Update "Wikipedia" (1.5) is released!

First Feudal

Become a real medieval feudal lord: start with a small village and build it up into an enormous impenetrable castle. You will have to repel enemy raids: hide behind thick walls, lure your enemies into strategically placed traps, and even lead your loyal peasants into battle.

[img]{STEAM_CLAN_IMAGE}/31155142/bc338274ac5f7ba4a2bc9e60f1615ed85a6612a7.png[/img] [b]New features:[/b] - External game Wikipedia https://firstfeudal.harpoon.games/ Lots of content is already added by the dev team, but feel free to expand existing articles or add a new one! - Import map feature which allows you to make a map based on an uploaded png image (you can use a part from the real world or some fantasy map, for example) - Rebalanced prices for almost all goods and rebalanced resource amounts for all [url=https://firstfeudal.harpoon.games/wiki/en/Events]events[/url] [b]Minor features:[/b] - Spend and given [url=https://firstfeudal.harpoon.games/wiki/en/Resources]resources[/url] are displayed near to the citizen. The amount of displayed resources can be set in the game settings. - [url=https://firstfeudal.harpoon.games/wiki/en/Wooden_Chest]Wooden Chest[/url] can now be upgraded to [url=https://firstfeudal.harpoon.games/wiki/en/Wooden_Chest]Big Wooden Chest[/url] - Added edict for changing priority of ranged weapons for a militia - Added edict for forbidding to plant new [url=https://firstfeudal.harpoon.games/wiki/en/Farm]farms[/url] a few hours before the [url=https://firstfeudal.harpoon.games/wiki/en/Seasons]winter[/url] - Added new interfaces sound - Total price is now displayed near to the buy order on a [url=https://firstfeudal.harpoon.games/wiki/en/Trade_Tent]trade tent[/url] interface - Chance to enslave enemy while playing [url=https://firstfeudal.harpoon.games/wiki/en/Nomads]nomads[/url] is now depends on citizens' amount: it's higher for small villages and lower for big villages. [url=https://firstfeudal.harpoon.games/wiki/en/Characteristics]Characteristics[/url] of enslaved people will most depends on enemy characteristics (previously it depended only on citizens' characteristics) - Maximum amount of enemies is increased in the late game for the medium and high difficulty - Improved AI logic for bears which come with northern army - Improved AI logic for enemies who attack buildings - [url=https://firstfeudal.harpoon.games/wiki/en/Building]Buildings[/url] can be transferred or destroyed using hotkeys even if buttons with those hotkeys are not displayed in the bottom right menu [b]Bugfixes:[/b] - Map 12. Bastion is fixed - previously this map became larger on save-loading. Same issue also could occur on some workshop maps - Fixed "invisible" wetlands on the maps - Ability to plant farms during the winter is disabled for the feudal lord - The event "Our region became calm and prosperous" will not occur so often. Previously, chance of this event weren't reset after event occurring - Fixed an issue where farmers don't plant part of the farms after the winter if some farms were destroyed by the event before the winter - Fixed a very rare crash caused by shooting using a bow - Fixed a crash which may occur when there are no chests and a hungry peasant is searching for food - Fixed an issue which caused buildings' animation to stop - Fixed an issue with Traders origin where Add Trait button can be blocked even if there was enough money to add a trait - Amount of required resources for building is now displayed properly for 100+ resource amount - Clicking on tools or seeds notification will select the not finished Tool Bench or Seed Extractor if there are no finished buildings - Description for the Tribe origin is expanded - Fixed an issue where price for items bought using a trade tent depended on set quality, even if those items have no quality parameter - Fixed an issue where current amount of food wasn't correctly displayed in the events if there were not enough food for decision - Fixed an issue where knocked down allies could move after save-loading - Fixed an issue where enemies enslaved by Nomads can get stuck sometimes during their job - Fixed Thrifty trait for the trader profession - Science exp for killing domestic animals is now given to Sheep Breeding/Animal Breeding sciences instead of Primitive Technology science - Fixed an issue where Autonomous Drill's recipes for the current recipe's group were not loaded after Drill's building - Small interface fixes - Text fixes