News

Development News #74 — 17th of November - start of an OBT!

20.10.2017
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Hey, Feudalists!

First things first: we are glad to announce the official date for the Open Beta Tests start of Life is Feudal:MMO — 17th of November 2017! We also want to mention, that during this time period, we’re going to make our game available on Steam as an Early Access title and provide one free character ticket to all owners of LiF:YO. Share the news with your LiF:YO friends and communities, who were waiting for this date!

We will provide the detailed schedule of access to our game for different Believer packs tiers in upcoming dev news. As promised, we will do a complete wipe of all worlds in EU and NA regions and will shuffle the underground resources.

Secondly, we would like to announce our cooperation with BrightLocker to sell our physical merch. There’s currently 15% off so make sure to check it out: goo.gl/DxnEVd

Stay tuned for further updates!

— The team

Gameplay quality boost (1.1.6379)

20.10.2017
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Hey, villagers!

We’re staying true to our word and continue the development and improvement of our game. In the current patch we present you some goodies that should improve your overall gameplay and modding experience.

Patch notes (ver. 1.1.6379):

New features and tweaks:

  • Minimap improved. You can see where are sides of the world now, icons of disasters, fires and plagues.
  • Statistics improved. Implemented heatmap visualization of created/consumed resources.
  • You can now pick starting location by yourself. You can choose an option to start with minimum of buildings.
  • You can put residential buildings on pause now. Villagers will not move into those houses.
  • Implemented a Fish Farm building with an increased fishing range in the distant sea.
  • Added a bit of Halloween content here and there
  • Overall modding experience improved

Bug fixes:

  • A LOT of minor and small bugfixes

— FV team

Fix and balancing (1.3.6.0)

17.10.2017
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Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.

Patch notes (ver. 1.3.6.0):

New features and tweaks:

  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed

Horses:

  • Riding Horse and Female Riding Horse:
  • Impact damage multiplier increased from 0.3 to 1.0
  • HP regeneration rate (per sec) reduced from 0.48 to 0.13
 
  • Simple Warhorse:
  • HP regeneration rate (per sec) reduced from 0.64 to 0.26
  •  
  • Spirited Warhorse:
  • Impact damage multiplier increased from 0.3 to 1.0
  • HP regeneration rate (per sec) reduced from 0.64 to 0.16
 
  • Hardy Warhorse:
  • Mass reduced from 900 to 800
  • HP regeneration rate (per sec) reduced from 0.8 to 0.32
 
  • Heavy Warhorse and Royal Warhorse:
  • HP regeneration rate (per sec) reduced from 0.8 to 0.38

Ranged

  • Sling:
  • Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
  • Damage multiplier reduced from 3.7 to 3.4

Melee

  • Nordic Sword:
  • Thrust damage multiplier increased from 1.92 to 2.25
  • BasePrefireAnimTime increased from 0.8 to 1.0
 
  • Knight Sword:
  • Thrust damage multiplier increased from 2.2 to 2.3
  • Swing damage multiplier increased from 1.78 to 1.9
 
  • Light Sabre:
  • Thrust damage multiplier increased from 1.1 to 1.16
  • BasePrefireAnimTime increased from 0.8 to 0.9
  • BaseFireireAnimTime increased from 0.8 to 0.9
  • BaseRecoilAnimTime increased from 0.5 to 0.65
 
  • Scimitar:
  • Thrust damage multiplier increased from 1.3 to 1.35
 
  • Falchion:
  • Thrust damage multiplier increased from 0.92 to 0.98
 
  • Bastard Sword:
  • Thrust damage multiplier increased from 2.4 to 2.51
  • Swing damage multiplier increased from 1.4 to 1.7
 
  • Big Falchion:
  • Thrust damage multiplier increased from 1.0 to 1.1
  • Swing damage multiplier increased from 1.5 to 1.8
 
  • Gross Messer:
  • Thrust damage multiplier increased from 1.1 to 1.17
  • Swing damage multiplier increased from 1.4 to 1.75
 
  • War Axe:
  • Swing damage multiplier decreased from 2.16 to 1.94
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • Battle Axe:
  • Swing damage multiplier decreased from 2.24 to 2.05
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • Nordic Axe:
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • War Pick:
  • Swing damage multiplier increased from 1.2 to 1.31
 
  • Zweihaender:
  • BasePrefireAnimTime decreased from 1.3 to 1.2
  • BaseRecoilAnimTime decreased from 1.3 to 1.1
 
  • Flamberge:
  • BaseRecoilAnimTime decreased from 1.2 to 1.1
 
  • Bardiche:
  • Swing damage multiplier increased from 1.28 to 1.5
 
  • Broad Axe:
  • Swing damage multiplier increased from 1.36 to 1.6
 
  • Glaive:
  • BasePrefireAnimTime decreased from 1.3 to 1.2
 
  • Guisarme:
  • Swing damage multiplier increased from 1.12 to 1.3
  • BasePrefireAnimTime decreased from 1.2 to 1.1
 
  • War Scythe:
  • Swing damage multiplier increased from 1.36 to 1.41
 
  • Bec de Corbin:
  • BasePrefireAnimTime decreased from 1.2 to 1.0
 
  • Spear:
  • BaseRecoilAnimTime increased from 0.8 to 0.95
 
  • Boar Spear:
  • BaseFireAnimTime increased from 0.7 to 0.8
 
  • Lance:
  • Damage multiplier increased from 1.8 to 2.0
 
  • Jousting Lance:
  • Damage multiplier increased from 2.4 to 2.65
 
  • Decorated Jousting Lance:
  • Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:

  • Minor visual fixes

— The team

Development News #73 — Brave New World!

13.10.2017
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Hey, Feudalists!

Today is Friday the 13th, so we thought we’d bring some luck to the day by launching the whole new LiF:MMO world, with servers based in North America!

It is a test empty world with the same map and resources locations as the good old European one. All who have access to our current CBT will be able to join this world, just switch the region from Europe to North America in the launcher. 


The NA world is a good place to have a rehearsal for the upcoming OBT start as it is completely fresh and will have no wipes until the OBT. You can try out different strategies for your settlement development and make plans and arrangements, ready for the wipe and clear start of the OBT. Just keep in mind that we are going to have all the resources reshuffled on the OBT start to give newcomers the equal opportunities at the new beginning of the feudal life.

We have also recently released a small patch for LiF:YO. Among implemented features, we’ve added the ability to get inside damaged buildings. You will no longer need to tear them down completely to get to the loot, just break in and get the spoils! The patch also brings in some fixes and balance tweaks, you can check the detailed patch notes at our Steam store page!

— The team

Dupe quickfix (1.3.5.0)

13.10.2017
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This patch is devoted to a fix for the recently discovered dupe while harnessing a horse to a trade cart. We’ve included some more changes and fixes into this patch too!

Patch notes (ver. 1.3.5.0):

New features and tweaks:

  • All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
  • Implemented a heraldry change cooldown to prevent in combat heraldry mimic
  • Combat update (overall damage balance update, durability losses, stun probabilities)
  • Forestry abilities levels change
  • Magic with fields and crops fixed(no more different aging speed of different tiles)
  • Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:

  • Fixed an inventory dupe with a trader cart
  • Fixed a server crash caused by a /claimrule command
  • Players should now properly appear on their beds after death or homecoming
  • Fixed sudden death while jumping on the top of the drawbridge

-The team