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Lords and Villeins News

Recruit An Army In the Upcoming Military and Criminality Update!

Lords & Villeins will receive a wholesome content update soon and we thought we'd share some of the new features with you! Since you're such a supportive community, you deserve nothing less!

While the full changelog will be revealed along with the update release, today we wanted to focus on the military part of our Military and Criminality update, and share with you how the warmongering attempts of the royals will soon enhance your medieval ruling experience.

[h3]War Never Changes[/h3]
As you progress through your settlement and attract craftsmen around the world, the royals will become interested in exploiting your people for their war. You will have some time to prepare, but once you reach the fourth year, the first regiment will be requested.



It is time to train an army! Set up a regiment of soldiers, recruit peasants to their ranks, promote their general and there you go. Farmers, foragers, bakers, anyone you can find that is not contributing to your society well enough, can find a new purpose with a weapon in their hand.



The requests are specific, the royals know what they need and they will not hesitate to ask. Footman soldier, rangers, or even cavalry with a well-trained and equipped horse. You can, of course, customize within limits, but it is your responsibility to make sure your soldiers have the equipment they need, and have enough time to train with their weapon.



All of your soldiers will reside in the barracks, a new zone where they can sleep, train with training dummies and spend their free time. You will have to pay them a fair wage, if you want to keep their morale high. Money that will support their family, and occasionally gets lost in the pub as your soldiers grab a cold one. They will consume food from your warehouse, so stay tuned for our next teaser, where we reveal servants and cooks!



Once their training is over, you are ready to fulfill the request and send them to war. At your order, the whole regiment will gather, collect what they need and leave your settlement at once. We never wanted Lords and Villeins to be a combat heavy game, so we will not support the spectacle of the battle itself, but the prospect of recruiting and training an army of soldiers remains a powerful immersive storytelling element that always felt like a good fit to us. It is not just for a show- curating your army involves many difficult choices that put lives of your villagers at a significant risk because only a handful of them will return home alive!



There is a lot more to the military than we’ve shown you today. Stables with horses for your cavalry, how servants are a key part of your military success or how your recruits can also be dedicated to protect your villagers from crime, so stay tuned for more!

Are you looking forward to this update? We certainly are! The update is right now in a closed beta, so we don't want to promise any exact date of release, but once we know more, we'll definitely let you know!

As always, you are most welcome to join our Discord server and become a part of our community. We will be really happy to see you there!

Minor Update v0.15.17 Released!

For the second round of hotfixes for the recently released Nobility and Clergy update, we have been focusing on AI, crashes and added few extra UI improvements. Especially those of you, who are playing on bigger maps, will certainly find useful the ability to change the frequency of autosaves in the settings, or turn them off alltogether! We have addressed a lot of issues, so let's just jump into the changelog right away.

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.

[h3]Major Bugs Fixed[/h3]
  • Fixed several issues with trash pile management.
  • Fixed a bug that caused an accounting report not to show the previous season.
  • Fixed a crash caused when villagers are removing a knackery with corpses inside.
  • Fixed several crashes with AI causing them to be "Doing nothing" and eventually starving or freezing.
  • Fixed bug with Coinmakers not making money from silver or copper.
  • Fixed an issue with the calculation of donations to the clergy by noble families. This is a likely cause behind frequent departures of nobles despite limited donations done by the player.
  • Fixed an issue with building a structure that causes the creation of an unclickable and unremovable blueprint.
  • Fixed an issue with animal procreation needs, preventing them from reproducing.
  • Fixed scaling for animal generation frequency on bigger maps.
  • Fixed an issue with caravans not coming to town perpetually, after a deadly incident.
  • Fixed a few issues causing corrupted save files and preventing the game from saving.
  • Fixed an issue with caravans getting temporarily stuck when leashing animals during departure.
  • Fixed issue causing villagers of exiled families constantly leash animals to the edge of the map.
  • Fixed an issue making it possible for a villager or an animal move into a structure that was under construction and becomming permanently stuck
  • Fixed an issue causing lag spikes when villagers tried to enter an inaccessible area
  • Fixed an issue causing villagers to be stuck when they try to empty bar after sitting on a chair
  • Improved the pricing system to reflect long existing stock that has not been sold off. This should drive prices down the more villagers compile produced resources and trigger caravans to become interested in purchasing. We have identified this to be the main reason for a low caravan interest.
  • Fixed an issue with ground resources not being sold by caravans.

[h3]Minor and/or Visual Bugs Fixed[/h3]
  • Fixed an issue causing villagers selling ingredients that they should not be selling.
  • Fixed an issue with donating money to multiple families.
  • Fixed an issue that occured when family left the villager while the ledger book was open.
  • It is no longer possible to expel the ruling family.
  • Increased threshold for cursor detection on edges of the screen to address issues with map mouse scrolling in specific resolutions.
  • Fixed an issue causing families to not clear their storefront when they are expelled.
  • Fixed an issue with the appearence of graves in specific rotations.
  • Fixed visual issue with fireplace always appearing to be on even when it is off.
  • Added silver and copper jewelery to the supported resources of the cabinet storage.
  • Updated tooltip of the oven to say "Heating" instead of "Baking".
  • Fixed an issue with statues not generating statue resource when removed.
  • Fixed an issue causing wool and gem ore to not be collected under stewardry.
  • Fixed issue with negative demand displayed in the market presence.
  • Fixed issue with butchers slaughtering animals before they had a butchering table.
  • Fixed a visual issue with decorations placed ona table (i.e. candle).
  • The price list now shows prices for meals and alcohol served at the bar.
  • Fixed the description text of the feeder to display assigned animals correctly.
  • Added missing resources to the farmland production list (Wheat, Barley, Oat, Rye, Rice).

[h3]Balance Changes[/h3]
  • All equipment now lasts two years. This should give players more time to establish a tailor and reduce the amount of rags in the economy.
  • Increased beauty need satisfaction from art, to prevent villagers constantly interrupting their tasks to look at statues.
  • Clergy is no longer limited by amount of villagers that can do cooking.
  • Price for bed at the inn / tavern as well as profit from sold beverages has been increased.
  • Ruling family no longer has to pay for the bed at the inn if they are forced to sleep there. On the other, they now must pay for any beverages they consume.
  • Optimized prioritizes for attending church and holding Sunday Service.
  • Reduced penalty for not having all villagers attending Sunday Service (only 75% of the settlement must attend)
  • Updated the world generator to generate fruit trees and flowers in the grassfields more often, while reducing the likelihood inside of the forest.
  • Butchers will now stop purchasing animals if the potential profit from their butchering yields are lower than the animal price.
  • Reduced frequency of villagers drinking at the inn.
  • Increased all prices by 25%, together with the amount of gold villagers carry.
  • Reduced prices of fish, meat and sausages, to make them competitive with other food ingredients and give butchers and fishers a chance to profit.
  • Reduced prices of straw and acorns to make villagers prioritize them as animal food.
  • Increased the starting amount of wood and removed wooden planks from the cost of the wooden wall.
  • Reduced the heat generated by fireplace, campfire and oil lamp.
  • Further reduced vegetation spread
  • Novices will continue to build despite a functional library, if there is nobody assigned to the monk order.
  • Teenagers can now operate the storefront.
  • The maximum amount of animals on a map has been increased.
  • Sizes of starting families have been increased (particularly fishermen).
  • Sizes of all spawned families have been increased to make presence of two-member families very rare. This also boosts tourism and increases external consumption at the inn.
  • Stone paving now costs 2 stone tiles instead of 1 stone.
  • Reduced probability of pets producing an offspring.
  • Villagers will now purchase beer or mead at random.
  • Increased profit per alcohol glass.
  • Increased prices of meals at the inn and the tavern.
  • Reduced price of grain to make production of bread more profitable.
  • Reduced time to produce flour in the mill.
  • Increased time to process an animal corpse by the butchers.
  • Cost of animals is reduced relatively to the cost of meat, to make butchering more profitable.
  • Sausages, cheese, bread and butter have been moved to a new cooking ingredient category called Made Products. Pastry category has been removed.
  • Production of sausages now also requires grain.
  • Prices of meat and sausages have been reduced so they can compete on the market with other ingredients.
  • Villagers now go to the bed two hours later (10 PM).
  • Increased the amunt of money families start with.
  • Caravans stay for three extra days to give them more time to purchase surplus goods from various storefronts around the settlement.

[h3]Quality of Life Improvements[/h3]
  • "Money" resource category appears on the top in the ledger.
  • Added extra condition for visitors to appear - there now must be a bar at the tavern / inn built as well.
  • All villagers are now able to collect fruits and blueberries from trees in their zones. Only farmers are able to plant them.
  • Added a question mark icon in the tooltip of selected structures, which brings up the structure tooltip from the build menu.
  • Added indicator to the structure tooltip if a structure has visual variations.
  • Added option in settings to manage the frequency of autosaves.
  • Animal age group is now displayed in the animal tooltip when selected.
  • The hover tooltip on the clock has been expanded with counters for tax payment days.

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!