1. Robber Knight
  2. News

Robber Knight News

Fighting, new road map + FORM

Welcome

Hope you are all well.

After reading through all of your feedback.
We have understood that we have to approach things differently.

We have three groups in our community

1.Builders
2.Fighters
3.Mix of both

Making everyone happy with one game seems impossible.

The fighters want to just grab a sword and go smash some things, maybe later make some decisions how many taxes to put on the villages they conquered.
And the builders would like to have even 100 more building options or 1000 more items, some even don't want to fight at all.

We could choose one group of you over the other (Fighters over builders or the other way around).
But we have decided to meet your expectations, and we have found, what we believe to be a perfect solution.

We will make two separate campaigns/game mods.
It will take some time of course.
But it is the only way to move forward and don't make a total mess of everything.

What we have now - will be further developed as the economy campaign or so-called free play.

And for the fighting guys

We will prepare a Raubritter/Military campaign where the action will be much faster, resources will be grouped.
The village will sort of manage itself, you will have to focus on making important decisions and fighting.


So everyone will lead the medieval life he wants too.
I hope this will satisfy both groups. I am posting the renewed Roadmap.

Also fill out this form please, so we craft a game that you will like.
https://forms.gle/1izmD9VsK2CqNSzy6




My saves work but It always a good idea to start a new game after a patch, to make sure all new things work properly.

patch 0.67 – 25.01.2024
- Bandits, pagans, raubritter on map respawn now
- New behaviors and animations for the enemies
- Fixed health and damage for the enemies, so be careful the plate knights are really hard now.
- Warriors levels give more hp and additional damage (works on new games)
- Your melee attacks and blocks take stamina now
- When you don't have enough stamina, it is indicated with a sigh
- Bandits talk and make various sounds.
- Fixed human rag doll
- Health regeneration – hits in after 30 seconds from last damage
- Dynamic icons' system, reminding you of the controls (dynamic means they change when you change your keybindings)
- Crossbow and Bow – changed anims for reload and shoot. (still needs little tweaks)
- Players Strong attacks
- Perfect block, stunning the enemy
- New slots in equipment for bolts and arrows
- Arrows and bolt types (the additional damage is counted but not yet shown)
- Different types of damage
- Visual effect on Fire arrow
- Charge level for bows. The longer, the stronger DMG. The arrows still fly the same distance for now.
- Caravans in formations (pair, wedge, square)
- Caravans move smoothly through the entire road
- 2 new technologies in school: Sharpening, Special arrows
- The enemy will now stop chasing you, if you run away for a certain distance from him. Not after a certain distance.
- AI Special attack
- Wooden sword for training, craftable in the Carpenter




We have added a lot of small improvements to the game, but it is absolutely not the final state of the combat.
We are aiming for chivarly2 combat style adjusted to playing vs NPCs


I also want to thank once again all of you who support us.
Your kind words are very important for us, they give us strength to push on.

Thank you!
All the best in the new year!

Fighting update after new year

Welcome Feudal Lords and Ladies,

We are constantly learning and one of the things we have learned so far, is not to ship half-baked updates,

That is why we are postponing the First fighting update (there will be three) Yes finally, we fighting people will get something cool for ourselves. We postpone it to 15 January. It will be a huge update.
It will contain things like, for example:

- Types of arrows
- Perfect block
- Different enemy types with different behaviors
- Caravans moving in formations
- Your personal army that you can get into formation
- Fighting missions
- A second play through type for a classic raubritter – without the need of being a feudal lord with a big city to manage.

And many other surprises.

Unfortunately, we also gave up the idea to share the current state in the beta branch - to save some more time to provide a better experience in the main update.

That is all for today
I wish you a merry Christmas and a happy new year. May your cities grow, and may your sword always be sharp!

Your scribe and developer Sartorian

Patch 0.651b

- Warehouse capacity made bigger (300k)
- You can now loop production ques (after making a que press the padlock buton, it will loop for ever. Only the product in the que loop not the curent production)

As to the update bug that erased the items from the warehouse. We have picked everything apart, there was no error in the logic. So was probably some wierd update bug on a small amount of your saves.
If it happened to you, or will happen today.
https://store.steampowered.com/news/app/1887020/view/5859804391139192635 - here you can find how to access the beta
There you will find the version 0.650 in every case downgrading the game back helped to recover all your items.

patch 0.651

Fixed/Changed patch 0.651

  • Fixed the „on face” bandit spawns.
  • Fixed the UI performance issues. Especially opening the label under L.
  • Autowalk – stops on all interactions like dialogue, opening working station or looting container. Also in co-op for the client.
  • You don`t have to carry your stuff to the mason(castle building) it will work like the building office it will take the resources out of the warehouse.
  • Fireplace – fixed the stucking between the building and your worker, after you interrupt him with your craft.
  • Changed animation for barracks and church – the sitting animation needs a rework.
  • Added footsteps sounds also in caves
  • Chainmail gloves – adjusted material
  • Apothecary foliage delete radius adjusted
  • Added item fur to wisents loot
  • Miners gather more silver
  • Animals made possible for breeding also for the player. Works like a field.
  • You items with durability should no more stack in any situation

Feudal Lord II Update (based on your feedback)

Welcome dear Lords and Princesses

I can finally call you Lords not knights because the managing of your village is pretty satisfying now. At least in my opinion. I hope you will share it.

Keep in mind this is an additional update based on your feedback not the December fighting update
The december update will not be one big update but a series of smaller ones from today up to the winter break.

Next updates for a long time will be non-destructive that means you can play on this version till 0.8. It will fluently update higher. But we will make sure starting over again makes more and more fun.

To keep on playing with your old village check here the saves update backwards but do not resave it on the new version https://store.steampowered.com/news/app/1887020/view/5859804391139192635

More economy balancing will come when I gather feedback from you, so be sure to talk a lot. Fighting balance and AI upgrades will come in December. For now, they just storm at you and are easy to trick.

Patch 0.65 – 10.11.2023


  • New NPCs
  • Dialogue added
  • Some quests (Reminder the main story comes next year this is just a very small teaser + 6 fighting quests, and 10 procedural fighting quests in December )
  • Test English voiceover (you may turn it out if you prefer to read it to your viewers.)
  • Title claimed on click not after a timer
  • Resources needed for title counted in the UI over the button
  • The needs of your subjects grow with your rank
  • Caravans
  • The Higher your rank, the harder the caravans, the bigger the loot
  • Caravans give loot that allows you to build your city without “farming”
  • Raubritters, pagans and bandits on map



  • Working shields (with block and shield hit)
  • Third person (fighting in third person comes in December)
  • Chests with loot in it (hidden on map)
  • More animal spawns (The new ones are not marked on the map)
  • Up to 4 Apprentices for every workshop(building) master. They multiply production.



  • Apprentices animate when the workshop is working ( 2 first ones appear in the workshop)
  • Sound for workshops
  • Particles like smoke and fire for some workshops
  • The higher the masters level the faster the building works
  • Autowalk on button click, deactivated with another button click or with taking over movement with WSAD
  • Production Que for AI
  • New look for many buildings
  • New buildings (45 in total now, not counting castle parts)

- Armorer
- Herbalist
- Butcher
- Lumberjack
- Stable
- Brewery
- Brick furnace
- Charcoal kiln
- City bloomery
- Toll Gate
- Fields, Orchards and herb gardens can be used by the players too
- Decorators workbench


  • Knight skills unlocked
  • New technologies
  • New items like parchment and books
  • Sorting in building office – tittle wise
  • Sorting in crafting buildings – skill wise
  • Mining buildings placeable only on the resource
  • You can read in the school what will given technology unlock
  • On the working list, an icon informing where the peasant is hired
  • More tools tips all over the game UI
  • „Headshots” also on animals
  • IK (foot adjusting to surface) for humans. Animals will come with the next update
  • On the building manage list there are different icons – when something is not ok with your building like lack of worker, lack of tools, etc.
  • On the building manage list, there is an icon informing you about the current production




Changed/Fixed

  • First rank is without taxes
  • Proper costs for technologies in school
  • Game economy made faster – to achieve the feeling of being a feudal Lord
  • Game crafting skill economy balanced. Especially blacksmith.
  • Lifted almost all building blocks, So the big lake is open for your castles! (building in cliffs comes with next update)
  • You must now fulfill the needs of your subjects. If you don't there is a 50% Chance they will leave.
  • Brick furnace and charcoal kiln, bloomery will let you start a production and mind your own business,
  • Adjusted the foliage destroy radius, so the big buildings do it correctly too
  • Trees do respawn, but not in buildings. They usually respawn after loading a game. The respawn is probably an engine bug, according to what you are telling us. Anyway your buildings are safe.
  • Required items named in all places (no more guessing what is on the icon)
  • Performance upgrades to „make place” for all this new stuff
  • Changed “drop meshes” to crates, purses, barrels and sack to avoid losing items to landscape.
  • Moved weapons dropped by enemies or caravans into their loot
  • Weapons and armors have a lot more durability now
  • You can now make coal of all woods, but birch is the best material for it
  • Crosshair changed to simple dot
  • You can hover over weapons and armors when crafting or buying and you will receive information about the damage or armor.
  • Minimap zoomed out so you can navigate via it, not only via M.
  • Take all closes the window