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Feudums News

TactiCon 2023 Participation & Small Demo Update

Dear everyone! To celebrate our participation at #TactiCon2023, we've squeezed in a last minute update to our Pre-Early Access (In Development) Demo!

We hope you will equally appreciate and enjoy both our in-dev demo and the festival - there will be a lot of awesome games there!

Please make sure that you click the Follow us button to stay in the loop :) Have fun!

As in last time, we have made a brief visual overview of some of the notable changes in April and May, which you can watch here:

[previewyoutube][/previewyoutube]

[h3]UX/UI Changes[/h3]
  • Feudum List: Now that you can manage multiple feudums and your wasteground, it was time to add an interface where you can review their status at a glance. It is available from the Feudums badge.
  • Notifications: We've changed the way we display notifications related to command execution, so we hope to communicate common cases in a less distracting way.

[h3]Bugfixes[/h3]
  • Fixed several server validation issues for edge cases regarding claiming and creating new feudums, where the command could stuck.
  • Fixed a calculation error related to victory conditions.
  • Fixed population calculations in some edges cases (in some cases it rewarded players with free population)
  • Fixed some visual glitches in the client.
  • Fixed: some unnecessary Feudum reports (like 0 migration)
  • Updated Discord integration as their latest changes broke a couple things.


The full changelog is also available here:
https://feudums.com/comment/1074#comment-1074

[hr][/hr]
Unlike traditional demos, ours is rather an interactive, fully transparent developer diary: it is always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We invite you to play it and give us some feedback you have afterwards, but please remember that we are pre-early access: many features of the game is not yet available as we continue to plug away on development. While we do our best to ship stable previews, don’t be surprised if you find a few bugs and please make sure to report them, so we can fix them in our next update!

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


Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

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

Pre-Early Access (In-Development) Demo Updated

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

We hope you will appreciate and enjoy the changes. There's more coming very soon, so make sure you click the Follow us button to stay in the loop :) Have fun!

[h3]Notable Gameplay Changes[/h3]
  • Multiple Feudums: Players can now form additional feudums and can manage (merge, dissolve, etc.) existing ones and their tiles. Wasteground is now also available as a target for claiming / abandoning / merging tiles, but due to the lack of administration, it has limited Line of Sight and no services or command execution.
  • We have added a basic in-game world chat. Please behave! :)
  • Five new, winter-themed exclusive music tracks also debut in this update. Enjoy!

[h3]UX/UI Changes[/h3]
  • Based on your feedback, we have changed the UX process how claims work. It can now be issued from the tile you want to claim (instead of starting it in the target feudum), and only then you need to select a valid target (a neighbouring feudum or wasteground).
  • Some feudum commands can now only be issued from the Manor.
  • Rally Troops can now only be issued from a tile that can train units (ie. it has a Garrison).
  • Tiles can now be also released into Wasteground instead of completely abandoning them.
  • Optimized in-game reports regarding Feudums and Wasteground.
  • Tile Cards now have terrain attrition listed in the Terrain's tooltip.
  • Tile Card accessibility info has been updated with tooltips and more states, and now also shows if the tile and improvement are blocked by hostile forces.
  • Both Tile and Feudum cards have been updated to show information (and differences) for Wasteground.
  • We have added the "eligible starting locations" info to the World Cards next to the current and maximum player counts.
  • Treasury Badge breakdowns now also list expenditure and revenue generated by trade orders (either automatic or manual).
  • Battles are now taking a bit more time, so its less common to end in a sub-phase of a tick.

[h3]Bugfixes[/h3]
  • Fixed "Invalid Target" issue on training units where the command was executed successfully, but the issue was reported when the command could not use the default Rally Point to spawn the unit (like when it was full) and had to use another one.
  • Fixed a command concurrency error when Replacing Improvements.
  • Fixed "scroll to tile" on waypoints.
  • Fixed some redundancy in Map Selection focus checks.
  • Feudum Rules dialog was missing its title.
  • Raids with no loot are no longer reported as "Looted during raid".
  • Fixed an issue where the morale penalty for overtime for lance service was not applied in their home feudum.
  • Fixed several incorrect hints and localizations on various parts of the Map UI.
  • Several other fixes.


The full changelog is also available here:
https://feudums.com/comment/1073#comment-1073


Please note that multiple feudums are currently only available in Vanguard-only games for playtesting & bug hunting, but this feature will be also unlocked in public games as soon as the playtests are over.

[hr][/hr]
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, just 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 to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

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

"Pre-Early Access" Demo Update

Hello ladies and lords,

This is just a reminder that when the running online games end today (expected between 17:00 - 18:00 CEST (PDT 08:00 - 09:00), we will be updating the servers and then the client, so for about two hours the demo games will be unavailable.

Remember that you can always check if the servers are running on our page:
https://feudums.com/forum (look for the "Server Availability" box on the left)

After the update, new games will be hosted again. Thank you for your patience!

Our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. Just remember, we are pre-early access: many features are not yet available as we continue to plug away on development. This is a "first impression" demo, so you can tell us whether we're on the right track. While we do our best to ship stable previews, don’t be surprised if you find a few bugs - please make sure to report them so we can fix it for our next update!

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

Join our community on Discord to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

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

"Pre-Early Access" Demo Updated

We've added a new version of the Pre-Early Access Demo!

It includes some UX improvements, a number of bugfixes and an important user requested feature: welcome Automatic Trading, and enjoy that your feudum can now trade and stabilize its economic situation even in your absence. This will hopefully make it much harder for a player to go into a resource shortage spiral while away from the game, even if they experience sudden resource fluctuations due to feudum upgrades or a pack of raiders.

We have made a brief visual overview of the 5 most important changes we added in Feudums' February and March updates, which you can see here:

[previewyoutube][/previewyoutube]


We hope you'll appreciate and enjoy the changes. More is coming shortly, so make sure that you clicked on Follow us to stay informed. :) Have fun!

[h3]Gameplay Changes[/h3]
  • Automatic Trading: players can now set up automatic trading orders with multiple options, such as stockpile thresholds to buy or sell, price limits, and maximum quantity per order. Settings are available from the World Trade command.
  • Attrition damage is now split between Morale and Health.
  • Victory Condition calculation for several cases, Virtue and "Game Length" related conditions included, has been changed to provide better approximations on the current situation.

[h3]UX/UI Changes[/h3]
  • Steady Tooltips: Tooltips no longer flicker in the first split second, trying to calculate their correct size.
  • World Trade: more statistics about the current situation of the world market has been made available to allow making better decisions on trading.
  • Numeric Input types (on Claim, Trade Order or Auto Trade) has been updated to provide more functionality, range validation, and so on.
  • Local Raid losses for the tick can now be seen on the Feudum Card, if the player hovers over the Resource badges.
  • Military related expenses (wages and shortages) and yields (loots from raids) are now also displayed in the global breakdowns on the Treasury Badges.
  • Refactored a few layouts and UI hierarchies.

[h3]Bugfixes[/h3]
  • FIX: Company AP could be off during battle.
  • FIX: In some edge cases, a company could stuck in a position and the player couldn't repeal the move order for a few ticks.
  • FIX: Rulebook edge cases related to economy.
  • FIX: Player with more than 1 dominion processing slot can trade more quantity than allowed.
  • FIX: In some cases, Company CoA would disappear after moving on the map.
  • FIX: In some cases the auto-enter after subscribing to a new world didn't work
  • FIX: Autocamp UI remained enabled for Garrisons (they can't autocamp).
  • FIX: Notes on Command in the command bar weren't properly localized.
  • FIX: Victory Progress was empty in the first tick for new subscribers.
  • FIX: Dominion commands reset the context of the command bar.
  • FIX: The handles of the card holders could be misplaced in some cases
  • FIX: Treasury badges should not be disabled if World Market feature disabled.
  • Added / fixed / updated English localization on several layouts.
  • Several server bugfixes.


The full changelog is available here:
https://feudums.com/comment/1072#comment-1072

[hr][/hr]
Our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite the community to play our early demo and give us any feedback you have afterwards. We love to hear from our players!

Just remember, we are PRE-early access: much of the game is not yet available as we continue to plug away on development. This is a "first impression" demo, so you can tell us whether we're on the right track. While we do our best to ship stable previews, don’t be surprised if you find a few bugs. If you are unlucky enough to find one, please make sure to report it so we can fix it for our next update!

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

[hr][/hr]
Join our Discord community to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU


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

"Pre-Early Access" Demo Updated

We've added a new version of the Pre-Early Access Demo!

It includes a number of bugfixes, UX refinements and overhauls to the onboarding (registration and login) and menu layouts. It also contains new game elements such as a first look version of seasonal and territorial attrition and related features, as well as several user requested features.

[h3]Gameplay Changes[/h3]
  • Attrition: we've added a first look version of attrition, though you can still expect balance changes with it. Attrition happens to any company on any tile, except Garrisons. Attrition depends on the terrain type, the local authority (a tile is considered friendly, neutral - aka wilderness - or hostile depending on who it belongs to), and the current season. Winters will now be much deadly for companies, and raiding will be a bit more troublesome (feudums will benefit from garrisons when calculating attrition against hostile forces)
  • Automatic Encampment: we've also added automatic encampment to make companies more viable after a dangerous encounter or in a hostile environment. You can now set an autocamp threshold for each company using the Manage Company command. If a company's fatigue reaches the set threshold, the company will automatically camp until it recovers and then resume its original duties.

[h3]UX/UI Changes[/h3]
  • Added Preferences under Settings, to allow players to tweak some of the local Video, Audio, Auto Sign-In and other settings for their device.
  • Added ability to unlink Steam or Google accounts under Settings -> Profile.
  • Changed how mandatory re-authorization works (when trying to change some of the "sensitive" data, such as your password) to handle accounts that only has 3rd party authentication providers.
  • Overhauled the login and registration processes and layouts.
  • Simplified the onboarding process via Steam. The game will now automatically register a new account for you when you first login the game on Steam if your Steam account is not yet linked to any account. If you already have an account, make sure you have your Steam account linked under Settings -> Profile. Please follow the on-screen instructions during login and on the Settings layout.
  • Overhauled the Menu system. Dialogs and layouts now have their own dedicated buttons instead of sharing a Menu button at the bottom of the screen.
  • Slightly updated how World Cards appear on the Dashboard and added buttons to them, so one can jump back to their game by a single click. Some other parts of the World Cards have been also updated.
  • Slightly updated the Company Card (more information in tooltips) and the Season Indicator (tooltip now also contains information about seasonal jobs, important agricultural dates and seasonal attrition multiplier)
  • Updated several warnings and tooltips for clarity.
  • Added more feedback in terms of reports on the individual commands in the Command Queues.
  • Some other changes.

[h3]Bugfixes[/h3]
  • Added / fixed English localization on several layouts.
  • Fixed multiple errors regarding logout.
  • Fix: company reports now show health and morale regen reports for units.
  • Fix: incorrect error messages on company name change
  • Fix: multiple server-side issues regarding pathfinding.
  • Fix: demolishing an improvement didn't delete the garrison entity.
  • Various stability and performance fixes and optimizations on the servers.


The full changelog is available here:
https://feudums.com/comment/1071#comment-1071

We hope you'll appreciate and enjoy the changes. More is coming shortly, so make sure that you clicked on Follow us to stay informed. :) Have fun!

Our demos are always updated when new milestone builds are completed or we have quality of life (QoL) improvements to add. We always invite the community to play our early demo and give us any feedback you have afterwards. We love to hear from our players!

Just remember, we are PRE-early access: much of the game is not yet available as we continue to plug away on development. This is a "first impression" demo, so you can tell us whether we're on the right track. While we do our best to ship stable previews, don’t be surprised if you find a few bugs. If you are unlucky enough to find one, please make sure to report it so we can fix it for our next update!

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

[hr][/hr]
Join our Discord community to chat, get more info about the game and participate in pre-EA testing!
https://discord.gg/QgERDnU

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