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Lords and Villeins News

Realpolitiks 3: Earth and Beyond is Leaves Early Access!

Greetings, Lords and Ladies!

It's time to put your ruling abilities to use again! Allow us to announce that Realpolitiks 3: Earth and Beyond, a grand-strategy published by Fulqrum Publishing, is leaving Early Access today, being 20% off at launch.

[previewyoutube][/previewyoutube]

Realpolitiks 3: Earth and Beyond invites you to prove your political brilliance – pick from a range of 195 countries, set up your government and navigate the pitfalls of domestic and international politics. A glorious destiny awaits - the domination of not just the Earth, but the whole Solar system!

To achieve this ultimate goal, you will have to carefully consider a myriad of decisions, starting with the choice of a country you wish to lead. Taking control of any contemporary nation to fulfil your ambitions: from Afghanistan to Zimbabwe and everything in between.

You will also need to select your optimal form of government, build your cabinet of ministers, improve your character’s skills - all while leading your country’s efforts in economic development, research, diplomacy, espionage or war. Will you lead your people to the stars, or to their ultimate doom?

More details about the game can be found on its Steam store page.

https://store.steampowered.com/app/2298690/Realpolitiks_3_Earth_and_Beyond/

Hotfix for Patch 1.6.14 (Issue with Saves and Achievements)

Greetings, Lords and Ladies,

A nasty bug snuck into the patch we published yesterday, and caused problems in communication with the Steam platform. As a result, your achievements were not logged and your save files were stored in a different location (the "Shared" folder instead of the folder dedicated to your specific Steam account, marked by a numeric ID).

We have now fixed this issue via a hotfix. If you have created new saves since yesterday’s patch, and/or moved your save files to the “Shared” folder to patch this issue on your end, we kindly ask you to move them back to their original folder to be able to access them again.

Default save folder location:
C:\Users\%username%\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData


Thank you very much for understanding and we apologize for the inconvenience!

Change Log:

  • Fixed pre-existing saves not loading properly
  • Fixed Steam achievements not working

Patch 1.6.14 Is Out Now!

Greetings, Lords and Ladies,

We have another bugfixing update for you! Thanks to your reports on Steam and on our Discord, we were able to locate and fix several annoying bugs! For that, we owe you our greatest thanks, we much appreciate that you care about the game.

Please, keep that feedback coming. It's you, our awesome community, that made Lords and Villeins what it is - so if you're not a part of it yet, join our Discord server so you can hang out with other players and chat about the game.


Change Log:

  • Fixed issue with Chinese language not displaying all characters correctly
  • Fixed issue with the reaching bonus not being given to a regiment with all spears equipped
  • Fixed an empty mouse over tooltip when hovering over a horse icon in the population book of a soldier
  • Fixed pie ingredients not being purchased
  • Fixed ruling family titles not being initialized properly
  • Fixed noble families not having any titles
  • Added titles to be displayed in the persons name in the population book
  • Added a follow button when an NPC is selected. This will make the camera follow their movement
  • Added gem ore hills to have the ability to extract gem ore from the world map
  • Updated probability distribution of rare ores on the world map
  • Fixed issue with regiments sent to home town not respawning in the town
  • Fixed broken splash screen
  • Updated settings on a font file that was crashing community localizations

Bugfixing Patch v1.6.12 Is Yours To Play!

Behold, Lords and Ladies!

We are ready to serve you a brand new patch and it's not a small one! You already had a chance to check out many of the changes in the public beta, you can read more details about it here - we are now publishing that update to everyone with an extra dose of fixes to it. You can find the full change log at the end of this article.

Lords and Villeins is a complex system driven game with endless potential for interactions and situations that are very difficult to detect during our internal testing. We failed to do better and many of you had a troubling experience with the game after the release of our new DLC. These issues were not discovered even during our lengthy closed beta that was running prior to its release and we regret that we did not stop them from getting into the live release.

We are sorry to anyone we let down by the technical state of the game. This patch should address a lot of the issues reported and we will continue to work on improving the game and fixing any other issues that escaped our attention in the coming weeks.

[h2]Where To Share Your Feedback[/h2]
All of the improvements come from the feedback you provided, which we are immeasurably grateful for. We humbly ask you to continue letting us know what features you think we should add, change or remove from the game. And, of course, if you encounter any bugs waiting to be squished, let us know and include as many details as possible (attaching a screenshot helps immensely).

If you would like to take the extra step to make our job easier, we have a system for reporting bugs also on our Discord, where you have the ability to upload your save files and player logs, which can truly go a long way for us to identify the cause and be able to fix it.

For this reason, we tend to be more active on Discord, but Discord is absolutely not the only way to receive support. You can also mail us to [email protected], post issues on the forums or in the comments of our articles. We read them all, but we struggle to find the space to respond to everyone. We hope you can understand our lack of activity and rest assured your reports on forums are definitely seen.

A lot of you have recently posted a negative review here on Steam expressing your disappointment. This is a very legitimate way of sharing your experience with the game to others and we take every review seriously. We use them to learn about our mistakes and how to do better in the future.

Negative reviews can also create a warning for new players discovering our game from giving it a chance and they can have a serious impact on the growth of our community. So we only ask you to consider those negative impacts when deciding if our game is truly worthy of a negative review. If your intention is to only share an issue with us in the hopes of addressing it, forums and articles are a much more effective place to do so, and unlike reviews they allow us to follow up with you to clear up how the game is supposed to work or in case we need more details to fix it.

We care about our game and seeing the outcome of a release that we have worked so hard on is a moment for reflection. We only hope that delivering updates addressing your criticism will change your mind in the future.

If on the other hand, you are enjoying the game and want to support its further development, the best way to do that is posting a positive review, and if you have not done so already, purchase our DLC - it really helps us significantly!

[h3]What is Next?[/h3]
For the near future, we will shift our focus from releasing new content, to improving the technical state of the game. Fixing bugs is something we could do in a matter of weeks, but improving the performance requires a complete rework of the AI system. The foundation for it has been laid five years ago in the early stages of the game, when it has not been very clear if it would be a good fit for our vision for the game. It had some great potential for an easy access to modding of the game, but In the end it has proven to be very limiting for performance, and we will take some time to rework it. Please be patient with us, this may take some time because it is a big change and Lords and Villeins has been a solo-dev project ever since we released 1.0 version in the November of 2022.

Finally, I want to personally extend my gratitude towards everyone who was forgiving with us and stayed around, especially our closed beta testers who spend hours testing and reporting bug and sharing their feedback. Lords and Villeins is my first commercial game as an indie developer, and I learned many difficult lessons from it that unfortunately also had a negative impact on you. But I love making games and I would love nothing more than to be able to keep creating them and players like you are what makes it possible.

So thank you for being here and staying around for more!

Michal

Honestly Games

[h3]Patch v1.6.12 Change Log:[/h3]

  • Added a drag camera input action - holding a middle mouse button allows the camera to move around with the mouse
  • Fixed a few instances of incorrectly imported localization
  • Updated color palette of the beauty overlay to more easily distinguish best from worst (red is now worst and green is best)
  • Salary related debuffs are now automatically removed if NPC is removed from the demesne organization
  • When tropical climate is selected, plants are no longer out of season during winter if they are plantable in spring as well.
  • Fixed bug with a forward arrow in a new game dialogue being deactivated incorrectly
  • Fixed villagers being dead upon starting a tutorial mission
  • Fixed a UI clock that would not switch off the night speed if it was clicked twice during the night
  • Fixed broken Chinese characters
  • Villagers will no longer build structures using taxed resources.
  • Fixed issue with animals sometimes not releasing the reservations on objects when they die
  • Guards will now automatically defend villagers from animal attacks
  • Fixed a crash when a family is erased (i.e. all villagers die) when playing on a map without the overworld (deactivated module or not owned DLC)
  • Fixed an issue with a family not removing itself from an overworld cell data when it is erased
  • Addressed a number of detected crash logs, these could lead to issues with families being removed


[h3]Change Log of the Open Beta changes that now launch into the base game:[/h3]

Main Game:
  • Localization assets are now exposed in the StreamingAssets folder, allowing anyone to develop localization mods with ease
  • Warehouse book now takes into account contracted amount (red numbers next to the item) to restrict the ability to grant resources over the available amount
  • Save file name is no longer restricting special characters
  • Accounting Report now updates the total amount if tenures are changed while the UI is opened
  • Animals that belong to the caravan will no longer required to be fed until they are purchased
  • Fixed broken How To sequence for updating storage settings, setting soldier pay, creating new soldier regiment, building heat source and changing equipment
  • Fixed an issue with fishermen not generating enough demand for yarn to repair fishing nets
  • Reduced time it takes to process animal corpse by the butchers
  • Fixed an issue that corrupted HP value of animals which could lead to animals never being butchered
  • Fixed an issue with clergy not being recognized in data logging as a family business which led to incorrect statistical logs
  • Removed a zoom button next to "All zones" option in the Statistics Report UI as there is no function related to it
  • Notification indicating completed royal delivery no longer displays text about favor, as it is only awarded during custom deliveries.
  • Fixed scaling on the loading screen
  • Added further code preventing chests and shelves being targeted for vandalism.
  • Fixed bug causing fees to the clergy not being attributed for payment
  • Fixed a localization issue in Simplified Chinese in the "Settling" tutorial mission
  • Fixed tutorial maps losing their status of a tutorial map when they are saved on their last (bonus) chapter.
  • Fixed excessive demand for some resources in certain zones (Royal Forest)
  • Terrain change event no longer trigger recalculation of the pathfinding grid to improve performance boost as they tend to be very frequent. As a downside, villagers will sometimes ignore dirt path in their pathing until the path gets recalculated later
  • The fast-forward button in Statistics UI now correctly resumes to current season
  • Fixed number of crashes when the user did not own the DLC, impacting for example the ability to pay taxes
  • Fixed UI crash with a delayed encounter
  • Fixed a number of crashes related to ActiveNPC data not being properly uninitialized
  • Fixed a number of crashes related to AI behavior that can result into NPC being stuck and starving to death
  • Fixed seasonal and yearly supply and demand data of individual families for animals not being logged
  • Fixed a game crashing bug that happens any time an NPC dies
  • Fixed a serialization issue of the config files as it relates to storing starting family professions
  • Fixed incorrectly initialized starting value of animal HP leading to their quick deaths
  • Raised the limit for a zone template size to 100 tiles
  • Fixed an incorrect formula that was preventing from demand for production material to scale up properly
  • Fixed incorrectUI logic when setting 0 money clergy fee on fee-farm zones
  • Overworld map overlay and resource sum now correctly updates when a family grows their size
  • Fixed issue with work groups being deleted accidentally when their members are reassigned. This could also cause the clergy to break down and stop collecting taxes.
  • Added condition in demolishing structures activity, to ignore objects that were recently detected as inaccessible and thus not block the rest of the objects in the queue.
  • Updated the LZ4 library as it was triggering a native crash in certain scenarios


DLC Content:
  • Fixed water and mountain tiles indicating "Possible production" title when nothing can be produced there
  • When a house is demolished on a tile with a terrain feature, the original terrain feature is restored



And just in case you missed it, there is a bundle waiting just for you to buy it! This bundle called The Great Houses Edition includes the main game along with the fresh DLC The Great Houses. There is a 10% bundle discount, so it's a heck of a deal!

https://store.steampowered.com/bundle/42643/Lords_and_Villeins_The_Great_Houses_Edition/

Community Translations and v1.6.11 Open Beta Launch!

Greetings, Lords and Ladies!

A brand new update has arrived in the Public Beta. There is a long list of bug fixes that were hindering your enjoyment of the game and the recently released DLC - check the full list of changes below!

You can expect this patch to arrive to the main game during the upcoming weeks. If you wish to help with the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!



If you do so, please make sure to start a new save file as there was a number of bugs that may have corrupted your existing saves and could continue generating issues during your game that have already been addressed. We greatly appreciate your reports of any bugs or issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!

[h2]Community Localizations[/h2]
One big change of this patch is exposing the localization files to the StreamingAssets folder of the build. This means that anyone can add a new language to the game by simply creating a new json file in their installation folder, specifically "Lords and Villeins_Data\StreamingAssets\Locale\". We encourage any passionate community members to use the existing official localizations as a template (you can open and edit them in any text editor) to create their own community translations of the game and distribute them with the community.

To allow collaboration, we are also hosting a community project on Localizor.com. While we can not distribute any of the community translations officially, we will assist with exporting the appropriate json file for any language that will get fully localized and share them through our community members so that you can distribute them as an unofficial mod online or on our Discord. We have also created a dedicated channel there that any translators can use to coordinate and ask questions.

Thank you everyone who choose to participate and make Lords and Villeins more accessible to other players!

[h3]Developers Note[/h3]
For those who are curious about the behind the scenes of game development, I want to briefly discuss how the systems of Lords and Villeins can manifest into bugs as a small number of them is repeatedly reported over the years and it may seem that those never get fixed. This would include things like AI starving to death, standing and not doing anything, villagers dying on reload, the cycle of day and night being broken, or villagers not paying taxes, collecting resources or finishing their tasks.

These are the issues that often get reported because that is how a certain bug manifests in the eyes of our players but in reality, those are many different bugs disguised under the same symptom. There are many points during which our AI can fail and it creates a cascading effect in which the AI of a specific NPC will simply turn off completely, while some of its other systems are still influencing that NPC. This causes them to grow hungry, but without a functioning brain to go and eat, it eventually leads to their death. However, the specific point where things went wrong is many times different. And each time we introduce new content, we have to extend the capacity of the AI, add new activities and develop new features, each with a potential to a new bug that later manifests with the same symptoms.

This is also paired with the fact that Lords and Villeins is a system-driven game, with many systems constantly interacting with each other and the potential complexity is too big to reliably test for with a big team, let alone for a small indie studio like ours. Despite extensive testing with every update, closed beta runs and often open beta tests, some issues always unfortunately make it through, and compounded by the fact that these issues appear to be the same, it may create the impression that nothing is being done to fix them.

This also complicates our job to identify the cause of the problem and fix it, as many times the only actionable information we can look into is a crash log that does not always tell the whole story. On top of that, many bug reports turn out to be a miss understanding of the game mechanics of the game and to address that is not a question of fixing a bug, but rather a rework of the UI or another extensive update to our tutorials which is not something that can be done quickly enough.

In no way are these few paragraphs intended to avoid responsibility for the issues in the game, but I am hoping that more transparency and some behind-the-scenes details would help to bridge some understanding. We are always very thankful for all of our players and the time and patience that they invest into our game to master it and enjoy everything it can offer.

Thank you for staying with us on our journey and stay tuned for the update to go live!

[h3]Change Log:[/h3]

Main Game:
  • Localization assets are now exposed in the StreamingAssets folder, allowing anyone to develop localization mods with ease
  • Warehouse book now takes into account contracted amount (red numbers next to the item) to restrict the ability to grant resources over the available amount
  • Save file name is no longer restricting special characters
  • Accounting Report now updates the total amount if tenures are changed while the UI is opened
  • Animals that belong to the caravan will no longer required to be fed until they are purchased
  • Fixed broken How To sequence for updating storage settings, setting soldier pay, creating new soldier regiment, building heat source and changing equipment
  • Fixed an issue with fishermen not generating enough demand for yarn to repair fishing nets
  • Reduced time it takes to process animal corpse by the butchers
  • Fixed an issue that corrupted HP value of animals which could lead to animals never being butchered
  • Fixed an issue with clergy not being recognized in data logging as a family business which led to incorrect statistical logs
  • Removed a zoom button next to "All zones" option in the Statistics Report UI as there is no function related to it
  • Notification indicating completed royal delivery no longer displays text about favor, as it is only awarded during custom deliveries.
  • Fixed scaling on the loading screen
  • Added further code preventing chests and shelves being targeted for vandalism.
  • Fixed bug causing fees to the clergy not being attributed for payment
  • Fixed a localization issue in Simplified Chinese in the "Settling" tutorial mission
  • Fixed tutorial maps losing their status of a tutorial map when they are saved on their last (bonus) chapter.
  • Fixed excessive demand for some resources in certain zones (Royal Forest)
  • Terrain change event no longer trigger recalculation of the pathfinding grid to improve performance boost as they tend to be very frequent. As a downside, villagers will sometimes ignore dirt path in their pathing until the path gets recalculated later
  • The fast-forward button in Statistics UI now correctly resumes to current season
  • Fixed number of crashes when the user did not own the DLC, impacting for example the ability to pay taxes
  • Fixed UI crash with a delayed encounter
  • Fixed a number of crashes related to ActiveNPC data not being properly uninitialized
  • Fixed a number of crashes related to AI behavior that can result into NPC being stuck and starving to death
  • Fixed seasonal and yearly supply and demand data of individual families for animals not being logged
  • Fixed a game crashing bug that happens any time an NPC dies
  • Fixed a serialization issue of the config files as it relates to storing starting family professions
  • Fixed incorrectly initialized starting value of animal HP leading to their quick deaths
  • Raised the limit for a zone template size to 100 tiles
  • Fixed an incorrect formula that was preventing from demand for production material to scale up properly
  • Fixed incorrectUI logic when setting 0 money clergy fee on fee-farm zones
  • Overworld map overlay and resource sum now correctly updates when a family grows their size
  • Fixed issue with work groups being deleted accidentally when their members are reassigned. This could also cause the clergy to break down and stop collecting taxes.
  • Added condition in demolishing structures activity, to ignore objects that were recently detected as inaccessible and thus not block the rest of the objects in the queue.
  • Updated the LZ4 library as it was triggering a native crash in certain scenarios


DLC Content:
  • Fixed water and mountain tiles indicating "Possible production" title when nothing can be produced there
  • When a house is demolished on a tile with a terrain feature, the original terrain feature is restored