The time has come to update Lords and Villeins once again! This time, we focused on fixing as many annoying bugs as possible, along with improving some QoL features and balancing the game in general. For now, this update can be found in the Public Beta version where you can test it and if there are no issues, we will push it to the main build soon. You can find the whole change log below the article.
If you're still not a part of the Public Beta and you wish to be, entering it is incredibly easy! All you have to do is right click on the game in your Steam library, select Properties, Betas and find the "artisanbeta" branch. If you encounter any bugs or have any feedback to share, we would love to hear from you! Share them here on Steam forums, or come join our dedicated Discord server.
It's also worth mentioning that Lords and Villeins is a part of the currently running Strategy Fest, meaning it's discounted by 50% - that's a hell of a bargain, isn't it? And to spice things up even more, if you get the game along with the whole bundle that includes the official Lords and Villeins Soundtrack, the discount will apply there as well, that means you will save even more money!
https://store.steampowered.com/bundle/28876/Lords_and_Bards_bundle/
Change Log:
Bugfixes:
- Fixed missing arrow icon in animation of resource transactions
- Fixed Paper Mill continuing animation after it finished processing paper
- Fixed incorrect length of task execution for collection and storing of resources
- Fixed some storages not being displayed in the storages category (silo, weapon rack etc.)
- Fixed bug causing caravans attempting to see a theatre play (they are not meant to)
- Fixed average beauty value of a villa being incorrectly evaluated
- Fixed visiting noble family prioritizing dining in the Inn over eating meals from the warehouse
- Fixed visiting noble family being required full attendance on Sunday Service. Only appointed bishop and existing Chapel is meant to be required.
- Fixed changed family size when starting a new game not being reflected
- Fixed game modules being always reset to no game modules selected after restart
- Fixed issue with Royalty not improving relationship if the deliveries exceed their target over 100%
- Fixed soldiers attempting to wear Tools
- Fixed grid pattern being modifiable during removal mode
- Fixed gathering intelligence task in the campaign not updating the label on progress
- Fixed a bug preventing clergy from generating demand for paper
- Updated Scenario 4 starting map, where Butter family now has appropriate amount of beds
- Fixed input field in the accounting report screen reacting to numbers being pressed in modifying the game speed
- Increased threshold on maximum length of path searched - this should solve a lot of inaccessible structure problems
- Fixed bug causing visiting nobles to register poor meal flags incorrectly
- Fixed storage capacity not being displayed on all storages in the hover menu
- Fixed villagers taking and dropping money to purchase meal at the inn when it is not allowed to serve locals
- Fixed Tutorial Tips toggle in the settings always getting set to true after restart
QOL and Balancing:
- Families in the population book are now grouped by profession
- Daily deterioration of noble relationship reduced by 50%
- Removed sand from produced resources of the Furnace zone
- Increased inventory capacity of Chest to 200Kg (increased from 50kg)
- Increased inventory capacity of Bar to 50Kg (increased from 15 Kg)
- Hunters now hunt for up to 6 corpses in the knackery (increased from 3)
- Visiting nobles arrive with only 2 excellent meals
- Gem Ore has now 15% probability to be mined (increased from 5%)
- Rabbits now yield 1 hide and 10 meat (increased from 0 hide and 5 meat)
- Sheep now generate 6 wool each harvest (increased from 2)
- Swapped priorities of producing paper and leather on individual steps to maximize producing the resource (paper, leather) instead of the consumption of material (rag, hide)
- "Anyone can build" category in the construction queue is now disabled if a higher construction tier is selected (it would never display any blueprints).
- When clicking on a button to display full production queue on a blueprint it now correctly initializes the accounting report to display the queue that contains the blueprint (select correct family, category and tier)
- The sex need is no longer displayed in intelligence reports if deprived and it no longer impacts happinness or mood. This is because in many cases villagers struggle with this need simply because they do not yet found a partner and the player has no control over them doing so, which only leads to confusion.
- Farmers will now only start harvesting if a certain amount of crops are fully grown. This is evaluated once a day per zone, and the limit is reduced if the amount of planted crops in the zone is lower than the limit. This further optimizes farmers to harvest and plant crops more efficiently.
- New game module added that allows you to limit the amount of people attending the Sunday Mass without penalty.