News

Some Small Fixes (0.10.16.5)

15.12.2017
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This relatively small patch is designated to address some hotfixes for yesterday’s patch.


Patch notes (ver. 0.10.16.5):


Bug Fixes and Optimizations:

  • Fixed a server crash
  • Fixed throwable projectiles causing client crashes
  • Fixed wrong/inaccurate message about decreased alignment on the client
  • Added additional debug logging in order to gather more data on the server node border crossing bug

Development News #82 - The State of Development/Fixing

15.12.2017
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We would like to update you on the current state of development as is it looks from our point of view.

We are currently working on a broad range of fixes, dealing with many aspects of the game. The heavier player load and the overall increase in traffic playing the game simultaneously have uncovered a lot of issues that had remained hidden during the CBT stages. Approximately 90% of our development team is dedicated to fixing the issues that have been discovered. One of the most serious issues we are working on - is the dreaded crossing of server node borders and the losses this has inflicted mostly on Horses and Trader Carts.

We are truly sorry that we were unable to discover and fix these issues before OBT. We thank you for your patience, understanding, support and that you have kept your faith in us!
 
On the topic of Judgment Hour. During our previous Judgement Hour test, we received some bug reports about several of the key mechanics, especially how vassals of kingdoms are flagged and treated that are in a state of war. We are working on the fixes for these issues, but do not consider them to be game-breaking. Thus we’ve decided that the JH schedule will not be changed for now.

You can expect JH on Avalon and Buyan this Saturday and the following Saturdays to be at the same time as it was last Saturday.

European World, Avalon - 19:00 UTC / 22:00 MSK
North American World, Buyan - 7:00 pm PST / 10:00 pm EST

Last but not the least, we wanted to share this online newspaper that has been created by our fans:
https://www.feudal-times.com/  It might be a little biased (or not :) ), but still is a good read indeed and we really hope you’ll like it!

Stay tuned!

— The team

Combat Loggers’ Bane (0.10.16.0)

14.12.2017
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Along with a couple of fixes and tweaks, today we present a fix for an issue that has caused a desynchronization between the actual position of the disconnected player and his visual position. This made a combat logger basically invulnerable because it was almost impossible to hit their actual character in the 30 second timeout period for logout.

Patch notes (ver. 0.10.16.0):


New features and tweaks:

  • Longbow projectile energy has increased from 3.5 to 3.65 (arrows will fly a bit further and hit a bit harder). Base stamina drain per shot has been lowered from 40 to 35.
  • Tweaked and fixed some premium skins that had overlapping issues. This should fix the issue where you could see your shirt or breeches geometry showing through the premium skin geometry.
  • Premium skins for the following in-game items should properly display now: Monk's outfit, Simple clothes, Decorated clothes, Blacksmith's outfit, Carpenter's outfit, Alchemist's outfit, Engineer's outfit, Cook's outfit.
  • Fixed Broad Axe handle grip position. Characters should now hold it in a way that allows them to make wider swings, effectively increasing this weapon’s reach.
  • Tweaked the Mentoring formula to allow you to start Mentoring at the 0 skill level now. This enables schools to work properly.
  • Power hour booster cooldown is now 22 hours. This change was made according to your requests to be able to use it if you came back from work or school a bit earlier than usual.

Bug Fixes and Optimizations:

  • Fixed a bug that was causing desynchronization between the actual position of the player and the visual position when the client disconnected. It will now be possible to hit and kill a person who has used any combat logging technique.
  • Optimized part of a general network protocol (net_event). This should boost performance on heavily loaded servers.
  • Optimized the melee and ranged combat network protocols. This should slightly reduce the amount of lag during a mass PvP engagement.
  • Fixed a bug that caused the Trader’s Cart to become unusable after a server node border crossing
  • Fixed a bug that prevented some players to do a homecoming ability across different server nodes
  • Fixed an alignment value related bug that caused the inability to raise alignment on certain characters and raise it above certain alignment values
  • Fixed a couple of bugs with player’s effects (including the boosters’ effects) and the way they were saved and transferred across server node borders
  • Fixed a bug that caused incorrect equipment behavior while traveling through a couple of server nodes and then returning back to your original node
  • When dispatcher server is going down you will no longer be able to bypass the message window and keep on playing
  • Fixed medieval snowman textures
  • Female model shield hitbox and coordinates calculations are fixed. That should make blocking with female models more adequate.
  • Fixed a Trader’s Cart mounting animation issue with incorrect shield flipping
— The team

Development News #81 — Slowly Turning Up the Heat!

08.12.2017
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Hey, Feudalists!

Some of you might be aware of our latest patch that prohibited the use of improvised pontoons(sleeping bags) and siege ladders(bark boxes) to scale the fortifications of Guild holdings outside of Judgment Hour times. It was no surprise to us that some of the PvP folks reacted somewhat negatively to this change(we are still sweeping away the salt), while the majority of players have gladly accepted it.

But Life IS Feudal! Today Battle Challenges were issued by some of the guilds. Even though we did not officially announce the functionality of this system it is ready; we believe that it should be working correctly. We will closely monitor these battles to make sure that they start and end correctly and are free of bugs.

With these battles hopefully working, we also plan to start moving slowly with the Judgment Hour functionality. Players can expect the first JH to happen THIS Saturday (9th of December) at the following time:

European World, Avalon - 19:00 UTC / 22:00 MSK
North America World, Buyan - 7:00 pm PST / 10:00 pm EST

Just a reminder - Your Town Claims will be protected from damage during JH, but your Realm Claim lands can be raided, crops can be harvested, trees chopped down, and buildings that are not protected by private claims can be damaged. Also, Private claims on your Guild Realm lands can be revoked with a Dark Ritual as well. We’ve warned you!
  
By enabling these PvP events we expect that the PvP heat will increase a little bit in the game. ;) If everything goes well with the first JH test, then we plan to slowly increase the number of days and duration of the JHs, reaching a final schedule of 2-3 hour long JHs during weekend evenings and 1-hour long JHs during weekday evenings.

P.S. Siege functionality is also on the way, and we plan to enable sieges in 1-2 weeks if we stay on schedule. That is when you can expect the temperature to spike!

Stay tuned!

— The team

Turning Up the Heat (0.10.14.0)

08.12.2017
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This rather small patch is dedicated solely to the tweaking and stabilization of the instanced battle system along with some other small tweaks and fixes.

Patch notes (ver. 0.10.14.0):


New features and tweaks:

  • Maximum amount of players per instanced battle is set at 200 players in total - we will observe the server performance and increase this number later on
  • The probability of regional ingredients during the harvesting of crops has increased from 0.01 to 0.05
  • /stuck duration has increased from 15 to 30 seconds. It will no longer be a viable option to quickly and safely evacuate yourself from an enemy town claim anymore
  • You will get a message now during the homecoming attempt if you do not have a house you are bound to

Bug Fixes and Optimizations:

  • Fixed random generator bug that has caused an excessive amount of female species to be born in stables, barns and coops
  • Fixed some minor bugs within the instanced battle system
In the next patch, you can expect a fix for the bug that caused disconnected players’ visual models to be desynced with their actual server position, making it almost impossible to kill them once their timer was running. Soon you will be able to get those pesky combat loggers!

— The team