In this update7
Full notes
Full Feudums update
Read the full published notes in a cleaner layout. The original post stays linked below.
What changed
- Gameplay
- Fixes
- Store
Feudums changes
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Dear Ladies and Lords,
As mentioned on Discord and the relevant Steam forum (you can now also subscribe to a maintenance thread directly on Steam — though unlike Discord, it won’t notify you about upcoming games or their settings!), a small, but hopefully meaningful patch has been deployed after the active game ended. The game is now fully available again. No client update is required at this time.
Please keep in mind that several core systems changed under the hood, and some settings are still being fine-tuned. If you notice anything unusual, don’t hesitate to report it. You can do so directly in-game: click the small yellow cloud icon in the bottom right, then select Bug Report in the panel that appears.
You’ll find the change list at the end of this post 🙂
Thanks again, and happy skirmishes!
Caught off-guard.
Patch Changelog
Gameplay & Vibe
- Garrison Block on OccupatonThe owner of a claimed tile — or an ally with Shared Logistics — can now block an enemy occupation command if a non-empty garrison covers the tile with its Area of Control. This is translated as a soft-fail on the command, so if the problem is "fixed" by the offender, the occupation can continue.
Quality of Life
Updated starting resources and units
Adjusted claiming speeds and related factors
Slowed down occupation (war claims), tweaked related tactics
Starting resources slightly increased
Starting garrison now consists of a Scout (squad) and an Urban Militia (lance)
Flanked penalty increased by 25%
Tactics:
Defensive, Recon, and Pacify tactics have been tweaked
Pacify now provides the highest Tile Blocking (making it more suitable for Occupation) but also exposes the Company to attacks a bit more than before.
(Garrison tactics:) Town Patrol received +1 AoC
Claims:
Every claim bid now takes 1 tick, regardless of the target region’s size
Base bid power slightly decreased
Bid multipliers are significantly increased
Required total bid reduced from 9000 to 8000
Bid limit increased from 1500 to 1600 (maximum bid claims can now resolve in 5 ticks, and bidding in general concludes slightly faster and can be boosted significantly easier)
War claims / Occupation:
Occupation speed reduced by 66%
Occupation cost increased to make it a more tactical decision
Fixes
Fixed an issue where "<1 tick" quick battles could resolve without proper visual feedback
Thank you for all the bug reports — they truly helped resolve these issues much faster! 🙂
As always, thanks for testing, reporting, and pushing the game forward with me.
- Mat
Recap and Schedule
[dynamiclink href="https://store.steampowered.com/news/app/473750/view/503973383014189599?l=english"]Most Recent Releases
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Source
Changelog.gg summarizes and formats this update. How we read updates.
