News

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

Do You Have Protection, My Darling? (0.10.13.0)

06.12.2017
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This patch is dedicated to the additional protection of our less-PvP-hungry (and outnumbered!) groups of players. Walls should work better now since it is harder to scale them with improvised pontoons and siege ladders. Regional shields can also give you an advantage on the battlefield.
Along with multiple fixes and tweaks, we are happy to inform you that we’ve managed to find and fix multiple issues with the server node crossing bugs. There is a certain chance that there are still some issues related that still persist, but we hope that they will be much less rampant.

Patch notes (ver. 0.10.13.0):


New features and tweaks:

  • All carried objects on the back will be automatically dropped when entering the Guild claim, where you do not have “Can enter” rights. This rule is NOT working during Judgment Hours. We’ve done this to make it significantly harder to get over walls outside of PvP active hours when some guilds do not have the sufficient players online or simply are not prepared
  • Reworked all shield visual geometry
  • Added new regional shields. Blueprints can be acquired the same way as armor blueprints - by crafting a certain shield
  • Targe Shield crafting has a chance to create a Heavy Targe Shield blueprint
  • Heater Shield crafting has a chance to create a Heavy Heater Shield
  • Kite Shield crafting has a chance to create a Heavy Kite Shield
  • Iron Round Shield crafting has a chance to create a Heavy Iron Shield
  • You cannot place a new Guild Monument on top of an existing Private claim. Your newly placed Guild claim needs to be at least 2 tiles away from the nearest Private claim. This is done to prevent griefer guilds that are raiding Private claims in this way. It can STILL be done but will require a couple of days for the realm radius to grow and for Private claim owners to react and move their claim
  • Guild invite cancellations should work properly now
  • Buildings that are partially on a claim cannot be removed by the “Destroy” ability now
  • Bleeding wound bandaging does not take as long now
  • Gather sprout, flint stone, ammo sling, berries and herbs abilities now need “Can Use” permission on Private and Guild claims.
  • Probability of female/male breeding changed from 70/30 to 60/40
  • Tweaked possibility of a blueprint drop in the "Use workbench" ability
  • Updated some Jewelry prices
  • Cooking blueprint possibility added (aprox. 20%). All 5-ingredient food can be crafted only via a blueprint

Bug Fixes and Optimizations:

  • Fixed multiple issues that caused server nodes to lose connectivity with each other leading to a different issue while crossing those server node borders. In some cases your client might lose the connection with the server you’re moving on to. In that case, you will be bumped and the game will inform you that it recommends you to restart the client
  • Fixed a client crash while connecting to the game (related to the equipment slots)
  • Fixed an extreme overweight bug that randomly appeared in certain situations
  • Fixed sling shooting stamina bug
  • Fixed a bug that prevented bags, pouches, and other containers to be put inside of other containers
  • Fixed building kit regional ingredient requirements
  • Fixed a bug that didn’t show the “infinity” button to auto-repeat your “Pour on the ground” ability
  • Implemented server-side optimization of the terraforming process. Server nodes that have been heavily terraformed should not suffer nearly as bad now from lag
— The team

Development News #80 — Epleland Welcomes Roleplayers!

01.12.2017
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Hey, Feudalists!

We are excited to announce that the European world of Epleland is now open.

It is a roleplay world with a certain set of rules that you will find at the Ferryman when you transfer your character to Abella in-game.

It is absolutely mandatory to read and accept this set of rules before venturing into the new world. We do advise that you join the original world with vanilla settings and no special RP rules if you are not ready to accept and follow these specific rules. If you have already joined Epleland and somehow missed these rules, you can read them here.

This new world will be under the supervision of our game-masters. You can ask for their help and advice both in-game and in our dedicated Lore area on our official discord server here.

Two thousand lucky winners have already received their tickets to join Epleland. If you have not received yours yet, then sorry. But don't worry, regular tickets will also work there.

Last - but for some of you not least - we are glad to prove our consistency in changing the plans! ;) It is official now, Life is Feudal: MMO will become available on Steam in the beginning of 2018! There are numerous reasons behind our decision to postpone the release. One of them is that we realize our infrastructure is not completely ready for the additional load that new users from Steam will create, which is not fair to any new or current players we have in the community playing Life is Feudal MMO.

We'd like to thank all of those who are reporting bugs and gameplay issues! With your wonderful help, each and every single one of these small steps brings all of us closer to having a perfect feudal life!

Stay tuned!

— The team