FEUDAL LEGEND 3.04

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SoN!c
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Re: FEUDAL LEGEND 2.2

Post by SoN!c »

FEUDAL LEGEND 2.3

Terrs added:

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Re: FEUDAL LEGEND 2.3

Post by SoN!c »

FEUDAL LEGEND 2.4

First completed version of Feudal Legend!:

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and small:

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Re: FEUDAL LEGEND 2.3

Post by Kingm »

SoN!c wrote:FEUDAL LEGEND 2.4

First completed version of Feudal Legend!:

Image


and small:

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So me, Sonic and plurple has all worked on this while chatting on discord, and now its time to see how the testing works, like I have tried to play it in my head to see how it works, but we need the real thing.

plurple wanted the numbers for the AD's and neutrals, here you go:

AD's:
AD Castles: 5
AD Villages: 3

Neutrals size:
Castles: 3
Villages: 5
Castle region 1-6: 2
Castle region 7: 10
Village regions: 1
Head of bridges: 3
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Re: FEUDAL LEGEND 2.3

Post by SoN!c »

Kingm wrote:
SoN!c wrote:FEUDAL LEGEND 2.4

First completed version of Feudal Legend!:

Image


and small:

Image
So me, Sonic and plurple has all worked on this while chatting on discord, and now its time to see how the testing works, like I have tried to play it in my head to see how it works, but we need the real thing.

plurple wanted the numbers for the AD's and neutrals, here you go:

AD's:
AD Castles: 5
AD Villages: 3

Neutrals size:
Castles: 3
Villages: 5
Castle region 1-6: 2
Castle region 7: 10
Village regions: 1
Head of bridges: 3
It was Einsteins riddle to get everything right... 3 "bad" ones, 9 "good" ones, 2 with 4 back to back kingdoms, the "bad ones" 2,3 and 4 next to the castle, 4 "districts" with 5 back to back, everything balanced in distance, the "good ones" x3 2, 3 and 4 bordering the castle, all those conditions as "fixed" rule, 2 bridges per district - no more no less -- and little real estate on the map lmao... this could not have been done without your guidance! O:) your rocking it @Kingm!
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Re: FEUDAL LEGEND 2.4

Post by SoN!c »

FEUDAL LEGEND 2.5 tidy ups and lots of credits to Plurple for good ideas on the design:

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and small:

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Re: FEUDAL LEGEND 2.5

Post by SoN!c »

FEUDAL LEGEND 2.6 with a 25% drop in village terrs:

castles have 96 terrs (12x8)

villages have exactly 96 terrs also

In Feudal Epic the 4 villages have 60 terrs = exactly 15 average

On Feudal Legend the 6 villages have 90 terrs = exactly 15 on average also

Feudal Epic has 128 terrs divided by 8 castle's is exactly 16, feudal legend 192 terrs divided by 12 is exactly 16 also

And all conditions too: 3 with 4 back to back to another kingdom, 9 with 5. Same math on 3 or 4 terrs out to a village..

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and small:

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Re: FEUDAL LEGEND 2.6 (GFX finished)

Post by SoN!c »

Feudal Legend 2.7 with some bigger terrs for xxx digit troop numbers and detailing on the villages so they are all 6 unique just like the castles + different contrasting colour for black and grey text:

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Last edited by SoN!c on Wed Jul 16, 2025 6:49 am, edited 6 times in total.
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Re: FEUDAL LEGEND 2.7 close to BETA!

Post by plurple »

Here is the xml file for feudal legend :D
FeudalLegendV1.xml
(108.11 KiB) Downloaded 124 times
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Re: FEUDAL LEGEND 2.6 (GFX finished)

Post by Ltrain »

SoN!c wrote:Feudal Legend 2.7 with some bigger terrs for xxx digit troop numbers and detailing on the villages so they are all 6 unique just like the castles + different contrasting colour for black and grey text:

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Ah cool I came here to say the only weird thing I found was that Old Gree'ol 7 and 8 connect to Old Gree'ol 10 but don't look like they are supposed to. Looks like you fixed it.

Love the map, can't wait until it's on the main site. Those of us that like Feudal Epic trench are gonna be all over it
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Re: FEUDAL LEGEND 2.7 close to BETA!

Post by SoN!c »

Feudal Legend 2.8 make over on Turnbull, Blackadder and Guiscard castle real estate and changed numbering on lots village terrs in a more logic sequence (after all the tweeks):

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removed the cobblestone wall on killnut and turnbull and other places, the real wall (the 7th castle terr got a slight black shadow so its more distinguisable) and legend tidy ups

and small:

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Last edited by SoN!c on Mon Jul 28, 2025 9:53 am, edited 2 times in total.
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Re: FEUDAL LEGEND 2.7 close to BETA!

Post by plurple »

SoN!c wrote:Feudal Legend 2.8 make over on Turnbull, Blackadder and Guiscard castle real estate and changed numbering on lots village terrs in a more logic sequence (after all the tweeks):

Image



removed the cobblestone wall on killnut and turnbull and other places, the real wall (the 7th castle terr got a slight black shadow so its more distinguisable) and legend tidy ups

and small:

Image
Updated art and XML to this version :D
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Re: FEUDAL LEGEND 2.8

Post by SoN!c »

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Re: FEUDAL LEGEND 2.8

Post by SoN!c »

FL 2.9 Some small changes on Barbarians real estate and CR, and a few more trees for visual balance :


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and small:

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Re: FEUDAL LEGEND 2.9

Post by SoN!c »

Feudal Legend 3.0

Now with a border between Xeu 16 and Xeu 8 :D

And name changes on the villages so clan rhu lies next the propper village

and some added / changed terrs (from upper left to lower right are the 3 "bad castles' that have 3 terrs to the gate instead of 2

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Last edited by SoN!c on Fri Aug 29, 2025 3:14 pm, edited 1 time in total.
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Re: FEUDAL LEGEND 3.0

Post by SoN!c »

and small:

Image

Gah has extra terr (13 and 14) to have a split connection to G'ah 12

Gree'ol lost a terr to keep the perfect terr numbering (matching feudal epic on multiplier scale)
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Re: FEUDAL LEGEND 3.0

Post by plurple »

The latest version of this is up on the beta site unless I made any mistakes :D
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Re: FEUDAL LEGEND 3.0

Post by SoN!c »

Feudal legend 3.01 (no changes to XML) but legend was confusing so there is now a line between the confusing part as it looked 1 big sentence instead of 2 (and other very small tidy ups on the rest of the map, like the gras behind castle Clan Rhu that should be all river)

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and small


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Re: FEUDAL LEGEND 3.01

Post by IcePack »

Cool map been watching intermittently :)
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Re: FEUDAL LEGEND 3.01

Post by plurple »

latest map has been uploaded
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Re: FEUDAL LEGEND 3.01

Post by Keefie »

Feedback from my first turn in Beta. I'm green and it's almost impossible to see my troops on the castles and only slightly better on other territories. imho this needs to change.
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Re: FEUDAL LEGEND 3.01

Post by SoN!c »

Keefie wrote:Feedback from my first turn in Beta. I'm green and it's almost impossible to see my troops on the castles and only slightly better on other territories. imho this needs to change.
I agree on the castles so here is version 3.02:


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Re: FEUDAL LEGEND 3.01

Post by SoN!c »

Keefie wrote:Feedback from my first turn in Beta. I'm green and it's almost impossible to see my troops on the castles and only slightly better on other territories. imho this needs to change.
I agree on the castles so here is version 3.02:


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Re: FEUDAL LEGEND 3.01

Post by SoN!c »

and small:

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Re: FEUDAL LEGEND 3.02

Post by SoN!c »

and 3.02 B (with same effect on the villages) IF that is needed (waiting on feedback):

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3.02B has also 3 different coat of arms on the left bottom regions

and small:

https://i.ibb.co/JRqkqG8y/FL3-3-023-05bsmall.png
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Re: FEUDAL LEGEND 3.02B

Post by Keefie »

I think the settings play an important part of how this map looks to the player. Many players maybe restricted to using the map set to 'small' At that size the map looks overwhelming busy and it's very hard to visually sort the wheat from the chaff. It is better when the map setting is set to 'Large'. I'm not sure how you would change things to accomodate the smaller map size.
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