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
- Balance
- UI and audio
- Maps
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 client for our open alpha demo today — everything should now be back online and running smoothly!
The updated client will be rolling out on Steam any minute now. Thank you for your patience!
The Current Update
You’ll find a summary of key changes and improvements below. As always, I'm deeply grateful to have you with me on this - at times, pretty difficult - journey. Please remember that your feedback drives everything.
Of the two possible outcomes I mentioned in the previous update, the latter came true — I had to split my time between the project and, well, financial survival. :)
So this one turned out to be a regular update rather than the long-awaited Siege Update. Still, as promised, several important changes related to warfare make their debut here — including refinements to the battle logic (preparing the system for integrating the siege mechanics) and a significant expansion of the unit edge system.
The in-game chat also received new features, and the economic simulation continues to grow richer and more nuanced.
A Glimpse into the Future
Work on the single-player mode suffered a bit more from the time constraints — progress there has been slower, but it is continuing, step by step.
In the coming weeks, however, nearly all development energy will be focused on Siege and UX improvements.
As the project remains entirely self-funded and non-monetized, if you’d like to help speed up development, please consider becoming a Patreon supporter, even if just for a few months. With enough active patrons, progress could move forward much faster.
Pretender Wars!
As the dust of all these battle-related changes settles, it’s time again for a ranked community multiplayer clash! Will the Pretender manage to hold the throne this time? We will find out soon. Stay tuned, because glory (and tears and sweat) await.
Changelog
Gameplay & Vibe
- Enhanced Unit Edge systembased on nearly two years of feedback and playtesting, the rules defining unit edges and how they’re evaluated have been reworked. They are now much more flexible, allowing for a wider range of interactions between units. To celebrate, the total number of available edges has nearly doubled ! Enjoy discovering the new combos. :)
New units! Three new unit types have joined the roster (still using placeholder visuals, but otherwise fully functional).
Most of the existing units have also seen adjustments - many had their roles refined or rebalanced to fit the expanded edge system.
Terrain Categories: Terrain types are now classified into groups like Open or Difficult. These categories are mainly used by edge effects for now, but more systems will make use of them later. They can be checked in the tooltip of the Terrain Type on the Tile Cards.
- Battle Location LogicBattles now always take place on the defender’s tile . Consequently, garrisons can no longer lure raiders into their own spots. To compensate, garrisons now gain local terrain expertise bonuses not only on their tile but throughout their entire Area of Control , if they’re one of the original battle participants. The Battle Card indicators have been updated accordingly.
Traversing
Source
Changelog.gg summarizes and formats this update. How we read updates.
