r/feudera_game

▲ 9 r/feudera_game+3 crossposts

Thank you u/Yaroslavu/Nemesiu/Alistairu/Katana for your donations, they encourage me to work on the game more and more diligently!
- Population 2.0:
- Completely revised the NPC population page of the field
- It is now possible to provide wine to your population to increase its morale: this will increase overall production.
- You can now collect taxes (coins) from your population instead of items!
- You can now provide more than one unit of food to NPCs, accelerating their growth and improving their morale!
- It is now possible to decide the maximum number of NPCs per type.
- Now it clearly shows how many taxes you pay when collecting at city collection points and when working on your own fields.

In the future, the NPC population will be able to be converted into soldiers, but they will inherit the population's morale!

- The treasurer can now set taxes on coin collection from NPCs (taxing the taxes!)
- It is now possible to put your field up for sale
- It is now possible to assign a name to your own field
- It is now possible to change the field type

When you change the field type, all extra buildings will decrease by 1 level

- Now in the treasurer's office it is possible to have detailed analyses of the city's cash flow
- New law! It is now possible to block access to all residents of a city with this, or impose an additional tax exclusively on them.
- New item: grapes! with this it is possible to produce wine in a kitchen
- New item: wine! with this it is possible to increase the population's morale (kitchen lvl )
- New item: simple backpack! capacity increased by 12 kg (tailor lvl 10)
- New item: simple wheel!
- New item: light cart! capacity increased by 80 KG but speed reduced by 20 km/h (carpenter lvl 14)
- It is now possible to support the game by voting for it on some sites in exchange for in-game rewards.
There are four types of rewards: experience points, fatigue points, coins and contribution points.
Votes on sites will grant an instant reward, for reviews a manual check by the administrator is required instead
- Now purchase offers are correctly displayed in every case. thanks u/Hugs u/Ikisk
- Fixed the bug that prevented scrolling of notifications thanks u/Hugs
- Fixed the bug that did not show the building name in construction sites. thanks u/KWM

Balancing
- Reviewed tailor productions:
Now the bag increases inventory capacity by 4kg instead of 8
Now a tailor of level 10 can produce the small backpack!
Cotton shirt, cotton pants, shoes and belt have new, more credible requirements.
Now a tailor of level 10 can produce a simple backpack

At the moment the tailor, unlike other professions, is in a certain sense the least convenient: in fact, while other professions benefit from item recycling (tools that wear out, materials always needed...) the tailor, once clothes are made, is no longer useful.
This will change soon for two reasons:

  1. There will be clothing recycling since NPC soldiers will wear them - and when they die, the clothes will not be returned
  2. Soon clothes will also have a wear percentage
u/f_creator — 3 days ago
▲ 12 r/feudera_game+3 crossposts

UPDATE #0.5.95 - Custom city titles !

Play NOW!

Thank you u/Katana, u/Dyrianne, u/Nemesi, u/Marth & u/GuglielmoTell for your donations, the game is being developed faster thanks to you!

  • New role for the internal affairs councillor! The internal affairs councillor can now create new titles to assign to citizens: these can even grant access to the chat reserved for city council members and have a salary!
  • Although the internal affairs councillor can create titles, only the mayor can assign them!
  • A city that has built a bank now earns 70 coins per day just from it; however, when salaries are withdrawn they are deducted from the mayor's treasury.
  • New section in the bank: Statistics! Here you can view some interesting personal and server-wide economic data!
  • Hovering over menu icons now shows a tooltip. thanks u/Massimo
  • Eating food without enough hunger points now shows the correct message. thanks u/Massimo
  • When upgrading a skill, Roman numerals no longer appear. The confirmation modal has also been revised — it now shows the skill you want to upgrade, the required experience, and the remaining experience should you decide to confirm. thanks u/Dyrianne, u/SIKA3BOURA
  • Fixed the display bug for new items and tailor productions. thanks u/LorenzoMedici, u/Katana
  • When posting a buy offer, the page no longer reloads, allowing the user to post multiple offers of the same type without re-entering all the data.
  • When working in the workshop, experience now updates in real time. thanks u/LorenzoMedici
  • When viewing read messages, the surname no longer appears duplicated in the signature. thanks u/KWM

BALANCING:

  • The iron cost of all tools, except those used for working fields, has been lowered from 4 to 3
  • The number of handles produced increases from 4 to 8
  • Producing handles now costs 4 units of wood instead of 5, 25 fatigue points instead of 20, and takes 20 minutes instead of 15.

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  • The kitchen can no longer produce apples
  • Bourgeois now produce onion soups, no longer nobles
  • Onion soup now feeds nobles 6 hunger points instead of 8
  • Grapes now feed nobles, granting 2 hunger points

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  • Harvesting fruit from an apple tree now produces 12 apples instead of 6
  • NPCs now harvest 1 apple every 400 minutes instead of 300 minutes

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  • Bourgeois in kitchens now produce wine and no longer bread
  • Commoners in kitchens now produce bread and no longer wine

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  • Field NPCs can now produce cotton
  • Commoners now take 2800 minutes instead of 1440 to produce 1 unit of grapes
  • Resources extractable at collection points now increase every day by 5% of maximum capacity instead of 10%

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What should we expect from the next update? The next update will probably be #0.6, with which it will become possible to conquer a castle and fight the first wars. However, in the early stages it will be for testing purposes only and will have no in-game significance. I am working on a mini-game that will allow you to simulate battles: once the entire system is tested, I will launch in-game wars.

I am building the military port — will I actually have an advantage if I build it before others, or are naval battles far away? Naval battles and port occupation are the second thing to do after completing the baron's castle. Predicting whether you will actually have an advantage at the current state is very difficult for me to forecast. For example, if we look at Rome and Palermo, in all likelihood they will finish the port together or one shortly after the other, so they will have roughly no advantage given that I estimate naval battle implementation in about a month. Other cities like Naples, London and Stockholm, on the other hand, could find themselves at a disadvantage without a military naval port in a month. But the same argument applies to those without infantry and archer barracks. One thing is certain: as soon as the first commercial or military port is built, it will no longer be possible to travel on foot beyond the land.

Horses for faster travel — when? By August, but after #0.6. As I believe I have already mentioned, when we deal with counties two types of fields will be implemented: the breeding field and the encampment field. From version #0.6 you will begin to change your perspective and your way of seeing the boundaries on the map, but we will talk about this in the next #DevBlog

Play NOW!

u/f_creator — 10 days ago