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Maintenance

[h2]Update[/h2]

Originally posted by Studios;4520010286981164264
For those who may not have been following on our discord, I am happy to report that the games have resumed. We recently wrapped up a week long game session without any issue, and another one is currently in progress.

The issue was likely caused by several simultaneous bugs introduced in the cloud services and infrastructure we use, but these have been resolved. To be safe, we've added some extra logging and monitoring to react more quickly if anything similar happens again.

Thank you for your patience!


[h3]Original Post[/h3]

Dear rulers and aspirants,

Unfortunately, it appears that with the latest update or the configuration changes executed simultaneously, we have caused a significant problem on the server, which has led to issues with the stability of game sessions. As a result, I need to suspend game launches for hopefully just a few days to investigate and resolve the issue.

I apologize for the inconvenience and I understand this is a disservice to our players - to you - but unfortunately, such accidents, and that it takes some time to realize and resolve these issues, are part of part-time indie game development and the pre-early access state. Fortunately, this is the first such instance since our Steam debut, and I don't intend to make a habit of it.

Therefore, I kindly ask for your understanding in this situation. We'll try to be as quick with a solution as possible.

As soon as it is over, alerts for new game sessions will be posted on our community discord.
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Free In-Development Demo updated!

Noble ladies and lords,

We have finished updating the ecosystem, our server and the clients. The latter should be now also available on Steam and a new game session will start shortly. Thank you for your patience!

As always, I invite you to play the early versions, join our discord to provide feedback and help to refine the game as we progress. Take advantage of our regularly updated demo as our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game we all want it to be!

Please find the changelog at the bottom of this post.

If you can afford it, you can support Feudums (and unlock nice perks) on Patreon, allowing me to dedicate more time and resources to the project. If you cannot - don't worry about it.

[h2]What else is on the horizon?[/h2]
The latest community polls are now closed. I'll share the results in a few days on the Feudums Community discord, and development priorities will be set accordingly. Thank you for your votes!

[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Unlocked game modes with more feudums.
  • Added the foundations for a host of new QoL features (these are still WIP / not yet enabled).

[h3]UX/UI Changes[/h3]
  • Battle length estimations are now actual estimations instead of placeholders. Although they are still somewhat guesswork due to not knowing the settings of the opposing company, RNG in damages, and potential reinforcements, they should now be more reliable.
  • Lifted some of the Display Name restrictions (relevant for users logging in via Steam or Google) to reduce conflicts during updates (updated the relevant hints too).
  • Updated the "Welcome Message" upon joining a game with some extra functionalities and QoL enhancements. Added several new agendas that can fire in different scenarios.
  • Updated the countdown indicator on the Map scene.
  • The diplomacy badge's pending proposals counter now ignores proposals that were sent by the player.
  • Updated the bug reporter feature to include UIs on screenshots created for the bug report.

[h3]Bugfixes / Optimizations[/h3]
  • Alliance Victory Conditions did not display the player's own status if it matched that of the first-place player.
  • Fixed an NRE in ItemIdentity.
  • Fixed mines not being displayed on some desert tiles (and optimized related fallback strategies).
  • Fixed an NRE which could occur during the cleanup logic of the Guard/Patrol command.
  • Fixed seasonal visual glitches related to Woodcutters.
  • Fixed the Changelist button not working in the Menu.
  • Fixed a caching issue related to the Persona data (which sometimes prevented CoAs to appear correctly).


Until the next update... Enjoy Feudums!

newsletter | discord | patreon

Maintenance & Update

Dear rulers and aspirants,

We are applying an update, performing the migration of some elements of our ecosystem, and also performing several scheduled (and relatively slow) maintenance jobs, so there will be an extended downtime.

All systems will be down for up to a day. Once everything is back up, we'll have a new demo version and new games will kick off. Just a heads up, our site (and community polls) will experience prolonged downtime (1-2 weeks), but this won't affect the games or the server.

Thank you for your patience!

As always, I invite you to play the early versions, join our discord to provide feedback and help to refine the game as we progress.

Take advantage of our regularly updated demo as our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game we all want it to be!

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

Demo patch + TurnBasedThursdayFest participation!

Noble ladies and lords,

We are happy to announce our participation in the #TurnBasedThursdayFest, which is bound to start in a couple hours!

To celebrate our participation, we have uploaded a small patch to the client. It should be auto-updated on Steam in a couple minutes. Please find the changelog at the bottom of this post.

As always, I invite you to play the early versions, join our discord to provide feedback and help to refine the game as we progress. Take advantage of our regularly updated demo as our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game we all want it to be!

If you can afford it, you can support Feudums (and unlock nice perks) on Patreon, allowing me to dedicate more time and resources to the project. If you cannot - don't worry about it.


[h2]Changelog[/h2]
[h3]UX/UI Changes[/h3]
  • Instead of opening the Guide if you haven't read it yet, you'll now encounter a summary (albeit with limited content for now). However, it'll brief you if you're at war, diplomatic decisions await, you have administrative reserves to spend, you haven't finished the Guide yet and in a couple other cases.

[h3]Bugfixes / Optimizations[/h3]
  • Fixed: Cursor visibility in diplomatic notes.
  • Fixed: Incorrect default stance for paging in the Game Rules / Victories interface.
  • Various minor client-side improvements and background work.
There's more coming soon, so make sure you subscribed to our newsletter, clicked Follow on Steam and joined our discord to stay in the loop! And again, if you can afford it, please consider supporting Feudums' development (and unlock nice perks) on Patreon - thank you! :)

Until the next update... Enjoy Feudums and feel free to say "hi!" on discord if you have a moment!

Free In-Development Demo updated!

Noble ladies and lords,

We have almost finished updating both the servers and the client. The latter should be auto-updated on Steam in a couple minutes now and a new game session will start shortly. Thank you for your patience!

As always, I invite you to play the early versions, join our discord to provide feedback and help to refine the game as we progress. Take advantage of our regularly updated demo as our transparent and interactive developer diary, provided for early collaboration with you to make Feudums the game we all want it to be!

Please find the changelog at the bottom of this post.

If you can afford it, you can support Feudums (and unlock nice perks) on Patreon, allowing me to dedicate more time and resources to the project. If you cannot - don't worry about it.

[h2]What else is on the horizon?[/h2]
In addition to the roadmap community poll, which is now active and is available both on our homepage and from the client, there are some smaller polls about fine-tuning and prioritizing player requested features and content planned for the next some updates. These polls happen on discord - everyone is hereby invited to participate!


[h2]Changelog[/h2]
[h3]Notable Gameplay Changes[/h3]
  • Alliances and Alliance Victory Conditions: Players who are in diplomatic alliance relation now automatically form an alliance. An alliance can have more than two members if each party is an ally of all others (and game rules allow for more than one ally to be accepted). We have introduced separate victory conditions for alliances; these victory conditions are all immediate win types and are displayed on a separate page on the Game Rules / Victory Conditions panel.
  • Diplomacy Treaty values are now tracked and accepting a proposal can fail because of exceeding the threshold. You can see the settings for the current game in the tooltip of the Diplomacy badge.
  • You can add to, or review a diplomatic note for any new diplomatic proposal, counter-proposal or statement. These can be shown by either opening the diplomatic entry or by hovering the appropriate icon on a diplomatic entry under the Diplomacy badge.
  • Command Refunds: depending on the rulebook settings, there may be partial refund for the command costs if those have already been initiated but subsequently repealed. The tooltip for the Repeal button has been updated accordingly, and a report is generated for the refund, which can be viewed in the Dominion Reports. This also applies to commands rejected by the server during execution with a Hard Fail, such as when the circumstances associated with the command have changed.
  • Administrative Reserves: depending on the rulebook settings (including both time interval and limit), players can accumulate "Administrative Reserve" during their offline time. If there is any, it is displayed in the bottom right corner of the screen after entering the game map. During the execution of player commands, these reserves directly reduce the execution time of the commands by 1 tick for each point. Note: This reserve cannot be used for certain commands, such as those already lasting for 1 tick or for company movements.

[h3]UX/UI Changes[/h3]
  • Companies now take a default stance to attack weaker opponents. Garrisons are still defensive by default.
  • Company Move command now keeps the waypoints and records the starting position.
  • Battles now report all joining units as "reserve" before moving them to a battle roster.
  • Battle Reports / Animated Phases have received a (n almost) complete overhaul. Battle Reports have received explicit icons (and continue to be colored) to state the side they are linked to.
  • You can now subscribe to our newsletter by clicking on its button in the game menu.
  • Added color-coding and better formatting to most values in domain / feudum / company reports, also in victory conditions for additional clarity.
  • Major Needs layout has been updated on Feudum Card and received some extra tooltip content for better clarity.

[h3]Bugfixes / Optimizations[/h3]
  • Fog of war has been tweaked not to include tiles in a feudum if the player has only seen the tile before the feudum was established (ie. players won't get an updated situation about these tiles).
  • Optimized tweening for FoW clouds to avoid some unnecessary changes.
  • Optimized our process for spritesheets handling (technical debt mitigation).
  • Optimized performance for command item lookups.
  • Optimized Chat/Diplomatic Note escaping. Normalize whitespace now includes spaces and formfeed.
  • Various server-side devops optimizations.
  • Changed how server connection certificates are validated.
  • Fixed: IngameNameValidator regex.
  • Fixed a bug where tresspassing was considered a diplomatic violation while at war.
  • Fixed tooltips for "Diplomatic Standing" categories on Diplomacy Dialog.
  • Fixed: misaligned Join the Community segment after Main Menu reload.
  • Fixed: Battle log: tick display is not updated when auto-progress to latest tick.
  • Fixed a bug where a player could not submit a new worldmarket auto-trade command in some cases (thanks for reporting!)
  • Fixed: Battle animation throws NRE in some cases when players attempt to replay. (thanks for reporting!)
  • Fixed: Battle animation missing units from past battle ticks for the animation. (thanks for reporting!)
  • Fixed: Battle animation: scroll is stuck in various cases. (thanks for reporting!)
  • Fixed: missing Battle animations. (thanks for reporting!)
  • Fixed: Battle animation throws error and is not properly reset when switching between battles. (thanks for reporting!)
  • Fixed: CreateFeudumCommand: units deleted when standing on manor. (thanks for reporting!)
  • Fixed a bug where a company (wages) shortage was reported as a wasteground shortage (thanks for reporting!)
  • Fixed a bug where Change Terrain would allow the player to deselect the terrain type (thanks for reporting!)
There's more coming soon, so make sure you subscribed to our newsletter, clicked Follow on Steam and joined our discord to stay in the loop! And again, if you can afford it, please consider supporting Feudums' development (and unlock nice perks) on Patreon - thank you! :)


Until the next update... Enjoy Feudums and feel free to say "hi!" on discord if you have a moment!