First Feudal cover
First Feudal screenshot
Genre: Role-playing (RPG), Strategy, Indie

First Feudal

Hotfix 1.3.3

- Fixed a crash caused by shooting a wolf with flaming arrow (for low lighting settings)

Update "Karma" (1.3) is released!



New features:
- Added two new events. Happening of these events depends on player's behavior - how aggressive or friendly decisions he make during other events
- Changes for "Druid" origin:
• Peasants near any tree get happiness bonus similar to roof bonus and lightning will not hit storages near to trees. Tiles near to trees are displayed on the roof map
• Darkness penalty is reduced and small visibility zone is added for citizens without torches
• Added a map for displaying all tiles in 3-meter radius from trees
• Light armor and ranged weapons have increased priority for peasants by default
- Changes for "Nomad" origin:
• Removed equipment craft quality penalty
• Added 10% penalty for getting science points
• Light armor and ranged weapons have increased priority for peasants by default
- Heavy armor has increased priority for "Highlander" peasants by default
- List of interface improvements:
• Decision buttons locked for a short time after event appearing so buttons will not be pressed by mistake
• Added a message after switching to strategic or tactics mode
• Added blackout at the edges of the screen during the pause
• Improved animation for stamina and health spending
• Origin info added to the statistic screen
• List of positive and negative effects is added to popup for next peasant timer
• Fortress stairs can now be built only in right places near to the castle wall
- Significantly increased stamina regeneration rate

Minor features:
- Farmer profession can now be unlocked by building seed extractor
- Added "mute all sound" setting to the audio settings
- Peasant "calls" neighbor peasants to battle after detecting an enemy (previously all peasants have separate enemy detecting radius)

Bugfixes:
- Significantly improved game memory usage especially on saving and loading. Previously lack of memory can cause a game crash
- Fixed a rare crash caused by checking is lightning hit any storage or not
- Fixed an issue where massive farm removing didn't work on farms planted before last loading
- Fixed an issue in cooperative mode where only player who completed task heard the sound of it
- Fixed an issue where peasant could return outside during snowstorm before getting "Warmed" buff
- Fixed an issue where hunters with shields used block sometimes during hunting
- Fixed an issue where starving peasant notification didn't disappeared after feeding peasants by event decision


French localization for the new update is not ready yet and will be added in future updates

Update 1.3 is already in beta



New features:
- Event decisions can now have long-term consequences in the form of new events
- Implemented balance changed to all origins
- Added lots of small interface improvements
- Significantly improved game memory usage

Full list of changes will be published upon release to default version

If you want switch version to Beta - press RMB on the First feudal in the games library -> Properties -> Betas -> and select version "beta".

Hotfix 1.2.8

- Fixed an issue where braziers on castle walls were not working sometimes
- Fixed an issue which caused increased map generation time
- Fixed an issue where recently rotted food may displayed in player's inventory after opening merchant menu
- Fixed an issue where one of decisions for passing caravan event contained info about nomad origin instead of merchant origin

Hotfix 1.2.7

- Fixed an issue where some food for nomads has wrong balance of meat and vegetables/cereals
- Fixed an issue where feudal lord on the throne could lose fulness sometimes instead of getting it
- Fixed an issue where hunter interrupted hunting too often to go to eat (especially if village has lack of food)
- Improved logic for unloading loot for hunter (especially for cases with some interruptions)
- Fixed an issue where animation of crafting/packing may continue after artisan/trader interrupted work to go to eat
- Fixed unstable crash after craft interruption (for artisan and weaponsmith)
- Fixed a rare crash caused by beasts after killing a wave of enemies
- Fixed a rare crash caused by lightning strike event

Hotfix 1.2.6

- Fixed rare crash after spawning new animals
- Fixed unstable crash after craft interruption (for artisan and smith)

Update "Origins" (1.2) is released!



New features:
- Origin is a special trait that affects all villagers, giving significant bonuses, new mechanics, and also penalties. You can choose one of five origins before starting a game: Tribe, Druids, Highlanders, Nomads, Merchants. Origin allows you to emphasize your play style from the beginning or try a new challenge when you become an experienced feudal lord.
- The fortress system is completely reworked: the current fortress walls and towers are removed from the game, and they replaced by a wide fortress wall on which archers can climb to receive bonuses on defense, accuracy and firing range. So you can use all of your archers power to defend your village from any side. Also, durability of the walls will become much higher and enemies will have more archers and less melee warriors
- Added new event: lightning can strike a storage placed not under the roof
- Improved art of some game elements: crosshair cursor, mountains, death animation, burning animation
- Main square can be relocated and throne can be built/relocated on the square now
- Added saving for new game difficulty settings

Minor features:
- Added decision "Ignore" to the herbalist event
- Peasants will follow the feudal lord after calling to arms instead of gathering on the square. They will stop following the feudal lord after receiving any order or if the feudal lord will go to sleep/sit on a throne
- - Science tree is reworked a bit
- Dirty dishes remain after some food. These dishes need to be washed before re-using
- Reduced enemy damage to buildings
- Added mass exchange for science upgrade points
- Added notification for a happy peasants
- Added info about second (not only current) profession to a resting peasant notification
- Added animation for the wake up button after restoring all maximum stamina during sleep
- Wound and burning debuff can now be applied to sheeps and cows
- Trait "Highlander" renamed to "Berserk" (to avoid confusion with highlanders origin)
- Science screen is automatically scrolled to the new available science after pressing on the science notification
- Citizens can drink milk now
- Citizens get Warmed buff during snowstorm if they drunk alcohol recently
- Improved bonuses for light and heavy armor with researched "School of Warfare" science upgrade
- Added maximum player setting for the multiplayer games
- Roads can be built under doors now
- Added description for some items
- Improved shepherd logic, so he'll go home and drop loot less often
- Minor improvements in AI logic
- Increased durability of the whip

Bugfixes:
- Fixed an issue where mover or artisan took and droped items to chests instead of going to load prolonged craft buildings
- Fixed an issue where a peasant couldn't sleep after force waking up (until save-loading the game)
- Fixed an issue where science screen was closed after the second pressing a new science notification
- Fixed an issue where milking/shearing animation could stuck after changing profession of the shepherd
- Fixed an issue where Barn can be selected after pressing on the barrel notification
- Fixed an issue with home calculations near mountains for new games (until save-loading)
- Fixed an issue with wild animals who stayed near a knocked down peasants instead of going to attack other peasants
- Fixed an issue where enemies could stuck in the map border while retreating
- Fixed a lags caused by farmer who stays far away from the chest with seeds if path to this chest is blocked or chest has "Ignore" priority
- Fixed an issue where people on fortifications can be damaged with melee enemies under the fortification

Please note that new update doesn't support saves from previous versions but current version will be still able in Steam

Update 1.2 is already in beta



New features:
- Origin is a special trait that affects all villagers, giving significant bonuses, new mechanics, and also penalties. You can choose one of five origin before starting a new game: Tribe, Druids, Highlanders, Nomads, Merchants. Origin allows you to emphasize your play style from the beginning or try a new challenge when you become an experienced feudal lord.
- The fortress system is completely reworked: the current fortress walls and towers are removed from the game, and they replaced by a wide fortress wall on which archers can climb to receive bonuses on defense, accuracy and firing range. So you can use all of your archers power to defend your village from any side. Also, durability of the walls will become much higher and enemies will have more archers and less melee warriors
- Added new event: lightning can strike a storage placed not under the roof
- Science tree is reworked a bit
- Improved art of some game elements: crosshair cursor, mountains, death animation, burning animation
- Dirty dishes remain after some food. This dishes need to be washed before re-using
- Main square can be relocated and throne can be built/relocated on the square now

Full list of changes will be published upon release to default version

Please note that new update doesn't support saves from previous versions but current version will be still able in Steam

If you want switch version to Beta - press RMB on the First feudal in the games library -> Properties -> Betas -> and select version "beta".

Update 1.2 Announcement



Hello everyone!

Mid of the summer and 35°C, what a nice time to... work on the next update! The key features of this update are the origins and the rework of the fortification system.

Origin is a special trait that affects all villagers, giving significant bonuses, new mechanics, and also penalties. Origin allows you to emphasize your play style from the beginning or try a new challenge when you become an experienced feudal lord.

For now, we are working on five origins:
• Tribe - chieftain (feudal lord) plays a most important role in the tribe. Feudal lord is few times stronger and smarter than any peasant and gets new stats faster. He can handle raids, wolves, and bears by himself and starts with copper sword. But he can't sit on the stone throne - he have to work with his villagers and defend them. And every villager's death is a real hit for the feudal lord.
• Druids - children of the forest and friends of nature who can grow farms much better than anyone. Druids love forest and love to be among trees. After cutting a tree, they immediately plant a new one. But druids are not good at stone mining and can't build fortress walls. Druids don't need braziers to shoot incendiary arrows and feudal lord starts with short bow and pack of arrows.
• Highlanders - real workers. They are masters of crafting, smithing, and mining. And their floors are as good for traveling as roads. However, highlanders avoid other people, so their village grows much slower. Also, they are tough warriors and feudal lord starts with copper shield.
• Steppe nomads - perfect hunters and herdsmans, but worthless farmers. Ration of nomads is modest and they even have no need to wash the dishes. Their village grows really fast because they can enslave some of defeated enemies and can get more money from robbing caravans. But their artisans and weaponsmith are lazy at work. Nomads like light armor and their vitality is poor. Feudal lord starts with whip so he can "motivate" his lazy workers.
• Merchants - experts of trading. Merchants can buy and sell anything at best prices, but they are terrible at crafting equipment. And they are good at solving problems with gold - they can get 50% discount or even buy a peasant for the village. Trading is available from the start and feudal lord starts with resources for the first trade tent.


The fortress system will be completely reworked: the current fortress walls and towers will be removed from the game, and they will be replaced by a wide fortress wall on which archers can climb to receive bonuses on defense, accuracy and firing range. So you can use all of your archers power to defend your village from any side. Also, durability of the walls will become much higher.

The release of the update is planned for mid-August.

Hotfix 1.1.8

- Fixed an issue where pop ups in the science menu weren't displayed