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Offline Asid

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Re: First Feudal
« Reply #30 on: May 09, 2020, 12:39:12 AM »
Update "Pause, UI, Tutorial" (0.17.3) is released!
Fri, 8 May 2020




New features:
- Added new tutorial (previous tutorial quests were removed from the game)
- Added game pause
- Reworked science tree
- Reworked interface for the game start menu, build, craft, science and city info screens
- Added starting bonus (copper sword or stone throne)
- Improved artwork for all walls, doors, gates and tower
- Added building/planting for selected area for walls, floors, roads, chests and farms
- Added recommendation system for peasant professions, new buildings and farms
- Game start become more comfortable

Minor improvements:
- Peasants will choose to which chest they shall drop resources depending on the distance to chest and not only chest priority. You could adjust this by changing corresponding edict
- Added lighting for recommended square place
- Spawn point moved near to the "recommended" place
- Improved decor, roof and lighting display maps
- Added list for quick selection of displayed map
- Notification improvements
- Changed required resources for many buildings
- Added button for moving camera to selected peasant
- Changed starting resources (in the cart) for all difficulties
- Changed some achievements affected by this update
- Added seeds drop from wild farms
- Reduced amount of hide dropped by animals
- Reduced "hp" of stone piles
- Call to arms and wake up buttons were moved near to the bottom right corner menu
- Added notification for barrels without any filter
- Other improvements

Bug fixes:
- Fixed few issues with peasants and enemies retreating
- Fixed effect of wind turbine to the well
- Fixed issue where peasants can't find food if part of chests with food were blocked
- Optimization for AI
- Fixed Geppetto achievement
- Fixed prices for equipment bought with trade tent
- Fixed issue with possible wrong quality for equipment bought from merchant tent


Game settings will be reset to default after updating

Please note that new update doesn't not support saves from previous versions, but you can manually switch to previous version: press RMB on the First feudal in the games library -> Properties -> Betas -> and select version "0.16.8".


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Offline Asid

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Re: First Feudal
« Reply #31 on: May 12, 2020, 12:02:19 AM »
Game Development Progress


List of features made during early access and upcoming development plans

Version 0.4



- Release to the early access!
- Changing game speed
- Barrel building
- Mover's logic for peasants without current tasks
- "Favorite" resource list in the top right corner
- Lots of UI improvements
- UI scale setting

Read on....



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Offline Asid

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Re: First Feudal
« Reply #32 on: September 22, 2020, 11:31:32 PM »
Multiplayer update announce
Tue, 22 September 2020



New update will include:
- Cooperative multiplayer!
- Removed 30 FPS lock: standard game speed supports 60 FPS now and reduced requirements for x2 and x3 game speed
- Reworked trade interface
- Hairstyle customization
- Lots of smaller improvements



The work is in full swing but we had to delay this patch because the task is really ambitious.

We didn't undertake it for a long time because of the need to introduce a number of deep architectural changes.

But finally decided to do it because the game is worth the candle and we have wanted for a long time to run three feudal lords on the same map together)

An additional workload was created by a large update of the engine on which we are developing the game (Game Maker Studio).

But we still here and we are working to the full and planning to release this update in few month.

Best regards, Harpoon Games.


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Offline Asid

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Re: First Feudal
« Reply #33 on: December 22, 2020, 04:32:13 AM »
Multiplayer update already in beta!
Mon, 21 December 2020



New features:
- Cooperative multiplayer for up to 6 players!
- Removed 30 FPS lock: standard game speed supports 60 FPS now and reduced requirements for x2 and x3 game speed
- Reworked trade interface and trade logic
- Added multithreading which increases performance on most PCs
- Hairstyle customization (for peasants and feudal lords) and emblems (for feudal lords in coop)
- 4 new events and reworking of few old events
- Science tree reworked to make progression smoother
- New building: Windmill
- Smoother movement for the feudal lord and camera
- Improvements for peasants and beasts AI

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

Game settings will be reset to default after updating

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

There were major changes in the game architecture and we've also used new version of the game engine. So current beta version is pretty unstable but we are currently working on fixing issues. Thank you for understanding!



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Offline Asid

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Re: First Feudal
« Reply #34 on: January 21, 2021, 01:43:09 AM »
Multiplayer update is released!
Wed, 20 January 2021



New features:
- Cooperative multiplayer for up to 6 players!
- Removed 30 FPS lock: standard game speed supports 60 FPS now and reduced requirements for x2 and x3 game speed
- Reworked trade interface and trade logic
- Added multithreading which increases performance on most PCs
- Hairstyle customization (for peasants and feudal lords) and emblems (for feudal lords in coop)
- New building: Windmill increases production speed of attached craft bench by 100%
- Four new events: Thiefs, Weaponsmith, Armor master and Smith
- Voting system for events in cooperative game
- In multiplayer game feudal lord will be knocked down after taking lethal damage. Knocked down person can only slowly move until another feudal lord will help him
- Added ability to sheer and milking for feudal lord
- Reworked science tree to make village development smoother


Minor improvements:
- Reworked interface of main menu and settings screen
- Added Continue button for quick loading last save game
- Smoother movement for feudal lord and camera
- Improvements of beasts and peasants AI
- Reduced happiness penalty for feudal lords (from 5 to 2) and for peasants (from 5 to 4). That will increase arrival rate for peasants especially in late game
- Event decision can be selected by pressing 1-5 buttons
- Added detailed information of enemy and ally forces for events with enemies
- Event decisions which increased feudal lord stats or reset his traits changed. Now it will give potion with the same effect which can be used by any feudal lord or it could be given to peasants
- Alcohol gives effect "Warmed"
- Removed ability to link squads to buttons 1-5. This system will be reworked in future
- Enemies will not use dash while retreating. So it will be easier to pursue them especially for peasants
- Reworked system of damping damage when single attack hits multiple targets
- Trees can be damaged only by slashing weapon (previously it can be damaged with any weapon but non-slashing damage was greatly reduced)
- Loading menu will open much quickly
- It's possible to change craft queue by entering queue number in addition to pressing arrows
- Revenant achievement is easier to get (now you need to kill 100 enemies to get it)
- Improved sounds for crafting benches
- Dash animation is improved

Bug fixes:
- Fixed displaying of message/notification history
- Fixed Gourmet achievement

Game settings will be reset to default after updating
[
color=red]Please note that the new update doesn't not support saves from previous versions[/color] but you can manually switch to previous version: press RMB on the First feudal in the games library -> Properties -> Betas -> and select version "0.17.10".

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Offline Asid

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Re: First Feudal
« Reply #35 on: March 19, 2021, 11:26:34 PM »
Update 1.0 will be available soon!
Thu, 18 March 2021



First Feudal releases from early access on April 8th.


Release update will include:
- Three different endgame victory goals
- Ironman mode
- Map (available in the game menu)
- New events
- New science upgrades
- New achievements and refactoring of some old achievements
- Game statistics
- New buildings:
Autonomous Drill
Autonomous Smelter
Mint
Bronze Defender (reduces enemy events frequency)
Bronze Knight (increases enemy power and reward)
Stone Pillar (useful for making a roof in big houses)

Final price will be increased upon release to $19.99 / €18.49 / 68CNY / ₽475



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Offline Asid

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Re: First Feudal
« Reply #36 on: April 08, 2021, 11:36:47 PM »
First Feudal leaves Early Access, 1.0 is released!
Thu, 8 April 2021



First Feudal is released, which means that it is no longer in early access! Thank you to everyone involved for these 4 years of development, for bug reports, suggestions and their discussions, for the joy of pleasant reviews and tears from angry ones, for streams, articles, help, and just for playing and passing this way with us https://steamcommunity.com/sharedfiles/filedetails/?id=2090141856&snr=2_groupannouncements_detail_ ! But we are not going to stop there and our team is already preparing the next update for you! Hooray! :)

Main features:

- Three victory goals (scientific, military, and economic)
- New events, including lore events
- Ironman (game mode with only one save which automatically will be erased after the feudal lord's death)
- Map (available in the game menu)
- Game statistics
- Five new science upgrades
- "Mini-games" for mining, felling, and farming which makes these activities more fun and effective for players
- Rebalanced enemy events:
•   Frequency of enemy events is slightly decreased
•   Amount of enemies is slightly increased
•   Enemies evolution speed from the bronze to the steel age is decreased
•   Enemies difficulty cap is increased
•   Difficulty of caravan events is increased a bit in the early game and decreased in the late game

- Six new buildings:
•   Autonomous Drill
•   Autonomous Smelter
•   Mint
•   Bronze Defender (reduces enemy events frequency)
•   Bronze Knight (increases enemy power and reward)
•   Stone Pillar (useful for making a roof in big houses)

- Added French localization

Minor improvements:

- Added debris on the map which can be dug to get resources
- Added six new achievements and refactored some old achievements (achievements that required at least 100% difficulty now require Ironman mode). Also, amount of the chests for "Greedy" achievement is reduced from 100 to 50
- Added sounds for crafting on many workbenches
- Crafted items trying to get in the nearest peasant's inventory with higher priority than in the player's inventory
- Updated in-game encyclopedia
- Armor of all helmets is increased by 20%
- Durability of all breastplates and helmets is increased by 50%
- Changed chances to hit different part of body/armor. Helmet: 15% => 23%, breastplate: 55% => 36%, leggings: 20% => 25%, boots: 10% => 16%
- Improved icons for displaying enemies, beasts, and selected allies outside of the screen
- Improved displaying of the resources searched by LMB in the resources menu
- Improved chests and barrels filter interface
- Reduced needed amount of wood for part of smelting recipes
- Added small icon for items in the trade good's selection screen. This icon shows is good's price lower or higher than the base price
- Added new hotkey (Home by default) for showing the main character (in the strategic mode) or for showing the direction to the main square (in the default mode)
- Bed's happiness is not displayed on the decoration map anymore (but the happiness bonus from sleeping in the bed remains the same)
- Added notification for buildings with blocked interaction point
- Prolonged craft buildings automatically switch to the first group after building and use recipes for this group
- Slowed down price rising for goods with changing price
- Price can't fall lower than 20% of the base price or rise higher than 1000%
- Stack limit removed from goods in trade tent - all resources of the same type stacked in one slot
- Improved "Trader" and "Masking The Village" traits
- Trait "Light-footed" no longer gives immune to slowdown from traps. This ability moved to military bonuses
- Added icon for disabled crossbow trap
- Added crafting time info into recipe description
- Farmers won't harvest farms if the crops amount in storage is higher than the limit set in the farm menu. Previously this limit checked only before farms planting
- Frequency of spawning new trees is increased
- The settings for mountains and water amount for map generation changed to the humidity setting
- Added random rotation angle for spawned enemies
- Rotation angle of peasants and enemies is now saved
- Updated game credits
- Improved fonts quality

Bug fixes:

- Fixed an issue where traders didn't pack item if it was stored in the chest with zero priority or if the path to the chest was blocked
- A trader can pack not full stacks now
- Fixed an issue where a player could walk through the tower
- Fixed an issue where farmers couldn't plant trees if a farm blueprint was made before save-loading
- Fixed a crash that could occur sometimes after felling the tree which is cut by peasant-feller at this moment
- Fixed an unstable crash caused by the death of a peasant while an enemy with a bow was aiming at this peasant
- Fixed an issue where buying goods with trade tent didn't affect its price
- Fixed an issue with frequent refreshing of the peasant's inventory which caused the closing of the trait interface while the player choosing which trait to learn
- Fixed a blink of trait button after player opens his inventory
- Main square can be covered by roof now
- Fixed an issue where the priority of the ranged weapon was significantly lower than melee weapon priority for the militia
- Fixed an issue in multiplayer game where craft animation and progress bar could still be displayed on one client when peasant's profession was changed by another client
- Fixed an issue where the recipe list was refreshed only after closing and opening craft interface if another player researched a science with new recipes
- Fixed an issue where hunters continue to follow a wild animal for a long time instead of going home
- Fixed an issue where some tutorial quests required to do a task again
- Fixed an issue where merchant with a cart was displayed in the same place for a long time with moving animation
- Fixed an issue where a player could collect resources from an animal while moving
- Peasants without selected profession can eat and sleep now
- Arrows don't hit knocked down targets anymore
- Fixed an issue where corpses disappear after 30 seconds after loading
- Enemies stop a moving animation after getting a stun now
- Fixed an issue where the icon for peasant-archer which goes to the tower wasn't displayed
- Fixed an issue with pathfind where enemies stopped on peasant's corpse instead of continuing the attack
- Fixed an issue where trader couldn't retreat after getting a hit by an enemy
- Fixed a rare issue where resource amount displayed by thieves event was higher than the actually stolen amount of resources
- Fixed a rare issue where bow attack animation was stopped if peasant's profession was changed during the attack and this peasant couldn't change his weapon after that
- Added more conditions for enemies spawning point so they won't retreat through mounts or water anymore
- Fixed an issue where enemies could retreat with dash speed bonus if they were start to retreat while dashing
- Death sound doesn't play after enemy retreat anymore
- Fixed hp bar displaying for some buildings
- Fixed an order for displaying trade tents, merchant tents, and corpses
- Fixed an issue where deactivated traps image changed to the image of activated trap after loading
- Fixed an issue where crossbow trap didn't spend arrows for shots
- Fixed the "Highlander" trait. Now it restores 50% of player's health
- Fixed the "Masking The Village" trait. Reducing of enemies event frequency was not so effective as written in the description
- Fixed an issue where peasant didn't get "Rest" buff during the sleep
- Fixed an issue where loot could be displayed on the ground after it actually disappears
- Fixed an issue where sheep's wool could display for recently spawned sheep without wool
- Fixed an issue with cursor displaying while ordering to attack or to move for selected peasants
- Fixed an issue where some tips were displayed too often
- Fixed an issue where sound of working craft bench could remain on the old place after relocating this craft bench
- Ambient sound stops while an event or game menu is displayed
- The music volume is changed right after changing it in the Settings (previously it was changed only after applying setting changes)
- Lots of text improvements and fixes

Game settings will be reset to default after the updating.

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Offline Asid

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Re: First Feudal
« Reply #37 on: April 15, 2021, 11:49:27 PM »
The plan for update 1.1
Wed, 14 April 2021



Hello everyone!

We've fixed critical issues, which were reported by players, so we are starting to develop an update 1.1. According to the Steam statistic, players who played more than 1-2 hours and understand basic game mechanics often play more than 20 hours. That is really nice, but we see big issues in the early game. We've fixed some of these issues in hotfixes, but the main changes will be done in 1.1.

First of all, we are planning to improve game interfaces to make the game more understandable for players. We'll add detailed information about science progression on the science screen and will add a new screen with all unlocked buildings, farms, and recipes after researching the science. Also, we are thinking about extending tutorial quests and improving other interfaces.

Secondly, we are planning to add several new buildings:
Barn for storing lots of resources in one place in the late game
Hotbed for seeds production (seeds recipes will be removed from the kitchen)
Brazier for arrows, which can be set on the tower to add more damage for archers on it

It is only a short list of planned changes. We will write about other features after we start to develop them.
Thank you for your support and feedback!




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Offline Asid

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Re: First Feudal
« Reply #38 on: May 19, 2021, 11:50:50 PM »
Update 1.1 already in beta
Wed, 19 May 2021



New features:

- Improved peasant's notification interface
- Improved science interface
- Improved chest's filter interface
- New buildings: Barn, Seed Extraction Table and Arrow Brazier
- Improved client-server intercation, which should fix lots of issues with loading or creating a new game

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".

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Offline Asid

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Re: First Feudal
« Reply #39 on: July 27, 2021, 12:38:28 AM »
Update 1.2 is already in beta
Mon, August 2, 2021



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".

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Re: First Feudal
« Reply #40 on: August 05, 2021, 11:37:11 PM »
Update "Origins" (1.2) is released!
Thu, 5 August 2021



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
 


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Re: First Feudal
« Reply #41 on: October 01, 2021, 12:57:15 AM »
Update "Karma" (1.3) is released!
Thu, 30 September 2021

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


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Re: First Feudal
« Reply #42 on: December 17, 2021, 11:53:05 PM »
Update "Map Editor" (1.4) is released!
Fri, 17 December 2021



New features:

- Map editor to create custom maps and share it with steam workshop. Map pack from developers is already available in the game
- We've reworked map generation: it became much faster, you can preview the map before launching a game and you can choose one of six different terrain types
- New "Aristocrat" origin: noble feudal lord who serves his suzerain to gain his loyalty, which can be traded to various useful things
- New trade events affecting goods price. Price changes during winter also moved to this system
- New building: Arrow Basket. It can be placed on fortress wall. People shooting from this wall have 50% chance not to spend ammo on shot
- Added crossplay between Steam and GOG game versions
- Developer mode with additional functions. This mode can be enabled by creating a game with name "GodModeOn" and achievements will be disabled for this game

Minor features:

- Peasants called to arms will "reserve" weapon before taking it, so peasants will try to take different weapons instead of going to same chest. It will highly speed up gathering speed after calling to arms
- Main square can now be built above farms and trees (they will be automatically destroyed)
- Trees amount is increased for smaller maps and reduced for bigger one. It will make playing on different maps more balanced
- Stone drop rate from quarries is increased by ~15-20%
- Wolf and bear attack types changed to blunt. It will make beasts less powerless against buildings
- Reduced amount of bears coming with north barbarians by 20%
- Warriors attack priorities for beasts are now lower than for enemies
- Improved AI behaviour for friendly archers on the castle wall
- Camera speed is depends on current camera zoom
- Minor interface improvements

Bugfixes:

- Achievement for all victories in the ironman mode is fixed (previously you could get it only during one game, and not after taking one and save-loading)
- Warriors will not switch to peaceful mode after killing a beast, if enemies are still on the map
- Fixed a rare crash caused by mover who tried to load up a long craft building
- Fixed an issue where food price with low freshness can be negative on selling with trade tent
- Dirty dish is no more marked as deficit
- Fixed an issue where "Druid Among the Trees" buff checked old position for persons who sleeping or sitting on the throne
- Fixed an issue where bear which tried to destroy a chest didn't notice relocating that chest and continued hitting nothing
- Fixed an issue where Arrow Brazier can't be built sometimes


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Re: First Feudal
« Reply #43 on: December 17, 2021, 11:53:32 PM »
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Re: First Feudal
« Reply #44 on: March 04, 2022, 12:05:00 AM »
Update "Wikipedia" (1.5) is released!
Thu, 3 March 2022



New features:

- External game Wikipedia https://firstfeudal.harpoon.games/
Lots of content is already added by the dev team, but feel free to expand existing articles or add a new one!
- Import map feature which allows you to make a map based on an uploaded png image (you can use a part from the real world or some fantasy map, for example)
- Rebalanced prices for almost all goods and rebalanced resource amounts for all events

Minor features:

- Spend and given resources are displayed near to the citizen. The amount of displayed resources can be set in the game settings.
- Wooden Chest can now be upgraded to Big Wooden Chest
- Added edict for changing priority of ranged weapons for a militia
- Added edict for forbidding to plant new farms a few hours before the winter
- Added new interfaces sound
- Total price is now displayed near to the buy order on a trade tent interface
- Chance to enslave enemy while playing nomads is now depends on citizens' amount: it's higher for small villages and lower for big villages. Characteristics of enslaved people will most depends on enemy characteristics (previously it depended only on citizens' characteristics)
- Maximum amount of enemies is increased in the late game for the medium and high difficulty
- Improved AI logic for bears which come with northern army
- Improved AI logic for enemies who attack buildings
- Buildings can be transferred or destroyed using hotkeys even if buttons with those hotkeys are not displayed in the bottom right menu

Bugfixes:

- Map 12. Bastion is fixed - previously this map became larger on save-loading. Same issue also could occur on some workshop maps
- Fixed "invisible" wetlands on the maps
- Ability to plant farms during the winter is disabled for the feudal lord
- The event "Our region became calm and prosperous" will not occur so often. Previously, chance of this event weren't reset after event occurring
- Fixed an issue where farmers don't plant part of the farms after the winter if some farms were destroyed by the event before the winter
- Fixed a very rare crash caused by shooting using a bow
- Fixed a crash which may occur when there are no chests and a hungry peasant is searching for food
- Fixed an issue which caused buildings' animation to stop
- Fixed an issue with Traders origin where Add Trait button can be blocked even if there was enough money to add a trait
- Amount of required resources for building is now displayed properly for 100+ resource amount
- Clicking on tools or seeds notification will select the not finished Tool Bench or Seed Extractor if there are no finished buildings
- Description for the Tribe origin is expanded
- Fixed an issue where price for items bought using a trade tent depended on set quality, even if those items have no quality parameter
- Fixed an issue where current amount of food wasn't correctly displayed in the events if there were not enough food for decision
- Fixed an issue where knocked down allies could move after save-loading
- Fixed an issue where enemies enslaved by Nomads can get stuck sometimes during their job
- Fixed Thrifty trait for the trader profession
- Science exp for killing domestic animals is now given to Sheep Breeding/Animal Breeding sciences instead of Primitive Technology science
- Fixed an issue where Autonomous Drill's recipes for the current recipe's group were not loaded after Drill's building
- Small interface fixes
- Text fixes

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