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Robber Knight News

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



Update is coming

Dear Knights and Princesses,

A big update is coming. Lots of improvements and new things based on your feedback from the version 0.57.

I will keep most of it as a surprise (some "leaks" are on our discord)

https://discord.gg/Vy3amSjDfT

But despite the fact that the fighting update is in December. With the next update, there will be caravans, looting, and enemies all over the map. And you will be able to build a city from looted items. So if you don't like crafting, you will be able to just fight your way up.


Your saves should work. But to be 100% sure. Make a separate save file.
And if the next update destroys your save, you will be able to access it as
explained on the pictures beneath.




But there will be so many new things in game that we recommend to start once again. It will give you the possibility to fully experience the new stuff in the correct order.

On an old save it might feel a little bit weird - especially the que.... shhhh surprise..

Ok, that's it for today! Stay tuned. Estimated time for the update, end of this month. But you already know I always fail at dates. So probably around 10th November ;)

Your scribe and developer Sartorian

Sound Hotfix

Sounds issues fixed.

I will write in few days more about what we are working on right now.
But long story short December update + your feedback from this version.

Cheers

Build your own castle ! Update


[previewyoutube][/previewyoutube]




To build castles you need - School + technology geometrie and mortarts unclocked
And the building stone mason with the mason upgrade under K

[h2]Patch 0.572 - Castles [/h2]

[h3]New
[/h3]
  • Modular Castle system with round towers, hoardings, battlements, and gates. So finally a place you can call home.
  • Added 4 new orginal music pieces from Steliodas



[h3]Changed/Upgraded/Fixed[/h3]

  • Items related to castles and charcoal are producted faster
  • Moved heal potion to alchemy level 1, so you can start leveling up alchemy as a player. Keep in mind that before the december update potion are good only for making money.
  • Chainmail – gives now blacksmith expierience instead of sewing
  • Waraxe – is appearing in the inventory after craft
  • Changed gold ingot value – to 1340
  • Changed Clothes value to - 250
  • Changed steel value to - 150
  • Peterlin performance upgrade – Reduced used materials from 19 to 6, Reduced number of textures used from 30 to 5.
  • Music in menu is now looping.
  • New mining sound
  • Crossbowman gives the right unit now instead of militia
  • Pear pincture with a corect icon
  • Attack sounds plugged in
  • New textures for some armors and bows
  • Moved peterlins boards a little – so you will not get stuck between them and his house when overloaded
  • Small fixes in buildings looks
  • In blacksmith the weapon rack does not block you between him and the AI, after craft .
  • The bloomery furnaces made more historical accurate
  • Small performance tweaks
  • Orchard has a apple tree on him now
  • Changed beam icon – so it stand out a little more
  • Changed building office icon – to make it diffrent from mallet




Next update will contain a speed up in economy, caravans with building and craft materials to rob, many changes suggested by the community and new rangs in game.

We added this version to the beta branch asswell, because with the next update there is a small risk your saves might become corrupt. We are of course trying to avoid that.

your scribe and deweloper Sartorian