In this update6
Full notes
Full Feudums update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Server
- Gameplay
- Events
- Maps
- Balance
- Performance
Feudums changes
If you'd like more consistent, bite-size updates, or don't want to miss the updates on the single-player version, consider joining our Discord, where I’m more active. Alternatively, we have a newsletter for milestone community polls and major game updates.
Ladies and Lords of the Realm,
We've updated both our servers and the game client today — everything should be back online and running smoothly! The updated client will roll out on Steam in any minute.
The Current Update
You’ll find a summary of key changes below. As always, thank you for being part of this journey — and don’t forget: your feedback drives everything.
A Glimpse into the Future
Things are starting to heat up! The community-voted next major milestone — Sieges and Vassalage Basics — is now within reach. If all goes smoothly, it will land with the next update. That said, summer can be unpredictable, and if obstacles arise, I may split the milestone release: first a more regular update with parts of the milestone content, followed by the rest afterwards.
Development on the long-awaited single-player mode is also making steady progress! However, since I’m currently juggling three major areas — contract work to pay the bills, the multiplayer core game, and the single-player version — you can expect more substantial updates on that front after the multiplayer milestone release.
As always, a quick reminder: the project remains entirely self-funded and non-monetized (aside from a voluntary Patreon). which continues to be a challenge and may affect our timeline. Your continued support and patience truly mean the world.
Pretender Wars!
Our ranked community multiplayer clash lurks around the corner — likely kicking off in about a week!
Will someone finally dethrone the pretender? Last time, challengers came close... but they couldn't unite, and it ultimately costed them the victory. Maybe this time, with you, challengers can turn the tide. If you're around, sharpen your lance — glory awaits.
Changelog
Gameplay & Vibe
- More AnimationsAll Castles now proudly display banners, and updated the visual offset of culture-specific castles on hilly terrain. Also added new (WIP) Labourer animations for Ecclesiastical Fiefs covering both exclusive variants: Monks and Winegrowers .
Updated the Rain effect.
A new Color Theme setting lets players choose how Company and Castle flags appear in-game. Currently: Friend or Foe (based on diplomatic status) or Mixed (based on CoA/affiliation).A fully heraldic CoA-based system is coming soon.
Major Economy & Resources rebalance:
Food and Timber are now treated as more abundant, lower-value resources. Labourer output (Fishermen, Herdsmen, Farmers, Hunters), Production Line demands, and market expectations have been all adjusted accordingly.
Farmland territory increased by 20%, with matching expansion of related labourer slots.
Population Dynamics:
Food rations matter more: with food now more accessible, reducing rations will cause stronger public backlash. Rations also have a greater impact on both Social Wellbeing and Public Health.
Morale, Health, and Stability systems rebalanced, with additional pressure levels introduced for finer control.
Health bonuses from freshwater access are now more detailed.
Morale & migration penalties from hostile presence have been reworked to be less punishing and more progressive.
Stability changes: Morale and Unemployment modifiers are now more granular, and unemployment is slightly less punitive.
Strategic Warfare changes:
Improvements now play a greater role in combat — their level and type significantly affect battlefields, and can heavily alter the default terrain modifiers.
Virtue gained from
Source
Changelog.gg summarizes and formats this update. How we read updates.
