Build a prosperous settlement in a unique simulation of a feudal economy - each family runs their shop, owns their goods, and trades with other villagers in a free market. You will manage the land, build houses, organise events, set taxes, and balance supply and demand while engaging in diplomacy!
Good day, Lords and Ladies!
Another update has landed in the Public Beta, this time we've managed to fix the issues with inventory, caravans and most importantly the farmers struggling with planting - check the full Change Log below. If the public beta will prove successful we would seek to release this build on the Main branch relatively soon!
If you wish to help with the Beta testing, all you have to do to access the Beta branch is right-click on the game in your Steam library, select Properties -> Betas and choose the openbeta in the Beta Participation dropdown. After you confirm the dialogue, let the game update and you are ready to play!
[img]{STEAM_CLAN_IMAGE}/37633948/7cf44cec955c00f0694d1eff6706fcdfb1576c08.png[/img]
We greatly appreciate your reports of any bugs or issues either here on the [url=https://steamcommunity.com/app/1287530/discussions/]Steam forums[/url], in the comments of this article or better yet - [url=https://discord.lordsandvilleins.com/]in our Discord community![/url]
Thank you very much for your support, we are incredibly happy to have such a... Noble... community!
[h3][b]Change Log:[/b][/h3]
[list]
[*] Fixed issues with inventory content caching after reloading a save file. This was causing a number of problems including caravans not purchasing goods, villagers dropping trashpiles on the ground after a transaction or caravans not purchasing meals or beds at the inn
[*] Fixed issue with caravan purchasing planning procedure that prevented them from purchasing in many otherwise valid scenarios
[*] Added limit that will restrict caravans to purchase an item if it is available in low quantity unless the item is expensive (i.e. statues). This should optimize caravans to ignore low volume goods and focus on items that have bigger impact on the economy.
[*] Fixed issue with crops incorrectly evaluating time remaining to finish growing
[*] Added an indicator in the soil priority tab if a crop will be ignored due to not enough time to finish growing
[*] Added a safe code to tanning pit to prevent a possible source of a bug
[*] Fixed missaligned UI text in a modules section of a new game
[/list]