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Nobility and Clergy Will Join Your Settlement in the Next Update!

As we are approaching the final stages of development on our upcoming major update - The Nobility and Clergy - it is time to share with you details on what's coming! This marks our second major update and during the months since the launch, hundreds of you shared your thoughts, suggestions, praise, and criticism on Steam, Reddit, and Discord, which helped us understand how you see our game and what is the best way to move forward. This is the main reason why we are in early access and we are happy to see it is for the benefit of the game! We also understand that being part of early access is asking our players for a lot of patience as we continue to deliver on the promised features, balancing, and overall quality of the game, so thank you for sharing your support during this process and remaining patient! Let's see what the next update brings!

Nobility Class


So far, you've been only responsible for the peasants. The feudal nature of the world they live in, which recognizes people primarily by their heritage and titles, makes it so that they don't have that many legs to stand on when it comes to fighting for their rights. This means your leverage as their lord is much higher. Whether you choose to have them live at the edge of poverty or uplift their lifestyle, is mostly in your hands, as they are all afraid of the consequences, should they disobey your rule.



But nobles are different. They won't simply accept what you think is right. And they put increased pressure on almost everything you do. A mere inn is not enough - you have to build a proper Tavern - a new zone with nice beds and sweet wine to serve, which will attract noble visitors to your settlement! Normal meals? Those are for peasants. You have to produce a variety of cooking ingredients and serve excellent meals. Taxing their zones is tolerable but you better be careful to not push it too far. Once you fail to please the nobles, they will leave your settlement and greatly harm your reputation!

You might ask yourself, why would you keep such a demanding and ungrateful class of citizens around? If not for the variety and fun of exploration, they bring luxury resources to your settlement. Nobles also receive regular supplies of money and luxury goods from their otherworldly endeavors and businesses, that can boost your economy. You can also propose marriage deals to other noble families, who will negotiate with you an exchange of partners and gold through the aristocratic practice of arranged marriage. Let's have a look at the new zones, that are managed by noble families.

[h2]Jeweler's Workshop[/h2]

Nobility is status and it must be known to everyone at the first sight. Turn all the precious ores and gems from the mountains into beautiful jewelry with the help of jewel crafters. Nobles will be happy to purchase them and wear them to satisfy their cravings of wealth.



[h2]Alchemist's Workshop[/h2]

It is being said that carrying a Philosopher's Stone is essential for long and prosperous life. Add some health potion and you are sure to outlast even the most healthy individuals. Or should you be interested in stamina potions or some potions of defense, alchemists are certainly your friends.

You might wonder what these potions actually do - they improve happiness and mood, slightly recover the energy of the villager and increase their defense, but if you want to know the truth, there is nothing magical about them. Just a good old-fashioned placebo effect covered up with fancy legendary stories from medieval charlatans.

[h2]Artist's Workshop[/h2]

Decorate the large halls of your manor with outstanding paintings and statues, made by the most skillful hands of artists, who travel to your settlement to share their talents with you. For a hefty price of course.



[h2]Theatre[/h2]

Actors and entertainers around the world will travel to your settlement and perform on the stage to entertain your noble villagers for a small entry fee.

Clergy


Covering the spiritual needs of your citizens is an essential part of your responsibilities, but it is more intricate than you might have thought! Clergy understands well their position in society and they do not hesitate to exert their influence. Whether or not it is going to be for your benefit is up to you.

As you maintain your reputation amongst your people, clergy will also maintain reputation with you. Providing donations on a regular basis, supplying them resources through taxation, and developing your settlement with churches and chapels is a sure way to improve it. Let's have a look at each of these systems in detail.



[h2]Donations[/h2]

Clergy will regularly demand monetary donations from you, but also from every other noble family in your settlement! This brings an interesting powerplay. Other noble families want to maintain good standing with the clergy and if they are not happy with your rule, they may decide to increase their donations and put pressure on you in order to undermine your rule through clergy's influence. There is only one way to fight back - improve relationships with the noble family and maintain higher donations. You can exile a noble family too, but this will make all other noble families dislike you even more! And it works both ways - your donations put pressure on other noble families, who might decide to leave the settlement, if they can not keep up!

[h2]Taxation[/h2]

Both socage - taxing a percentage of production - and fee-farm - collecting monetary rent - are now split into two parts. One portion is taxation, which will be provided to you. The second part is then donated to the clergy. While it is not necessary to tax every zone, you need to make sure, that clergy will get everything they need, to survive and thrive. A taxation is an ultimate form of supplying the clergy, as it does not increase pressure on donations from other noble families.

[h2]Sunday Service[/h2]

Sunday Service is where clergy exerts their influence on people. The appointed minister holds the Sunday Service at the local church for peasants, together with the bishop doing the same for nobles in the chapel. If your reputation with the clergy is good, you will see your ruler's reputation improve and vice versa. Building a church and chapel is also necessary, as your villagers will demand from you the ability to practice their faith.



[h2]Enlisting to Clergy[/h2]

Villagers may choose to join clergy voluntarily at an older age and since this decision is considered sacred, you will not have the power to prevent them from doing so. However, you may order them to join the monastery at any point in their life. They will leave their family and all of their possessions behind and devote themselves to service and practicing their faith.

All enlisted members join as novices and have to study manuscripts in the library to learn reading, writing, and consecration. Once they do, they can be initiated and become a bishop, minister, or monk. As monks, they can be assigned to various clergy orders, to perform different duties, while you manage how many people should be in each order. Each monk in the order then learns a new profession and operates in their designated clergy zone. Let's have a quick look at the new orders added to the game.

  • Winemakers - operate in the Cellar to plant and harvest grapes and use the grape mashing tub and brewing stations to brew wine and mead.
  • Beekeepers - operate in the Apiary to manage Beehives and produce honey for cooking and mead production, as well as wax for candles.
  • Librarians - operate in the Library and teach local nobles in the skills of reading and writing.
  • Papermakers - operate in the Paper Mill to recycle old rags into a paper mash and use the paper siv to produce stacks of paper.
  • Scribers - operate in the Scribery where they transcript writings and turn stacks of paper into manuscripts for the library.
  • Morticians - operate in the Graveyard where they assist with burials and maintain the graves from degradation.
  • Herbalists - operate in the Apothecary to plant and source herbs for the production of potions and healing materials.

With the addition of a graveyard, your villagers will receive free access to a commonly shared area, where they can bury their loved ones. We are also adding Quarters that serve as a communal household for all monks in the monastery, where they can cook meals, sleep and eat.



...and much more!


The list of new features and improvements does not end there! We have also done a lot of smaller improvements and additions, that are definitely worth mentioning.

  • Bigger Maps! - that's right! You will now be able to choose the size of the map. Starting from half the size of 64x64, doubling the size of the map with the 192x192 scale, or go even further up to 384x384 - 9 times bigger map than what we currently had! We have done a lot of improvements on the performance to support these map sizes, however, we must emphasize that anything bigger than 192x192 is still considered "experimental" - recommended only for highly performant PCs and will likely remain like this in the future.
  • UI improvements - many UI textures have been reworked and improved, as well as certain UI elements. You can now hide the HUD, access the population book from any highlighted NPC, or the finance book from any zone menu. We have also reworked the tiles for the zones, making them more readable and easier to see through, and added a new icon system to mark structures for removal.
  • Skills - skills are similar to professions in a way that they give villagers access to a new set of activities. Unlike professions, skills can't be leveled up and are not tied to the family. This allows us to better communicate, what each villager can and can not do.
  • Woodworking - we have expanded the abilities of each villager to work with the wood. Everyone is now able to cut down trees and receive the yields if they are marked for removal in their zone. They will also plant random trees in tree spots, allowing you to decorate your zones with greenery!
  • Furniture variants - most furniture structures now have three new visual variants! When placing a structure, press R to choose a new visual variant and bring more shine to your settlement.
  • Wall and table decorations - with a new category of objects, you can now place structures on top of tables and walls. This includes candles, torches, paintings and also windows!
  • Purchasing from any family - a highly requested feature to trade with families is now also supported. When a family opens their shop, you can commit to trade for the current market price on the goods they are offering.
  • New floors - we are adding two outdoor floors - roads - and also two new types of bridges - the stone bridge and the steel bridge.
  • Ability to exile - using a new action in the population book, you can exile a whole family of peasants out of your settlement, when they are no longer useful to you.




Balancing and Bugfixes


Balancing is also on the list of our priorities! Many of you have been reporting how difficult it is sometimes to maintain a stable economy in your village and how specific zones struggle for living or have difficulties maintaining production. We are aware of these issues and are striving to improve upon them in the next update. While having a stable and balanced game is a high priority for us, please keep in mind, that we are still in early access and due to the ever-evolving nature of the game, during stages where core game mechanics are still being added, it would be counterproductive for us to invest an extensive amount of time into maintaining the balance on the same standard of quality, as we will set for the full game. That being said, we will certainly bring several improvements during the next update, which should make the economy more stable and enjoyable and we've also focused on fixing several issues and bugs, particularly with our complex AI systems.

But When Is It Going Live?!


If you've got to the end of this article, surely you want to know, when we are releasing all of this amazing content. We are currently in the last stages of balancing and bug fixing and will need a few more weeks to finish it up, but if everything goes well, you can expect the update to go live at the beginning of February. Once again, thank you all for your patience. We have been blessed to learn how many of you are enjoying our game and we can't wait to share this next update with you.

We will be opening a closed beta for the new update soon, so make sure to join our Discord community, so you don't miss out on the chance to participate. Follow us on our socials to stay up to date and share your love for the game with your friends, if you wish to support us more! If you've missed our latest live Q&A, make sure to watch it on our Youtube, where we discuss also the longterm plans for the game. And don't forget to leave us a review here on Steam, we really appreciate the feedback!

























Lords and Villeins in the Steam Winter Sale!

Greetings, lords and ladies!

The holiday season is here once again, and that can mean only one thing for all PC gamers: Steam Winter Sale is here! If you've been waiting for a chance to grab Lords and Villeins at a lower price, wait no more - it is now at 15% off, with the possibility of even higher discount if purchased through the Dwarves and Lords bundle - the additional discount applies in full even if you already own the other game in it, Hammerting!

These incredible offers are valid now through January 5th, so don't miss your chance and grab the game!

https://store.steampowered.com/app/1287530/Lords_and_Villeins/

You should also check out the full list of discounted titles by 1C Entertainment.

And once you've played the game, please, give use feedback in form of a Steam review, in the discussions or come chat to our Discord server. It is very much appreciated and helps us make the game even better for our fans!

Lords and Villeins Questions Answered



Greetings, Lords and Ladies,

On Wednesday, December 15 in the evening (CET time, anyway) we hosted a Q&A livestream on our Twitch channel - thanks for all the submitted questions and especially to everyone who turned up to watch us live!

We are very (painfully) aware that you might not have the time to watch a live event whenever you wish, so for anyone who couldn't attend, but would still like to see all the questions answered, we have put the recording up on our Youtube channel:

[previewyoutube][/previewyoutube]

We would also like to thank all our fans for the wonderful year we've had with you - you simply are the best, and we hope you will keep all the positive as well as constructively negative feedback coming in 2022 and beyond! We wish you all a peaceful and jolly holiday season and a very happy New Year.

If you want to give us an early Christmas present, consider voting for Lords and Villeins in IndieDB's Indie of the Year 2021 - our game can be found in the Released - Realistic Sim category on the voting page - today (December 20) is the last day of voting!



This is one of the best ways to show your appreciation for the game and help us out. But we welcome any other type of feedback just as much - be it a review written here on Steam, a post in our discussions or coming to our Discord server. Your participation energizes us and all your suggestions and feedback really, really help us out in making the best game that we can for you, so don't be shy!

Lords and Villeins made to the Top 100 in the 2021 Indie of the Year Awards!

Greetings, Lords and Ladies,

Lords and Villeins has made it to the Top 100 of the Indie of the Year Awards by IndieDB! Thank you all for supporting our game and casting your votes! With so many excellent indie games being released, this is a huge honor for us that also gives us even more energy to continue working on the game.

And if you believe that the game deserves to be among the fabled Top 10 and want to give us the best Christmas present ever, you can vote again for Lords and Villeins that can be found in the Released - Realistic Sim category on the voting page!

Also we would like to remind you about our live-stream that we are hosting today on Twitch at 8pm CET (2pm EST/ 11am PST) where you will have the chance to chat with our dev team and ask anything you'd like to know about the game, our team, our plans, etc. Find out more info about our live-stream here.

Gather up! Growing the community of Lords and Villeins



From sharing feedback, posting reviews, and spreading the word about the game, to creating content and participating in our Discord, the community is helping us to make a better game. And not only that! You are making the journey of developing Lords and Villeins a wonderfully joyful experience! We take every opportunity we can, to thank you. And we keep looking for ways to improve the spaces and tools our community can use, to communicate with each other.

Recently, our Discord server has grown to nearly 600 players and our Twitter is nearing its 500 landmark. Proactive community members have started an official Reddit and a few people have already got into modding thanks to a dedicated channel on our Discord! There we have also launched special commands and bots to post suggestions that people can vote on for our following updates.

[h2]Ask us anything! We are hosting a live Q&A![/h2]
[h3]When: Wednesday 15th of December, 8PM CET (2PM EST/ 11AM PST)[/h3]
It's been a while since the launch of our early access and we want to give everyone a chance to ask us anything they want to know! Are you interested in our plans? Do you want to know how we approach game design? Something about the developers themselves? We are very open with our development, so we will be happy to answer them all! The stream will be live on our Twitch and later posted on our Youtube, so follow us there to be alerted when it goes live.

[h3]Where can you post your questions?[/h3]
Join our Discord and use !question-lav in any of our channels. It will be reposted in a special ask-the-dev channel, which will be regularly reviewed on our following Q&A sessions. Sometimes you may even catch some developer-live streams in our VOIP channels and ask us there! If you're not on Discord, you can also post your questions down in the comments or use our dedicated post on Reddit.

[h2]Call for contributors! We are hosting an official wiki[/h2]
With Lords and Villeins, we always had a very simple goal - you should not need to exit the game to learn how to play it. Civilization games have been a great inspiration for us in this way. We introduced a detailed tutorial, added many learning tip notifications, and continuously expand our in-game knowledge book. However, when it comes to player strategies, synergy, theory crafting, and knowledge learned through experiments, an external wiki is a better place. We want to give tools to our community to cooperate, create content and solve the complexity of Lords and Villeins together.

So, we have started an official wiki at https://wiki.lordsandvilleins.com/ and we are in search of moderators and creators!

A content creator can be anyone! Simply create an account and start a new page. Moderators are slightly more advanced - they will be in charge of reviewing the content, creating a structure, and working with us to receive feedback. Wiki is primarily a community effort and we seek to give our moderators very high autonomy and we will also be happy to share information about the game where it makes sense. We use the MediaWiki platform so moderators should be (or be willing to become) familiar with its content editing tools and ideally know HTML and CSS. If you want to apply for a moderator position, please contact us on our Discord.

[h2]High Council - your chance to enter the closed beta program![/h2]
The High Council is our team of closed beta testers, who receive early access to a new version of the game. We regularly open new positions and since the next major update is close to being done, we will be opening new positions soon! If you want to make sure you get your chance to enter, come and join our Discord! To keep the beta testing focused, we try to keep the number of testers relatively low, so being active in our community, posting screenshots, and talking about the game, improves your chance of getting in.

And that marks the end of our community post. Thank you everyone for being active and keeping the conversation around the game lively. We look forward to seeing it growing even more in the future, as we are approaching the full release and beyond. As for the development of the game, we are fully focused on the next major update now - aside from new features such as clergy and nobility and a bunch of new zones and professions, we are focusing on balancing and improving the economy of the game as much as we can, so stay tuned for the beginning of 2022! In the meantime, we will try to keep you in the loop with some behind the scene blog posts.

Stay awesome and we wish you a Merry Christmas!