News

Development News #40 - ‘Ring the Bell!’

25.02.2017
tags:

And then came the Khoors, venturing to those lands, marked by the Sword of Godmassacre, thrusted into the earth just like the great grandfathers bequeathed as a token of peace and readiness for the nemesis at the same time. And stepped they upon the seeded fields, and entered the homes, and picked up their arms against those who lived there. And engraved was on the Sword: ‘This land is ours’, and the truth it was.

Then someone named Lut rang a bell set upon high pillars of stone, as it was accustomed there. Those pillars was carved with rich imprints of the god, Terskel the One-Handed, whose horn still trumpets among the stars. By his side were the Ice Konungs Snowstorm, Kald and Icehorn. They were the guards for our Sleeping God; let the darkness harbor him for eternity.

And the great ringing rolled over the land; and many Khoors covered their ears in efforts to muffle it; and the aim of theirs was poor; and their targets were saved.
Others stood stunned together, and were easily beaten...

Abstract  from "The life of Gottlungs, Slavards and Khoors"
by Hon. akur Taid Utrik,
translated to common tongue by maester Rainar.

 

 

Hi feudalists!


As some of you may have guessed, bell towers will allow you to better protect your settlements and territories from hostile raids. When a bell is rung, intruders will get temporary debuffs while on the hostile claim. The towers will be operational any time but Judgement Hours will only affect related claim territory.

Of course, to ring a bell, it takes a player action, and if a bell tower is built outside a claimed territory, its effects will be purely cosmetic (ring sound) with no gameplay-related features.

It’s likely that the bell towers will be divided into 3 types:
— For small underdeveloped settlements — fully wooden ones;
— For medium level towns — wooden and metal constructions;
— For top end huge cities and fortresses — stone and metal ones.

What do you think? Let us know in the comments!

- The team

Quickfixes (0.7.1.1 (MMO))

22.02.2017
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Hey everyone,

We’ve released a quick patch that has addressed some servers instability issues. Today we continue to improve server stability along with some more fixes of the most important bugs.


Patch notes (ver. 0.7.1.1 (MMO)):

Bug fixes:

  • Fixed terrain cells blocking status bug. You can no longer build unmovable structures inside other unmovable structures. It also fixes an issue with some buildings that cannot be removed by a guild leader.
  • You can now use shield bash while wielding a tower shield
  • Fixed Spearman 90 lvl ability. Spear thrusting attacks cannot be parried now.
  • Fixed some server-side crashes

- The Team

The SECOND run of Closed Beta Tests (Wave#1) has started!

21.02.2017
tags:
Hey everyone,

We are really excited to let you all know that today, on February 20th, the second Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests must start their launchers and make sure to complete all the patching processes.

Check out the condensed patch notes containing the most important changes and fixes below:

Patch notes (ver. 0.7.0.64 (MMO)):

New features and tweaks:

  • 64 bit is now supported by both the MMO client and MMO server. According to our LiF:YO players feedback, it significantly increased stability in LiF:YO - we expect the same to happen in Life is Feudal:MMO!
  • Completely redesigned combat skills tree. Make sure to open your skill book and spend some time familiarizing yourself with it
  • Weapons and armor parameters are tweaked according to the new combat skills tree
  • All types of damage can damage a movable object now
  • Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects and shields than slashing, blunt or piercing damage
  • Power Strike effect now ignores parrying
  • Players that are hostile towards your guild and logged out within your city claim radius will be dropped outside of the city claim radius once Judgement hour commences
  • Implemented parallax effect on terrain textures

Bug fixes:

  • Multiple guilds’ management, guilds’ monuments, standings management and guilds’ claims related fixes. We hope that the overall guild-related experience should become more stable and convenient
  • Multiple combat mechanics-related bugfixes

Also, private claims and newbie islands functionality will be enabled for testing later this week.

-The Team

Development News #39 - ‘Custom Maps and Awesome Apps’

17.02.2017
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Hi, feudalists!

Breaking news! Second test run of LiF:ММО CBT(wave #1) will start on February 20th and we’re planning on it being held for two weeks - save the date and get excited!



 
The second bit of cool news is that LiF:YO custom maps are incoming thanks to a super smart users known as Teleon and Nyuton.

Teleon and Nyuton have opened two public testing servers. You can get involved and share your thoughts on the official forum thread.


For more information, check out the article.

We also want to touch upon the Life is Feudal:MMO app and the progress we’ve made with it.

The app is available on both Android and iOS and is compatible with the MMO only.

Keep connected to the Life is Feudal:MMO world while you’re on-the-go - featuring fun mini-games where you can store your results for later use in the Life is Feudal:MMO desktop app!



The mini-games in the app are: carpentry, forging, bowcraft, gathering, mining, logging, and materials preparation. The higher the score you achieve will give you a larger crafting bonus in the MMO. Check out the mini-game tutorial here for more information!

Thanks for reading this week’s development news! 

- The team

Development News #38 - A Peek Inside Our Art Team’s Minds

10.02.2017
tags:
Hey everyone!

In today’s development news we’re sharing a peek at our awesome art team’s work!

Our artists have started creating the initial settlement for the ‘Newbie Island’ - a place where players start their MMO journey, before venturing forth to the main continent.


There are more plans on the horizon and lots of work to be done; we’ll be adding new content over time, prioritizing what we believe to be the most important.

On top of this, other tasks continue to receive the artists’ attention, of course! Check out these new fear-inducing additions to the natives’ arsenal, for example.


All three states of kite shield damage are also finished. The shield will be craftable using regional-based resources.


The team is also continuing to work on improving and adding to the Gottlung wardrobe - including working on the Gottlung-style padded armor.


Let us know what you think!

Thanks for reading this week’s development news - next week we’ll be sharing our ideas surrounding the appearance of Bell Towers, as well as some other interesting updates.

- The team