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Lords and Villeins News

The Great Houses DLC is Out Now - Ready to Expand Your Rule?

Greetings, Lords & Ladies!

Today we have glorious news! An opportunity calls to all esteemed nobles. After leaving early access in 2022 and the following year of free post-release updates, we are expanding the realm of Lords and Villeins with a brand new DLC dubbed "The Great Houses"! The DLC shatters the boundaries of your previous domain, inviting you to shape the fate of a nation and etch your legacy onto the world stage.

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The Great Houses takes the feudal economy simulation experience to a whole new level, allowing you to transcend the confines of your settlement and establish yourself as the head of a powerful dynasty. With a brand-new world map and intricate gameplay mechanics, this DLC enables you to engage in diplomacy and trade across the cities of other AI-controlled Noble Houses and even the Royal Family, or to subdue your enemies with military forces as you vie for influence, wealth, or if you so desire, dominance.

As your settlement flourishes and expansion beckons, resources can be invested in acquiring new territories. Families can be assigned to develop these lands, while military regiments ensure their protection. Trade routes can be established with other settlements on the map, fostering relationships with other Noble Houses. Completing quests strengthens these bonds, unlocking lucrative trade deals that introduce new caravans to your settlement.

Alternatively, if you have a taste for war, you can unleash your armies upon rival territories. Raids offer the spoils of another's labor, while outright invasion allows forceful conquest through a brand new turn-based combat system.

A new noble house creator has also been introduced in this DLC, empowering you to personalize your noble house like never before. Featuring a dedicated sigil editor, you can create your own sigil, a visual emblem that will inspire awe (or strike fear) in the hearts of the rivals of your Great House.

The good news don't end there, however! To support their loyal subjects, the Royal Family decreed that an introductory offer will be imposed on the expansion, guaranteeing a 15% discount on The Great Houses DLC, and to entice newcomers to the Lords and Villeins domain, the base game is also discounted, by no less 75%; for the best bargain of all however, the Lords and Villeins: The Great Houses Edition is available, in which you can obtain the game + the DLC in a single, convenient, package.

https://store.steampowered.com/app/2943600/Lords_and_Villeins_The_Great_Houses/

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

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

If you are just coming back to the game, Lords and Villeins is receiving an update too! A number of bugfixes are introduced from crashes, incorrect AI behavior, UI issues to some balancing adjustments. We did our best to ensure backwards compatibility for your save files for this one, but please be mindful that you may encounter issues if you choose to continue playing on them. We will also continue to closely monitor the situation and issue hotfix updates in the following days!

Thank you for staying with us and supporting us along the way. The development of Lords and Villeins from the initial Early Access release until today's DLC launch has always been, and will continue to be, shaped by the invaluable feedback and suggestions of the amazing community of fans that has formed around the game. If you wish to participate, or even just to chat, you will be welcome on the Lords and Villeins Official Discord server, but of course, your voice will also always be heard even here in the Steam Discussions.

Ease of Ruling Update Has Just Arrived!

Greetings, Lords & Ladies!

The Ease of Ruling Update has been in a Public Beta for two months now, and today it is our absolute pleasure to announce that after plenty of testing and patching, we are finally ready to publish the update officially to everyone!

Learn more about the update and check out the Change Log by following this link.

Thank you all for being so helpful and for sharing your feedback! Don't forget, you are always welcome to join our Discord channel where you can chat with fellow players and with the dev team as well!

Also, if you have not done so yet, a review of the game here on Steam would be much appreciated!

Huge thanks to you, until next time!

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

The Public Beta Is Being Updated Again, Patch v1.5.12 Has Arrived!

Good day, Lords and Ladies!

Another update has landed in the Public Beta, this time we've managed to fix the issues with inventory, caravans and most importantly the farmers struggling with planting - check the full Change Log below. If the public beta will prove successful we would seek to release this build on the Main branch relatively soon!

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!



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!

Thank you very much for your support, we are incredibly happy to have such a... Noble... community!

[h3]Change Log:[/h3]
  • Fixed issues with inventory content caching after reloading a save file. This was causing a number of problems including caravans not purchasing goods, villagers dropping trashpiles on the ground after a transaction or caravans not purchasing meals or beds at the inn
  • Fixed issue with caravan purchasing planning procedure that prevented them from purchasing in many otherwise valid scenarios
  • Added limit that will restrict caravans to purchase an item if it is available in low quantity unless the item is expensive (i.e. statues). This should optimize caravans to ignore low volume goods and focus on items that have bigger impact on the economy.
  • Fixed issue with crops incorrectly evaluating time remaining to finish growing
  • Added an indicator in the soil priority tab if a crop will be ignored due to not enough time to finish growing
  • Added a safe code to tanning pit to prevent a possible source of a bug
  • Fixed missaligned UI text in a modules section of a new game

Patch v1.5.9 Has Landed In Open Beta!

Good day, Lords and Ladies!

New update has just found its way to the Public Beta and it's waiting for you to try it out! This one focuses on fixing some of the most important issues you've reported; to name a few, the problem with time freezing is now mitigated and many problems with resource demand and villagers not producing when they are meant to have been fixed.

If you wish to participate in 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!



We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!

Thank you for your continuous support, we would not be able to make it so far without such an awesome community!

[h3]Change Log:[/h3]

  • Added option in settings to block mouse edge camera scrolling
  • Fixed global taxation setting increasing automatically with each reopen of the accounting menu
  • Fixed number of issues with the demand calculation formula leading to inaccurate, very high or incorrectly non existend demand for various professions and items (grain, alchemists, artists, furnace, inn, clergy wood and others)
  • Removed restriction of the animal feeding activities being exclusively done by npcs with the animal caretaking role
  • Fixed farmers not following the ratios of planted crops properly
  • Fixed issue related to villagers blocking money in their pockets which can lead to a halt in purchasing
  • Fixed a possible crash with loading a save file
  • Fixed a bug that prevented royal forest families from refilling feeders for pigs
  • Fixed issue with caravans purchasing resources in opposite order leading to them first purchasing resources that are the least overproduced
  • Caravan trashpiles will no longer trigger too many trashpiles notifications
  • Added coal as a prioritized production in the Furnace zone
  • Fixed an issue with calculating the market value of a normal meal
  • Added a safety check that can prevent the game from stopping the passage of time if a crash occurs with a specific NPC
  • Increased the output of coal from a stone mountain
  • In ruling lessons, the priority settings are now hidden until they are unlocked in a chapter 4 of the ruling lessons

Ease of Ruling Update is Heading Into Open Beta!

Great news lords and ladies!

after several months of hard work, our newest free update v1.5.6 is ready to enter the open beta! This one is all about the Ease of Ruling!

In previous free updates we were focusing on adding gameplay systems, polishing the game design, improving features and then also enhancing the performance. In this update, we wanted to focus more on the UI experience and give more care to the balancing.

You can access the build right now in the openbeta branch! Simply right-click on the game in your 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!

We strongly recommend backing up your save files before switching to open beta as there can be unforeseen issues that can corrupt them! However, due to the scope of changes introduced as part of our re-balancing, the backwards compatibility on save files is not supported in this version and we recommend starting a new game to avoid potential bugs and issues.

You can find your save files in the "C:\Users\USER\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData" folder.

There you will also find the ConfigData folder. If you are having issues launching the game after updating due to a bug, you can try deleting this folder and re-launching the game.



We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!

Thank you all for participating in the beta, sharing your feedback and helping us polish the game to make it even better!

And to celebrate the open beta release and the Fulqrum Publishing's Steam sale, we have an amazing 66% discount on the game! It is our highest discount to date, so this is a great time to pick it up and tell your friends about it! You can also find other great games by our publisher on their publisher sale page!

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

[h2]So what are the changes introduced in 1.5.6?[/h2]

[h3]New Statistics Report UI[/h3]
  • Track a variety of data about resources, animals and your settlement as a whole
  • Filter data by family, zone or aggregate them over the whole settlement
  • View data in table view or as a graph with a history
  • Change between the granularity of aggregation between daily, seasonal and yearly datapoints

[h3]Simplified Game Mechanics[/h3]
  • Simplified the calculation algorithm of supply and demand
  • Simplified the algorithm of tax attribution on zones
  • Boredom is now also replenished by reading
  • New Way of Obtaining Profession
  • When family gets assigned a zone for a profession they do not have, they will have a goal to learn it
  • Learning happens in the library and requires an assistance of a Librarian (initiated monk)
  • Newly learned professions begin on level 1
  • To compensate the value of professions obtained through the Inn, traveling families appear with a profession on a higher level than before
  • In combination with the above, the impact of profession level on the speed of task has also been doubled

[h3]Quality of Life Changes[/h3]
  • Assigning family to a tenure now brings up a new UI that provides a better overview of available families
  • Socage tax is now set per resource. This can be modified in the accounting report in the priority and soil tabs
  • Due to the individual taxation, certain resources that were not taxable before, can now be taxed (i.e. milk)
  • Graves now only take one space instead of two
  • The trading tab of the Warehouse book opens in a state that filters only resources in stock
  • Added the ability to consume bread and pies as a plain ingredient without cooking it into meals, when
  • Soil tab now displays icons of relevant seasons for each crop
  • Farmers now schedule planting of up to 5 fields in a row before they can be interrupted for a different activity
  • Goals to occupy and empty store, purchasing resources and taming and animal caretaking are now strictly allowed only to villagers with (automaticaly and secretely) assigned role. There can be only one store keeper, up to three shoppers and up to two animal caretakers. This helps to simplify the goal queue of farmers (who have by far the most goals) and improve their AI efficiency

[h3]Campaign Changes[/h3]
  • Campaign is now renamed to "Ruling Lessons" to better set expectations for new players
  • Settlement buffs previously tied to completing the campaign are now unlocked by default
  • Added goals in the mining colony mission to build loading station and recruit a servant
  • Added extra monk in the plague mission and added missing roofs over many households
  • Campaign missions are now unlocked from the beginning except for the final one which requires completing of all previous missions
  • The campaign screen now has completion indicator for each mission

[h3]Balancing Changes[/h3]
  • Modified yields and growth times of certain crops
  • Modified base price for almost all resources
  • Modified speed of tasks for almost all production
  • Modified frequency and inventory size of caravans
  • Slightly modified starting resources
  • Increased inventory capacity of Chests
  • Modified yields of hide and meat from certain animals
  • Modified yields of mountains from mining
  • Rebalanced pricing function of all animals
  • Reduced sensitivity of daily average produce counter from the season length to 7 days
  • Reduced amount of money demanded in the encounter from 1 gold per person to 5-10 silver per person
  • Increased the length of one horse riding session to be 1 - 2 hours

[h3]Bugfixes[/h3]
  • Fixed issue with farming incorrectly accounting number of planted crops
  • Fixed issue with market presence incorrectly rendering animal amounts and sex
  • Updated the algorithm of caravans to reflect their individual time of arrival in the algorithm of switching between the caravan phases of selling, purchasing and leaving
  • Fixed issue with farmers incorrectly reflecting remaining time leading to crops being planted even when they dont have enough time to finish growing before the next season
  • Fixed issue causing celebration bar being treated as a valid storage for player's money causing it to disappear from player inventory
  • Fixed issue allowing the paper mill being placed over a floor blueprint even when no water is present
  • Fixed bug in the warehouse book when offering animals for sale
  • A number of other crashes and errors