u/f_creator

UPDATE #0.5.95 - Custom city titles !
▲ 11 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  • A city that has built a bank now earns 70 coins per day just from it; however, when salaries are withdrawn they are deducted from the mayor's treasury.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 — 2 days ago
▲ 7 r/feudera_game+2 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 — 15 days ago

Thanks u/Katanau/Parellou/Gunteru/Aash, it's really important for the game!
BALANCE
- NPCs can now produce straw! Each NPC will produce 1.23 straw per day for each NPC.
- Wheat production decreased from 1 every 10 hours to 1 per day (per NPC).
- Wheat production per crop cycle increased from 20 units to 30 units.
- Straw production per crop cycle increased from 60 units to 90 units.
- Carrot production per crop cycle increased from 18 units to 28 units.
- Cotton production per crop cycle increased from 18 units to 35 units.

reddit.com
u/f_creator — 24 days ago

Thank you u/Katana, u/Parello, u/Gunter, u/Aash — this is truly important for the game!

- [u]Journal 2.0![/u] — enjoy a brand new journal, not just visually, but also functionally:

Beyond the refreshed design, the journal is now divided into three sections: trending, roleplay, and offgame.

Writing articles now requires filling in some mandatory fields, such as the language of the article and its type. If it is a roleplay article, you must also specify which city it refers to. These parameters became necessary since it is now possible to filter the types of articles you want to view and the notifications you want to receive when a new article is published.

It is strictly forbidden to set unrelated parameters just to gain more visibility.

- It is now possible to report an article to the administrator.

- The mayor can now publish articles on behalf of the city.

- [u]The Mayor can now send a message to all users directly from their office.[/u]

- It is now possible to view the health of each group member and other interesting data.

- The group leader can now transfer ownership of the group to another user.

- A history of group actions has been added at the bottom of the group page, such as a member leaving the group.

- [u]The messages page has been completely redesigned[/u], with archived messages added to allow saving the most important ones (the server performs maintenance after a while and deletes older unarchived messages).

Maximum limit of archivable messages set to 30.

- [u]It is now possible to scan the map within your observation radius, displaying nearby players and armies.[/u]

The user has two options: perform the scan for free within a reduced radius, or scan players and armies within double the base radius at a cost of 10 pf.

You can now see two concentric circles around your character: the first indicates the radius within which the player can merge with others, the second is the maximum viewing range (dashed circle).

- [u]Group travel is now available: all players will follow the leader's movements.[/u] A player belonging to a group must first leave it if they want to travel alone.

- To facilitate group travel testing, each point in the Leader skill grants 1 additional slot in your groups.

- It is now possible to send messages to multiple players by separating tags with a comma.

- It is now possible to view the donation history in construction sites and the rankings for that level, filtered by resource type or work.

- [u]It is now possible to create purchase offers[/u] in the market's sales section and automatically sell goods by accepting purchase offers from other players.

- Now, when the lots of 10 in inventory run out, the system prompts you to re-enter the quantity to sell.

Additionally, to minimize involuntary sales, when the set price deviates too far from the item's average price, the system requests a confirmation message.

- Fixed the display issue with live data that prevented it from showing when the article author's language differed. thanks u/LorenzoMedici

- Fixed various translation issues. thanks u/LorenzoMedici

- The new message counter now works correctly (hopefully). thanks u/MAR

- The bug that caused fatigue and hunger points not to be restored was due to a temporary malfunction of a system external to the game. Thank you for the report u/Capitano, u/c0n390

- It is now possible to tag users in articles you write. thanks u/Eltributo

- Login issues are now shown as a specific notification instead of reloading the homepage. thanks u/TheGreat

- Fixed the bug that prevented article creation on mobile for some players. thanks u/Ikisk, u/KWM

- Fixed the bug that displayed a sale offer without the seller's name. thanks u/Katana

- Election results are now displayed correctly, and a dedicated card has been created to represent election results. thanks u/KWM

[h2]Balancing[/h2]

- The maximum time between elections will now be 75 days instead of 180: 6 months was far too long and made it too easy to remain mayor for an extended period.[info]

I believe 2 and a half months is a sufficiently long time to allow for the kind of dictatorial climate that can give meaning to such a law, without damaging the city's electoral dynamics too much.[/info]

- The production capacity of base resource NPCs (iron, wood, clay, stone) has been halved.

- NPCs can no longer generate marble (I hadn't actually noticed they could).

- For the same reason, they can no longer produce sulfur.

- The base travel speed changes from 2000km/h to 160km/h, to encourage long-distance travel for better testing of group travel features; from #0.6 it will return to 40km/h.

- Field sowing costs increase from 10 fatigue points to 20.

- Reduced the experience points gained from farming (15 total per cycle, compared to 5 per phase).

[info]Players with more fields were accumulating experience too quickly compared to others. After this update the advantage is smaller, but farming remains the most rewarding job in terms of experience.

Craftsmen will also receive a small boost to their earned experience points soon!

A reminder that for now, if you want to change your field type from farming to workshop or vice versa, you need to ask me personally (no workshop->workshop changes!)[/info]

- Running for mayor now costs 50 coins (which will not go to the city — bureaucracy has its price!).

[b]What to expect from upcoming updates?[/b][spoiler]

- First simulated battles (no consequences — for the testing phase)

- Ability to claim the title of Baron

- Castle building upgrades

- More group features (suggestions welcome!)[/spoiler]

u/f_creator — 26 days ago

This DevBlog was scheduled for a few weeks ago, but work on the game has taken up so much of my time that I couldn't talk to you as calmly as a good #DevBlog deserves.
First of all, there are a few things you need to know in order to make the right choices before the #0.6 release:

Public Buildings

Barracks - Each level will increase the speed at which troops are trained: at low levels, training a single basic soldier will take weeks; by upgrading the barracks further, this time will be reduced.
Houses - This building increases the maximum population by 25 per level. However, keep in mind that all NPC citizens can be instantly made available to defend the city (low-quality soldiers).
Their conversion from producer NPCs → military NPCs will be instant, but each of them will require a tool (axe, shovel, pickaxe, scythe, hoe) to be converted.
Additionally, it will soon be possible to tax NPC citizens instead of having them produce resources.

The NPC production system will soon be revised. For public houses, not much will change; for houses on private fields, production types will be heavily restricted to the type of workshop built.

Hospital - Here it will be possible to restore the health of players and NPC soldiers more quickly. The larger the hospital, the more effective the treatments.
There will be beds dedicated to active players and others to NPC soldiers, which will increase as the level advances.
Hospitals allow faster recovery from the madness status (see below).
Market - In the future it will be possible to send caravans to another city to transport loads of resources without involving players.
The first caravan is available from market level 10.
War Workshop - This is where war machines are produced to more easily break down enemy walls. These machines are very costly and difficult to produce, but less so to maintain — prepare your engineers and architects!
They deal permanent damage to both public and private buildings.
Some, at great cost, allow damage to be dealt to ships docked in the city.

This last aspect should not be underestimated — read on for more information.

Prisons - As you may have guessed, a large army without good commanders and leaders is useless. Prisons will allow the imprisonment of important leaders from the opposing faction.
There will be two types of prisons:

Group prison → low maintenance cost, useful for holding prisoners; every 5 levels add 1 group cell, each group cell can hold 3 prisoners.
Solitary confinement → very costly to maintain, used to hold a single prisoner until they go mad.
If a player goes mad, it will take a long time before they can return to fighting and chatting, even after release.
A mad player can only work at collection points and in their own workshop.
By default, the madness status lasts depending on its severity (how long the player was in solitary) and the quality of hospital care.
A player in prison can talk to themselves to reduce the worsening of their madness, or use inventory items to slow its progression.
A citizen of the city where the prisoner is held can secretly provide items or chat with them to reduce madness.
A prisoner can be freed if the city is occupied by a foreign army, or if 33% of the city's population acts to free them.
When the madness state reaches its most severe level, the user loses 10% of their experience points, their skills are reset except for administration, and they are automatically released.
A player can be imprisoned by:
The Justice Councillor
An enemy army after conquering a city
University - Allows the study of books.
Reading books allows you to:

Permanently improve skills without spending experience points
Acquire fundamental abilities required to complete certain quests
By increasing the university level, new books can be studied and classrooms expanded.
Lessons can be paid (costs set by the university rector, appointed by the Interior Councillor).

Same applies to the hospital director.

Walls - Allows you to:
Receive important defense bonuses
Position archers and war machines on the walls to defend against attackers

While attackers will only damage the walls, archers will damage the attacking army.

Increase the scan range of troops near the city
Attack armies that fall within the city's scanned radius

When a city attacks from within its own walls, it takes no damage until the walls are broken down.

Warehouse - Allows storing resources inside and hides 10% of its contents.
This percentage cannot be looted by any means.
It is not possible to choose which resources to hide.
Church - Will allow the city's religion to be defined. This building will provide different benefits depending on the god worshipped.
There will be both military and economic bonuses enjoyed by all citizens.

If a region contains churches worshipping different gods, the bonuses will be greatly reduced.

Military Harbor - Warships can be produced here.
Commercial Harbor - Other players' merchant ships can dock here, and NPC-piloted ships can depart from here.

Military ships will only be able to transport goods captured by force — using them as merchant vessels will not be worthwhile in most cases.

Advantages and disadvantages of a naval city

Advantages Disadvantages
The city can produce ships The city can receive naval attacks, which damage structures and can loot up to 33% of stored goods
The city can trade by sea If the city's harbor is occupied by a foreign army, all citizens receive significant penalties
If you control an area surrounded by sea, land attacks become impossible Otherwise, a coastal city must manage both land and sea defense

Land troops vs. sea troops

sea army vs land army
+-50 (depending on army quality) : 1

Baron

These are the base requirements — you will also need to win the competition against other baron candidates in the city. We'll discuss this further later on.

Private Fields

1. Livestock Farm

2. Military Camps

A baron and a city have a military power and troop training speed 5 times greater than a private military camp (though the camp has enormously lower costs).

Everyone will be able to change their field type, but only toward a newly implemented type.
So:
Blacksmith's Workshop → Carpenter's Workshop → No!
Blacksmith's Workshop → Military Camp → OK!

Q&A

Journal 2.0
Scan range
Group travel
Other things that aren't coming to mind right now

u/f_creator — 27 days ago