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Free In-Development Demo updated!

[h3]Ladies and Lords of the Realm,[/h3]

If you'd like more consistent, bite-size updates, consider joining our Discord, where I’m more active. You can subscribe to topics you’re interested in through self-assignable roles. Alternatively, sign up for the newsletter - I only send a mail about milestone community polls or major game updates.

[h2]Demo Updated![/h2]
Now the servers have been updated and the client should update on Steam any moment now, or it can be downloaded directly from our website. The new version includes quite a lot of new content, and many changes, so I wish you a pleasant time exploring them! You can find a list of the most important changes at the end of this message. As always, I’d love to hear your feedback, so feel free to jump into our forum or Discord and share your thoughts! :)

If you can afford it, you can also support Feudums (and unlock nice perks) on Patreon, allowing me to dedicate more time and resources to the project.




[h3]The Age of Pretenders - Round 3 Start Date[/h3]
The next round of the Pretender Wars will kick off on Thursday afternoon (in UTC), giving you another chance to challenge the pretender's rule, bring order back to the realm - and claim the rewards.

You can still find a few starting tips in a new, bite-size guide here on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=3353070835

[h3]What else is on the horizon?[/h3]
In the regular updates, aside from bug fixes, you can mainly expect UX and Quality of Life improvements, particularly for interfaces, feudum management features that have become somewhat cluttered, and company commands.

I'll also continue to tweak or experiment with game settings in the weekly games.

Otherwise, I am now primarily focusing on developing the major features you voted for in the latest community poll.

...And without further ado, let's see what's new!


[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Rogues: introduced a special labor type where a portion of the unemployed population becomes Criminals. They still count as unemployed but taking resources as needed, which can temporarily cause major needs to drop below zero, affecting regular output. Rogues are independent of player policies, cannot be assigned exclusive jobs, and are excluded from labor predictions. Beware of the poachers, robbers, pirates and more!
    Rulebook Overhaul! We’ve revamped the rulebook logic for laborer-related rules and settings, providing much more flexibility in adjusting or adding/removing options for each game session. This also opens up a new range of possibilities for later modifications by our modding community.
  • Lots of new Labourers! Over a dozen new labour options have been added, enabling even more ways to develop your territories. Some of these are only unlockable by a specific terrain or improvement. Additionally, more terrain types and improvements have got mutually exclusive job slots, adding more decision points for how you specialize your territories.
  • Labourer limits: You can now not only guarantee how many workers will be assigned to a specific role during a certain season of the year, but also set a maximum limit on how many can work in that role. This allows for more precise control over when and what tasks the serfs will focus on.
  • Battle Rewards: Warrior lords and ladies, rejoice! 👑 Defeating raiding armies and claiming victory in battles now earns you Virtue! Rewards are based on the relative strength of the opposing sides. Every member on the victorious side will receive a reward, even if their forces were eliminated or forced to retreat. The spoils are distributed proportionally to the military power of the companies at the time of joining the fray. Rewards are shown in dominion reports and in the summary provided by the Virtue badge (under the category "Events").
  • Battle enhancements: ⚔️ Tile Improvements and their levels can now modify battlefield roster sizes and adjust offensive and defensive modifiers for companies. These bonuses stack with terrain effects and company tactics. Battlefield width is now also specified per roster types, adding deeper strategic layers to combat.
  • Allied Forces: While allies could already assist each other in battles, their companies can now also provide safety 🛡️ to allied feudums (if not engaged in battle), granted they are not trespassing and in the correct tactics / stance. This requires an Alliance with diplomatic borders set to “Free Passage” or better, with tactics and unit edges allowing safety generation. Your own companies can now also boost the safety of your feudum while they are inside your borders, even if they are not in garrisons (albeit garrisons are still way more effective in this.).
  • Victory Prediction: An option has been added to reveal the predicted winner of the game after a certain percentage of the game time has passed. Now the leaders can't always sneak quietly to the finish line!

[h3]UX/UI Changes[/h3]
  • Changed the market base price calculation: The market base price is now less prone to fluctuation when there are few players, making it harder for a single player to influence it (although clever manipulation is still possible!).
  • The rendering engine has been updated, making the game map a bit livelier (just zoom into those water bodies!). I’ve also subtly updated the weather-related and various other visual effects. There's still plenty of room for development, but from now on, the engine isn't the bottleneck – my time is. We tried to test it more thoroughly with the help of some Vanguards, but if you encounter any graphical glitches, but it's nearly impossible to test it on everything, so please kindly report them using the in-game bug reporting tool!
  • The battle card has been streamlined and now includes many more hints and tooltips, including those related to the new battle enhancements.
  • Added new hotkeys; if the map is in focus: [tab] toggles the Guide, [enter] toggles the Chat, while [v] toggles the victory conditions (remember the old ones, like '[m] moves to the manor of the selected feudum, [h] goes to your capital.')
  • Positioning after battle now attempts to honor the original tile of the companies (where they were before the battle) and/or the path they were trying to follow. When a company searches for its appropriate tile (if the battle did not occur on its tile), it will do so within its own Area of Control (AoC) if it won, or within a 1 Line of SIght (LoS) radius around the battle tile if it lost (you don't have much time to look around while fleeing!😱)
  • Labourer tooltips now show not only the planned utilization percentage but also the specific predicted allocation for next tick (where applicable).
  • Note: With the current content updates, some in-game interfaces have become a bit cluttered. I am continuously working on updating these and will be addressing them through smaller patches.

[h3]Bugfixes / Optimizations[/h3]
  • Fixed a bug when at the end of a battle a hostile garrison would not be revealed.
  • Fixed a bug where the battle roster sizes could be miscalculated during regroup.
  • Removed an extra company report about 0 regeneration during battle.
  • Fixed a bug where the settings' authors were not displayed in the game list.
  • Fixed a bug where the command has failed while trying to enable/disable the labour on a terrain or improvement if the tile has changed since the issuance of the command.
  • Fixed a bug where the maximum worker percent of the user’s labour policy was not cloned correctly.
  • Fixed a build target group bug related to Steamworks API.
  • Fixed a bug where client validation for claiming was faulty for wasteground claims.
  • Fixed various pathfinding bugs (there is always a new edge case! Sorry about that.)
  • Fixed a dependency injection issue for instances.
  • Created a host of new debug tools for pathfinding and testing.
  • Various server-side improvements and changes.


Until the next update... Enjoy Feudums!



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Weekend Speed Round & Scheduled Update

[h3]Dear Ladies and Lords of the Realm,[/h3]

If you'd like more consistent, bite-size updates, consider joining our Discord, where I’m more active. You can subscribe to topics you’re interested in through self-assignable roles. Alternatively, sign up for the newsletter - I only send a mail about milestone community polls or major game updates.


[h2]Weekend Speed Round[/h2]

Over the weekend, alongside the normal games, I launched a smaller, test-run game mode with faster-paced action - ticks here are just 40 seconds long, so events move quickly. You’ll still earn extra administrative reserves for inactive periods, so it doesn’t require constant attention.
Give it a try and let me know if you'd like to see this mode stick around!



[h2]The Age of Pretenders - Update[/h2]

Although it was a close contest, it seems that no one has yet managed to overthrow the pretender, meaning House Elliott remains the claimant to the throne. The next round of the Pretender Wars will kick off around mid-next week (after the update - see more below!), giving you another chance to challenge their rule, bring order back to the realm - and claim the rewards.

You can still find a few starting tips in a new, bite-size steam guide here on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=3353070835


[h2]Update coming next week![/h2]

Soon after the ongoing games conclude (expected Monday afternoon), we'll have a technical break to update both the server and game client. During this time, no new games will start. This update isn't the major feature milestone (that will take more time, but we're getting there!), but it will include more than just bug fixes — it will lay the groundwork for significant new features and also bring new content, primarily focused on economic, military, and diplomatic aspects.

That's it for now, I hope that you appreciate the news. Long live the king! See you in Feudums!

Join the Noble Houses!newsletter | discord | patreon

Pretender Wars

[h3]Dear Ladies and Lords of the Realm,[/h3]

If you'd like more consistent, bite-size updates, consider joining our Discord, where I’m more active. There you can subscribe to topics you’re interested in through self-assignable roles.

Alternatively, sign up for the newsletter - I only send a mail about milestone community polls or major game updates.


Hey everyone! New Pretender Wars round is up - and "unranked" games are also constantly being hosted!

[h3]The Age of Pretenders - Update[/h3]

While there were some timid attempts, it seems that no one managed to challenge the pretender in the first game, so House Elliott remains the pretender to the throne. The next Pretender Wars round has just started, giving you another chance to defeat them and restore order in the realm!

To make the reward a bit more enticing, if someone manages to win one of the Pretender Wars games, they'll not only receive unique heraldry elements but it'll be packed into a "Pretender Bloodline" achievement that will appear on their player profile. Additionally, the active Pretender will always receive a special, highlighted role on our discord server (if they are present there).

You can find a few starting tips in a new, bite-size steam guide here on Steam:
https://steamcommunity.com/sharedfiles/filedetails/?id=3353070835

Bannerlords and ladies, to Arms!



[h3]Demo Games[/h3]

We also keep hosting demo games to fine-tune the existing rulebook settings, as well as to explore different scenarios (remember, all game rules are moddable!) based on community feedback and ideas. For everyone aspiring to defeat the pretender, or just wanting to check the game, it is a great place to practice or explore the game's basics!

Since the last demo update, there have been significant changes in both the economic and warfare settings - such as more pronounced differences between levies and mercenary (career soldier) units - and victory conditions for alliances have also been added, among a host of other changes.

Generally speaking, it’s worth checking these games weekly or bi-weekly to see what’s changed and, if you like, provide feedback on them even if the client doesn’t receive an update! Especially if you're a new player or returning after a break, sharing your experience would be a huge help. We're raffling off heraldry elements among those who provide feedback on our discord!

That's it for now, thank you for your time and I hope that you appreciate the news. See you in Feudums!

Join the Noble Houses!newsletter | discord | patreon

Upcoming 4X and grand strategy game Feudums confirms single-player mode

It's been a long time coming, but Civilization 7 finally feels real. We've still got some time to wait for the next installment in Firaxis' defining series, however, so you might be on the lookout for another strategy game to fill the gap. If so, you need to check in with Feudums, a beautiful blend of 4X and grand strategy games. With its in-development build currently available as a free demo on Steam, developer Kalamona Studios confirms that a single-player mode "will happen" as it continues to add features and functionality.


Read the rest of the story...

Devlog: Status Update & More

[h3]Dear Ladies and Lords of the Realm,[/h3]

First thing first, I apologize for the slower pace of updates recently, I've mentioned the reasons for this earlier. If you'd like more consistent, bite-size updates, please consider joining our Discord, where I’m more active. There you can subscribe to topics you’re interested in through self-assignable roles.

Alternatively, sign up for the newsletter - I only send a mail about milestone community polls or major game updates.


Hey everyone! I know I’ve been a bit quieter than last year, but no worries - development is still going strong! We've got some exciting stuff coming up, so let’s dive into what you can look forward to in the next few weeks!

[h2]Demo Games[/h2]
Although the demo doesn’t get updated every time, we keep hosting demo games to fine-tune the existing rulebook settings, as well as to explore different scenarios (remember, all game rules are moddable!) based on community feedback and ideas.

Since the last demo update, there have been significant changes in both the economic and warfare settings - such as more pronounced differences between levies and mercenary (career soldier) units - and victory conditions for alliances have also been added, among a host of other changes.

So it’s worth checking in every few weeks to see what’s changed and, if you like, provide feedback on them even if the client doesn’t receive an update!

[h3]The Age of Pretenders[/h3]

Additionally, starting today, we're launching games where winning the game (and thus defeating the house representing the previous winner (or us) - starting with our community manager in today's freshly started week long game - will earn the victors limited heraldic items. You can win solo, or alongside with someone in an alliance, it's up to you! But remember, you don't only compete with the pretender house...!

These games will be called "Pretender Wars" for now, but you can always check the description of the games for details or keep an eye on our discord. To arms!



[h3]...and next update when?[/h3]

Alright, yes, I'm also planning to update the demo build in early November... or when it's ready™ (I'd rather provide a good experience rather than rushing a deadline, but I'll do my best to deliver without delay).

The update will focus equally on Quality of Life improvements (both bugfixes and UX changes) and on adding new content and features for the economy (including the introduction of rogues in your lands), team play / diplomacy (including ways for more efficient options to fend off raiders and invasions) and warfare... but wait, I don't want to spoil everything. Stay tuned! :)



[h2]Community Poll Results[/h2]
This year, we had two important community polls, and I haven’t shared the results (here) yet. But before we dive into that, a big thank you to everyone for participating!

[h3]Of single player[/h3]

The decision here was clear: an overwhelming majority (85%) of you want to also see single-player content and almost everyone (92%) would pay for it, with about a third of them even willing to pay upfront (such as via crowdfunding). Although I’m a bit puzzled by that remaining 8%, as my friends and family shouldn't account for that many! ;), I'm extremely touched and grateful for the trust of the majority!

(There was also almost an equal split between those who preferred a DLC and those who favored a separate title, but a significantly larger portion of both groups said they didn't mind either option.)

So, single-player will happen!

I already have plans and potential collaborators lined up (some of whom you may recognize from other strategy games), but I can't promise a schedule just yet. Keep an eye on Feudums and community polls if you want to give single player a higher priority!

[h3]Of next Development MIlestone[/h3]

The result for this was already posted on discord, but here's a short recap: the vote ended with a rather unexpected tie between Warfare II and Vassalage.

Since I don’t want you to wait twice as long for the next milestone update as last time, but also don’t want to make an arbitrary, exclusive decision between the two, I’ve decided to cherry-pick parts from both features that can fit into a regular-length milestone update. My plan is to also release some of these in smaller portions in our regular updates, so you don't have to wait too long for the related features. Some bits will already be included in the next regular update.



That's it for now, thank you for your time and I hope that you appreciate the news. See you in Feudums!

Join the Noble Houses!newsletter | discord | patreon