Development News #61 - ‘Time to Assemble on the Battlefield draws closer!’


Hey Feudalists!

We have decided to prolong this Closed Beta Test Run #4 until Monday, July 24th, 2017. We have planned a separate test session of the Battle System for next weekend (July 28-30).

Keep in mind that it will be a separate test and after the Battle System test we will revert the gameworld to the state it will be in at the end of CBT#4. So feel free to test the Battle System without the fear for your life, skills, alignment or precious belongings!

We would like you to get acquainted with the Battle System mechanics in its test state, to prepare yourselves for the next weekend!

The Battle System is designed as a designated place to settle issues between guilds, as the most convenient way for both the players and the game server infrastructure.

In order to challenge another guild for battle, you will first of all need a Battle Totem. During this closed beta test, you will be able to create a Battle Totem in the Siege Engineer's Shop from a single Building Log. In the future, valuable resources like gold, flax and steel will be required to create a Battle Totem.

The leader of the attacking guild must come on to the defending guild's claim and set the Battle Totem there. It is necessary for both guilds to have at least a tier 2 monument (Fine Monument) and to be at war.

If the battle is successfully declared, the parties begin to form lists of participants. This time (for this CBT wave), we have set a 1 hour timeframe to gather your troops. After this preparation time, the battle will begin. In the future, the battle will start in the evening (19:00—22:00 UTC) on the next real-time day after the battle was declared.

To take part in the upcoming battle, you need to be properly enrolled in the list of your guild monument. The leader of the guild must confirm the participants from that list for them to take part in the battle.

Before the battle begins, the sides will be balanced numerically, so that the number of soldiers from one side will not exceed 3 times the number of the other side.

At the start of the battle, you will receive a message to confirm participation in the battle. After accepting the invitation, you will be moved to the Battleground along with the equipment and items in your inventory. Refusal of the invitation will be considered desertion!

After moving to the Battleground, you will be given 5 minutes to load and form up. At this time, you can not move further than 50 meters away from the spawn point. After that, you will have 10 minutes to exercise your tactics and clash with the enemy before the central point on the map is activated. You have to capture this point to win.

To capture the point, you need to be in the capture zone for 5 minutes. Alternative ways to achieve the victory are complete elimination or desertion of the enemy team. If the fight lasts longer than 1 hour, then it will end and the defenders will win.

Equipment and all items from the inventory of defeated warriors will be moved to the Battle Totem, located at the capture point on the battlefield. Winners will be able to collect all the contents of the Totem and after that will leave the battlefield.

The radius of the guild's claim of the losing side will be reduced by 3 to 5 tiles, depending on the level of the monument (7 - Monument level). The losing side will not be able to issue new battle challenges for the next 3 real days (this will be turned off for the CBT wave).

— The team

Development News #60 - ‘Aid the Trade, Battles and Security’


The first thing we want to mention is that the new trade posts system requires thorough testing. If you want to get involved and aid the development of the project, we’d greatly appreciate if you could test trade posts in every way possible! We want to ensure the mechanics are solid, so feel free to play about and send any bug/imperfections reports our way. We’re confident that, with the help of our awesome players, we can make the trade system practically perfect!

We would like to once again thank those players who, on top of exploring and having fun during the test runs, are also sending reports and giving us vital feedback. Thanks, dudes! Our game gets better thanks to all of your efforts.

Currently, we are working on the Battle system, which you will be able to try out later during this test run. (We do advise you not to plan large scale combat before that.)

In other news, when the open beta starts, we are going to remove the ability to alter client program files by the players — this will solve the majority of issues surrounding fair play. All settings will be stored server-side and will be protected from client-side changes.

Thanks for checking out this week’s blog, remember to tune in next time for more news and updates!

— The team

Bug Hunt and some Tweaks ( MMO

Hey everyone,

Just a few fixes here and there along with some other improvements.

Thank you!

Patch notes (ver. MMO):

New features and tweaks:

  • Tuned and improved Personal Claims UI and handling
  • Changed minimum support points from -1 to 0
  • Armor effects now properly scale with the armor quality


  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed console spam about hunger changes
— The team

Denomination! ( MMO

Hey everyone,

In today’s patch we’ve implemented a proper currency management system, which allows you to fetch the gold from sold items without using up all your inventory space. :)

Bug fixes (ver. MMO:

  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • Blacksmith's shop can be constructed now
  • A few server crash issues have been addressed

Bug fixes (ver. MMO:

  • Fixed wrong food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • Date & time in map window are back
  • A few game and dispatcher server issues have been addressed
— The team

Development News #59 - ‘Battles Inc.’


Hey Feudalists!

During the current CBT #4 test run we plan to release another one of our main MMO features: the Battle System. In today’s devblog we’d like to provide a brief introduction to its key aspects.

First of all, we would like to stress the reason why we think that battles are so important for our MMO and PvP players. The Battle system will be the primary method for countries and kingdoms to brawl for domination of the game world in an instanced battle area.
The fact that it is instanced means that active PvP activities will not be affected by other players whom are not taking part, nor will other players be affected by participants of the battle. By ‘affected’ we not only mean direct game action involvement (looting, civilian casualties, backstabbing), but also performance-wise (to reduce render and network/server lag). Due to separate instancing, we can precisely track and share with players the following statistics: a list of guilds on both sides, initial amount of soldiers, casualties, soldiers that fled and were captured (we plan to implement these mechanics later).

In order to start a battle, the attacking guild should craft a special ‘Challenge’ monument and place it on the defending guild or kingdom’s land. After that, both guild/kingdoms have approximately 24 real-life hours to prepare and get as many players as they can to use this monument and enlist on their side.
Once the battle starts, we cap the amount of players on one of the sides to prevent very advantageous ‘zerging’ (x3 players amount advantage is the maximum). Participants are then moved into the instanced area, which is stripped of any buildings, objects and terraforming, leaving only natural foliage and water in the battle area.

The rules of the battle are quite simple - be the King/Queen of the hill (the area in the center of the map, placed slightly closer to the defending armies side) or you will also be able to eliminate all players of the opposing side. 
The winner of the battle gets all the equipment of the losing army that was dropped on the ground during the battle and the losing guild’s monument sustains damage. The damage can even degrade the monument and significantly shrink the radius of the claimed lands around it. Along with the damaged monument, the  losers also lose (ha, get it!) the ability to issue battle challenges for the next 3 real-life days.

With these mechanics (and with unit and formation tweaks that are soon to come), we expect players will have a lot of fun clashing face-to-face in the open field/forest environment without walls to use for cover.

Please keep in mind that this is a short explanation of the Battle System mechanics, with many details still being iterated on. If you guys can hold on while we perfect and implement this new feature, you will get answers to any questions you have upon its release!

— The team