: customizable victory conditions
    • ADD: victory conditions progress counters
    • ADD: display tokens for in-progress constructions and upgrade/downgrade commands on map tiles
  • Site:
    • FIX: Updated security settings and plugins

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.
  • We'll also provide a 32 bit version of the client on a "Best Effort" basis - you can use it and it is expected to work normally, but we couldn't test it on actual 32 bit test machines like we did with the 64 bit version.

Thank you for every community member and Vanguard for their valuable feedbacks!

Mat
administrator
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Version 0.5.2155
  Version  0.5.2155  Release Date   July 23, 2022Warfare 1 - Public Release

Welcome to the "first look" version of the "Warfare" milestone - which brings the features you voted for, such as units and recruitment, fog of war, various company and war features, battles and raiding. 

In addition, several "old" features have been also expanded.

We've also done a major overhaul of the user interface - this part is a bit chaotic and clunky right now, because we want to A/B test a few things before finalizing them, so any feedback is welcome. 

Game sessions can now start with warfare either enabled or disabled. Warfare enabled games will have restricted access for a bit until the first turns of playtesting take place, then will be opened for everyone. Please find more about this on our discord.

Features:

  • (Of course all the previous features)
  • Fixed over 50 issues reported by Vanguards and playtesters, including various stability and functionality fixes, and added / modified multiple features as requested.
  • Exchanged our original tooltips to expandable tooltips. Many tooltips will now provide just bite-size, basic information at first. Keep hovering for a moment for receiving additional details. (Some tooltips are not yet updated)
  • Added new visuals and in-game effects, additional building states and visual flavour.
  • Our Command dialogs have been overhauled to take up less space. They are now soft-attached to the right "Command Panel". If this layout seem more practical, we'll make them hard-attached, which means they will stick to the Command Panel.
  • Labourers had received vastly improved tooltips and visual styles, so, for instance, you can now clearly see if they are idle in a season or an option is inaccessible.
  • Added basic animations to a couple things on the Map. This is currently more of a technical "first look", but it provides some details to the world around. Except a lot more animations as we progress!
  • Most BBAP backgrounds are now also slightly animated.
  • Added a simplified Fog of War. Feudums and improvements naturally have some vision, so do Companies.
  • Added Dominion Reports (available left to the tick countdown timer)
  • Added a roster of Military Units. Lances are levy troops, conscripted directly from your population for a specified length of service (you'll lose the affected population as possible labourers in your feudum for the length of service). Squads are professional, contractual soldiers. Each type may have different characteristics and recruitment prerequisites.
  • Added Edges to various Military Unit Types, each providing an "edge" in select situations to the unit.
  • Added Garrisons and Companies.
  • Added Battles. Battles have multiple internal phases (such as ranged combat, skirmishing, close combat and pursuit).
  • Units can go for one of three major roles in a Battle, skirmisher, ranged or combatant. Many units can work in more than one roles.
  • Battles allows join-ins for aligned sides.
  • Companies have some autonomy. Encounter behaviours can be set so they can actively engage, prepare for defense or attempt to avoid hostile forces based on calculated risks.
  • Companies can apply Stances. These tactics are general strategies providing unique features or modifiers to the company applying them. 
  • Added Raiding. If a company is set to the Raider tactic, they will attempt to loot the region they are in.
  • Companies (among other options) can also guard an area, set up an ambush or can have a preset patrol route. They'll behave on contact according to their behaviour preferences.
  • You can split a Company or Garrison to create new Companies and you can move units between them.
  • Companies have their own company reports, accessible from their card.
  • Other improvements and features that you should discover yourself :)

Known Issues:

  • Raiding currently gives way too much resources due to calculation issues. This will be fixed.
  • Companies are sometimes choosing ugly pathes to evade hostiles when set to "Avoid" behaviour.
  • Companies in "Defend" behaviour sometimes refuse to move next to a hostile army (like they would be in "Avoid").
  • Command Dialog UI might be clunky.
  • Selection is not sticky. If you commanded your selected company to move, your selection will stays on the selected tile rather than on the selected Company. This is ugly, but will be fixed. Sorry.
  • Attrition is ignored, so no damages for staying in hostile environment yet.
  • Seasonal effects are just partially enabled (their contribution to attrition is not added yet, so marching in winter for the moment is less deadly than it should be).
  • Recruitment Commands will endlessly try to recruit the first unit type set in the recruitment slots (manual fix: repeal the command once you have enough troops)
  • Over 1000 hidden bugs, probably.

Special Notes:

  • To tweak the default display settings, press and hold CTRL while the client is loading. You can then set the main display, desired resolution and rendering quality.

Thank you for every community member and Vanguard for their valuable feedbacks!

Mat
administrator
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Version 0.5.2286
  Version  0.5.2286    Release Date   October 13, 2022Warfare 1.1 - Quality of Life Patch

This is mostly a Quality of Life update for the existing Warfare 1 Public Release.

It contains a couple bugfixes, a new, hopefully better onboarding experience (such as integration to 3rd party sign-in providers, a better registration workflow), support for game invites and more clever tooltips. Client-Server communication has been also updated for enhanced stability.

Features

  • BETA: You can now register (and log in) with your Google or Steam account, so you don't have to remember yet another password. You can of course also link your Google or Steam account to an existing Feudums account. Please note that we do not get your account credentials for these accounts, authentication is dealt by the respective 3rd party provider. It does not mean that using these are now mandatory - its just another option. Please note that our Google integration is pending validation (on their side), which, according to them, can take up to 6 weeks ... so it might take some time until it becomes fully accessible.
  • The Registration workflow is now streamlined and our advisor on the Dashboard (AKA Great Hall) now makes sure to provide some guidance or warn the player about missing details that are required for online games (such as a unique House Coat of Arms or a valid House Name). Registration through Steam or Google (when the validation is done) is now basically just a mini  start  ->  next  ->  done  workflow.
  • Game Invites. Okay, it's no biggie, but we thought it would be neat. You can now generate a game invite when you select a game in which you're playing (in the Worlds menu) or by opening the Game Menu while playing. You can then share this invite to anyone you want to play with so they can join your game. They just need to paste it into the "Use Invite" part on Worlds.
  • Better tooltips. We have streamlined a lot of in-game tooltips, added new ones, and added more two-level hints.
  • More Discord Rich Presence integration. Well, except that Discord Rich Presence is currently having some serious issues (on Discord's side - that's our luck, really). But once they fix it...
  • Enhanced communication patterns. We hope that it will make client-server communication even more hassle-free - and faster - than before.
  • Localization. Well, this is more like a possibility for the moment as we don't have translations. But we can now include community-made translations without much technical hassles.

Hopefully, life is going to be easier and more enjoyable with these changes. :)

Let's play and stay tuned. This update focused on a better onboarding and general UX, but the next update will focus on Warfare related balancing issues and additional in-game features for Battles and Companies.

 

Mat
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Version 0.5.2390
  Version  0.5.2390    Release Date   Dec 02, 2022Warfare 1.2 - Quality of Life Patch

This is the second Quality of Life update for the existing Warfare 1 Public Release.

It contains dozens of bugfixes, most prominently for the warfare-related features, like pathfinding, battle calculations, raiding or unit edges. However it also contains fixes for communication related isues (if you ever got stuck above the clouds when joined a game for the first time, you know what I'm talking about) and several others. We are also introducing new features, such as the Battle Card and Battle Logs.

Important Changes / New Features

  • Better tooltips. We have continued to streamline a lot of in-game tooltips & added new ones.
  • After our recent Discord Rich Presence integration, we've also enhanced our discord bot for Game Reports..
  • Tons of Bugfixes, including battle calculations (should fix the infamous "bigger company bias", morale damage now also has tactic modifiers applied, etc.), unit edge and terrain modifier fixes and "empty companies". The various report dialogs (with stuck list size) have also been fixed. 
  • Damage in battle phases is split more cleverly between targets (if there are too many enemies, your men will try to focus on just a subset of the targets).
  • Pathfinding rework: it should be less prone to "run far away" or to deny going to the target position.
  • Battle engagement have also received updates (like units with low morale or HP are no longer selected to active roster if there is any better choice; companies will not engage opponents or join to help an ally, even in Offensive stance, if troops are still considered "unfit for battle". But if the company can fill the battle roster with or without other companies on the same battle side, it can still engage, even if the company has injured troops.
  • Tactic is now shown on every company in your Line of Sight, so no more guessing whether those guys are coming to raid you.
  • Labour Summary section has been changed on Feudum Cards for clarity. Hopefully it is now much easier to understand (no more negative jobs).
  • Battle Card: you can now check what is going on in a battle, including participants, late joiners, tactics, the odds, and so on. For a better grasp, you can check both the pre- and post-calculation summary of the battle for each tick.
  • Battle Log: you can now also open the battle log for more details and see which company or unit did what, with snapshots before-after each battle event. You can also "play the timeline" for a small visual representation of the selected tick of that battle.
  • Garrisons and Companies are now easier to distinguish even in battle, with their own, updated icon sets and card visuals.
  • Sticky Selection: if you select your own Company, the camera will follow it until you click away or the Company dies.
  • Plenty of other smaller changes.

Have fun! :)

Mat
administrator
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Version 0.5.2400
  Version  0.5.2400    Release Date   Dec 07, 2022Warfare  - Quality of Life Patch

This is the third Quality of Life update for the existing Warfare Public Release.

It contains a couple bugfixes and tweaks about the Battle Log and Steam integration. It is not a mandatory update but due to the quality of life improvements and the visual glitch fixes, it is recommended for you to update.

Important Changes / New Features

  • We can now attempt to auto-login for you if you have previously linked your Steam user to your account. This is currently experimental and might not work in every case, but worst case, it just won't auto-login for you, so if you're using Steam to log in, it still worths a try. :)
  • Battle Log: we have fixed multiple visual glitches related to the phase-by-phase Timeline animations.
  • We changed the way our project files are compressed, so the unzipped project will now take about a third of the space like it did before. 

Have fun! :)

Mat
administrator
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Version 0.5.2417
  Version  0.5.2417    Release Date   Dec 15, 2022Warfare  - Quality of Life Patch

This is the 4th Quality of Life update for the existing Warfare Public Release.

It contains a couple bugfixes, UX tweaks about the Claim Dialog and changes how outdated information is displayed on the map. It is a mandatory update.

Changes / New Features

  • Claim Dialog UX overhaul.
  • Added additional visual hint ("aging") for tiles on the map with outdated data (ie. if outside of the player line of sight for multiple ticks) for more clarity.
  • Added Automute when the game loses focus
  • Various bugfixes.

Have fun! :)

Mat
administrator
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Version 0.5.2522
  Version  0.5.2522    Release Date   Feb 21, 2023Warfare - Quality of Life Patch - February

This is the 5th Quality of Life update for the existing Warfare Public Release. It includes a number of bugfixes, UX refinements and overhauls to the onboarding (registration and login) and menu layouts. It also contains new game elements such as the first look version of seasonal and territorial attrition and related features, and several user requested features.

It is a mandatory update.

UX/UI Changes

  • Added Preferences under Settings, to allow players to tweak some of the local Video, Audio, Auto Sign-In and other settings for their device.
  • Added ability to unlink Steam or Google accounts under Settings -> Profile.
  • Changed how mandatory re-authorization works (when trying to change some of the "sensitive" data, such as your password) to handle accounts that only has 3rd party authentication providers.
  • Overhauled the login and registration processes and layouts.
    • Simplified the onboarding process via Steam. The game will now automatically register a new account for you when you first login the game on Steam if your Steam account is not linked to any account. If you already have an account, make sure you have your Steam account linked under Settings -> Profile. Please follow the on-screen instructions during login and on the Settings layout.
  • Overhauled the Menu system. Dialogs and layouts now have their own dedicated buttons instead of sharing a Menu button at the bottom of the screen. 
  • Slightly updated how World Cards appear on the Dashboard and added buttons to them, so one can jump back to their game by a single click. Some other parts of the World Cards have been also updated.
  • Slightly updated the Company Card (more information on tooltips) and the Season Indicator (tooltip now also contains information about seasonal jobs, important agricultural dates and seasonal attrition modifier)
  • Updated several warnings and tooltips for clarity.
  • Added more feedback in terms of reports on the individual commands in the Command Queues.
  • Some other changes.

Bugfixes

  • Added / fixed English localization on several layouts.
  • Fixed multiple errors regarding logout.
  • Fix: company reports now show health and morale regen reports for units.
  • Fix: incorrect error messages on company name change
  • Fix: multiple server-side issues regarding pathfinding.
  • Fix: demolishing an improvement didn't delete the garrison entity.
  • Various stability and performance fixes and optimizations on the servers.

Gameplay Changes

  • Attrition: we've added a first look version of attrition, though you can still expect balance changes with it. Attrition happens to any company on any tile, except Garrisons. Attrition depends on the terrain type, the local authority (a tile is considered friendly, neutral - aka wilderness - or hostile depending on who it belongs to), and the current season. Winters will now be much deadly for companies, and raiding will be a bit more troublesome (as feudums will benefit from garrisons when calculating attrition against hostile forces)
  • Automatic Encampment: we've also added automatic encampment to make companies more viable after a dangerous encounter or in a hostile environment. You can now set an autocamp threshold for each company using the Manage Company command. If a company's fatigue reaches the set threshold, the company will automatically camp until it recovers and then resume its original duties.

 

We hope you'll appreciate and enjoy the changes. More is coming shortly, make sure you follow us on Steam so you won't miss them! :) Have fun!

Mat
administrator
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Version 0.5.2571 (0.5.2572)
  Version  0.5.2571    Release Date   Mar 17, 2023Warfare - Quality of Life Patch - March

This is a dev update for the existing Warfare Public Release. It includes a number of bugfixes, UX refinements. At this time, we focused on some economy-related QoL upgrades, including a new feature, Automatic Trading, so feudums can now trade even in their player's absence, until these orders are cancelled or changed. This will hopefully make it much harder for a player to go into a resource shortage spiral while away from the game, even if they experience sudden resource fluctuations due to feudum upgrades or raiders.

It is a mandatory update.

Note: We have released a hotfix (0.5.2572) for 0.5.2571 that actually enables the Auto Trade button. Sorry for the inconvenience. The hotfix is otherwise identical to the 0.5.2571 version so refer to this release note about the features.

Gameplay Changes

  • Automatic Trading: players can now set up automatic trading orders with multiple options, such as stockpile thresholds to buy or sell, price limits, and maximum quantity per order. Settings are available from the World Trade command.
  • Attrition damage is now split between Morale and Health.
  • Victory Condition calculation for several cases, Virtue and "Game Length" related conditions included, has been changed to provide better approximations on the current situation.

UX/UI Changes

  • Steady Tooltips: Updated the code related to tooltips so they don't flicker in the first split second anymore until they get their correct size.
  • World Trade: more statistics about the current situation of the world market has been made available to allow making better decisions on trading.
  • Some other changes.
  • Numeric Input types (on Claim, Trade Order and Auto Trade) has been updated to provide more functionality.
  • Local Raid losses for the tick can now be seen on the Feudum Card, if the player hovers over the Resource badges.
  • Military related expenses (wages and shortages) and yields (loots from raids) are now also displayed in the global breakdowns on the Treasury Badges.
  • Refactored a few layouts and UI hierarchies.

Bugfixes

  • FIX: Company AP could be off during battle.
  • FIX: In some edge cases, a company could stuck in a position and the player couldn't repeal the move order for a few ticks.
  • FIX: Rulebook edge cases related to economy.
  • FIX: Player with more than 1 dominion processing slot can trade more quantity than allowed.
  • FIX: In some cases, Company CoA would disappear after moving on the map.
  • FIX: In some cases the auto-enter after subscribing to a new world didn't work
  • FIX: Autocamp UI remained enabled for Garrisons (they can't autocamp).
  • FIX: Notes on Command in the command bar weren't properly localized.
  • FIX: Victory Progress was empty in the first tick for new subscribers.
  • FIX: Dominion commands reset the context of the command bar.
  • FIX: Togglers of the card holders could move from their position in some cases
  • FIX: Treasury badges should not be disabled if World Market feature disabled.
  • Added / fixed / updated English localization on several layouts.
  • Several server bugfixes.

 

We hope you'll appreciate and enjoy the changes. More is coming shortly, and we are also making progress about our next big milestone, diplomacy, so, make sure you follow us on Steam so you won't miss them! :) Have fun!

Mat
administrator
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Version 0.5.2660
  Version  0.5.2660    Release Date   May 4, 2023Multiple Feudums - May

This is a dev update for the existing Demo Release. It includes a number of bugfixes and UX refinements, but it also introduces multiple feudums per player and a basic in-game chat.

It is a mandatory update.

Gameplay Changes

  • Multiple Feudums: Players can now form additional feudums and can manage (merge, dissolve, etc.) existing ones and their tiles. Wasteground is now also available as a target for claiming / abandoning / merging tiles, but due to the lack of administration, it has limited Line of Sight and no services or command execution.
  • We have added a basic in-game world chat. Please behave! :)
  • Five new, winter-themed exclusive music tracks also debut in this update. Enjoy!

UX/UI Changes

  • Based on your feedback, we have changed the UX process how claims work. It can now be issued from the tile you want to claim (instead of starting it in the target feudum), and only then you need to select a valid target (a neighbouring feudum or wasteground).
  • Some feudum commands can now only be issued from the Manor.
  • Rally Troops can now only be issued from a tile that can train units (ie. it has a Garrison).
  • Tiles can now be also released into Wasteground instead of completely abandoning them.
  • Optimized in-game reports regarding Feudums and Wasteground.
  • Tile Cards now have terrain attrition listed in the Terrain's tooltip. 
  • Tile Card accessibility info has been updated with tooltips and more states, and now also shows if the tile and improvement are blocked by hostile forces.
  • Both Tile and Feudum cards have been updated to show information (and differences) for Wasteground.
  • We have added the "eligible starting locations" info to the World Cards next to the current and maximum player counts.
  • Treasury Badge breakdowns now also list expenditure and revenue generated by trade orders (either automatic or manual).
  • Battles are now taking a bit more time, so its less common to end in a sub-phase of a tick.

Bugfixes

  • Fixed "Invalid Target" issue on training units where the command was executed successfully, but the issue was reported when the command could not use the default Rally Point to spawn the unit (like when it was full) and had to use another one.
  • Fixed a command concurrency error when Replacing Improvements.
  • Fixed "scroll to tile" on waypoints.
  • Fixed some redundancy in Map Selection focus checks.
  • Feudum Rules dialog was missing its title.
  • Raids with no loot are no longer reported as "Looted during raid".
  • Fixed an issue where the morale penalty for overtime for lance service was not applied in their home feudum.
  • Fixed several incorrect hints and localizations on various parts of the Map UI.
  • Several other fixes.

 

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
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Version 0.5.2680 (and 0.5.2685)
  Version  0.5.2680 / 85   Release Date   May 11, 2023Multiple Feudums - 2nd May update [TacticON]

This is a small update for the existing Demo Release. It includes a number of bugfixes and UX refinements.

It is a recommended update.

Note: a hotfix (0.5.2685) has been released for version 0.5.2680, as we accidentally overlooked a building error in the hurry which could destabilize the game after exiting the game map. We are sorry for the inconvenience. The hotfix is otherwise identical to version 0.5.2680.

UX/UI Changes

  • Feudum List: Now that you can manage multiple feudums and your wasteground, it was time to add an interface where you can review their status at a glance. It is available from the Feudums badge.
  • Notifications: We've changed the way we display notifications related to command execution, so we hope to communicate common cases in a less distracting way.

Bugfixes

  • Fixed several server validation issues for edge cases regarding claiming and creating new feudums, where the command could stuck.
  • Fixed a calculation error related to victory conditions.
  • Fixed population calculations in some edges cases (in some cases it rewarded players with free population)
  • Fixed some visual glitches in the client.
  • Fixed: some unnecessary Feudum reports (like 0 migration)
  • Updated Discord integration as their latest changes broke a couple things. 

 

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
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Version 0.5.2727
  Version  0.5.2727   Release Date   June 1, 2023Multiple Feudums - 1st June update

This is an update for the existing Demo Release. It includes a number of bugfixes, a new feature and some UX refinements.

It is a mandatory update.

Notable Gameplay Changes

  • Grace Periods: we have added new settings that would allow games to run with Economic and/or Warfare grace periods. If the setting is active, by joining a game, a new persona automatically receives these effects and they last for a specific interval or until specific commands are issued (you can find the details in the tooltips). Feudums are economically stagnant during the Economic Grace period, so players can have a more relaxed start; while Warfare grace period prevents battles and raiding (by or against the given player).
  • We have updated the Steam Login SDK integration according to Valve's recent recommendations
  • Based on the community's feedback, we have rebalanced a couple things in the default Rulebook. 
    • Herdmen now produce 4 goods when shearing the herd (increased from 1)
    • Fishermen now produce 6 food instead of 5 (but still take 1 timber)
    • Hunters now produce 3 food (reduced from 4)
    • Blacksmiths now require 2 iron but produces 6 goods, 4 safety and 1 virtue.
    • Town guards were moved from Lances to Squads and are now the cheapest "professional" military company.
    • Victory conditions have been modofied

UX/UI Changes

  • Removed Garrisoned label from TileCard as tiles have their own Company Card for details.
  • Added the Coat of Arms of the leader of the attacker and defender sides to the Battle Log Timeline (with other subtle UI improvements) for extra clarity during battle replays. 
  • Grace Periods are shown for every participant. You can find it on the detail cards for every participant, and also right below the tick time counter for your own status.

Bugfixes

  • Fixed market transactions incorrectly shown in the group Decays.
  • Fixed several issues that could lead to the "Request Prematurely Aborted" error during tile merges.
  • Fixed an error where resolving company queue command targets could fail in competitive scenarios (led to the game world being suspended)
  • Fixed an error where train unit target could fail in competitive scenarios (led to the game world being suspended)
  • Fixed an error where merging tiles between feudums could sometimes led to incorrectly merged construction commands (of those tiles).
  • Data Transport: Empty Command Queues are now removed on cleanup.
  • Fixed a server error where attrition processing could fail when a player retires (led to the game world being suspended)
  • Fixed some server related errors related to logging
  • Fixed some visual issues with Discord Bug Report integration
  • Fixed / Optimized various layouts on the Backend
  • Fixed a few things about Atlas and Placement generation.
  • Fixed snapshot title resolve issue.
  • Several other fixes.

We have also updated the website's modules.

 

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
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Version 0.5.2766
  Version  0.5.2766   Release Date   July 7, 2023Feudums - July update

This is an update for the existing Demo Release. It includes a number of bugfixes, some reworked features and many UX refinements.

It is a mandatory update.

Have fun trying out the new build!

New Guide!

One of our players has created a new "Beginner's Guide", available right here on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=2977221241
If you found the game a bit hard to grasp, maybe it's all you need to give it another go!


Notable Gameplay Changes

  • 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.

UX/UI Changes

  • 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 informationat a glance.
  • The expiration warning on units now immediately states the amount of time left [b]and [/b] 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.

Bugfixes

  • 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.

Misc

  •  Various updates on the backend

 

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
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Version 0.5.2783
  Version  0.5.2783   Release Date   July 14, 2023Feudums - July update II.

This is an update for the existing Demo Release. It includes a number of bugfixes, some reworked features and many UX refinements.

It is a mandatory update.

Have fun trying out the new build!


Notable Gameplay Changes

  • 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.

UX/UI Changes

  • 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)

Bugfixes

  • 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.

 

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
Mat's picture
Version 0.5.2915 Diplomacy - August Update
  Version  0.5.2915   Release Date   August 29, 2023Feudums - Diplomacy I, August Update.

The update includes a number of bugfixes and UX improvements, as well as the basics of the next, community voted feature set: Diplomacy.

It is a mandatory update.

Have fun trying out the new build!


Notable Gameplay Changes

  • 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!

UX/UI Changes

  • Diplomacy Related UI changes:
    • 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.

Bugfixes

  • 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

 

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

Mat
administrator
Mat's picture
Version 0.5.2922 Diplomacy - Hotfix 1
  Version  0.5.2922   Release Date   September 1, 2023Feudums - Diplomacy I, Hotfix 1.

This small update includes a number of bugfixes and a few UX improvements, mostly related to diplomacy.

It is a very recommended update.


Notable Gameplay Changes

  • Garrisons: empty garrisons no longer provide extra Line of Sight.

UX/UI Changes

  • 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 a bit.

Bugfixes

  • 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.

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

Mat
administrator
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Version  0.5.2979 - Diplomacy I, Update 1 + Patch (05.2985)
  Version  0.5.2979 (2885)   Release Date  Oct 2, 2023Feudums - Diplomacy I, Update 1

This update includes a number of bugfixes and UX improvements, mostly related to diplomacy.

It is a mandatory update.

Notable Gameplay Changes

  • 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.

UX/UI Changes

  • 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.

Bugfixes

  • 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)

Added in Patch (0.5.2985)

  • 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. :)

  • 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.

 

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

Mat
administrator
Mat's picture
Version 0.5.3054 - October Update
  Version  0.5.3054   Release Date   October 22, 2023Feudums - First Contact, October Update

This update includes a number of bugfixes and UX improvements, mostly related to player reported glitches, bugs and inconsistencies.

It doesn't have any breaking change, so it is technically a recommended update, but we highly encourage everyone to update for the UX benefits.

Notable Gameplay Changes

  • 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 have been reduced, but they now also always cost virtue to maintain, and their contracts have generally became more expensive.

UX/UI Changes

  • 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).
  • 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).
    • Chat server 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.
  • Removed most of the "success" notifications noise from World Card loading (and counts).

Bugfixes

  • 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)

Known Issues

  • 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 you will appreciate and enjoy the changes. There's more coming soon, so make sure you click the Follow us button on Steam to stay in the loop :) Have fun!

Mat
administrator
Mat's picture
Version 0.5.3109 - November Update
  Version  0.5.3109  Release Date   Nov 10, 2023Feudums - First Contact, November Update

This update includes a number of bugfixes and UX improvements, mostly related to player reported glitches, bugs and inconsistencies, and a host of new features.

it is a mandatory update due to several game-breaking changes.

Notable Gameplay Changes

  • 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.
  • Garrison Updates:
    • 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.
  • Lance Updates: 
    • 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.
  • Companies:
    • Military companies also received a new stance for scouting / surveillance.
    • 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.
  • Battles:
    • 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 have been updated on Cards to show whether the player has an updated composition data or not.
  • Food Rations 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.​​​​​​​

UX/UI Changes

  • 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.

Bugfixes

  • 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

Known Issues

  • Sometimes the chat may not initialize properly. Please use the reconnect feature to remedy the situation.

 

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

Mat
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Version 0.5.3128
  Version  0.5.3128  Release Date   Nov 17, 2023First Contact, Guidance Update

This update includes a number of bugfixes and UX improvements, mostly related to player reported glitches, bugs and inconsistencies, and the foundations of the in-game guide.

it is a highly recommended update.

Notable Gameplay Changes

  • In-Game Guide: it is a new per-game guide (will reset for each game). The content was created in cooperation with the community. I would like to highlight the help of player Aggamemnon. The guide keeps track of the topics you've already read and, depending on the settings, continues with the next topic when you join the game or open it manually. Each entry also keeps track of "points of interest", which are shown in the UI (when they are currently visible - otherwise you'll get a note that they are hidden) when you hover over them in the text. This hopefully will help you to get familiar with the UI. 
    • The feature can be turned on and off under Settings/Preferences.

UX/UI Changes

  • Feudum Reports: Labour resource decays are merged into 1 report.
  • Added new client settings under preferences to 
    • (a) Disable Guide
    • (b) Disable Weather effects (note: will add more granular settings later)
  • There is a new report in battles for events where a (severely damaged) unit inflicts 0 damage to the opponent.

Bugfixes

  • Fixed: TerrainBuilder mountain generation. Sea and Desert generation logic have been also updated.
  • Fixed: The Last Seen value for a Company's composition is not set properly in the tick update sent to the client.
  • Fixed: Garrison labour safety output report was missing in the tick update sent to the client.
  • Fixed: Lance Origin was not set properly in subsequent Rally Troops.
  • Fixed: Don't calculate empty garrison LoS (and some other data)
  • Fixed: NRE in dashaboard listview (during tweening) in some edge cases
  • Fixed: (Regression Bug) Labour outputs are not shown in Indicator tooltips.
  • Fixed: Cannot resolve SwingAndAMiss report during battle
  • Fixed: Food Ration display doesn't show the appropriate icon on Feudum Card.
  • (Fixed/Updated various issues on the backend (admin) layout and logic).

 

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

Mat
administrator
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Version 0.5.3206
  Version  0.5.3206  Release Date   Dec 14, 2023First Contact, December Update

This update includes a number of bugfixes and UX improvements, prepares the server and the client for several upcoming changes, mostly related to QoL requests and more content, and revises the first draft of our in-game guide.

it is a mandatory update.

Notable Gameplay Changes

  • 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 now 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.

UX/UI Changes

  • 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 [b]community poll[/b], and by clicking on it, the poll will open in a browser. Please participate!

Bugfixes

  • 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.

 

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

Mat
administrator
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Version 0.5.3218
  Version  0.5.3218   Release Date   Dec 21, 2023First Contact, December Update, Patch 1

This is a patch for the December update, which includes some player-reported bugfixes, fixes a regression bug and adds some player-requested UX improvements. 

it is a recommended update.

 

UX/UI Changes

  • Major Needs: The "stockpile" of major needs has been moved from the labourers section to the feudal indicator section and now also shows the supply/demand balance of the last tick in addition to the stockpile. A detailed breakdown has been also added (in the expanded section of the tooltip).
  • Added an abandoned feudum view for feudums whose owner has left the game.
  • Integration: You can now also log in to the website using your google or Steam account (authentication forwarded to the appropriate provider, just as in the client). It'll be important for the next multiplayer milestone priority poll.

Bugfixes

  • Fixed: several NREs on Feudum Card / Labourer section / Indicators when the player has unsubcribed
  • Fixed: Buttons weren't properly masked in scroll area.
  • Fixed: Terrain-based labour output was ignored for major needs tooltips (they were calculated and reported correctly, just not shown in the tooltip breakdowns)
  • Several smaller glitches / UX inconsistencies

 

I hope you will appreciate and enjoy the changes. There's more coming in the next year, so make sure you click the Follow us button on Steam to stay in the loop :)

Have fun & happy holidays!

Mat
administrator
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Version 0.5.3258
  Version  0.5.3258   Release Date   Feb 22, 2024First Contact, February Update

Our february update, with a couple new features, several UX improvements and bugfixes and a lot of the groundwork for future contents.

it is a mandatory update.

 

Notable Gameplay Changes

  • You can now join your allies in battle if your agreement is set to "Alliance" and you do not violate another existing agreement with a player on the other side of the battle (e.g.: Peace, Alliance or Non-aggression pact). The maximum number of companies that can join a battle on one side is now set in the rulebook. 
  • Execution times for most commands - claims and constructions included - have been reduced.

UX/UI Changes

  • Changed how the rulebook defines the diplomacy violation costs and when the diplomacy violations are processed against other players with no agreements.
  • Changed how the diplomacy violations are reported. The reports now include the categories for both parties, not just the cost.
  • Total population is now reported in the footer of the Feudums list.
  • Finally added the long missing Company/Garrison list to the Companies badge, and the most important rulebook settings to the badge's tooltip. In addition, a small notification will automatically appear in the bottom right corner of the badge if there is a battle in which your companies or garrisons are involved (and fighting companies are marked in the list appropriately).
  • Garrisons and companies now show their Area of Control when selected, and feudum (or wasteground) tiles are marked when you click into one and you're in the Feudum scope (note: the visual effects for these highlights are not final)
  • Wastegrounds now have a slightly different border type for clarity.

Bugfixes

  • Fixed an issue where Border trespassing violations were not registered.
  • Fixed an issue where the diplomacy violations are not reported when the cost was 0.
  • Fixed an issue where the diplomacy Sight violations were not counted.
  • Fixed an issue where the diplomacy private state command did not update the "Sight" value for fog of war.
  • Fixed an issue where the world market trades could succeed if the rulebook limits were not set.
  • Fixed an issue where game notification messages were displayed in the wrong order.
  • Fixed an issue where the feudum freshwater sources were calculated wrong in some cases.
  • Fixed various bugs on the Backend Admin layouts 
  • Slightly updated the Steam integration workflow.
  • Fixed Steam and Google login integration for the site.
  • Prepared the game server for several upcoming features :)

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

Have fun!

Mat
administrator
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Version 0.5.3317
  Version  0.5.3317   Release Date   Mar 28, 2024First Contact, March Update

Our cumulative changelog for the latest, "March" update, with new features, several UX improvements and bug fixes.

 It is a mandatory update 

Notable Gameplay Changes

  • Alliances and Alliance Victory Conditions: Players who are in diplomatic alliance relation now automatically form an alliance. An alliance can have more than two members if each party is an ally of all others (and game rules allow for more than one ally to be accepted). We have introduced separate victory conditions for alliances; these victory conditions are all immediate win types and are displayed on a separate page on the Game Rules / Victory Conditions panel.
  • Diplomacy Treaty values are now tracked and accepting a proposal can fail because of exceeding the threshold. You can see the settings for the current game in the tooltip of the Diplomacy badge.
  • You can add a diplomatic note to any new diplomatic proposal, counter-proposal or statement. These can be shown by either opening the diplomatic entry or by hovering the appropriate icon on a diplomatic entry under the Diplomacy badge.
  • Command Refunds: depending on the rulebook settings, there may be partial refund for the command costs if those have already been initiated but subsequently repealed. The tooltip for the Repeal button has been updated accordingly, and a report is generated for the refund, which can be viewed in the Dominion Reports. This also applies to commands rejected by the server during execution with a Hard Fail, such as when the circumstances associated with the command have changed.
  • Administrative Reserves: depending on the rulebook settings (including both time interval and limit), players can accumulate "Administrative Reserve" during their offline time. If there is any, it is displayed in the bottom right corner of the screen after entering the game map. During the execution of player commands, these reserves directly reduce the execution time of the commands by 1 tick for each point. Note: This reserve cannot be used for certain commands, such as those already lasting for 1 tick or for company movements.

UX/UI Changes

  • Companies now take a default stance to attack weaker opponents. Garrisons are still defensive by default.
  • Company Move command now keeps the waypoints and records the starting position.
  • Battles now report all joining units as "reserve" before moving them to a battle roster.
  • Battle Reports / Animated Phases have received a (n almost) complete overhaul. Battle Reports have received explicit icons (and continue to be colored) to state the side they are linked to.
  • You can now subscribe to our newsletter by clicking on it's button in the menu.
  • Added color-coding to most values in domain / feudum / company reports for additional clarity.
  • Major Needs layout has been updated on Feudum Card with extra tooltips for clarity.

Bugfixes

  • Fog of war has been tweaked not to include tiles in a feudum if the player has only seen the tile before the feudum was established (ie. players won't get an updated situation about these tiles).
  • Fixed a bug where a player could not submit a new worldmarket auto-trade command in some cases (reported by community).
  • Optimized tweening for FoW clouds to avoid some unnecessary changes.
  • Optimized our process for spritesheets handling (technical debt mitigation).
  • Optimized performance for command item lookups.
  • Optimized Chat/Diplomatic Note escaping. Normalize whitespace now includes spaces and formfeed.
  • Various server-side devops optimizations.
  • Changed how server connection certificates are validated.
  • Fixed: IngameNameValidator regex.
  • Fixed a bug where tresspassing was considered a diplomatic violation while at war.
  • Fixed tooltips for "Diplomatic Standing" categories on Diplomacy Dialog.
  • Fixed: misaligned Join the Community segment after Main Menu reload.
  • Fixed: Battle log: tick display is not updated when auto-progress to latest tick.
  • Fixed: Battle animation throws NRE in some cases when players attempt to replay. (thanks for reporting!)
  • Fixed: Battle animation missing units from past battle ticks for the animation. (thanks for reporting!)
  • Fixed: Battle animation: scroll is stuck in various cases. (thanks for reporting!)
  • Fixed: missing Battle animations. (thanks for reporting!)
  • Fixed: Battle animation throws error and is not properly reset when switching between battles. (thanks for reporting!)
  • Fixed: CreateFeudumCommand: units deleted when standing on manor. (thanks for reporting!)
  • Fixed a bug where a company (wages) shortage was reported as a wasteground shortage (thanks for reporting!)
  • Fixed a bug where Change Terrain would allow the player to deselect the terrain type (thanks for reporting!)

 

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

Have fun!

Mat
administrator
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Version 0.5.3320 (Patch)
  Version  0.5.3320   Release Date   Mar 28, 2024First Contact, March Update, Patch

A small patch with a couple UX and bugfixes.

 It is an optional update 

UX/UI Changes

  • Instead of opening the Guide if you haven't read it yet, you'll now encounter a summary (albeit with limited content for now). However, it'll brief you if you're at war, diplomatic decisions await, you have administrative reserves to spend, you haven't finished the Guide yet and in a couple other cases.

Bugfixes

  • Fixed: Cursor visibility in diplomatic notes.
  • Fixed: Incorrect default stance for paging in the Game Rules / Victories interface.
  • Various minor client-side improvements and background work.

 

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

Have fun!

Mat
administrator
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  Version  0.5.3363   Release
  Version  0.5.3363   Release Date   Jul 03, 2024First Contact, Summer Update 1

Our first summer update, with a lot of groundwork for additional features, but also with several bugfixes, QoL and UX improvements.

 It is a mandatory update 

Notable Gameplay Changes

  • Unlocked game modes with more feudums.
  • Added the foundations for a host of new QoL features (these are still WIP / not yet enabled).

UX/UI Changes

  • Battle length estimations are now actual estimations instead of placeholders. Although they are still somewhat guesswork due to not knowing the settings of the opposing company, RNG in damages, and potential reinforcements, they should now be more reliable.
  • Lifted some of the Display Name restrictions (relevant for users logging in via Steam or Google) to reduce conflicts during updates (updated the relevant hints too).
  • Updated the "Welcome Message" upon joining a game with some extra functionalities and QoL enhancements. Added several new agendas that can fire in different scenarios.
  • Updated the countdown indicator on the Map scene.
  • The diplomacy badge's pending proposals counter now ignores proposals that were sent by the player.
  • Updated the bug reporter feature to include UIs on screenshots created for the bug report.

Bugfixes

  • Alliance Victory Conditions did not display the player's own status if it matched that of the first-place player.
  • Fixed an NRE in ItemIdentity.
  • Fixed mines not being displayed on some desert tiles (and optimized related fallback strategies).
  • Fixed an NRE which could occur during the cleanup logic of the Guard/Patrol command.
  • Fixed seasonal visual glitches related to Woodcutters.
  • Fixed the Changelist button not working in the Menu.
  • Fixed a caching issue related to the Persona data (which sometimes prevented CoAs to appear correctly).

 

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

Mat
administrator
Mat's picture
Version 0.5.3561 Release
  Version  0.5.3561   Release Date   Nov 12, 2024Pretender Wars, Autumn Update

Our autumn update, with even more groundwork for additional features, some bigger changes, QoL and UX improvements.

 It is a mandatory update 

Notable Gameplay Changes

  • Rogues: introduced a special labor type where a portion of the unemployed population becomes Criminals. They still count as unemployed but taking resources as needed, which can temporarily cause major needs to drop below zero, affecting regular output. Rogues are independent of player policies, cannot be assigned exclusive jobs, and are excluded from labor predictions. Beware of the poachers, robbers, pirates and more!

  • Rulebook Overhaul! We’ve revamped the rulebook logic for laborer-related rules and settings, providing much more flexibility in adjusting or adding/removing options for each game session. This also opens up a new range of possibilities for later modifications by our modding community.

  • Lots of new Labourers! Over a dozen new labour options have been added, enabling even more ways to develop your territories. Some of these are only unlockable by a specific terrain or improvement. Additionally, more terrain types and improvements have got mutually exclusive job slots, adding more decision points for how you specialize your territories.

  • Labourer limits: You can now not only guarantee how many workers will be assigned to a specific role during a certain season of the year, but also set a maximum limit on how many can work in that role. This allows for more precise control over when and what tasks the serfs will focus on.

  • Battle Rewards: Warrior lords and ladies, rejoice! Defeating raiding armies and claiming victory in battles now earns you Virtue! Rewards are based on the relative strength of the opposing sides. Every member on the victorious side will receive a reward, even if their forces were eliminated or forced to retreat. The spoils are distributed proportionally to the military power of the companies at the time of joining the fray. Rewards are shown in dominion reports and in the summary provided by the Virtue badge (under the category "Events").

  • Battle enhancements: Tile Improvements and their levels can now modify battlefield roster sizes and adjust offensive and defensive modifiers for companies. These bonuses stack with terrain effects and company tactics. Battlefield width is now also specified per roster types, adding deeper strategic layers to combat.

  • Allied Forces and Patrols: While allies could already assist each other in battles, their companies can now also provide safety to allied feudums (if not engaged in battle), granted they are not trespassing and in the correct tactics / stance. This requires an Alliance with diplomatic borders set to “Free Passage” or better, with tactics and unit edges allowing safety generation. Your own companies can now also boost the safety of your feudum while they are inside your borders, even if they are not in garrisons (albeit garrisons are still way more effective in this.).

  • Victory Prediction: An option has been added to reveal the predicted winner of the game after a certain percentage of the game time has passed. Now the leaders can't always sneak quietly to the finish line!

UX/UI Changes

  • Changed the world market base price calculation: The market base price is now less prone to fluctuation when there are few players, making it harder for a single player to influence it (although clever manipulation is still possible!).

  • The rendering engine has been updated, making the game map a bit livelier (just zoom into those water bodies!). I’ve also subtly updated the weather-related and various other visual effects. There's still plenty of room for development, but from now on, the engine isn't the bottleneck – my time is. We tried to test it more thoroughly with the help of some Vanguards, but if you encounter any graphical glitches, but it's nearly impossible to test it on everything, so please kindly report them using the in-game bug reporting tool!

  • The battle card has been streamlined and now includes many more hints and tooltips, including those related to the new battle enhancements.

  • Added new hotkeys; if the map is in focus: [tab] toggles the Guide, [enter] toggles the Chat, while [v] toggles the victory conditions (remember the old ones, like '[m] moves to the manor of the selected feudum, [h] goes to your capital.')

  • Positioning after battle now attempts to honor the original tile of the companies (where they were before the battle) and/or the path they were trying to follow. When a company searches for its appropriate tile (if the battle did not occur on its tile), it will do so within its own Area of Control (AoC) if it won, or within a 1 Line of SIght (LoS) radius around the battle tile if it lost (you don't have much time to look around while fleeing!)

  • Labourer tooltips now show not only the planned utilization percentage but also the specific predicted allocation for next tick (where applicable)
     

Note: With the current content updates, some in-game interfaces have become a bit cluttered. I am continuously working on updating these and will be addressing them through smaller patches.

Bugfixes

  • Fixed a bug when at the end of a battle a hostile garrison would not be revealed.
  • Fixed a bug where the battle roster sizes could be miscalculated during regroup.
  • Removed an extra company report about 0 regeneration during battle.
  • Fixed a bug where the settings' authors were not displayed in the game list.
  • Fixed a bug where the command has failed while trying to enable/disable the labour on a terrain or improvement if the tile has changed since the issuance of the command.
  • Fixed a bug where the maximum worker percent of the user’s labour policy was not cloned correctly.
  • Fixed a build target group bug related to Steamworks API.
  • Fixed a bug where client validation for claiming was faulty for wasteground claims.
  • Fixed various pathfinding bugs (there is always a new edge case! Sorry about that.)
  • Fixed a dependency injection issue for instances.
  • Created a host of new debug tools for pathfinding and testing.
  • Various server-side improvements and changes.

 

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

Topic locked