Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Hey everyone,

We are excited to share our overhauled castle walls with you!

While working on the new wall system, our top priority was getting rid of the major problems with the old system.

Wall battlements now take character height into account; this will make them more convenient to use as a cover while using ranged weapons. We have also changed loopholes, passages and different sections coupling with one another.

This variety of new elements will allow the building of various fortification designs, so get creative! For each wall type, we are going to have some segments without battlements - this will be helpful while laying out the inner perimeter of the castle.

You can use wall arcs to create passages without gates, add sculptures in niches to show off your stature and generally mix and match the wall types to suit your needs! We’re also thinking about the possibility to customise your walls: adding flags, bas-reliefs etc - or even the ability to add your heraldry colours as wall paintings.

Last but certainly not least: as well as all of this, we’ll also be adding the long awaited drawbridge!

In other news, we mentioned that we’ve been working super hard on the 64-bit version for both LiF:YO and the MMO in our last Dev News. We were hoping to launch sometime this week, but we want to ensure it works smoothly, so we are going to spend some extra time polishing and smoothing out any kinks. We are pretty sure that we will be able to present it sometime next week in the open beta branch of LiF:YO for you guys to try it out and let us know how it is!

Thanks for reading this week’s dev news, 

- The Team

Development News #33 - '2017 - more feudal than ever!'

Hey everyone,

It’s the end of the festive season and the start of a new year! We hope you all had a great holiday and are ready for what the new year brings - perhaps, who knows... 64 bit feudalism to both LiF:YO and the MMO!?

We have to say that we have invested a lot of hot and passionate development time into these builds - we even affectionately named the internal code branch for those builds, ‘69 bit’...

We hope you'll be able to help out with testing this version - we’re optimistic it helps increase our client stability and performance significantly!

We’re working very hard, so keep checking back for more information regarding the 64 - *ahem* [i]69[/i] bit versions.

In the meantime, let us know the fun you had over the holidays!

- The team

Cause its never late for a patch (0.9.6032)

Hey villagers!

We’ve packed a lot of fixes, tweaks and some additions to gameplay in the current patch. Stay tuned for more!

Patch notes (ver. 0.9.6032):

New features and tweaks:

  • You can now plant trees in first person view mode
  • Construction mode building preview has been enhanced
  • Added some winter/Christmas themed decorative stuff
  • Tweaked some lighting PostFXs

Bug fixes:

  • Fixed multiple crashes and freezes
  • Fixed a bug that prevented you from dropping fodder for farm animals
  • Fixed a couple of stable bugs
  • Fixed a bug that caused a player to interact with objects beside or behind him
  • Villagers no longer stand on one spot inside the Hospital and School buildings
- The team

Development News #32 - A Feudal New Year!

Hey everyone,

Firstly, we want to wish you all a very happy new year from all of us here! It’s been an amazing year and we’re so excited for 2017.

To conclude 2016, we’ve finished the first testing run of the MMO closed beta tests. We’ve took on board all of your feedback, reports and ideas and are eager to move forward with this information! We’ve also put together a list of statistics we thought would be cool to share:

Thanks for reading this week’s news update - and once again, have a happy new year!

- The team

1st Test Run of Closed Beta Tests is Over!

Hey everyone,

Today we have officially closed our first Testing run of the closed beta tests (Wave#1). We want to thank our numerous supporters who struggled through bugs and the occasional crashes in order to provide us with invaluable feedback, allowing us to collect crash data and fix our code!

It will take a good amount of time for us to process all that data, refactor some parts of our code that were not optimal enough, fix bugs and crashes and provide some new gameplay content.

As soon as we are ready for test run #2, we will let you know via email, as well as posting news on our site and social media - so keep an eye out! We are hoping this will happen in the beginning of February.

P.S. We are going to make a backup of the current state of the world, so Closed Beta Testers should not worry about their Monuments decay, farm animals dying of starvation or crops rotting. Next test run will be started from this backup.