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Feudums News

Demo Update Today

Dear rulers and aspirants,

A small update will be uploaded to the server when the current game ends (in about 1.5 hours).
Game sessions will be down for 30-60 minutes.

I am also going to push a small update to the client.

During the downtime, demo games will be unavailable.
I will post an update and the changelog as soon as everything is back online.


Thank you for your patience!

[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with you, so Feudums can become the game you want. I invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-early access games are not your cup of tea, that is also completely fine. Please follow the game and bear with us until we ship a more feature-complete public version.


Join our community on Discord https://discord.gg/QgERDnU

Support the development on Patreon: https://www.patreon.com/feudums

In-Development Demo Updated!

Dear ladies and lords,

Thank you again for your patience! The time has finally come and we are updating our transparent demo again!

The client update is being uploaded right now and games will start shortly!

[h3]Enjoy the Steam Strategy Fest, and enjoy Feudums![/h3]

I sincerely hope you will appreciate and enjoy the latest changes, and that you will like the direction the game is heading. If you have any suggestions or just don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, be sure to drop by our discord - you'll also find me there almost all the time! Finally, don't forget to click Follow here on Steam to make sure you're notified of future demo updates.

Please note that there will be fundamental changes to the game, so despite any prior testing, the game may be less stable than you would normally expect. I apologize in advance for any inconvenience, but open builds in development are unfortunately like that. If there are any problems, I'll fix them as quickly as I can. Okay, it's enough of me now.

[h2]If this is your first time playing Feudums[/h2]
Please note that our demo focuses on multiplayer and is only in English. Unlike traditional demos, ours is a continuously updated, interactive developer diary, provided for full transparency and early cooperation with our player base, so Feudums can become the game you want.

While there isn't an in-game tutorial yet (it will be the very next thing to arrive), the game is now relatively newbie-friendly. You start with an economic grace period, so you have hours to decide what to do first. Take your time and check out the short guides here on Steam, on Youtube, or just join our Discord to read the FAQ or ask for general advice.

Reading the tooltips can also help a lot. Low-level settlements (like the one you'll start with) are now largely self-sufficient, so you're safe even if you run out of economic grace period. There is also trading, both with players and with the "world", and automatic trade orders are set up by default, so as long as you have coins, your realm will automatically try to keep a small stockpile of everything. Use trading to get what you need!

Feudums, unlike most strategy games, doesn't reward you for simply building everything to the maximum level - in fact growing too fast is a way to fall. Just build what you need and grow your land along with your population and economy. Again, we are happy to help on discord!


[h2]Notable Gameplay Changes[/h2]
  • Diplomacy Basics: You asked for this to be the next milestone, so here it is! You can now make various diplomatic deals with other rulers and trade resources, either one-off or longer-term. In some cases, you can issue unilateral statements, but in most times, agreements are bilateral, and in many cases changes will have a grace period.
    Important: Diplomacy is non-binding in the sense that the game doesn't force you to abide by your agreements, instead, violations will be paid from your virtue and will be reported to the other party so respond at their own discretion. Later, such violations will also result in various diplomatic actions.
  • Balance Changes: I've continued to balance the labourers and also the starting situation. Most importantly, low level settlements will now have specific worker opportunities for resource production, so your starting position will have less impact on your first period than before. As cities grow, however, these specialized jobs will disappear, so larger cities will continue to rely on other tile improvements.
  • Terrain Builder Configurations: not a real game-changer, but now I can set any of the values through world templates, and those are available through our web backend', so we can generate specialized / custom rule maps on the fly!

[h3]UX/UI Changes[/h3]
  • There is a new diplomacy badge on the top left part of the UI to handle agreements and proposals. You can also find some of the important rulebook values in it's tooltip.
  • You can send a new proposal/statement to other rulers by clicking on their Coat of Arms on a Tile, Feudum or Company card.
  • Diplomatic violations are reported in the Dominion Reports.
  • Raiding and Blocking reductions are no longer reported if the reduction is less than 1%.
  • Added some (WIP) support to ultra-wide aspect ratios.
  • Game state & free slots are now displayed a bit more prominently on World Cards.

[h3]Bugfixes[/h3]
  • Fixed: Steam API could fail on Steamdeck in some cases.
  • Fixed: Company AP during auto-encamp: tooltip sum didn't include MAN changes
  • Fixed: A couple cases for the pathfinder. Maybe it will be less dumb now (in some cases)
  • Fixed: Rosters with 9+ units overflow on the Manage Units and Company Card layouts
  • Fixed: Housing opportunities were checked against the rulebook and not the actual game data when opened a Tile Card on someone else's feudum.
  • Fixed: game crashes in edge cases after new user registration
  • Fixed Merge Tiles: cant merge to feudum above wasteground max size (should be independent)
  • Fixed: Several serialization issues



[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that comes with a different purpose. Instead of for purely marketing, it is provided for full transparency and early cooperation with our player base, so Feudums can become the game you want. We invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums

Coming Soon: "Transparent Development" Demo Update

Dear ladies and lords,

This is just an early notice that as soon as the current game ends - about ~2-3 hours -, the server (and game sessions) will have an estimated downtime of 12 hours. The reason for this is that if all goes well, the demo will be updated with some exciting new bugs features later today, so it would not make much sense to start a new game before it happens.

During the downtime, demo games will be unavailable.
I will post an update as soon as everything is back online.


...and I hope you will like the new additions!

[hr][/hr]
Unlike traditional demos, ours is a continuously updated, interactive developer diary that is provided for full transparency and early cooperation with you, so Feudums can become the game you want. I invite you to play the early versions, join our discord, and help us refine the game as we progress.

If pre-early access games are not your cup of tea, that is also completely fine. Please follow the game and bear with us until we ship a more feature-complete public version.


Join our community on Discord https://discord.gg/QgERDnU

Support the development on Patreon: https://www.patreon.com/feudums

In-Development Demo Updated!

Dear ladies and lords,

Surprise! We know it's only been a week, but since we're ready with some important game-balance changes, we're updating our Transparent, In-Development Demo again! Enjoy!

We sincerely hope you will appreciate and enjoy the latest changes. Hop over to discord if you don't want to miss out on discussions about game features, priorities, new guides, playtesting and polls, and make sure you stay in the loop here by clicking Follow us (if you haven't already)! Any and all feedback is super welcome! :)

Have fun trying out the new build!
We should be back online in about 20 minutes.

[h3]Notable Gameplay Changes[/h3]
  • Economic Block: Military companies no longer fully blocks underlying tiles. Instead, there is now partial blocking, based on the total Power of the company occupying the tile.
  • Garrisons Update: They now provide limited passive protection on the feudum tiles they belong to, against both raiding and blocking, based on their total Power. Garrisons also receive a defense bonus when defending against hostiles on their own tile.
  • We have made significant changes to the default rulebook settings, including a boost to the labourer slots of terrain types without building options, a balancing pass on units, birth/death rules, wasteground rules, and so on.


[h3]UX/UI Changes[/h3]
  • Max size of the garrison is now shown on the cards in the Construct Improvement command (and everywhere else where these cards are used).
  • Added Approximate Raiding Power to the Company Card for clarity.
  • Added AP costs from the rulebook to the AP tooltip on company for extra clarity.
  • Overhauled and updated the units' tooltips with additional details and context-sensitive parts, including service/contract renewal dates and costs.
  • Added wasteground max size to Feudums badge tooltip.
  • Grouped morale/health regen of units in the same company. Now only differences are reported when needed.
  • Ignore Auto-trade during economic grace period (as the feudum costs nothing there)


[h3]Bugfixes[/h3]
  • Fix: Garrisons' Total Power didn't update when troops were rallied (regression bug)
  • Fix: in some cases unit morale regenerated too much
  • Fix: Create feudum cost was more expensive than it should be (was off by 1)
  • Fix: Auto-trade settings are not sent to the client on subscribe (only a tick later)
  • Fix: Updated pathfinder to walk around enemy company when behaviour check result is not "Engage" and other pathfinder QoL updates.
  • Fix: Some visual glitches on "long" report items.
  • Fix: Manage Units couldn't send all units to target company (shift+button) if the target company would be new.
  • Fix: Manage Units command wasn't hidden on empty garrisons.



[hr][/hr]
Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums

Pre-Early Access (In-Development) Demo Updated

Dear ladies and lords,

We've updated our Pre-Early Access (In Development) Demo!

I hope you'll appreciate and enjoy these changes - many of which we've made in response to your feedback and requests. Hop in on our discord if you don't want to miss these conversations & make sure you click on Follow us (if not already) to stay in the loop here :)

Have fun trying out the new build!

[h3]New Guide![/h3]
One of our players has created a new "Beginner's Guide", available right here on Steam. If you found the game a bit hard to grasp at first sight, maybe this is all you need to give it another go!
https://steamcommunity.com/sharedfiles/filedetails/?id=2977221241


[h3]Notable Gameplay Changes[/h3]
  • We have spent the past month fine-tuning the labourers, victory conditions, terrain and tile improvements, morale and population, seasonal features and so on. There are a lot of changes even just compared to our TactiCon settings!
  • Raid updated: raids should be a lot more rewarding and more customizable now.
  • Population Growth updated: added more granular data for feudum's growth and also updated the underlying calculations so things like Food Rations can now affect the result more severely.
  • Auto-trade logic updated according to the discord poll. It'll now allow players to buy and sell stockpiles beyond the set threshold - the threshold will now just act as a trigger but will be ignored as a safety check.
  • Players can now also start a game with the auto-trade set to any specific default state for them.


[h3]UX/UI Changes[/h3]
  • Players can now set their renewal preferences on each unit through the Manage Unit command. Lances can be forced to extended service or be auto-disbanded at the end of their service time, and squads can set to be released when their contracts end or be re-hired.
  • Manage Units: you can now also move a unit by long pressing it's portrait and you can allow certain actions to happen to every unit in the source company by holding the [Shift] key while issuing an order (like move to the other company or to disband).
  • Reorganized and extended tooltips for Units in a Company, so you can see the relevant information at a glance.
  • The expiration warning on units now immediately states the amount of time left and the set renewal preference.
  • Removed color-coding by value from the morale indicator, so health and morale are now harder to mix up.
  • Raid losses are now summed on the targeted feudum (from same player).
  • Raiding powers can now be adjusted in a more relaxed range in the rulebook
  • Creating additional feudums is no longer a fixed price command but can scale up with the amount of feudums a player already has.
  • Merging tiles into a region now has incremental price based on the new size of the target region.
  • Updated pathfinding so companies might be less dumb to walk into garrisons
  • Added some missing tooltips on the Map scene, including the one that tells players where the game menu is :)
  • Added a warning to the Unsubscribe action on the Worlds screen to warn people they won't be able to rejoin the same game once they have given up.


[h3]Bugfixes[/h3]
  • Fixed an error where multi-tick battles weren't properly updated.
  • Fixed an issue which prevented to see the Fatigue of hostile companies.
  • Fixed the issue that prevented to rally multiple units using a single slot.
  • Fixed an issue where Fog of War not always updated on abandoned tiles.
  • Fixed a bug that prevented to cancel commands without a one tick delay if those were already acknowledged by the server.
  • Fixed an error where local production towards major needs wasn't properly reported on the feudum card's morale tooltip.
  • Fixed an error where the grace period marker wouldn't be correctly updated (and removed)
  • Fixed an error where Merge Tiles could be submitted when empty
  • Fixed an error where raiding would ignore some labourers' output.
  • Fixed a rare case when food consumption could overflow
  • Fixed an issue where a multi-state construction command wouldn't remove tile marker when canceled.
  • Fixed a rare issue where claim commands would get stuck if multiple player has claimed the same tile in the same tick and then either side has used companies to block the process.
  • Fixed a visual glitch on company cards with 10+ units filling the same unit roster.
  • Fixed an error on the abandon tile command.
  • Fixed repositioning after a battle to avoid companies being placed... on water (religion is not yet implemented, sorry!).
  • Several other fixes.

[h3]Misc[/h3]
  • Various updates and some fancy new features on the backend

[hr][/hr]
Feudums' development is meant to be fully transparent. Our demo is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite you to play our early in-development demo and give us some feedback you have afterwards, but please remember, we are pre-early access: many features of the game is not yet available as we continue to plug away on development.

If pre-beta games are not your cup of tea, that is completely fine. Please follow and bear with us until we ship a more or less feature-complete public beta.

Join our community on Discord! https://discord.gg/QgERDnU

Support the development of Feudums! https://www.patreon.com/feudums