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Feudera - Medieval game - Patch notes & Resetting your skills: what has changed

Thanks for your donations, you are essential to the project. This update fixes skill resets, market exploits, city scoring, mobile interface issues, and a long list of bugs and inconsistencies across the kingdom.

Skills, market, and trade

Skill resets no longer grant permanent powers. Skills that support something you still own, the Administration of your fields or the Leadership of the group you head, no longer disappear and leave you holding the possession: they only drop down to the level that possession requires, and that portion of experience stays at work instead of going back into your pocket.

The Chest tells you this before charging you, listing what will remain standing and why. Give up your fields or disband your group, and on the next turn those will drop too. For anyone who had already reset and ended up with fields but no administration skill, the skill has been restored to the level their fields require, without touching their experience.

The taxman can no longer be fooled: percentage taxes and the market's bureaucratic fee are now calculated on the item's market value whenever the price you set falls below it, like a cadastral value. You can still sell for pocket change, but taxes remain those of the real value. When this happens, a note with a scale icon in the summary clearly states which value you're being taxed on.

The average price of items is now protected against manipulation: trades at extreme prices carry less weight in the calculation, markets with very few trades no longer move the average, and from one week to the next the average can only shift within reasonable limits. In addition, players could place bids at extremely low prices, trade them, and then receive them back from friends via a purchase offer, letting them stockpile items without even paying transaction costs.

I'm also working on a system that will charge storage fees to anyone keeping goods in the market warehouse for more than 24 hours. Thanks @Garavel for your exploit reporting.

The offer counter has been rebuilt from the ground up: no more cluttered form with a hidden slider. The lot is chosen with three buttons, the price has -/+ keys, and the three market anchors, best sale, average value, and best request, can be tapped to jump the price straight there.

Next to the form there's now a live receipt: taxes, fee, and total update with every tap, so you always know what you'll pay before pressing the button. The sale confirmation window and the "are you sure?" prompt on purchase requests are gone: the receipt is the summary, and for the first time purchase requests get the full receipt too, including gold committed.

Market and interface update

Economy and city government

A city's score once again tells the truth about what's actually in it. Until yesterday it only counted what had gone through construction after a certain date: founding buildings were worth nothing, and more recently founded cities accumulated no points at all. London had the Bank standing and zero points in the rankings.

Now the score is counted from the buildings the city actually owns, level by level, and is recalculated after every completed construction: no work is lost along the way anymore. Many cities have climbed significantly in the rankings, and the per-citizen income of cities with a Market and Bank has been corrected the same way. Thanks @Othello.

The comma can now be typed, and it means what it looks like. A mayor sending 0.20 written as 0,20 to the Development councilor was actually sending 20: the comma was being deleted instead of read, and the digits stuck together.

Now every field where you enter an amount reads both the comma and the period. 0,20 and 0.20 are the same figure, and so is 1.234,56. Anything that remains ambiguous is rejected with a warning instead of being guessed at.

  • Town hall treasury in both directions
  • Councilor and title salaries
  • The Treasurer's taxes and loan requests
  • Market sales made on behalf of the city
  • The Development councilor's payments
  • Per-point pay on field job offers

On field job offers, 0,20 used to become an offer of 20 coins per point, with the gold set aside accordingly. Thanks @LorenzoMedici and @GuglielmoTell.

Mobile interface, graphics, and notifications

Every piece of kingdom news now has its own page, with an address you can copy and send to anyone. The homepage newspaper still opens the window as before, but at the bottom there's now a link to the full announcement, readable even without entering the game. From there you can move to the previous and next announcement, and visitors arriving from outside find a button to start playing.

An item's identity card closes again. On phones with a notch, its header used to end up under the clock and battery icon, and the button in the top right sat there unresponsive. Now the card stays clear of the clock, notch, and home bar, the button is bigger and forgives an imprecise tap, and no longer has the fleur-de-lis drawn on top. Dragging the card by its header can no longer hide it under the clock either. Thanks @PaxMinor.

The Wiki can now be found: every published scroll has its own stable address that search engines can read and index, including title, description, and social preview, so guides written by scribes bring new settlers into the kingdom. When a Feudera link, homepage, news, or wiki, is shared on social media, the kingdom's banner now appears in large format instead of the small cropped crest.

Wiki scrolls now have addresses worthy of the name: https://www.feudera.com/wiki/nome-della-pergamena. The kingdom also opens faster: the loading veil on homepage and game now drops the instant the page is actually ready, instead of waiting a fixed amount of time. Public pages also load icons from Feudera itself rather than an external service.

On mobile, titles and crests on the profile go back to being neat round seals. Before they were stretched horizontally and clipped, spilling out of their frame. Now they arrange across multiple rows when there are many, without ever making the page scroll sideways, and tapping a seal reveals its name in a banner that rises from the crest itself.

In the mobile profile tab, tapping stamina or hunger now shows the countdown to the next update again: before, it only appeared on hover on desktop. Thanks @Pax.


Fixes and miscellaneous

After a successful vote, the "Vote" button in the Emporium now immediately shows the countdown to the next vote, which runs in real time and reactivates itself automatically once it expires. Coin rewards from votes now show decimals, for example 2.50 instead of 3.

Background music now starts much more subtly, and the volume slider in settings actually makes a difference: before, almost its whole range sounded the same and only the very last bit at the bottom changed anything. Now every notch shifts the volume by the same amount, from complete silence up to maximum.

Fleeting Deals fixed: you can no longer exceed the per-person purchase limit by buying multiple units in one go, and the card now seals immediately after the last purchase instead of still looking available. The "Sealed" stamp now actually stamps: the red wax drops onto the card, strikes it, and seals it shut in a single motion instead of just appearing out of nowhere, and gray at that. Thanks @Othello.

A city too close to a resource point such as a forest or quarry could stay invisible on the map until you zoomed in enough to separate the two icons. Now, in case of overlap, the city is always the one shown. Opening an extra building on your own field, the materials-donation window returned "unauthorized" and stayed empty for everyone; requirements and materials are visible again now. Thanks @Othello, @Massimo, @KWM, and @Pax.

Ownerless land now reverts to the city. Around the kingdom there was cultivated field or shop land registered to "Nobody": the owner no longer existed, and the land stayed stuck in limbo where no one could work it or buy it. Ownerless land is uncultivated land, and it now reverts to how it was at the start, free and back up for sale at the land registry.

The four plots already in this state have been fixed, two in Naples, one in Palermo, and one in London, and from now on the kingdom patches this itself every week. Thanks @Kotoko.

On the axe's identity card, the two "equip" buttons were swapped: the one that looked like it was for the right hand equipped it on the left, and vice versa. Every other two-handed tool, basket, pickaxe, and shovel, showed the correct order; only the axe had it reversed. Thanks @Kay.

  • Traveling companies are now a single unit: anyone in the group can stop the journey for everyone, the others are notified with the name of who stopped it, but while on the march no one can enter a city, leave the group, be expelled, or disband it. You stop first, then decide. And you can't join a company that's traveling, nor join a company while traveling on your own.
  • Depositing or withdrawing a tool from the field's warehouse no longer kicks you out of the field tab back to the map. Now you stay in the warehouse, and the tool flies from its slot to the panel where it landed.
  • Your field's population can no longer be paid twice for the same time period. Coins now accrue only from the moment you set it to mint money, and when you send it back to work, whatever has accrued is paid out immediately. Each class's panel shows how much it has accrued and for how many days. Thanks @Pax.
  • The construction site now pays in full what it promises. The amount on the button is exactly what ends up in your pocket, the number of shifts you can select is capped at what the site actually still needs, and a final partial shift costs stamina and time in proportion to the work actually done. The same rule applies to job offers on other players' fields. Thanks @Kiby.
  • Descriptions once again tell the truth. The tooltip for work at extra buildings promised

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