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Lords and Villeins News

Lords and Villeins - Czech & Slovak GAMES WEEK Sale Starts Now!



We are proud to announce that as a part of the Czech and Slovak Games Week sale event (15. - 22. November), you can grab Lords and Villeins at a great price with 15% off!
The studio behind Lords and Villeins, Honestly Games, is a Czech-based indie game development company founded by Michal Roch, lead designer of the game. Therefore the game's got its rightful place in this year's event.

Visit the official Steam page of the event here.

Furthermore, on Friday 19th of November, Lords and Villeins' developer Michal Roch of Honestly Games will be streaming the game together with Nookrium. We hope to see you around for some farming and chill.

Feel free to join our Discord to share your playing experience with others.

If you'd like to support the game even further, write a review or join the discussion on the Steam forum.

Get your copy now:

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

Lords and Villeins Minor Update 0.12.20 Out Now!



Greetings milords,

Thanks to the help and effort of our community members, we have collected plenty of feedback since the launch of our latest major patch - The World Update. We took the time to address the most critical feedback and fix bugs and issues, now neatly packaged in this new minor update. As always, thank you, everyone, for sharing your feedback on Steam, on Discord, reporting bugs, and giving your suggestions. We are very grateful to have such a wonderful and supportive community!

CZ/SK Games Week Livestream

It is almost becoming a tradition to share a livestream announcement with a patch release. So, we are happy to announce our participation in the upcoming CZ/SK Games Week - a week-long celebration of games developed by Czech and Slovakian developers, including Bohemia Interactive, Amanita Design, SCS Software, and many others!

The event will run from 15th to 22nd November and we are preparing a special live stream on Steam on Friday 19th at 10PM CET (1 PM PT or 4PM ET) so mark your calendars and come say hello! We will share more details in an upcoming announcement.

You can check out the last year Steam event here.

Changelog


Quality of Life Improvements:
  • The Innkeeper family is now capable of burying visiting family members and caravans.
  • Meat hooks are now prioritized more unless it is too far away.
  • Added information in the tooltip if a structure is walkable.
  • Visuals of children now appear smaller relative to adults.
  • Overhauled pricing animals and animal corpses. Distance to the butcher now has the highest impact on which family gets to sell first.
  • Added debuff that blocks family from selling the donated resources on the market for several days.
  • Increased notification timer to reduce the notification spam.
  • Many structures automatically remove trees and rocks on their access points.
  • Marketplace zones now recommend building fireplaces so arriving caravans can heat up during winter more easily.
  • Reduced volume of main menu music and night ambient sound.
  • Improved the UI settings screen.
  • Optimization of the financing book UI, reducing FPS drops when operating with the UI.
  • Added a new Caravans page in the financing book, which lets the ruling family purchase from caravans.
  • Updated the market listings allowing players to set price points for caravans to make them interested in purchasing.
  • Added option to toggle not locking mouse cursor in borderless windowed modes.
  • Trees no longer grow during winter, but they can still be planted in winter.
  • Placing a roof now removes the trees under the roof.
  • Wild animals will no longer attack owned animals unless they are desperate.
  • Fireplaces in the marketplace, warehouse, caravan marketplace and the inn can now also be used by everyone to warm up.
  • Temporarily disabled hunger for caravan animals to prevent them starving until we add an option to feed them.


Balancing:
  • Reduced amount of meals arriving families have due to the addition of the inn.
  • Updated how professions of new families are generated to introduce bad luck protection.
  • Caravans appear more often but with fewer goods. This should make purchasing animals also faster.
  • Reduced yields of hops on a trellis.
  • Increased range of a hideout. Villagers are now more likely to hunt from within the hideout as opposed to roaming freely in the wild.
  • Updated base prices for animals.
  • Increased price of a meal at the inn to make inkeepers more profitable.
  • Reduced the hunting targets for hunters to reduce waste.
  • Updated relationship system
  • villagers should go on dates more often and progress their relationships faster. This should also increase the likelihood of marriage requests.
  • Balanced the food consumption of animals and increased the inventory size of a feeder.


Bugfixes:
  • Fixed bug causing NPC to leave hideout immediately after finding a target.
  • Fixed bug that villagers are not paying for beer or meals at the inn.
  • Fixed issues with loading save files from an older version.
  • Fixed bug that deleted original save files when saving failed.
  • Fixed bug causing equipment not to be removed from the villager when durability dropped to 0.
  • Fixed several AI crashes when trying to bury a corpse under specific circumstances.
  • Fixed several bugs causing some games to fail to save.
  • Fixed bug that displayed Hyperthermia death notification displayed instead of Hypothermia.
  • Fixed issue of two villagers colliding on storing gold in the same chest, resulting in gold being thrown on the ground.
  • Fixed issue with families in the king screen being generated with 0 family members.
  • Fixed issue incorrectly adding a large amount of favor points.
  • Fixed issue with a pet wandering off far away and then coming back.
  • Fixed issue which did not generate demand for a brewery and prevented beer production.
  • Fixed Issues with settings being saved incorrectly.
  • Fixed issue with flailing spots going invisible and not finishing flailing if the priority for grains is set to 0.
  • Fixed causing the AM/PM indicator to be displaying incorrectly.
  • Fixed issue that caused couples to have sex and children less often than they should.
  • Fixed issues with the temperature model and improved the colors of the temperature overlay to be more accurate.
  • Fixed issue with pet owners repeatedly leashing their pets.
  • Fixed crash when removing knackery with corpses from a zone.
  • Fixed anchoring of the main menu to improve the experience on widescreen aspect ratios.


Join our Discord and share your thoughts about the game!

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

Lords and Villeins Content Update #1 is Here!



That's right! New major update 0.12.17 has arrived and brings many new features for you to enjoy! From the traveling salesmen, the Inn and travelers visiting, to hunting, new weather effects, temperature simulation, fighting and more. You can even look forward to some spooky additions - plant pumpkins on your farms and place Jack-o-Lanterns 🎃 to make your village more mysterious!👻

This update marks the first major milestone in our Roadmap. The main goal for us here was to bring more life into the settlement and make the world more dynamic. We also took many of your suggestions on board and added many improvements, quality of life features and actively hunted down all the bugs you have been reporting so big thank you to everyone who contributed.

If you want to share your thoughts with us, you can visit the Steam forums or join our Discord community, where we sometimes also recruit new players to our closed beta, so by joining you may get early access to new builds!

With the world update delivered, we will now focus on a small hotfix patch in the following days in case something critical would come up, but otherwise we are well on our way for the update #2 - The Nobility and Clergy, which will add a new social classes and spiritual needs to your villagers.

[h2]Developer Livestream[/h2]
In the meantime, you can join us on our Twitch https://www.twitch.tv/honestlygamesstudio for another developer livestream, where we will celebrate the release together! Schedule your time for this Sunday 31st at 8PM CEST!

Finally, here is a new trailer showcasing the new features as well as detailed changelog for you to explore!

[previewyoutube][/previewyoutube]

[h2]New Features[/h2]
  • [h3]New Zone: The Inn[/h3]
    • Place bars, tables chairs, beds, and cooking facilities to run the inn.
    • Assign the Inn to any family in the settlement to run it. It can also serve as their home!
    • Villagers will regularly visit the Inn to have a beer and socialize with others.
    • Villagers will purchase meals or beds at the inn if they don't have their own.
    • Visitors will arrive at the village and spend some time at the inn. Then depending on the reputation of the player may request to stay (replaces the current system of random popups).
  • [h3]New Zone: Caravan Marketplace[/h3]
    • Build caravan storages and storefronts to attract traveling salesmen.
    • Caravans react to the demand of the settlement and a portion of their offering is tailored to the needs of the specific settlement, while the rest is random.
    • Villagers purchase from caravans in the same way as from other villagers, though they prioritize local markets first.
    • Caravans attempt to purchase cheap resources on the local markets, that are oversupplied, thus creating an opportunity for import and export economies.
  • [h3]New Zone: Hunting Area[/h3]
    • Attract new families of hunters and assign them the hunting area.
    • Place hideouts, forest feeders, and traps to hunt wild animals.
    • Forest feeders attract wild animals and hideouts provide protection.
    • Hunters will use bows and crossbows to hunt and prefer equipping leather armor for better protection.
  • [h3]New Wild Animals and Herd Behavior[/h3]
    • Bear, boar, deer, and wolf have been added.
    • Animals now spawn regularly in herds and move through the map in search of food.
    • Carnivores like bears, boars, and wolves will hunt other animals for food. They may even attack villagers if they get desperate!
    • Wolves sometimes perform tactical hunting and find a target to hunt down during the night when all animals are sleeping.
    • Animals rotate out of the map and have preferred seasons outside of which they won't appear on the map.
  • [h3]Domesticated animals now come in with caravans[/h3]
    • Cows, chickens, and sheep no longer spawn on the map. Instead, villagers will purchase them from traveling salesmen.
    • Pigs currently still appear on the map to make foragers viable. Once we implement better breeding AI, we will remove them as well.
  • [h3]New Pets - Cats and Dogs[/h3]
    • Villagers have now a small chance to appear with a pet - a cat or dog.
    • Pets will follow their owners around and can protect them in a fight.
  • [h3]Added new stats for strength, dexterity, and intelligence[/h3]
    • Both villagers and animals now have stats - strength that dictates their attack power and health, a dexterity that dictates their defense, and attack speed and intelligence, which impacts their social interactions (only applies for villagers).
  • [h3]Added new fighting system[/h3]
    • Villagers and animals can now fight each other.
    • The system is driven by villager stats and equipment.
    • Villagers and animals will protect each other in a fight depending on the situation and distance from the fight.
    • Most fights between villagers end with fainting. Fainted villagers are dragged to the bed by their family relatives to recover.
  • [h3]Villagers can wear equipment and tools[/h3]
    • Each piece of equipment has a durability loss which is accumulated either naturally through time, for most wearable equipment, or when used.
    • When villagers wear tools, the time of work-related activities is reduced.
  • [h3]The game tracks the reputation of the player[/h3]
    • Reputation is updated daily based on relationships with other families.
    • The relationship is driven by the actions of the player and villagers' average happiness, which is most impacted by their average mood.
  • [h3]Villagers build relationships, date, and request to marry[/h3]
    • They greet each other in proximity or when sitting at the same table, progressing their relationship either in a positive or negative direction (indicated by emojis over their head).
    • Some villagers will have special interests in each other and if relationships increase well enough, they will fall in love.
    • Villagers that are in love can go on a date from time to time and have a chance to request permission to marry.
    • If a relationship is very negative, villagers have a chance to enter a fight after a negative interaction.
  • [h3]Individual families maintain relationships with each other[/h3]
    • The family relationship is updated daily and it translates into personal interactions of villagers. This information is currently hidden from the player but it drives the relationship system.
  • [h3]Temperature is simulated[/h3]
    • Simulation is driven by a global temperature that changes through the year and is impacted by insolation (walls, rooftops) and heat sources (fireplace, candles).
    • A new heatmap overlay has been added to observe the temperature on the map.
    • Villagers need to keep themselves warm. During cold days, they will burn firewood in fireplaces and actively surround them to heat up.
    • Clothes now impact their resistance to cold temperatures and naked villagers will freeze more easily.
  • [h3]New weather effects[/h3]
    • Weather effects of rain, storm, and snow are randomly triggered depending on the season.
  • [h3]Walls and structures deteriorate over time[/h3]
    • Visual indication marks their reduced quality and villagers will perform activities to repair them. Currently, there is no cost to repairing them, but this will be added later.
    • Public structures are maintained by the ruling family.
  • [h3]Beauty values are simulated[/h3]
    • Values are driven by terrain type, structures, and walls and their quality and cost. Better / more expensive structures provide more beauty. Trash piles on the ground also decrease beauty.
    • Peasant villagers are not very demanding in terms of beauty, but the noble class added in the next update will act differently.
    • A new beauty overlay has been added to observe the beauty levels on the map.
  • [h3]Soil quality is simulated[/h3]
    • The quality is impacted by terrain type, distance to the source of water, and the presence of crops, plants, and trees. Soil regenerates over time if it is not used and rain speeds up regeneration.
    • Soil quality impacts the speed of growth of plants and their chance of getting sick before harvesting.
    • Players can maintain the percentage of soil being left to regenerate in the priority menu of the farm.
    • A new soil quality overlay has been added to observe the quality of the soil on the map.

  • [h3]New Market Price List UI[/h3]
    • A new screen that lists current prices of all goods and animals, as well as their change from a previous day.


[h2]Other Improvements[/h2]
  • When villagers eat at a table, there is a visual indication of the meal on the table.
  • The tutorial scenario has been expanded with new quests that teach the new game mechanics like heat, marketplace, and the inn.
  • The tutorial book has been expanded with information about new features, such as caravans and the inn.
  • The sound system has been improved, making the sound levels more balanced and adding better transitions.
  • The in-game HUD has been redesigned. It now contains a middle section for action buttons and a right bottom section for toggling overlays.
  • Most UI screens have been redesigned, particularly to display fonts bigger and make them easier to read.
  • Homosexual couples can now adopt children.
  • Art for existing animals has been updated.
  • Added Grass Field floor type that can be used to cover the dirt.
  • When setting fees or salary on a zone, players now can enter the value as gold, silver, and copper coins separately.
  • The ruling family will now build structures covered by a zone if that zone has no family assigned.
  • An option to force villagers to ignore building blueprints in a zone has been added.
  • The cursor tooltip now also shows the size of the placed zones.
  • Increased priority of building over planting and harvesting.
  • The inventory screen now lists also personal gold of villagers and separately lists taxed resources in the ownership of a zone/family/person.
  • When a family starts to run out of money, a "Family is Low on Money" notification is triggered.
  • Renamed Blacksmithery to Forge and Bowmaker to Bowyer.
  • Zone tooltips now list a recommended build size as a guiding point for new players.
  • Different walking speeds on varying terrain - villagers now walk faster on cobblestone paths and slower in forest or sand.
  • Cats and dogs can be pet by clicking on them.
  • Accept New Family UI now shows which animals they would arrive with. It also lists zones they can be assigned to with their profession.
  • Families in the tutorial should now cook meals regardless of their stock to complete the quest faster even if the player donated them a lot of food.
  • The tutorial now starts with a bigger fishing family to make building the Inn easier.
  • Added new "Clear All Notifications" button.
  • Storefronts now also list ground resources being sold.


[h2]Bugfixes[/h2]
  • Fixed bug that caused the "Married in" mark in the family book to appear incorrectly.
  • Fixed incorrect meat yields from animals when butchered.
  • Fixed bug that sorted items in the Royal Tax screen incorrectly.
  • Fixed bug that displayed incorrect text for the king when the player completed all taxes fully.
  • Fixed bugs with the cursor tooltip displaying size dimensions and costs.
  • Fixed bug where built chairs appear under the floor blueprint.
  • Fixed bug where you can't close inventory screen with a cross button.
  • Fixed bug that Ground Storage did not list all resources if by chance villagers stored multiple types there.

Lords and Villeins Halloween event is now live! 🎃



That's right! New major update 0.12.17 has arrived and brings many new features for you to enjoy! From the traveling salesmen, the Inn and travelers visiting, to hunting, new weather effects, temperature simulation, fighting and more. You can even look forward to some spooky additions - plant pumpkins on your farms and place Jack-o-Lanterns 🎃 to make your village more mysterious!👻

[previewyoutube][/previewyoutube]

[h2]Developer Livestream[/h2]
In the meantime, you can join us on our Twitch https://www.twitch.tv/honestlygamesstudio for another developer livestream, where we will celebrate the release together! Schedule your time for this Sunday 30th at 8PM CEST!

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

Lords and Villeins - Dev Live-stream



Greetings Milords!

We will be hosting another live stream this Saturday 23rd at 7PM CEST (1PM EST, 10 AM PST) on our Twitch channel! If you want to be there live and ask questions about the game and share with us your feedback / impressions, make sure to join us :) We hope to see you all there and will be happy to answer all your questions!