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Patch Notes v.1.0.43488

[p]Major[/p]
  • [p]fixed a crash in coop during the rouste game of Belerion[/p]
  • [p]fixed a crash in coop in the Tavern when checking a new staff rotation[/p]
  • [p]fixed a crash in coop when removing a goal in the Fief[/p]
  • [p]fixed a crash in coop when doing a Fief hearing[/p]
  • [p]Players may now assign units to the Fief from afar but they will need to rest 1 day before using those units in the Fief. Retrieving an unit from the Fief is also available from afar and instant.[/p]
[p]Minor[/p]
  • [p]gamepad & ui polish[/p]
  • [p]Fief mandates are now visible on the Fief report[/p]
  • [p]Repairing and healing through a NPC from the fief is now locked when not in the Fief and both actions will use the Fief currency instead of the Krowns[/p]
  • [p]Crafting tool in the Fief are now locked when not in the Fief[/p]
  • [p]Fixed a bug where some counters were not visible in coop after building them[/p]

Patch Notes v.1.0.43457

[p]New[/p]
  • [p]Liquidation feature has been added, allows you to start a new fief[/p]
  • [p]Multiple features disabled when not in fief (unit management, fief chest , ...)[/p]
  • [p]New hearings that give missions have been added[/p]
  • [p]The fief report now appears after a rest in the tavern[/p]
  • [p]Posting job offers and resting in the fief tavern now uses the fief currency instead of krowns[/p]
[p]Major fixes[/p]
  • [p]Fixed a soft lock in Belerion quests [/p]
  • [p]Fixed parts of Mount Altis not being avalaible [/p]
  • [p]Buildings from the fief can't be destroyed while there is a unit assigned. All units removed through this while be given back.[/p]
  • [p]Fixed unit duplication using the Prison [/p]
  • [p]Caligula achievement fixed[/p]
  • [p]Fixed the UI not working with a gamepad[/p]
  • [p]Fixed a crash when leaving the fief using the shortcut while building[/p]
[p]Minor fixes[/p]
  • [p]Fixed location names not being visible when mousing voer[/p]
  • [p]Fixed interactions with npc[/p]
  • [p]Fixed unit being sent to the fief when assigned to the Caravan Travel Posts fixed (The tool was removed until this patch)[/p]
  • [p]Units recruited in the tavern go to the fief instead of the troup units[/p]
  • [p]Sounds and fx polish[/p]

Contract: The Fief - Out Now!

[p][dynamiclink][/dynamiclink][/p][p][/p]
Release Trailer
[p][/p][previewyoutube][/previewyoutube][p][/p][p][/p]
The Fief
[p][/p][h3]Features[/h3][p][/p][p]Establish and expand your fief at Old Mount Altis Fortress[/p][p]Manage your fief from your camp, including rest-based production, objectives, and growth[/p][p]Construct districts and buildings to unlock new functions and increase your population cap[/p][p]Maintain four core Needs:[/p]
  • [p]Food[/p]
  • [p]Defense[/p]
  • [p]Goods[/p]
  • [p]Knowledge[/p]
[p]Population growth is determined by fief happiness, which is influenced by how well these needs are met[/p][p]Building production contributes to needs and allows you to ship up to three items per rest to your active troop[/p][p]Audiences take place in the Throne Room and can affect alignment and mandate options[/p][p]Choose a government type and assign up to three active assignments at a time[/p][p]Your choices and actions influence your fief’s alignment, which unlocks additional content[/p][p]Population types include Scholars, Peasants, Artisans, Militia, Merchants, Refugees, Clergy, Bandits, Nobles, and Beggars, each affecting nthe core Needs[/p][p]Diplomatic relations with Gosenberg, Alazar, Edoran, and Harag influence both troop and fief bonuses[/p][p]Trade Post fast travel lets you return to your fief from any connected location using the Caravan Travel Post building in the fief[/p][p]Embassy and Black Market buildings become available at maximum positive or negative standing with a kingdom
[/p][h3]Content[/h3][p][/p][p]Intro quest to reclaim Old Mount Altis from the Alvrick gang[/p][p]5 district types and 14 unique buildings[/p][p]12 government types and 27 mandates[/p][p]28 service NPCs and facilities, including:[/p]
  • [p]Barber: Change companion appearance[/p]
  • [p]Traders: Buy and sell items[/p]
  • [p]Guildmaster: Train and level professions[/p]
  • [p]Master-at-Arms: Train mercenaries or recruit similar companions[/p]
  • [p]Armorer: Duplicate weapons and armor[/p]
  • [p]Brotherhood Scribe: Sells books[/p]
  • [p]Explorer: Deciphers codices and locates sepulchers[/p]
  • [p]Trainer: Learn or unlearn traits[/p]
  • [p]Mercenaries’ Inn:[/p]
    • [p]Rest, sing, recruit[/p]
    • [p]Store companions in garrison[/p]
    • [p]Dispatch up to 3 companion squads on missions[/p]
    • [p]Access the camp chest[/p]
  • [p]Stables:[/p]
    • [p]Store animals in garrison[/p]
    • [p]Train animals to match the party level[/p]
    • [p]Purchase animals based on existing species[/p]
  • [p]Prison:[/p]
    • [p]Store prisoners[/p]
    • [p]Sell them globally[/p]
    • [p]Rehabilitate them into the garrison[/p]
  • [p]Caravan Travel Post: Fast travel and trade management[/p]
[p]Cemetery: View and honor fallen companions[/p]

Mercenary RPG Wartales' latest DLC adds one of its most hotly-requested features, fief management




On balance, it's probably a good thing we have little cause to use the word 'fief' anymore. But I do wish I had a few more excuses to deploy it, if only because it's such an enjoyable word to say. Luckily, I'm able to postpone starting a degree in medieval history just so I can drop 'fief' into conversation more often without coming off as a total weirdo, because feudal estates happen to be the focus of Wartales' newest DLC...
Read more.

The Fief - Feature Overview & New Screenshots

[p]Since the early days of Wartales’ Early Access, one request has consistently stood out from the community: owning and managing a fief.[/p][p]With our upcoming DLC, Contract: The Fief, we’re finally bringing that vision to life. [/p][p]From population dynamics to kingdom relations, The Fief brings a more strategic layer to Wartales. It remains rooted in the game’s original spirit: survival, freedom, and meaningful decisions.[/p][p][/p][previewyoutube][/previewyoutube][p][/p][p]At the heart of this DLC is a simple but ambitious goal: grow your population, expand your fief, and shape your domain. As your fief levels up, you unlock new districts, new buildings, and new ways to govern.[/p][p]Each rest, your fief produces resources that contribute to four key needs: Food, Defence, Trade Goods, and Knowledge.[/p][p]Balancing those needs determines your population’s happiness, which in turn will determine its growth.[/p][p]More people means higher needs, and the population itself shifts over time. Some residents are scholars, some are peasants, some are bandits. Each brings its own influence, needs and events.[/p][p][/p][carousel][/carousel][p]The Steward, a knowledgeable advisor whose wisdom could help even the dullest mercenary become a passable lord. You'll find him in the Throne Room.[/p][p][/p][carousel][/carousel][p]The Captain of the Militia, the head of the fief’s armed forces. You'll find him in the Militia Barracks.[/p][p][/p][carousel][/carousel][p]The Barber, he allows companions to change both their hairstyle and facial appearance. You'll find him in the Market Square. [/p][p][/p][carousel][/carousel][p]The Executioner, practices the ancient art of torture to set wayward brigands back on the right path. You'll find him in the Prison.[/p][p][/p][p]The alignment system tracks your long-term decisions and priorities. Build up your security and you may become a Militarist Citadel. Focus on trade and luxury and you could be known as a Merchant Port.[/p][p]You can also choose a government type and manage up to three active mandates at a time. Mandates are unlocked through your choice of buildings, government types, or audience events, and each one gives you strategic objectives to pursue over several rests. Some unlock passive bonuses, others impose constraints, but most of them affect how your fief functions and how your people see you.[/p][p][/p][p]Your fief does not exist in a vacuum. Trade and diplomacy with other kingdoms will shape your influence across the map. Choose how to manage relationships, shift allegiances, or raid your neighbors if you are willing to pay the price.[/p][p]From the Inn, you can send your mercenaries on missions suited to their strengths, like escorting or raiding caravans. Successful missions will grant you riches and may affect your relationship with other kingdoms.[/p][p][/p][p][/p][p]The Mercenaries' Inn allows you to access your storage chest, assign mercenaries to the garrison, and send them on missions, as well as the standard activities you would find in other inns.[/p][p][/p][p][/p][p]You can leave animals in the Stable, train them to match the troop's level, or purchase a new animal of a species you already own.[/p][p][/p][p]Back in the fief, buildings produce goods that can be shipped to your active troop. You’ll work with a dedicated trader NPC to supply up to three items per rest. This is another way your territory supports your campaigns.[/p][p][/p][carousel][/carousel][p]Choose which religion to promote among the population of your fief.[/p][p][/p][p]Many buildings also influence which types of population you attract or unlock bonuses tied to your alignment. In some cases, your mercenaries will even shape these systems directly through construction, upgrades, or audience events. [/p][p][/p][p]We hope this brief overview of what's to come has been informative and interesting for you to read. As usual, there will be more for you to discover in game! [/p][p]If the Fief seems like something you'll want to add to your world of Wartales don't forget to wishlist the DLC on Steam, this really helps us out and lets us know you're interested in the upcoming content. [/p][p][/p][p][dynamiclink][/dynamiclink][/p][p]If you forget to wishlist, you might end up like this guy. And nobody wants that.[/p][p][/p][p][/p]