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Steam News8 December 20257mo ago

Updated on December 8th: new cardSystem and new enemy flying unit

Long time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting.

Full notes

Full Fief Lord update

Read the full published notes in a cleaner layout. The original post stays linked below.

What changed

0 fixes0 additions1 change0 removals
  • Performance
changedLong time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting. During this time, I gradually came up with some new ideas, so I started preparing this update in November. Steam post image · Added a card system. After each sunrise, players can choose a card for a buff or some resources. Cards are generally divided into resource-type, unit-type, player-type, and special-type. With card buffs, unit power can be multiplied. · Allied unit adjustments: Villagers’ daily tax gold reduced from 2 to 1. Improved villager pickup logic so that villagers closer to tools prioritize picking them up. Farmers no longer provide 1 gold per day as tax. Hammer price adjusted from 4 gold to 2 gold. Bow price adjusted from 2 gold to 1 gold + 1 wood. Archer AI and arrow trajectory have been reworked to make the flight path more graceful and adaptable to enemies in different positions. (Some shooting offsets has also been added.) Auto-generated heavy swordsmen are now limited to a maximum of two per side. (I used to call them knights, but with the appearance of mounted knights, the term became awkward, so I decided to rename them heavy swordsmen.) Knights’ maximum charge distance has been reduced. · Removed enemy units’ targeting of the player character (forest creatures will still attack the player). · Overall enemy unit adjustments: stats have been increased and monsters have been given new traits to restore their threat to the player’s fief: Mushroom monster HP increased from 20 to 30. Wolves now lunge forward when attacking and can leap over walls, making them appear more aggressive and threatening, but low HP remains their weakness. Spear orc HP increased from 60 to 80, and attacks can now knock back its target. Wizard orc HP increased from 50 to 70, with a small chance to summon a mushroom monster when attacking. Elite orc HP increased from 300 to 500. Stoneguardian HP increased from 1000 to 2000. · Added a new enemy unit: Flying Eye. As the name suggests, it is a eye monster that can fly over walls to attack enemies behind them. (No need to worry too much—as the first flying unit in the game, it is relatively gentle.) · Adjusted the monster spawnstone mechanic: destroying it no longer spawns a stoneguardian immediately. Instead, the rift (the spiral used to build the portal) will launch a powerful counterattack, after which it calms down and allows normal portal construction. If the tablet is destroyed during the day, night will fall immediately and monsters will emerge from the rift. If destroyed at night, monsters will appear during the next night. · Farmers are no longer provided daily for the first three days. (This mechanic was originally designed to prevent players from forgetting to buy hoes early in the game, but I found it made the early game less engaging.) · Forest creatures (slimes, bush monsters) will not appear during the first three days. · Adjusted starting chest resources and reduced random rewards from forest chests. · Improved water surface effects: optimized water visuals during movement and enhanced ripple effects on rainy days. · Improved the display of certain text elements. · Optimized game performance to support more units and effects. · Fixed a bug that caused the frontline not to update after the outermost wall was destroyed. · Fixed a bug that caused allied units, after dying and turning into wanderers, to disappear upon reloading the game. · Fixed a bug that caused the game-over reminder to repeat continuously after monsters entered the main base.

Fief Lord changes

changedLong time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting. During this time, I gradually came up with some new ideas, so I started preparing this update in November. Steam post image · Added a card system. After each sunrise, players can choose a card for a buff or some resources. Cards are generally divided into resource-type, unit-type, player-type, and special-type. With card buffs, unit power can be multiplied. · Allied unit adjustments: Villagers’ daily tax gold reduced from 2 to 1. Improved villager pickup logic so that villagers closer to tools prioritize picking them up. Farmers no longer provide 1 gold per day as tax. Hammer price adjusted from 4 gold to 2 gold. Bow price adjusted from 2 gold to 1 gold + 1 wood. Archer AI and arrow trajectory have been reworked to make the flight path more graceful and adaptable to enemies in different positions. (Some shooting offsets has also been added.) Auto-generated heavy swordsmen are now limited to a maximum of two per side. (I used to call them knights, but with the appearance of mounted knights, the term became awkward, so I decided to rename them heavy swordsmen.) Knights’ maximum charge distance has been reduced. · Removed enemy units’ targeting of the player character (forest creatures will still attack the player). · Overall enemy unit adjustments: stats have been increased and monsters have been given new traits to restore their threat to the player’s fief: Mushroom monster HP increased from 20 to 30. Wolves now lunge forward when attacking and can leap over walls, making them appear more aggressive and threatening, but low HP remains their weakness. Spear orc HP increased from 60 to 80, and attacks can now knock back its target. Wizard orc HP increased from 50 to 70, with a small chance to summon a mushroom monster when attacking. Elite orc HP increased from 300 to 500. Stoneguardian HP increased from 1000 to 2000. · Added a new enemy unit: Flying Eye. As the name suggests, it is a eye monster that can fly over walls to attack enemies behind them. (No need to worry too much—as the first flying unit in the game, it is relatively gentle.) · Adjusted the monster spawnstone mechanic: destroying it no longer spawns a stoneguardian immediately. Instead, the rift (the spiral used to build the portal) will launch a powerful counterattack, after which it calms down and allows normal portal construction. If the tablet is destroyed during the day, night will fall immediately and monsters will emerge from the rift. If destroyed at night, monsters will appear during the next night. · Farmers are no longer provided daily for the first three days. (This mechanic was originally designed to prevent players from forgetting to buy hoes early in the game, but I found it made the early game less engaging.) · Forest creatures (slimes, bush monsters) will not appear during the first three days. · Adjusted starting chest resources and reduced random rewards from forest chests. · Improved water surface effects: optimized water visuals during movement and enhanced ripple effects on rainy days. · Improved the display of certain text elements. · Optimized game performance to support more units and effects. · Fixed a bug that caused the frontline not to update after the outermost wall was destroyed. · Fixed a bug that caused allied units, after dying and turning into wanderers, to disappear upon reloading the game. · Fixed a bug that caused the game-over reminder to repeat continuously after monsters entered the main base.

Long time no see. It has been two months since the last update. After the update in late September, I took a month off because I lacked inspiration and didn’t know how to improve the game to make it more interesting. During this time, I gradually came up with some new ideas, so I started preparing this update in November. Steam post image · Added a card system. After each sunrise, players can choose a card for a buff or some resources. Cards are generally divided into resource-type, unit-type, player-type, and special-type. With card buffs, unit power can be multiplied. · Allied unit adjustments: Villagers’ daily tax gold reduced from 2 to 1. Improved villager pickup logic so that villagers closer to tools prioritize picking them up. Farmers no longer provide 1 gold per day as tax. Hammer price adjusted from 4 gold to 2 gold. Bow price adjusted from 2 gold to 1 gold + 1 wood. Archer AI and arrow trajectory have been reworked to make the flight path more graceful and adaptable to enemies in different positions. (Some shooting offsets has also been added.) Auto-generated heavy swordsmen are now limited to a maximum of two per side. (I used to call them knights, but with the appearance of mounted knights, the term became awkward, so I decided to rename them heavy swordsmen.) Knights’ maximum charge distance has been reduced. · Removed enemy units’ targeting of the player character (forest creatures will still attack the player). · Overall enemy unit adjustments: stats have been increased and monsters have been given new traits to restore their threat to the player’s fief: Mushroom monster HP increased from 20 to 30. Wolves now lunge forward when attacking and can leap over walls, making them appear more aggressive and threatening, but low HP remains their weakness. Spear orc HP increased from 60 to 80, and attacks can now knock back its target. Wizard orc HP increased from 50 to 70, with a small chance to summon a mushroom monster when attacking. Elite orc HP increased from 300 to 500. Stoneguardian HP increased from 1000 to 2000. · Added a new enemy unit: Flying Eye. As the name suggests, it is a eye monster that can fly over walls to attack enemies behind them. (No need to worry too much—as the first flying unit in the game, it is relatively gentle.) · Adjusted the monster spawnstone mechanic: destroying it no longer spawns a stoneguardian immediately. Instead, the rift (the spiral used to build the portal) will launch a powerful counterattack, after which it calms down and allows normal portal construction. If the tablet is destroyed during the day, night will fall immediately and monsters will emerge from the rift. If destroyed at night, monsters will appear during the next night. · Farmers are no longer provided daily for the first three days. (This mechanic was originally designed to prevent players from forgetting to buy hoes early in the game, but I found it made the early game less engaging.) · Forest creatures (slimes, bush monsters) will not appear during the first three days. · Adjusted starting chest resources and reduced random rewards from forest chests. · Improved water surface effects: optimized water visuals during movement and enhanced ripple effects on rainy days. · Improved the display of certain text elements. · Optimized game performance to support more units and effects. · Fixed a bug that caused the frontline not to update after the outermost wall was destroyed. · Fixed a bug that caused allied units, after dying and turning into wanderers, to disappear upon reloading the game. · Fixed a bug that caused the game-over reminder to repeat continuously after monsters entered the main base.

Source

Steam News / 8 December 2025

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