It’s finally here, the next installment of the Fief saga.
This version has all the fancy new lighting features and realistic combat mechanics. I know the focus of this next release was supposed to be improving the availability of food. In that respect, I failed miserably. However, I really like the new features that were incorporated here. I’ve been slowly working on adding more behind-the-scenes world processing, and this will factor into the eventual goal of getting some good AI. Once these problems are figured out, I’ll continue moving towards getting visitors to the manor (this includes huntable creatures). This should improve the food situation for survival play while also allowing me to work towards the fief-management portion of gameplay.
As a teaser, here are some of the types of visitors I plan to add in the future:
Visitor | What they offer/do |
---|---|
Animals | Food! |
Traveler | Gossip |
Sage | Teach skills |
Merchant | Trade goods |
Refugee | Can join village |
Pilgrim | Sermons |
Researcher | Trade research (for unimplemented research system) |
Desperate Farmer | Trade son/daughter for marriage |
Bandit | Steals by force |
Thief | Steals by stealth |
Invader | Seeks to conquer |
Noble | Seeks comforts (won't come until you can adequately host them) |
Knight | Protects your land/people at request of your lord |
Tax Collector | Collects your lord's dues |
Also, here’s a fully armored hero!

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.