News

Development News #57 - ‘Trading Posts, Crowns and Taxes’

23.06.2017
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Hey Feudalists!

Today we would like to share with you a few details about one of the key features of our upcoming MMO. We are going to implement it at the start of the next CBT wave: Trading Posts.

A trading post can be built by any player at any place on the map, however, it is strongly advised to construct it on a personal or guild claim area to save it from decay. Any player who has access to the trading post will be able to store a few items in their personal stall at the post (the slot is shared between all the characters of any single account in any single world).


However, the main function of a trading post is the ability to put personal items from a player's stall for sale at this trading post as well as buying items from other players.


Important feature: to buy items you will have to bring the money to this particular trading post by yourself as well as take care of the delivery of your purchases from the post to your home (yes yes, we know, we are working hard to provide you with horse pulled carts as soon as possible).

Also, there is an option to sell your valuable items to the crown at trading posts to get Crown's golden coins for them. Later these golden coins will be the only way of supporting all types of monuments in the game.

There are also plans to implement the taxation system which will allow players and guilds to receive:
— taxes from private claims on the territory of a guild claim
— a fee for the storage of items in trading posts
— an additional commission for trading post listings


We would like to get to know you all a little better, so it would be awesome and greatly appreciated if you wouldn’t mind spending a few minutes of your time to complete our survey here: https://goo.gl/oqoK66
It is completely anonymous and not associated with the storage of your personal data in any way, nor are we going to sell the date to any third party. It is needed only for us to get a better understanding of the community.


Our 'Emotions gatherer' contest is being prolonged!
Send the video and audio recording of you playing LiF to This email address is being protected from spambots. You need JavaScript enabled to view it. .

You can find more details here.

We would like to specifically highlight that we do not expect any fancy Hollywood-style movies from you, a typical LiF experience and your emotions are all that matter for this contest!

— The team

Development News #56 - ‘Progress on the Newbie Island Experience’

16.06.2017
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Hey Feudalists!

While the team is super busy improving the game's stability and eliminating bugs, some members of our art team have been working on Newbie Island. Since you saw the first concepts, we have created a lot of new decorations and are currently developing the level design.

We have put together a short video to show you how it looks at the current stage: 



Players' characters will spawn on a vast shallow water bay, amid a graveyard of ships. Not far from there is a local village, where players can learn some basics about the game. A little further — the tower with the Ferryman inside. He is responsible for the transfer of characters from Newbie Island to Abella. The monumental tower can be seen from every corner of the island, so you can not get lost.

There is a lot of strangeness on the Newbie Archipelago. You can not spill blood anywhere on these islands (except for the ancient arena). Crops will ripen faster, but all buildings and mines collapse once a week. The weather is unique on the islands, and the inhabitants are equally as strange. You’ll also find the tide is far too strong for you to swim away from the islands.

Another task that we’re working on is the creation of beginners' quests with dialogue and a new tutorial. In total we plan to introduce around ten NPCs - we'll share more info about them next time!

Stay tuned!

- The team

Development News #55 - ‘New game features and mechanics are on the way!’

09.06.2017
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Today we have a brief report on previously announced features.

Many of you have asked the perfectly reasonable question: 'why is there so much time between the announcement of new features and their implementation in the game?'

One of the main reasons is that our top priority at the time is eliminating critical crashes and bugs to improve the game’s overall performance and stability. Our developers are busy with fixing key problems and polishing of both LiF: YO and MMO at the same time, alongside implementing new features. So, sadly, some of them get delayed as a result.

Now to more details:

New castle walls
We have finished optimizations and mapping of the models and texturing is being worked on now. The number of modules has increased, their detail level is much higher than the old ones. Also, donjons have been added to the list. The hardest part is complete, so the wait is almost over.

Natives
All models and decorations are ready. Animations, sounds and their special settlement level design are underway. However, the AI has been slightly delayed due to more urgent tasks at hand.

Bell-towers
The Small Wooden Bell-Tower is ready. The Large Stone Bell-Tower is being worked on and game mechanics for these objects are waiting to be coded.

Destructible shields
Sculpting is finished on these awesome shields and texturing is next in development.

Carts
New models are ready and the game mechanics are being implemented.  They will be in place and ready for the OBT of LiF: MMO.

Forest growth
Many players were unhappy with tree growth being too slow. We came up with a solution, after the next patch the trees, planted by players, will have a higher growth rate — thus making the timber less 'expensive' so that the construction of wooden structures will make more sense.

Interface
We are also upgrading and improving the game interface. The changes will affect all the main windows and HUD elements. New tooltips are ready so take a peek here: 

(Click to enlarge)
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Meanwhile, our Scriptorium has had another addition — two more stories: The Naming of Things, The Ambush

- The team

Development News #54 - Gloom’s Smile - the Way to Face an Honorable Death + More Lore

02.06.2017
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Hey Feudalists!

You may have noticed that we released a new patch yesterday, so we figured we’d fill you in a little bit on some of the cool new features:

Logout timer
Now when you exit the game, your character will not leave the world instantly. You will stay in the world for another 30 seconds. You have the option of waiting to ensure that it is safe, or you can close the game anytime.

Oxygen bar
Now, when diving, you will see an air supply bar. Keep an eye on it while underwater, otherwise your character will start losing HP and will eventually die.
 
United ‘Inspect’ ability
From now on the 'Inspect' ability is the same for all types of objects: characters, horses, buildings, furniture, trees, and terrain.

Gloomelindhe, ritual suicide
Now, many search for a tall tower or a deep lake to start a new life, but all you need is something sharp at hand - a common knife or a short sword will do.

Gloomelindhe or 'Gloom's smile'  — ritual suicide executed by cutting the throat from one ear to the other, done by a sword or a knife. Usually, such action does not have any meaning nor has it any cause. However, as myths tell, it really pleases Gloom, the god of mean jokes.
 
We have also prepared the second part of the lore texts.

Scriptorium has been filled with more writings about the Gottlungs, Slavard's and Khoors life as well as the manuscript called Holurstoufnun. As always, you are more than welcome to share your opinions, discuss and ask questions in the lore-specific section of our forum.

- The team

Nowhere to hide (or logout in combat) (1.3.2.2)

01.06.2017
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Hey everyone,

Along with some other features, bugfixes and tweaks we’re glad to introduce the 30 sec logoff timeout. There is no way for your enemy to disappear right before he dies, because he logged off instantly.

P.S. Check out our new company logo ;)


Patch notes (ver. 1.3.2.2):

New features and tweaks:
  • Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
  • Honorable Death - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
  • Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
  • Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
  • You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
  • You can now place all tamed animals into carts and warehouses
  • "Sow Flax" ability now requires 30 skill level
  • You can erect a monument on paved tiles now
  • You can now eat preparations while mounted
  • “Slow” effect can now be removed by an “Arghh!” ability
  • Optimized server to database communication
  • Slightly optimized netcode
  • Added a new Bitbox logo intro
  • Armor textures slightly tweaked and renewed
  • In GM mode you can speed growth of crops in the targeted cell by typing /growcrops in the console
  • Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
  • Grossmesser damage reduced
  • Siege tent decay speed has been reduced
  • New, improved Inspect skill

Bug fixes:

  • Removed a /stuck exploit that allowed you to get inside houses while relogging on their roof
  • Fixed several coop issues, both mechanics and GUI
  • Removed a client side deadlock
  • Fixed some of the problems with terraforming without a tool in your hands
  • Primitive tools no longer stack bonuses of better equipment
  • Rare alchemy/herbalism crash fixed
  • Fixed a gameplay bug where you could cook on a broken campfire indefinitely
  • Fixed improper birch log durability
  • Homecoming cooldown can no longer be refreshed by relogging
  • You can no longer flatten an already flat tile for additional skill gain
  • Mining time for copper vs iron has been tweaked
  • Chances to find rare minerals and gems at level 60 and 90 of Mining skill are as intended now
  • Blacksmith outfit now grants a proper bonus to the skill
  • Trebuchet max fire distance adjusted
  • You can no longer track other player’s activity via the console
  • Armorsmith and Ranger skills trivia updated to correctly describe the skills
  • World selection button removed from the character selection screen
- The team