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News
18.08.2016

A LOT of server and client optimizations in before the next MMO beta wave(1.1.3.1)

Hey everyone,

Once again we want to thank our community for helping us to develop our game! Due to recent load tests that were performed along with our community members, we’ve managed to find some code that was not optimal. Fixing these code parts resulted in a significant server performance boost that can vary from 10% to 25%!

We’ve also implemented one of the highly-requested features by our community - an observe mode that can be used while running.

Patch notes (ver. 1.1.3.1):

12.08.2016

Development News #13 - With it or on it? Destroy it!

Hey guys!

We always love seeing the results of your hard work - including those of you who partake in the type of work that includes an axe and an enemy’s body.

Sparks, splinters and blood droplets: the recipe that inspires the heart of a warrior! And now we’re expanding that list with three new damage stages for shields, which allows you to better evaluate how fast your opponent will die by your hands!

 

You can see in this screenshot the difference between the new, moderately damaged and severely damaged shields.

To accompany this new improvement, we’ve also reworked some of our shields and even added some new ones!
 


We also know how much you all want to hear about the MMO - totally understandable! At present, we’re continuing to work very hard on the Guilds/Claims. The mechanics are very complex so we really want them to be of a very high quality for you guys. We’re also currently working on fixing some bugs that affect transition between servers. We’re so excited to progress to the next wave and are so grateful for your patience, support and feedback!

Thanks from all the team
05.08.2016

Development News #12 - ‘It’s not just sword-wielding heroes facing their foes!’

    If your hands feel more familiar to the rough handle of a pickaxe than the leathery grip of a battleaxe or the iron coldness of a sword - and if underground passages and dark mines feel like a second home - keep in mind that armor-clad knights aren’t the only ones to face danger...


You will do well to remember that not every distant rustling and echoed rattling is the sound of earthfall and rubble; and that obscure rumbling deep in the mine isn’t always the Sleeper’s venomous breath.

There can be something vicious and utterly unnerving about complete silence - but you are not alone. Keep your torch close - allow the flames to dance ahead and illuminate the darkness; inspect the inky shadows a little closer.

Ah, but don’t look too close, unless, of course, you are willing to put down your faithful tools and take up arms and fight the fear that preys from beneath the shadows.

Stay safe - they could be watching…


Hey guys,

Yep, that’s right, more NPC teasing in the form of lore and screenshots just because we can!

This week’s blog is going to be a short one, since we’re still working on things we’ve mentioned recently in past dev blogs.  Including improving and fixing things in the MMO as we’ve been receiving feedback (thank you again to our brilliant testers).

Thanks for checking this week’s dev news, join us next Friday for more!

- The Team
29.07.2016

Development News #11 - ‘If you go out in the woods today…’

A small group of lumberjacks working deep in the woods were the first victims...

Their mangled corpses were reminiscent of a bear attack; horrible lacerations moulded by claw-like marks, broken bones, shattered skulls - surely no man could inflict such mutilations?


If you happen upon an unusual mound in the forests, resembling an ancient tree stump with it’s great roots unearthed, ensure it’s not moving, because if it is… run. Now is the time to decide how precious your loot really is; you won’t want anything weighing you down. Now is the time to push yourself to your limits and run as fast and far as you can. Now is the time to be anywhere but here.

...Although, are you not one of those brave madmen who do not tremble at the sight of danger, but rather unsheath their axes and arrows?

Perhaps you should rally your allies - maybe it’s time to check if blood even flows in these forest demons. Before you do, remember to pray to the Sleeper to save your souls.

So if you go out in the woods today, be sure of a big surprise,
If you go out in the woods today, listen for blood-curdling crie
s




...Hey guys!

Welcome to this week’s dev blog - we hope this fun little bit of lore and new screenshots have peaked your interest. We’re sorry for being a tease, but we are all really excited about what we have planned on the horizon.

We know how you are also really eager to find out what’s happening with the MMO waves - and are especially eager to find out when you can join in - so we’ll be updating you guys on that.

Firstly, if you’re unsure, you can find out when you are eligible to join on [this page]

We’re pleased to say that nearing the end of Wave #0; it’s been really rewarding and has helped us move forward with fixing any bugs and taking back feedback. We’re expecting to be starting the next wave after we’ve perfected some of the guild mechanics. As you know, the guild system is a huge part of the MMO, so we would like it to work as intended, of course - with some of the more stubborn bugs ironed out -  before letting player enjoy Wave#1!

Keep checking back for more information as we’ll keep you posted along the way.

- The Team
25.07.2016

Development News #10 - Animals and Algorithms

Hey guys,

Welcome to this week’s dev news! There’s lots of reworking some older mechanics on top of everything else so we thought we’d elaborate on some the new mechanics you can look forward to.

After we released LiF:YO, we decided we’d like to completely rework animal behavior mechanics. Our goal was to achieve better code clarity, extensibility, and an easier way to modify parameters in realtime.

The new pathfinding algorithm removes the old manual implementation, and instead takes advantage of the well-known recast/detour library. This allows us to provide walkable surfaces (Navigation Meshes), not only on the ground, but on the stairs, buildings - everything with proper collision geometry. It’s also fully tunable: maximum angle, impassable area size near walls, etc.


After we had taken care of the new pathfinding, new animals (and the native NPCs in the future) would still be lacking good behavior implementation and proper spawn logic. Therefore, after many discussions, we decided to move forward with the ‘behavior tree’ approach. This technique showed great adjustability and was really clear to understand.


This screenshot shows an approximate behaviour tree for predatory animals, such as bears, boars and wolves.

Spawn logic was the last feature to add for our overall animal AI improvements. We originally divided the whole territory into regions.

256 regions in one terrain
256 x 9 regions in one server

However, now civilization rates are taken into account, it reduces the chance for animals to spawn so we’ve made the animals appear more randomly in their respective biomes (wolves on forest soil for example) and the spawning algorithm is more adjustable.

At the moment, these new algorithms are present in Beta Wave #0 of the MMO, and are currently being thoroughly tested and continuously improved.

Thanks for reading this week’s dev news, join us next Friday for more!

Please note that we are aware of, and hard at work on, issues that may have affected some users since the latest update. The team are diligently working on fixes and apologise if anyone is affected by these changes

- The team