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Lords and Villeins News

Minor Update v0.15.12 Released Addressing Bugs, Feedback and Balancing!

We have gathered your feedback, hunted down many bugs and issues, improved on balancing and added few quality of life improvements. Thank you all for continuously participating in the conversation, sharing your thoughts and reporting all the issues you were able to find! It helps us learn about our players and identify problems much more quickly and easily.

Where to share your feedback effectively? We are monitoring both the Steam forums and conversations on our Discord. You can also mail us your feedback to [email protected]. If you wish to file a bug report, please make sure to include a screenshot and ideally a save file and player logs, that can be located in Users\[USER]\AppData\LocalLow\Honestly Games\Lords and Villeins\ and the SaveData subfolder.

We hope this patch will bring you a lot smoother experience with Lords and Villeins and leave you looking forward to our upcoming Military and Criminality update in a few months!

Major Bugs Fixed
  • Fixed issue with clergy taxes not accounted correctly.
  • Fixed bug with nobles that left map but did not unassign their work zone.
  • Fixed a bug that caused money to be ignored in the value of donations to clergy.
  • Fixed clergy planting trees in treespots that are meant to be removed.
  • Fixed a bug with donating money (to any family) not working properly.
  • Disabled priority screen on Graveyard, Library and Theatre (it was not intended to be there).
  • Fixed a serialization issue with a theatre zone causing villagers to interrupt ongoing acting after reload.
  • Fixed an AI reservation issue with Grape Mashing Tub.
  • Fixed an AI bug with villagers not performing tasks after they join settlement or are enlisted to clergy, until the game was reloaded.
  • Fixed a bug where visuals of the book would not show when villagers are studying reading and consecration.
  • Fixed a bug with certain assets not generating heat (candles, torches and oil lamps).
  • Added a prevention mechanism for scenario where two villager that are near fainting are trying to save each other in a loop.
  • Fixed a bug causing markings of objects that are meant to be removed not being loaded.
  • Fixed a bug in the world generator that could lead to black dots on the map.
  • Fixed a bug that could lead to blocked buildings and unremovable blueprints on the map.
  • Fixed a bug with purchasing from clergy that could occur when there was no bishop yet.
  • Fixed a bug with cellar and brewery clearing barrels that are not meant to be cleared.
  • Fixed a bug causing Rags not to be conusmed when filling paper mill.
  • Fixed a bug where villagers store paper stacks in the same writing table while producing manuscripts.
  • Fixed a bug when inn or tavern zone is removed while being assigned.
  • Fixed a bug that could occur after a persons death.


Minor and/or Visual Bugs Fixed
  • Fixed visual issue with the theatre stage in particular rotations.
  • Removed Gem Ore from the consumption list of the Artist's Workshop and Steel Plates form the Tannery zone.
  • Fixed an incorrect sprite orientation of the big fallen tree asset.
  • Fixed a bug in the population book not displaying scroll bar in the zone ownership section.
  • Fixed unintended behavior where any family would automatically cut down trees if assigned to a foraging zone. The foraging profession is now required.
  • Fixed a bug that caused yields from fishing nets to be no longer randomized. It can now yield 1 - 4 fish per harvest.
  • Fixed UI bug in the Marriage Request screen.
  • Fixed bug that was marking day 15 as the Sunday Service day.


Balance Changes
  • Added penalty on reputation for expelling peasant families.
  • Royalty should now request more reasonable amounts for fruits in royal taxes.
  • Pregnant mothers and primary caretakers awaiting adoption can no longer be enlisted to clergy.
  • Added more access points to a fireplace structure. Fireplace now also generates more heat than a campfire.
  • Increased time multiplier speed when all villagers are sleeping and made the night appear brighter.
  • Increased priority of initiation of novices to make it more likely to happen.
  • Added debuff for clergy that should prevent them from immediately selling off granted resources the next day.
  • Changed recommended structures in Church from stone furniture to wooden furniture (better furniture is still allowed).
  • Following the ruleset of animals, chicken bed is now also ignored by chickens if it is not placed within the zone they are assigned to (i.e. it must be in the farm).
  • Added a demand for yarn for fishermen to maintain stock of yarn to repair their fishing nets.
  • Slightly reduced building times of walls and roofs.
  • Caravans are now more likely to bring resources that the settlement is not able to create.
  • Improved the speed of masoners to produce stone slightly faster.
  • Slightly increased starting paper and manuscripts.
  • Rice Grain was excluded from the profitability system and is always regarded as profitable.
  • Removed limitation on cooking personal for families with inn or tavern.
  • Cooking can no longer interrupt bar occupation or storefront occupation to further optimize economy and AI behavior.


Quality of Life Improvements
  • Grant tab of the warehouse book now shows how satisfied the clergy is with current donations.
  • Added Villa as a household dedicated for nobles.
  • Added trashpile owner indicator in the tooltip of the trashpile inventory.
  • Added error indicator in the sell tab of the warehouse book if a warehouse storefront is missing.
  • Campfire and fireplace moved to the decorations category to be together with other light / heat sources.
  • Increased the width of the resources scrollbar in the left section of the HUD.
  • In tutorial added new quest to salvage clay rocks.
  • Manuscripts category have been changed from Material to Commodity.
  • Added new loading screen key art.

Nobility & Clergy Update Has Been Released!

We are excited to bring you a new major update, delivering on our second major milestone with a Nobility and Clergy update! We've listened to a lot of feedback and added some highly requested features, so if you want to know the details, check out the changelog for v0.15.6! For a more in-depth look, check out this article covering all new features in this update. Or, if you are simply looking for something to get you excited to play, watch this brand new teaser.

[previewyoutube][/previewyoutube]

We are happy to welcome all players on our Discord where you can share with us your feedback and ask questions. Our community recently passed 1000 members, so you will definitely not be alone there!

Major Features


  • Noble families are now part of the game. They have different needs, higher requirements and more personal freedom, and can perform new set of noble professions!
  • Noble families can now leave the settlement if the reputation with the player is minimal.
  • The family book UI has been expanded with a new tab that separates noble and peasant families.
  • New zone Tavern is a noble counterpart to the Inn zone. It serves better meals and attracts noble families.
  • New noble professions and zones alchemists's workshop, jeweler's workshop, artist's workshop, theatre and mint have been implemented.
  • New resources - gem ore and gems, gold rods, potions, statues, art, mead, paper, manuscripts, glass, honey and wax.
  • New structures - various statues and workshops, beehives, homegrowing pots for herbalists, desks and more!
  • Wall and table decorations - new objects that can be placed on walls and tables. Torches, candles, windows and more!
  • New peasant zone glass mill that produces glass from sand and wood.
  • Marriage proposals - player can propose marriage deals with other noble families.
  • Noble families can leave if they are unhappy or have a bad relationship with the ruling family.
  • Clergy is part of the game. - clergy is a unique family type, that shares all resources and maintains a singular reputation with the player family.
  • Villagers can be enlisted to clergy as novices, initiated to become monks and assigned to clergy orders to perform labor.
  • New zones Chapel and Church where bishop and minister hold Sunday Service each 7th and 14th day of a season.
  • Furniture variation - players can press R to select from different cosmetic options when placing furniture. Several new types of furniture have also been added.
  • New icons that better indicate what is being removed on a given location (replaces the red cross with specific indicators).
  • Each zone can define a clergy tax for socage and fee-farm. It acts as regular tax, but instead to the ruler it is transferred to the clergy quarters during the tax payment day.
  • New Clergy zones and professions - Apiary, Library, Scribery, Cemetery, Paper Mill and Apothecary.
  • New zone Quarters for Clergy is prioritized for storage of clergy taxed resources and serves as a common household for clergymen.
  • Villagers can learn Skills. Skills give villagers access to new tasks and have specific ways of obtaining them in game.
  • Ability to select different map sizes and major performance optimization to support them.
  • Vegetation now spreads automatically over time, i.e. trees, grass and flowers duplicate in a surrounding area to a given limit of density, depending on the terrain type.
  • Major rebalancing of prices, production times and recipe resource costs and yields.
  • Added support to directly purchase goods from all families, including peasants, caravans, nobles or clergy.
  • Updated world generation to generate all types of mountains, including gold ore, silver ore and bronze ore.
  • Villagers will no longer produce goods when their production is not profitable. Players are notified about this and the information is also displayed in the price list UI screen.
  • Redesigned majority of UI elements with improved textures, icons and effects. We will be focusing on more options on fonts in the future.
  • Significant amount of bugs have been hunted down and mercilessly fixed.


Minor Features


  • Noble families receive passive income once a year. This includes more luxurious resources and money.
  • Noble families will spend free time observing art, watching theatre or visiting the tavern.
  • Villagers are now sensitive to their status. If other families of the same social class are more wealthy, it will reduce their relationship with the player family.
  • New chapters "Clergy", "Abilities" have been added to the tutorial book. Other chapters have been expanded with new pages.
  • Tavern and Inn can now consume Mead Barrel to serve Mead Glass in the Bar.
  • All villagers can now cut down trees or harvest rocks and receive the yields from it (wood, stone or clay).
  • Foragers can now collect clay rocks from the forest as a prioritized resource.
  • Steel rods have been moved from Smelters to Blacksmiths. Smelters now produce ingots only.
  • Ability to hide blueprints with a toggle in the bottom right section of the HUD.
  • Villagers can salvage equipment that they no longer want to wear. This can yield resources like Rags from Clothes. Villagers automatically donate Rags to clergy.
  • Ability to expel whole family from the map. Can only be done with peasants.
  • Clergy tax was incorporated in the accounting report screen.
  • Improvement on caravans to guarantee more usable goods in the supply.
  • Created save files are compressed to reduce file size by over 80%.
  • Different terrain types and floor structures affect movement speed of villagers
  • Soil degradation system has been redesigned to improve the behavior of the system.
  • Markets are now closed on Sunday as the settlement is meant to participate in the Sunday Service.
  • Noble families reduce reputation with the ruler on daily basis as long as one of their family members does not have reading or writing.
  • More zones and structures have been made available for public use. For example, all villagers can now access fireplaces in the warehouse to warm up.
  • New "Show more" button in the tooltip when a villager is selected opens the population book with the selected person page.


All the reviews and feedback are as always really appreciated! The more you hit us up with your opinions, the bigger potential will Lords And Villeins have. So let's get the Steam discussions going!

Lords and Villeins in the Steam Lunar New Year Sale!

Greetings, Lords and Ladies!

Time cannot be stopped, and so the year of the Ox is ending, and the year of the Tiger is starting. This can mean only one thing for all PC gamers: Steam Lunar New Year Sale is here! If you've been waiting for a chance to grab Lords and Villeins at a great 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 February 3rd, so don't miss your chance and grab the game now!

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 us 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!

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!