Hotfix for Patch 1.6.14 (Issue with Saves and Achievements)
Greetings, Lords and Ladies,
A nasty bug snuck into the patch we published yesterday, and caused problems in communication with the Steam platform. As a result, your achievements were not logged and your save files were stored in a different location (the "Shared" folder instead of the folder dedicated to your specific Steam account, marked by a numeric ID).
We have now fixed this issue via a hotfix. If you have created new saves since yesterday’s patch, and/or moved your save files to the “Shared” folder to patch this issue on your end, we kindly ask you to move them back to their original folder to be able to access them again.
Default save folder location: C:\Users\%username%\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData
Thank you very much for understanding and we apologize for the inconvenience!
Change Log:
Fixed pre-existing saves not loading properly
Fixed Steam achievements not working
Patch 1.6.14 Is Out Now!
Greetings, Lords and Ladies,
We have another bugfixing update for you! Thanks to your reports on Steam and on our Discord, we were able to locate and fix several annoying bugs! For that, we owe you our greatest thanks, we much appreciate that you care about the game.
Please, keep that feedback coming. It's you, our awesome community, that made Lords and Villeins what it is - so if you're not a part of it yet, join our Discord server so you can hang out with other players and chat about the game.
Change Log:
Fixed issue with Chinese language not displaying all characters correctly
Fixed issue with the reaching bonus not being given to a regiment with all spears equipped
Fixed an empty mouse over tooltip when hovering over a horse icon in the population book of a soldier
Fixed pie ingredients not being purchased
Fixed ruling family titles not being initialized properly
Fixed noble families not having any titles
Added titles to be displayed in the persons name in the population book
Added a follow button when an NPC is selected. This will make the camera follow their movement
Added gem ore hills to have the ability to extract gem ore from the world map
Updated probability distribution of rare ores on the world map
Fixed issue with regiments sent to home town not respawning in the town
Fixed broken splash screen
Updated settings on a font file that was crashing community localizations
Bugfixing Patch v1.6.12 Is Yours To Play!
Behold, Lords and Ladies!
We are ready to serve you a brand new patch and it's not a small one! You already had a chance to check out many of the changes in the public beta, you can read more details about it here - we are now publishing that update to everyone with an extra dose of fixes to it. You can find the full change log at the end of this article.
Lords and Villeins is a complex system driven game with endless potential for interactions and situations that are very difficult to detect during our internal testing. We failed to do better and many of you had a troubling experience with the game after the release of our new DLC. These issues were not discovered even during our lengthy closed beta that was running prior to its release and we regret that we did not stop them from getting into the live release.
We are sorry to anyone we let down by the technical state of the game. This patch should address a lot of the issues reported and we will continue to work on improving the game and fixing any other issues that escaped our attention in the coming weeks.
Where To Share Your Feedback
All of the improvements come from the feedback you provided, which we are immeasurably grateful for. We humbly ask you to continue letting us know what features you think we should add, change or remove from the game. And, of course, if you encounter any bugs waiting to be squished, let us know and include as many details as possible (attaching a screenshot helps immensely).
If you would like to take the extra step to make our job easier, we have a system for reporting bugs also on our Discord, where you have the ability to upload your save files and player logs, which can truly go a long way for us to identify the cause and be able to fix it.
For this reason, we tend to be more active on Discord, but Discord is absolutely not the only way to receive support. You can also mail us to info@lordsandvilleins.com, post issues on the forums or in the comments of our articles. We read them all, but we struggle to find the space to respond to everyone. We hope you can understand our lack of activity and rest assured your reports on forums are definitely seen.
A lot of you have recently posted a negative review here on Steam expressing your disappointment. This is a very legitimate way of sharing your experience with the game to others and we take every review seriously. We use them to learn about our mistakes and how to do better in the future.
Negative reviews can also create a warning for new players discovering our game from giving it a chance and they can have a serious impact on the growth of our community. So we only ask you to consider those negative impacts when deciding if our game is truly worthy of a negative review. If your intention is to only share an issue with us in the hopes of addressing it, forums and articles are a much more effective place to do so, and unlike reviews they allow us to follow up with you to clear up how the game is supposed to work or in case we need more details to fix it.
We care about our game and seeing the outcome of a release that we have worked so hard on is a moment for reflection. We only hope that delivering updates addressing your criticism will change your mind in the future.
If on the other hand, you are enjoying the game and want to support its further development, the best way to do that is posting a positive review, and if you have not done so already, purchase our DLC - it really helps us significantly!
What is Next?
For the near future, we will shift our focus from releasing new content, to improving the technical state of the game. Fixing bugs is something we could do in a matter of weeks, but improving the performance requires a complete rework of the AI system. The foundation for it has been laid five years ago in the early stages of the game, when it has not been very clear if it would be a good fit for our vision for the game. It had some great potential for an easy access to modding of the game, but In the end it has proven to be very limiting for performance, and we will take some time to rework it. Please be patient with us, this may take some time because it is a big change and Lords and Villeins has been a solo-dev project ever since we released 1.0 version in the November of 2022.
Finally, I want to personally extend my gratitude towards everyone who was forgiving with us and stayed around, especially our closed beta testers who spend hours testing and reporting bug and sharing their feedback. Lords and Villeins is my first commercial game as an indie developer, and I learned many difficult lessons from it that unfortunately also had a negative impact on you. But I love making games and I would love nothing more than to be able to keep creating them and players like you are what makes it possible.
So thank you for being here and staying around for more!
Michal
Honestly Games
Patch v1.6.12 Change Log:
Added a drag camera input action - holding a middle mouse button allows the camera to move around with the mouse
Fixed a few instances of incorrectly imported localization
Updated color palette of the beauty overlay to more easily distinguish best from worst (red is now worst and green is best)
Salary related debuffs are now automatically removed if NPC is removed from the demesne organization
When tropical climate is selected, plants are no longer out of season during winter if they are plantable in spring as well.
Fixed bug with a forward arrow in a new game dialogue being deactivated incorrectly
Fixed villagers being dead upon starting a tutorial mission
Fixed a UI clock that would not switch off the night speed if it was clicked twice during the night
Fixed broken Chinese characters
Villagers will no longer build structures using taxed resources.
Fixed issue with animals sometimes not releasing the reservations on objects when they die
Guards will now automatically defend villagers from animal attacks
Fixed a crash when a family is erased (i.e. all villagers die) when playing on a map without the overworld (deactivated module or not owned DLC)
Fixed an issue with a family not removing itself from an overworld cell data when it is erased
Addressed a number of detected crash logs, these could lead to issues with families being removed
Change Log of the Open Beta changes that now launch into the base game:
Main Game:
Localization assets are now exposed in the StreamingAssets folder, allowing anyone to develop localization mods with ease
Warehouse book now takes into account contracted amount (red numbers next to the item) to restrict the ability to grant resources over the available amount
Save file name is no longer restricting special characters
Accounting Report now updates the total amount if tenures are changed while the UI is opened
Animals that belong to the caravan will no longer required to be fed until they are purchased
Fixed broken How To sequence for updating storage settings, setting soldier pay, creating new soldier regiment, building heat source and changing equipment
Fixed an issue with fishermen not generating enough demand for yarn to repair fishing nets
Reduced time it takes to process animal corpse by the butchers
Fixed an issue that corrupted HP value of animals which could lead to animals never being butchered
Fixed an issue with clergy not being recognized in data logging as a family business which led to incorrect statistical logs
Removed a zoom button next to "All zones" option in the Statistics Report UI as there is no function related to it
Notification indicating completed royal delivery no longer displays text about favor, as it is only awarded during custom deliveries.
Fixed scaling on the loading screen
Added further code preventing chests and shelves being targeted for vandalism.
Fixed bug causing fees to the clergy not being attributed for payment
Fixed a localization issue in Simplified Chinese in the "Settling" tutorial mission
Fixed tutorial maps losing their status of a tutorial map when they are saved on their last (bonus) chapter.
Fixed excessive demand for some resources in certain zones (Royal Forest)
Terrain change event no longer trigger recalculation of the pathfinding grid to improve performance boost as they tend to be very frequent. As a downside, villagers will sometimes ignore dirt path in their pathing until the path gets recalculated later
The fast-forward button in Statistics UI now correctly resumes to current season
Fixed number of crashes when the user did not own the DLC, impacting for example the ability to pay taxes
Fixed UI crash with a delayed encounter
Fixed a number of crashes related to ActiveNPC data not being properly uninitialized
Fixed a number of crashes related to AI behavior that can result into NPC being stuck and starving to death
Fixed seasonal and yearly supply and demand data of individual families for animals not being logged
Fixed a game crashing bug that happens any time an NPC dies
Fixed a serialization issue of the config files as it relates to storing starting family professions
Fixed incorrectly initialized starting value of animal HP leading to their quick deaths
Raised the limit for a zone template size to 100 tiles
Fixed an incorrect formula that was preventing from demand for production material to scale up properly
Fixed incorrectUI logic when setting 0 money clergy fee on fee-farm zones
Overworld map overlay and resource sum now correctly updates when a family grows their size
Fixed issue with work groups being deleted accidentally when their members are reassigned. This could also cause the clergy to break down and stop collecting taxes.
Added condition in demolishing structures activity, to ignore objects that were recently detected as inaccessible and thus not block the rest of the objects in the queue.
Updated the LZ4 library as it was triggering a native crash in certain scenarios
DLC Content:
Fixed water and mountain tiles indicating "Possible production" title when nothing can be produced there
When a house is demolished on a tile with a terrain feature, the original terrain feature is restored
And just in case you missed it, there is a bundle waiting just for you to buy it! This bundle called The Great Houses Edition includes the main game along with the fresh DLC The Great Houses. There is a 10% bundle discount, so it's a heck of a deal!
Community Translations and v1.6.11 Open Beta Launch!
Greetings, Lords and Ladies!
A brand new update has arrived in the Public Beta. There is a long list of bug fixes that were hindering your enjoyment of the game and the recently released DLC - check the full list of changes below!
You can expect this patch to arrive to the main game during the upcoming weeks. If you wish to help with the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!
If you do so, please make sure to start a new save file as there was a number of bugs that may have corrupted your existing saves and could continue generating issues during your game that have already been addressed. We greatly appreciate your reports of any bugs or issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!
Community Localizations
One big change of this patch is exposing the localization files to the StreamingAssets folder of the build. This means that anyone can add a new language to the game by simply creating a new json file in their installation folder, specifically "Lords and Villeins_Data\StreamingAssets\Locale\". We encourage any passionate community members to use the existing official localizations as a template (you can open and edit them in any text editor) to create their own community translations of the game and distribute them with the community.
To allow collaboration, we are also hosting a community project on Localizor.com. While we can not distribute any of the community translations officially, we will assist with exporting the appropriate json file for any language that will get fully localized and share them through our community members so that you can distribute them as an unofficial mod online or on our Discord. We have also created a dedicated channel there that any translators can use to coordinate and ask questions.
Thank you everyone who choose to participate and make Lords and Villeins more accessible to other players!
Developers Note
For those who are curious about the behind the scenes of game development, I want to briefly discuss how the systems of Lords and Villeins can manifest into bugs as a small number of them is repeatedly reported over the years and it may seem that those never get fixed. This would include things like AI starving to death, standing and not doing anything, villagers dying on reload, the cycle of day and night being broken, or villagers not paying taxes, collecting resources or finishing their tasks.
These are the issues that often get reported because that is how a certain bug manifests in the eyes of our players but in reality, those are many different bugs disguised under the same symptom. There are many points during which our AI can fail and it creates a cascading effect in which the AI of a specific NPC will simply turn off completely, while some of its other systems are still influencing that NPC. This causes them to grow hungry, but without a functioning brain to go and eat, it eventually leads to their death. However, the specific point where things went wrong is many times different. And each time we introduce new content, we have to extend the capacity of the AI, add new activities and develop new features, each with a potential to a new bug that later manifests with the same symptoms.
This is also paired with the fact that Lords and Villeins is a system-driven game, with many systems constantly interacting with each other and the potential complexity is too big to reliably test for with a big team, let alone for a small indie studio like ours. Despite extensive testing with every update, closed beta runs and often open beta tests, some issues always unfortunately make it through, and compounded by the fact that these issues appear to be the same, it may create the impression that nothing is being done to fix them.
This also complicates our job to identify the cause of the problem and fix it, as many times the only actionable information we can look into is a crash log that does not always tell the whole story. On top of that, many bug reports turn out to be a miss understanding of the game mechanics of the game and to address that is not a question of fixing a bug, but rather a rework of the UI or another extensive update to our tutorials which is not something that can be done quickly enough.
In no way are these few paragraphs intended to avoid responsibility for the issues in the game, but I am hoping that more transparency and some behind-the-scenes details would help to bridge some understanding. We are always very thankful for all of our players and the time and patience that they invest into our game to master it and enjoy everything it can offer.
Thank you for staying with us on our journey and stay tuned for the update to go live!
Change Log:
Main Game:
Localization assets are now exposed in the StreamingAssets folder, allowing anyone to develop localization mods with ease
Warehouse book now takes into account contracted amount (red numbers next to the item) to restrict the ability to grant resources over the available amount
Save file name is no longer restricting special characters
Accounting Report now updates the total amount if tenures are changed while the UI is opened
Animals that belong to the caravan will no longer required to be fed until they are purchased
Fixed broken How To sequence for updating storage settings, setting soldier pay, creating new soldier regiment, building heat source and changing equipment
Fixed an issue with fishermen not generating enough demand for yarn to repair fishing nets
Reduced time it takes to process animal corpse by the butchers
Fixed an issue that corrupted HP value of animals which could lead to animals never being butchered
Fixed an issue with clergy not being recognized in data logging as a family business which led to incorrect statistical logs
Removed a zoom button next to "All zones" option in the Statistics Report UI as there is no function related to it
Notification indicating completed royal delivery no longer displays text about favor, as it is only awarded during custom deliveries.
Fixed scaling on the loading screen
Added further code preventing chests and shelves being targeted for vandalism.
Fixed bug causing fees to the clergy not being attributed for payment
Fixed a localization issue in Simplified Chinese in the "Settling" tutorial mission
Fixed tutorial maps losing their status of a tutorial map when they are saved on their last (bonus) chapter.
Fixed excessive demand for some resources in certain zones (Royal Forest)
Terrain change event no longer trigger recalculation of the pathfinding grid to improve performance boost as they tend to be very frequent. As a downside, villagers will sometimes ignore dirt path in their pathing until the path gets recalculated later
The fast-forward button in Statistics UI now correctly resumes to current season
Fixed number of crashes when the user did not own the DLC, impacting for example the ability to pay taxes
Fixed UI crash with a delayed encounter
Fixed a number of crashes related to ActiveNPC data not being properly uninitialized
Fixed a number of crashes related to AI behavior that can result into NPC being stuck and starving to death
Fixed seasonal and yearly supply and demand data of individual families for animals not being logged
Fixed a game crashing bug that happens any time an NPC dies
Fixed a serialization issue of the config files as it relates to storing starting family professions
Fixed incorrectly initialized starting value of animal HP leading to their quick deaths
Raised the limit for a zone template size to 100 tiles
Fixed an incorrect formula that was preventing from demand for production material to scale up properly
Fixed incorrectUI logic when setting 0 money clergy fee on fee-farm zones
Overworld map overlay and resource sum now correctly updates when a family grows their size
Fixed issue with work groups being deleted accidentally when their members are reassigned. This could also cause the clergy to break down and stop collecting taxes.
Added condition in demolishing structures activity, to ignore objects that were recently detected as inaccessible and thus not block the rest of the objects in the queue.
Updated the LZ4 library as it was triggering a native crash in certain scenarios
DLC Content:
Fixed water and mountain tiles indicating "Possible production" title when nothing can be produced there
When a house is demolished on a tile with a terrain feature, the original terrain feature is restored
The Great Houses DLC is Out Now - Ready to Expand Your Rule?
Greetings, Lords & Ladies!
Today we have glorious news! An opportunity calls to all esteemed nobles. After a year of free post-release updates, we are expanding the realm of Lords and Villeins with a brand new DLC dubbed "The Great Houses"! The DLC shatters the boundaries of your previous domain, inviting you to shape the fate of a nation and etch your legacy onto the world stage.
The Great Houses takes the feudal economy simulation experience to a whole new level, allowing you to transcend the confines of your settlement and establish yourself as the head of a powerful dynasty. With a brand-new world map and intricate gameplay mechanics, this DLC enables you to engage in diplomacy and trade across the cities of other AI-controlled Noble Houses and even the Royal Family, or to subdue your enemies with military forces as you vie for influence, wealth, or if you so desire, dominance.
As your settlement flourishes and expansion beckons, resources can be invested in acquiring new territories. Families can be assigned to develop these lands, while military regiments ensure their protection. Trade routes can be established with other settlements on the map, fostering relationships with other Noble Houses. Completing quests strengthens these bonds, unlocking lucrative trade deals that introduce new caravans to your settlement.
Alternatively, if you have a taste for war, you can unleash your armies upon rival territories. Raids offer the spoils of another's labor, while outright invasion allows forceful conquest through a brand new turn-based combat system.
A new noble house creator has also been introduced in this DLC, empowering you to personalize your noble house like never before. Featuring a dedicated sigil editor, you can create your own sigil, a visual emblem that will inspire awe (or strike fear) in the hearts of the rivals of your Great House.
The good news don't end there, however! To support their loyal subjects, the Royal Family decreed that an introductory offer will be imposed on the expansion, guaranteeing a 15% discount on The Great Houses DLC, and to entice newcomers to the Lords and Villeins domain, the base game is also discounted, by no less 75%; for the best bargain of all however, the Lords and Villeins: The Great Houses Edition is available, in which you can obtain the game + the DLC in a single, convenient, package.
If you are just coming back to the game, Lords and Villeins is receiving an update too! A number of bugfixes are introduced from crashes, incorrect AI behavior, UI issues to some balancing adjustments. We did our best to ensure backwards compatibility for your save files for this one, but please be mindful that you may encounter issues if you choose to continue playing on them. We will also continue to closely monitor the situation and issue hotfix updates in the following days!
Thank you for staying with us and supporting us along the way. The development of Lords and Villeins from the initial Early Access release until today's DLC launch has always been, and will continue to be, shaped by the invaluable feedback and suggestions of the amazing community of fans that has formed around the game. If you wish to participate, or even just to chat, you will be welcome on the Lords and Villeins Official Discord server, but of course, your voice will also always be heard even here in the Steam Discussions.
Ease of Ruling Update Has Just Arrived!
Greetings, Lords & Ladies!
The Ease of Ruling Update has been in a Public Beta for two months now, and today it is our absolute pleasure to announce that after plenty of testing and patching, we are finally ready to publish the update officially to everyone!
Learn more about the update and check out the Change Log by following this link.
Thank you all for being so helpful and for sharing your feedback! Don't forget, you are always welcome to join our Discord channel where you can chat with fellow players and with the dev team as well!
Also, if you have not done so yet, a review of the game here on Steam would be much appreciated!
The Public Beta Is Being Updated Again, Patch v1.5.12 Has Arrived!
Good day, Lords and Ladies!
Another update has landed in the Public Beta, this time we've managed to fix the issues with inventory, caravans and most importantly the farmers struggling with planting - check the full Change Log below. If the public beta will prove successful we would seek to release this build on the Main branch relatively soon!
If you wish to help with the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!
We greatly appreciate your reports of any bugs or issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!
Thank you very much for your support, we are incredibly happy to have such a... Noble... community!
Change Log:
Fixed issues with inventory content caching after reloading a save file. This was causing a number of problems including caravans not purchasing goods, villagers dropping trashpiles on the ground after a transaction or caravans not purchasing meals or beds at the inn
Fixed issue with caravan purchasing planning procedure that prevented them from purchasing in many otherwise valid scenarios
Added limit that will restrict caravans to purchase an item if it is available in low quantity unless the item is expensive (i.e. statues). This should optimize caravans to ignore low volume goods and focus on items that have bigger impact on the economy.
Fixed issue with crops incorrectly evaluating time remaining to finish growing
Added an indicator in the soil priority tab if a crop will be ignored due to not enough time to finish growing
Added a safe code to tanning pit to prevent a possible source of a bug
Fixed missaligned UI text in a modules section of a new game
Patch v1.5.9 Has Landed In Open Beta!
Good day, Lords and Ladies!
New update has just found its way to the Public Beta and it's waiting for you to try it out! This one focuses on fixing some of the most important issues you've reported; to name a few, the problem with time freezing is now mitigated and many problems with resource demand and villagers not producing when they are meant to have been fixed.
If you wish to participate in the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!
We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!
Thank you for your continuous support, we would not be able to make it so far without such an awesome community!
Change Log:
Added option in settings to block mouse edge camera scrolling
Fixed global taxation setting increasing automatically with each reopen of the accounting menu
Fixed number of issues with the demand calculation formula leading to inaccurate, very high or incorrectly non existend demand for various professions and items (grain, alchemists, artists, furnace, inn, clergy wood and others)
Removed restriction of the animal feeding activities being exclusively done by npcs with the animal caretaking role
Fixed farmers not following the ratios of planted crops properly
Fixed issue related to villagers blocking money in their pockets which can lead to a halt in purchasing
Fixed a possible crash with loading a save file
Fixed a bug that prevented royal forest families from refilling feeders for pigs
Fixed issue with caravans purchasing resources in opposite order leading to them first purchasing resources that are the least overproduced
Caravan trashpiles will no longer trigger too many trashpiles notifications
Added coal as a prioritized production in the Furnace zone
Fixed an issue with calculating the market value of a normal meal
Added a safety check that can prevent the game from stopping the passage of time if a crash occurs with a specific NPC
Increased the output of coal from a stone mountain
In ruling lessons, the priority settings are now hidden until they are unlocked in a chapter 4 of the ruling lessons
Ease of Ruling Update is Heading Into Open Beta!
Great news lords and ladies!
after several months of hard work, our newest free update v1.5.6 is ready to enter the open beta! This one is all about the Ease of Ruling!
In previous free updates we were focusing on adding gameplay systems, polishing the game design, improving features and then also enhancing the performance. In this update, we wanted to focus more on the UI experience and give more care to the balancing.
You can access the build right now in the openbeta branch! Simply right-click on the game in your library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!
We strongly recommend backing up your save files before switching to open beta as there can be unforeseen issues that can corrupt them! However, due to the scope of changes introduced as part of our re-balancing, the backwards compatibility on save files is not supported in this version and we recommend starting a new game to avoid potential bugs and issues.
You can find your save files in the "C:\Users\USER\AppData\LocalLow\Honestly Games\Lords and Villeins\SaveData" folder.
There you will also find the ConfigData folder. If you are having issues launching the game after updating due to a bug, you can try deleting this folder and re-launching the game.
We greatly appreciate if you report any bugs and issues either here on the Steam forums, in the comments of this article or better yet - in our Discord community!
Thank you all for participating in the beta, sharing your feedback and helping us polish the game to make it even better!
And to celebrate the open beta release and the Fulqrum Publishing's Steam sale, we have an amazing 66% discount on the game! It is our highest discount to date, so this is a great time to pick it up and tell your friends about it! You can also find other great games by our publisher on their publisher sale page!
Track a variety of data about resources, animals and your settlement as a whole
Filter data by family, zone or aggregate them over the whole settlement
View data in table view or as a graph with a history
Change between the granularity of aggregation between daily, seasonal and yearly datapoints
Simplified Game Mechanics
Simplified the calculation algorithm of supply and demand
Simplified the algorithm of tax attribution on zones
Boredom is now also replenished by reading
New Way of Obtaining Profession
When family gets assigned a zone for a profession they do not have, they will have a goal to learn it
Learning happens in the library and requires an assistance of a Librarian (initiated monk)
Newly learned professions begin on level 1
To compensate the value of professions obtained through the Inn, traveling families appear with a profession on a higher level than before
In combination with the above, the impact of profession level on the speed of task has also been doubled
Quality of Life Changes
Assigning family to a tenure now brings up a new UI that provides a better overview of available families
Socage tax is now set per resource. This can be modified in the accounting report in the priority and soil tabs
Due to the individual taxation, certain resources that were not taxable before, can now be taxed (i.e. milk)
Graves now only take one space instead of two
The trading tab of the Warehouse book opens in a state that filters only resources in stock
Added the ability to consume bread and pies as a plain ingredient without cooking it into meals, when
Soil tab now displays icons of relevant seasons for each crop
Farmers now schedule planting of up to 5 fields in a row before they can be interrupted for a different activity
Goals to occupy and empty store, purchasing resources and taming and animal caretaking are now strictly allowed only to villagers with (automaticaly and secretely) assigned role. There can be only one store keeper, up to three shoppers and up to two animal caretakers. This helps to simplify the goal queue of farmers (who have by far the most goals) and improve their AI efficiency
Campaign Changes
Campaign is now renamed to "Ruling Lessons" to better set expectations for new players
Settlement buffs previously tied to completing the campaign are now unlocked by default
Added goals in the mining colony mission to build loading station and recruit a servant
Added extra monk in the plague mission and added missing roofs over many households
Campaign missions are now unlocked from the beginning except for the final one which requires completing of all previous missions
The campaign screen now has completion indicator for each mission
Balancing Changes
Modified yields and growth times of certain crops
Modified base price for almost all resources
Modified speed of tasks for almost all production
Modified frequency and inventory size of caravans
Slightly modified starting resources
Increased inventory capacity of Chests
Modified yields of hide and meat from certain animals
Modified yields of mountains from mining
Rebalanced pricing function of all animals
Reduced sensitivity of daily average produce counter from the season length to 7 days
Reduced amount of money demanded in the encounter from 1 gold per person to 5-10 silver per person
Increased the length of one horse riding session to be 1 - 2 hours
Bugfixes
Fixed issue with farming incorrectly accounting number of planted crops
Fixed issue with market presence incorrectly rendering animal amounts and sex
Updated the algorithm of caravans to reflect their individual time of arrival in the algorithm of switching between the caravan phases of selling, purchasing and leaving
Fixed issue with farmers incorrectly reflecting remaining time leading to crops being planted even when they dont have enough time to finish growing before the next season
Fixed issue causing celebration bar being treated as a valid storage for player's money causing it to disappear from player inventory
Fixed issue allowing the paper mill being placed over a floor blueprint even when no water is present
Fixed bug in the warehouse book when offering animals for sale
A number of other crashes and errors
Patch 1.3.28 Is Out Now!
Hello everyone!
Just before Christmas hits, we have a small patch for Lords and Villeins so you can all enjoy the game during the winter break just a little smoother!
We have fixed a small number of issues and improved the flow of the campaign. This patch comes as a small update as we work on bigger things in the background. We are preparing a major free update that will allow you to set different taxation rates for each produced resource, improved family selection UI and a brand new UI to view powerful and robust statistics about your settlement so stay tuned! The update is currently in the testing stage and might drop relatively soon.
A number of campaign missions now start with carpenters and architects in their initial map setup (Noble Cause, Plagued Lands, Royal Duty, Criminal Outrage, Training Grounds, Artistry of Craft, Sanctuary)
Completing the tutorial section of a campaign missions now brings a pop up message instead of a notification, as it was often missed by players.
Campaign mission Market now expects to collect taxes only once
Fixed Queen not being translated in Simplified Chinese
Fixed a number of crashes and bugs that were related to UI, inn bars, deliveries and collecting traded resources
And to leave you longing for more, here is a small teaser of the upcoming features in the future update!