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  3. The Beta Patch Receives An Update, Public Release Is Getting Closer

The Beta Patch Receives An Update, Public Release Is Getting Closer

Greetings, Lords and Ladies,

As you may have noticed, we have a patch in the oven that's currently available for you to test just before we release it publicly. More details, including ways of how to join the testing, can be found by clicking this link.

Thanks to your participation and feedback, we have been able to locate and address some of the issues already, meaning the beta patch is getting updated right now. Below you can find all the things that we've done so far. Since the list of changes is substantial, we decided to extend the public beta for a few more days. If we don't identify any other major issues, we will be releasing the patch publicly and updating the main build of the game soon. We want to share extensive appreciation and love to everyone of you for participating in the beta. By playing the game and sharing feedback, you are helping us to improve and polish Lords and Villeins above and beyond.

We are extremely grateful for your help! Feel free to join the testing by following the link above and don't forget to join our Discord as well.

[h3]Change Log:[/h3]

  • Fixing incorrect prompt for blueprints saying the family does not have resources even when it does.
  • Updated algorithm for selecting blueprints for construction and implemented caching. This should slightly boost performance and make behavior more aligned with the priority number assigned to each blueprint.
  • Fixed the critical error causing frequent freezing
  • Fixed hover element in population book when changing equipment
  • Replaced old toggles with new labeled switches in the royalty report screen
  • Fixed a minor UI issues with a switch in zone context menu starting in on state when it was initialized in the off state
  • Fixed issue with prioritizing blueprints for construction when higher priority structure that has missing resources would block all other blueprints that are lower in queue but otherwise possible
  • Blueprint context menu no longer appears when the blueprints layer is not visible
  • Fixed issue with probability for old people to join clergy being sometimes set to 100% after a reload
  • Fixed issue with hover element in priority queue on Supply % if the blueprint had no cost
  • Fixed bug with favor point cost for requested custom families being deducted twice
  • Fixed bug with population book locking the game when "New Family" request window pops up while the population book is open
  • Updated algorithm for choosing spawn points and departure points at the edge of the map. The game will now prevent spawns of any animals and NPCs if there is no valid entry point, and the game will automatically update to the nearest clay-terrain type terrain if the original spawnpoints are blocked
  • Fixed a bug with time to execute task difficulty multiplier working invertedly
  • Fixed a crash in accounting report screen when a zone is updated in the background