Community Demo updated!
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[h3]Ladies and Lords of the Realm,[/h3]
We've updated our servers and the client today. Everything should be up and running now, and the client update will roll out on Steam shortly. This update, just like the last one, mostly includes Quality of Life, UX improvements, and bug fixes, to make the multiplayer game mode more streamlined to our community. While these may not always be immediately visible, there's often a lot of hard work behind them, and the small changes hopefully all add up, while they often also make integrating future features much easier. I hope you enjoy exploring them!
[h3]A Glimpse into the Future[/h3]
While we continue with these regular updates, behind the scenes, we're working on the much anticipated siege mechanics, minor changes to attrition, and other exciting, related features, such as blockades. We're also actively developing the single-player version β I hope to share something from it later this year, but it depends on how much time I can dedicate to the game versus breadwinning. There my goal is to combine the classic 4X feel with the strong, character-driven grand strategy vibe, centered around your house and legacy. A unique, full experience β that still stays true to its roots.

You'll find a list of the key changes at the end of this message. As always, I'd love to hear your feedback β let me know if the transparency is worthwhile! So join us on Discord and share your thoughts! π
If you are able, you can also support me and Feudums (while unlocking awesome perks and exclusive heraldry) on Patreon!

[h2]Changelog[/h2]
[h3]UX & Gameplay[/h3]
- Labour Policy Presets: Save and load your labour policies across feudums β or even different gamesβ as long as the rulebooks are compatible!
- Command Queue Highlights: The map now visually highlights command targets, when hovering over the queued commands, for better clarity.
- Improved map highlights β Company and garrison area of control now highlights only the surrounding tiles, manors are highlighted when creating a feudum, and unit swaps between two locations are now also explicitly highlighted on the map by direction, among other refinements.
- Animations: Refined the underlying animation system for greater flexibility in handling and customization.
- Woodcutters now have higher-quality animations.
- Added company animations.
- Yes, a lot more of these to come!
- Woodcutters now have higher-quality animations.
- Command Dialogs Overhaul β Various fixes for improved stability and usability across nearly every command dialog, eg:
- Open command dialogs now update correctly with each new tick.
- Abandon Tile β Now highlights the tile when issuing a new command, not just in view mode.
- Manage Company β Tactics are now sorted by localized name, with "Normal" always listed first.
- Train Unit β The spawn point highlight now dynamically updates if the target garrison is destroyed or rebuilt.
- Create Feudum β Now displays neighboring manors that could block the command.
- Manage Unit Command β Now also supports cherry-picking multi-selection with CTRL+click (SHIFT+click remained for continuous selection between two units). If multiple units were selected and one of the selected units is clicked, the clicked item will be the only one that stays selected (instead of the previous behaviour were all items were deselected)
- Open command dialogs now update correctly with each new tick.
- Diplomacy Dialog β Clauses and Standing Popups have been updated, additional tooltips were added, and several instances have been rephrased for better clarity.
- Company Path now draws from the previous command, not from the company's current position, if there is a previous guard or move command.
- Better Command Queue naming
- Better tooltips β eg. for unit edges, company edge cases, various soft error cases, diplomatic entries, etc.
- Updated Edge of the Map visuals β No more ugly dark borders, the edge now blends into the starry sky! ;)


[h3]Bugfixes[/h3]
- Fixed a bug where the construction command in the queue displayed the wrong time estimate before it was submitted to the server.
- Fixed a bug where animations would not change to a different worker type.
- Fixed a regression bug of worker animations not dimming based on tile age.
- Fixed a bug of the company display not dimming with tile age.
- Fixed a bug where the Steam auto-login setting was not saved.
- Fixed a bug where the game server's name was missing from the communication panel in some cases.
- Fixed "Train Unit" command: When changing priority, the item selection now properly follows the item, not the slot.
- Fixed a bug where the "Train Unit" command highlighted the wrong tile.
- Fixed a bug where Encounter Strategies were displayed as unset in View mode of the Manage Company command.
- Fixed a bug where previous company paths were not cleared from the map when clicking the second move command in the queue.
- Fixed a bug where the construction indicator was shown on the wrong tile and the under-construction display was missing.
- Fixed a bug where the command submit button didn't work if the command card was not active.
- Fixed a bug where the command submit button's state icons weren't always visible.
- Fixed a bug where the client let a defeated player to send in commands (client validation error).
- Fixed various edge-cases on command dialogs.
- Fixed various spelling mistakes.
Until the next update... Enjoy Feudums!

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