1. Lords and Villeins
  2. News

Lords and Villeins News

Hotfix v1.2.18 released!

Greetings, Lords and Ladies,
Even though the latest update has been thoroughly tested during an open beta phase, some pesky bugs managed to sneak through to your settlements. We have managed to squish them and just published a small hotfix to improve your governing experience! If you encounter any other critical issues, please do not hesitate to report them and we will fix them as soon as we can.

[h3]Full changelog:[/h3]
  • Fixed crash when attempting to switch to German localization
  • Fixed issue with regular families damaging royal reputation when relationship is bad (intended behavior is that only noble families have this ability)
  • Fixed possible crash that occurred when a family was being removed
  • Added warning when loading save files created in version 1.2.15 or older that they are not supported

The Update v1.2.17 Joins The Main Game!

Greetings Lords and Ladies,

The time has finally come, all the patches, updates. fixes and improvements that you've been testing in the Public Beta during the weeks are finally entering the main build of Lords and Villeins. A lot of things have been changed / added, so we recommend going through the Change Log below, especially if you were not a part of the Public Beta testing.

For a short summary, we have redesigned nobility and royal taxation, extensively improved UI, put additional work into performance and added new ways for you to control the economy. As this patch is making significant updates to the internal data structures, you will not be able to continue playing your save files from the previous version, so if you are not ready to switch yet, we will keep the older version available in the "oldversion" branch for some time.

We are incredibly thankful for your help with the testing and for the overall support, we would not be able to get this far without you! And that's not all, more awesome things are on the way! For now, enjoy the current update and let us know what you think about it on our Discord server, here on Steam forum or feel free to write a review of the game.

Next on our roadmap is the promised Campaign update, so stay tuned for more info soon!

[h3]Change Log:[/h3]

Performance Optimization

  • Path computed in one direction is now used in reverse order for opposite direction.
  • Pathfinding is now distributed over multiple frames and threads using a BurstCompile job system.
  • All visitors now share a common pathfinding map instead of each family calculating their own.
  • Prioritization of path search for NPC over animals and further limiting animals use of pathfinding in a single frame.
  • New option in the settings to serialize pathfinding data. It will increase save and load time, but prevents spike on reload.


Replaced Nobles with Artisans

  • Chapel is no longer used by artisans. They share the church with everybody else.
  • The Tavern was removed. Artisans arrive through the Inn.
  • Inn now also serves mead and wine.
  • Donations to clergy no longer reflect noble families. The clergy simply expects the player to donate a calculated amount of valuables over some time.
  • Theatre is now visited by everyone, including peasants.


Added a new class of Noble Houses

  • Noble houses are generated automatically at the start of the game.
  • Their growth is stimulated automatically outside of the map.
  • Noble houses can be viewed in the population book in a new Nobles tab.
  • Noble houses now accept ruling family marriage proposals instead of the previous artisan families.


New Quests and Deliveries

  • Noble houses and royalty offer optional delviery quests for extra rewards.
  • New Loading Site structure added that is used by villagers to prepare deliveries.
  • Players can also grant resources to noble houses or a royal family which is sent away through the delivery system.


Hosting at Villa

  • Players can now invite a noble house to be hosted at their villa.
  • The noble house will spend a certain amount of days and consume the meals of the player.
  • After they leave, the relationship with the player will change based on how satisfied they are with the quality.


Combat Power

  • Villagers in the military regiments now display their combat power.
  • Combat power is a function of their equipment, age, health, training, skills, blessings, and other buffs and bonuses.
  • Total combat power of a regiment is used when delivering military as a royal tax.
  • Combat power is now displayed in the population book.


Royal Taxes Updated

  • Royalty now only expresses their demand in terms of the gold value of delivered resources and the total combat power of delivered soldiers.
  • Players can complete the taxes through deliveries or sending regiments to war at any time during the year.
  • The Tax Evasion mechanic was removed. Instead, having a Master of Coin appointed will boost the rewards and contributions made through deliveries.
  • Royalty also offers optional quests that provide extra money and favor points.
  • Royalty also offers a list of bonus equipment, which boosts the combat power a certain regiment contributes with.


Changes to professions

  • Ropemakers can now utilize Loom to create a new Carpet resource. This resource can be used to build new floor-type carpets. Five different carpet patterns are added.
  • Alchemists no longer make health, magic or stamina potions. Instead, they make love potions that peasants consume to boost their pregnancy chance, exotic mixtures which can be used as a cooking ingredient or transmuted gold, which can be minted into gold coins or granted to nobles as a valuable gift.
  • Glassmakers nwo also produce glass bottles, which are required to make potions.


New options to manage priorities

  • Priority screen is updated and shows more detailed information.
  • Player can update how much material a family is stocking for production.
  • Player can also limit production if a family has stock over a certain amount.
  • Player can also restrict tax-deductible options, to prevent villagers from consuming taxed resources to produce other taxed resources.


New cooking management options

  • The accounting management screen has a new cooking tab.
  • Players can set custom targets for cooking meals and toggle if families are allowed to supplement high-quality targets with a lower quality meals.
  • Logic for cooking was also updated so that families will continue cooking higher quality meals even if they have plenty of lower quality meals.
  • Logic for cooking was also updated so that families will continue cooking higher quality meals evn if they have plenty of lower quality meals, to meet their targets.
  • It is possible that families go over their target if multiple people start cooking at the same time.


Other Changes

  • Rework the internal system for generating new families.
  • The notification system was reworked to allow more flexible data transition. As a result, several notifications were updated to provide more information about their context.
  • Storage management screen now has copy/paste option.
  • CTRL+Select when clicking on a buildable object will now select that object from the build menu.
  • A number of UI screens was improved for performance.
  • Multiple churches are now possible. Secondary churches hold Sunday massby villagers assigned to the monk order.
  • Inns can now be toggled in the context menu to prevent selling beds and meals to locals.


Small UI changes

  • Notifications now distinguish between source and target. Players can click separate buttons to move the camera to them.
  • Zone context menu was reworked to separate the quick-build menu into structures, furniture and storage. Buttons to switch between tiered collections were added to quickly access different quality furniture and storage.
  • New option in the settings to display a contrasted version of the HUD.

Another Update For The Public Beta Is Here

Greetings, lords and ladies,

This time we'll make it quick, a small update v 1.2.16 has just made it's way to the Public Beta, and it brings few small but important fixes! Check out the whole list below.

If you're still not a part of the Public Beta and you wish to be, entering it is incredibly easy! All you have to do is right click on the game in your Steam library, select Properties, Betas and find the "artisanbeta" branch. If you encounter any bugs or have any feedback to share, we would love to hear from you! Share them here on Steam forums, or come join our dedicated Discord server.

Change Log:

  • Redesigned removal tools with a new filtering submenu
  • Fixed issue with pending deliveries sometimes not immediately taking a free loading site
  • Fixed issue with bonus equipment not persisting after reload
  • Fixed issue with inaccessible structure notification triggered falsely
  • Fixed issue with Mint not using golden ingots to make coins
  • Fixed issue in the accounting UI where the sorting toggles would not work
  • Fixed issue that impacted production capacity of tailors, bowmakers and limited number of other professions. It also prevented caravans from storing all of their goods.
  • Fixed issue with villagers ignoring chairs to eat on

A New Update Has Just Entered The Public Beta!

We greet you Lords and Ladies,

a new update to the public beta v.1.2.14 was just published and is available to play on the beta branch! We have fixed some game breaking issues and added few quality of life and balancing touches. We continue to polish and fix this version, to make it ready for a live branch as soon as possible. And once that is done, we will refocus on a new update, adding a small campaign mode, so stay tuned!

If you wish to join the Public Beta and get your hands on the updates before they are added to the full game, all you have to do is right click on the game in your Steam library, select Properties, Betas and find the "artisanbeta" branch. If you encounter any bugs or have any feedback to share, we would love to hear from you! Share them here on Steam forums, or come join our dedicated Discord server.

[h3]Change Log:[/h3]

  • Fixed crash duplicating noble family members when they were proposed to marriage while they were visiting in villa
  • Fixed issue preventing brick production in a scenario where family did not have household and firewood
  • Fixed issue that corrupted save files when quest giver family no longer existed
  • Fixed broken animation in the AM/PM animation in the clock
  • Reduced cost of visiting theatre from 200 to 50
  • Added default equipment preference for starting soldiers to prevent them taking off plate armor when the game begins
  • Removed "Until taxed" toggle in the warehouse book trading page (it was not doing anything and should have been hidden)
  • Fixed problem with using invalid characters in new templates not being loaded after restart
  • Fixed issue with fishing profession not leveling up
  • Fixed foragers not getting XP for cutting trees
  • Lowered default priority class for roofs, so they get built after walls
  • ixed issue with prioritization of blueprints to not lock resources if the blueprint is unbuildable (i.e. no wall support for roof)
  • Fixed soil quality view not refreshing after reload, until the game is un-paused
  • Fixed tooltips on public celebration dropdown elements when they are disabled
  • Updated description of the "Aggressive Animals" module and modified its functionality. It can now be turned off to prevent animals to jump over fences when hunting.
  • Fixed villagers not consuming love potions
  • Increased probability of domesticated animals to become pregnant
  • Added a new option in the settings to turn off the weather effect
  • Fixed a bug in the pathfinding that may have been responsible for misfiring of inaccessible structure notifications
  • Fixed inverted scrollbar in the animals tab of the market price UI

Patch 1.2.11 Is Entering The Public Beta

Greetings, Lords and Ladies,

There is a new update entering the Public Beta, that being Patch 1.2.11. It has brought multiple fixes, some QoL improvements and many more! Feel free to check out the whole Change Log below.

How can I join the Public Beta, you ask? It's easy! Just right click on the game in your Steam library, select Properties, Betas and find the "artisanbeta" branch. If you encounter any bugs or have any feedback to share, we would love to hear from you! Share them here on Steam forums, or come join our dedicated Discord server.

Currently, we are aware of an issue that corrupts save files if you attempt to marry a noble during a time when they are visiting your settlement in a hosted villa. We advise everyone to avoid this scenario to prevent this from happening. As a general practice, make sure to backup your save files and please be advised that the experience may be problematic as it is still a beta version.

We will be testing this build on the beta for a few more days and do our best to fix all problems so it can be published on the live branch as soon as possible.

[h3]Fixes[/h3]

  • Fixed the issue where the previous version didn't create config.ini
  • Fixed market price list toggles being swapped for buy and sell behavior of caravans
  • Updated tooltips for buy and sell behavior of caravans
  • Added global switch for categories in market price list
  • Fixed leatherworkers not making horse saddles
  • Fixed missing locale for a Noble Influence game module
  • Fixed warehouse crash when switching to artisan category with no artisan families present
  • Fixed issue with librarians not teaching skills
  • Fixed tooltip in warehouse book not reflecting master of coin bonus
  • Fixed an issue that would occasionally trigger path not found notification when it was not supposed to (particularly during loading)
  • Fixed an issue with clergy donation values not being restored after load
  • Fixed an issue preventing soldiers to be sent to war outside of tutorial mode
  • Fixed an incorrect hint in blueprint context menu when supplied by a construction family that does not have required material
  • Fixed reference issue during unloading that could cause memory leaks
  • Fixed semi-random pathfinding crashes when families get removed
  • Reduced memory usage of music audio files
  • Removed functionality of partial pathfinding map refresh due to extensive memory consumption and bloating of save files. Correct solution for partial refresh requires more comprehensive solution that is now beyond the scope of this update.
  • Fixed hunters not buying and wearing leather armor
  • Fixed UI issue in the town hall request displaying relationship over 100% when a high council position is assigned to an artisan with good relationship
  • Improvement in AI pathfinding state machine to prevent random cases of misfiring Inaccessible Structure notification
  • Fixed caravan sell embargo not working
  • Fixed number of AI crashes involving clergy, hunters and military
  • Fixed bug with noble family being destroyed after it left the map after the villa invitation
  • Fixed bug with Ruler important role being assigned both to the head and their partner (the partner should have Ruler Partner role). This broke several features, including council meetings.


[h3]Improvements and Balance Changes[/h3]
  • Expanded warehouse book send tab with sum of delivered value and indicator of free loading sites
  • Reduced probability that an elderly person will join clergy
  • Multiple churches running are now supported. Minister is still required, in other churches the service is held by monks
  • Meals, repair kits, sand, rags and firewood will no longer be requested in quests and can not be added to custom delivery
  • Increased priority of marriage request encounter in the town hall
  • Reduced frequency of observing art and visiting theatre
  • Reduced the speed of social need decline
  • Improved theatre logic to prevent people coming to the theatre and not have a chair to sit on