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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

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!

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