Screenshots

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Home » Fief » Screenshots » Fief Screenshots
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The very first 2D screenshot of Fief.
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The introduction of the scrolling text box.
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Showing the text area being more useful.
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Choosing the next tree as a target.
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Chopping down the tree, note the decreasing step count.
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Here's a tree chopped down as a fallen tree and working on a second.
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Here's the new examination mode, note the info on the status bar below.
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Here I cleared an area for farming (not that its implemented yet).
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Here's the contents of a square after hatcheting a tree into pieces.
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Here's the examine bar looking at a tree down yonder.
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Here is the modified examine bar showing multiples of items.
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Here's the new inventory screen with the mouse over the shoulders slot.
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ere's the inventory screen with an item selected showing its details below.
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Here's a container selected showing the added 'Type' parameter.
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This shows one club selected and another highlighted under the mouse in the container view mode.
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This shows dragging of an item to one of the quick-equip options, or to drop it.
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Here's a screen showing the new skill-menu.
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Here's a screen showing the item pick-up menu.
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Here's a screen moving an item to the other hand: before.
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Here's a sneak peak at roaming creatures.
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Digging for mud
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Sodding skill menu
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Built a 'Primitive Shelter' our of branches and mud
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Built (or rather dug up) a simple fire pit in the dirt, an example of a construction with no requirements.
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The new map editor at work
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Created a lake with a rocky outcropping and a feeding brook
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The new building menu
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The building category menu (shelters)
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Built a construction site but a 'Tree Branch' is missing
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hopping trees near a lake (old graphics):
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Mucking around in the marsh (old graphics):
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Clamoring out of the forest:
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Approaching the bank of a lake, notice the reeds:
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In the marsh again
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Admiring the new fire:
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Standing in a grassy field, showing new status bars:
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Climbing to the top of a rocky hill, notice the new boulders:
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The edge of the forest:
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The marshy banks of a lake:
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The output map of the new terrain generator:
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The default, mostly rolling hills and thick forests:
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Added higher mountains and wetter, thicker marshes:
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This gives the impression of a high-mountain terrain with plenty of rocky hills and few forests:
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Now here is some thick marshes, quite a challenge to turn such land into a thriving manor:
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Trying to keep warm by the fire in the cold winter:
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Ice-skating on the frozen lake:
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Here's the combat panel from the attacker's POV:
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Here's the combat panel from the defender's POV:
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That's one dead rabbit. Dinner is served!:
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Here's the updated manor creation screen:
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Here's the showing a smaller manor map:
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Showing off the new tool-tip bar to convey information:
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Here's the inventory screen, the graphics will be customizable, but you can see the slots for items:
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Here I am hovering over an item and it is highlighted with information in the info window:
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Here I have a container selected and am peering over its contents:
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Here I am dragging the club, I can grab it in hand, or drop it to the ground. Potential spots are highlighted:
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Here's the new object stack object. It only displays that icon when different item types are in the stack:
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Here I am standing over the stack and looking at the items on the ground:
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Showing the new workshop button to manipulate workshop inventories:
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Here's the crafting panel with the input slots eagerly awaiting a dragged item:
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After items have been added, the optional output recipes are scrollable at the bottom and the requirements (tool,workshop,heat,labor) are highlighted above. Labor indicates whether the creator needs to stick around or not. Here the proper workshop is nearby, but the there is no heat (the fire is out):
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Here I have lit the fire, and now the heat value is high enough, and the crafting may commence. Since no labor is required, roasting acorns is as simple as throwing them in the fire pit's inventory:
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Here you can see the unfinished project in the fire pit's inventory. Now we wait:
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Now the acorns are done and we have roasted acorns ready to eat (that is we will when I get eating in the game :).
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Showing of the new GUI and effects.
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Showing the new libGDX screen.
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Showing off the new plants system that incorporates life-like seasonal changes to plant behavior and status changes.
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Here is the new large trees. Also, you can see the new Repeat Action button on the right side. The Status Bar is more informative too!
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Some more trees are added to the mix, making the forests begin to come alive. Also here you can see the new object stacking where up to 5 items will be displayed scattered on the ground. Why is it always raining when I take screens?
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Autumn in the forest with a grassland southwest and marsh northeast.
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Winter in the forest, warming by the fire.
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The new character creation screen. You can bet there will be more backgrounds to choose from!
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A sneak peak of the lighting engine with ambient and dynamic lighting. Also shows off the new multi-line tooltip and Condition effects.
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Here there is both the campfire and a torch giving off light.
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Here's the defense screen. You must choose a defensive position. Since I can only dodge (there is only bread and water in Bob's hands). My objective is to choose a position away from the attack. If I were Parrying or Blocking, I'd want to choose the position of the attack. The red squares indicate my level of intuition about the attack, dangerous zones are highlighted. Due to Bob's decent Dodge skills, I know the attack is coming from the Midline and Low and will avoid that area. Dodge right!
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Here you can see the implemented armor and lighting sources. Bob is wearing the latest fashion in hide armor and sporting an oiled torch in his off hand. Also you can see the new condition bars on item renderings.
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Here you can see the new Manor Management screen with the new map-viewing tab selected. This map will help you plan your manor's layout. The other tabs are a secret for now. 🙂
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Here's the worker selection box with sorting options. Currently it is sorting by the Forestry skill for all available workers.
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Here's the tile viewing window. A peasant is shown with detailed information. The person's current statistics are displayed by bars on the left.
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Here's the tile viewing window for a plant.
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Here's the tile viewing window for the player's character. Also showing the objects that the character is standing over.
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Here's the item search panel for request items to be crafted. You can search by item name.
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A sneak peak of the new world creation system.

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