News

Merry Feudalism! (0.6.22.0 (MMO))

23.12.2016
tags: mmo mmopatch
Hey everyone,

With the release of the current patch we have tried to create a Christmas mood in the game. We've added holiday hats, boots and mittens in this patch! Put them on and wear them with pleasure. Let Santa know, that Life Is Feudal should be the next place for him to come visit!
To create your hats and other items, you must have linen as well as wool or silk cloth. The required materials depend on the type of item you desire. Sew it with the Weaver's Toolkit. For boots and mittens you need just one linen cloth for each item.

The main news for our beta testers is, that we plan to enable Judgment Hour on Sunday at 6 p.m. UTC (10 a.m. PST). Judgment hour will only be enabled for 1 hour and devoted only to testing its mechanics. We do not expect you to inflict major damage upon each other in just 1 hour, but Life IS Feudal :) During Judgment Hour guilds that are in a state of official war will be able to damage and destroy assets on each other claims, loot containers, well, as you did it many times in LiF:YO.

Patch notes (ver. 0.6.22.0 (MMO)):

New features and tweaks (previous patches included):

  • Added Christmas is feudal special set of craftable items - hats, boots and gloves
  • Judgment hour mechanics been adapted for the MMO
  • Updated stamina spending on Collect a bark, Search for Something Edible, Gather Plant Fiber, Fish, Saw out a …, Gather Wild Plants abilities
  • Following abilities have decreased skill raise speed now: Construct, Saw out a Billet, Saw out a Board, Bowcraft, Gather Wild Plants, Get a Sprout, Tame.
  • Grind ability has been buffed a little
  • You can now bind yourself to siege tents and keeps. Resurrecting there will significantly decrease your resurrection sickness. Recommended to do only for important warriors in an events involving sieges/raids.
  • Implemented a shiny new GM robe, old GM robe is called "Believer Robe" now.
  • Torch can now be easily made out of basic materials and does not require naphtha. It does not require Demolition skill and deals VERY low siege damage
  • Added new weapon item "Siege Torch". Made with Warfare Engineering from naphtha, required Demolition skill, has normal siege damage
  • Added a loosen snow substance to avoid steep hills being created with snow
  • Added sow, cow and hind wild animals to the game
  • Decreased wild animals chance to inflict wound/fracture/stun
  • Removed ability to block with a pike
  • Defensive fence: damage now dependent on actual durability instead of objects weight
  • Boar and moose attacks damaging sector/reach increased
  • Wild animals should be properly animated on steep terrain tiles
  • Entities: loot, dropped objects, tombstones, corpses are now excluded from "Inspect Object" ability
  • Shape ability is now back in Material preparation skill.
  • Mortar and pestle can now be crafted with a branch as other primitive tools
  • Players should have a proper invulnerability buff, after log in and recall to home. Effect disappears as soon as player starts movement.
  • Adding support of Czech and Korean languages.

Bug fixes:

  • Fixed network behavior of our Dispatcher server. That should drastically decrease all connection related problem our players has suffered from. A full and proper fix will be deployed later next week.
  • Fixed some issues with Guild Monuments not upgrading
  • Players that have fallen under the terrain should be returned back to the surface automatically
  • Fixed rare crashes on tooltips
  • Fixed formations related bug that could result in a huge defense bonus making player almost invulnerable
  • Fixed permanently sliding/hanging horses
  • Optimized wild animals navmesh. That should improve performance during maintenance, but might increase new world creation time
  • Fixed emotes sounds
We hope you enjoy today's patch!
Merry Christmas and happy holidays!

P.S. Due to many requests we’ve decided to make first JH at Sunday.

- The team

Getting well and better

19.12.2016
tags: mmo mmopatch
Hey everyone,

This weekend was one of the hottest weekends in the history of our team. Servers were going up and down with a steady pace; this current patch is designed to slow that steady pace down, along with some other issues that you guys have unfortunately suffered! We must warn you that some of the issues are still in place, because they have proven to be not exactly easy and fast to fix - but we’re hoping to defeat most of them within the next few days!

Patch notes (ver. 0.6.19.0 (MMO)):

New features and tweaks:

  • Provided some Judgment Hour related fixes. (JH will not be active for now, until we completely fix it. Expect JH to start working closer to this Friday.)
  • Tweaked some combat skill multipliers to slow their progression a bit
  • Soft stamina (that represents your oxygen level while underwater) drains significantly slower now, while you’re underwater
  • Vassal States can not change their political states and can only remove ally to break away from  their suzerain
  • Buildings outside of claimed areas can now be damaged with siege weaponry
  • ‘Trespassers’ no longer works on your enemies (members of the guild you’re officially at war with)
  • Added proper mass players messaging to avoid the whole, ‘Now you are the leader of Beta Testers’ prefix :)

Bug fixes:

  • Fixed the 2nd main reason for server crashes. The main reason is still being worked on :(
  • Owner timer on movable objects (horses, furniture etc.) is fixed and has priority over the claim. While dismounting your horse on an enemy claim you will have a certain amount of time to remount your horse, while the timer ticks
  • Guilds in official ally and war standings will not suffer from alignment penalties while ‘interacting’ with each other
  • Implemented some server log-related optimization to improve server performance
  • Fixed the monument upgrade progress bar not being rendered in some situations
- The team

The first MMO f*ckup and the first fixes

15.12.2016
tags: mmo mmopatch
Hey everyone,

We are really sorry, but we must confess, that during our rush to start the first run of Closed Beta Tests we forgot to change a shuffled underground resources map. That means, that since the start till now it was impossible to find any resources higher that a quality level of 10 or any underground ore at all. In this patch we will fix that issue and will bring resources back to their proper locations.

Good news is, that we have supposedly fixed a connection issue, when the client hangs on initialization and some server side crashes. If you have modified our client we strongly suggest you to revert those modifications now. (Launcher -> Repair).

We also fixed a guild standings bug with Kingdoms -> Vassals standings. Guild leaders will need to reset those alliances once more.

The Guild monument city claim radius is doubled now (as it originally should be).

We expect that server downtime should not take longer than 1 hour, hopefully less.

Thank you for your patience and understanding!

- The team

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

14.12.2016
tags: mmo mmopatch
Hey everyone,

We are really excited to let you all know that today, on December 14th, the First Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests can visit the closed forums section and use a link listed there to download the launcher. This is the same link you should have received in our newsletter.

Patch notes (ver. 0.6.19.0 (MMO)):

New features and tweaks:

  • Skill Progression is set to x2. Your skills and stats will progress two times faster than is originally intended for testing purposes.
  • Implemented Guilds and Politics systems. You need at least 10 members to join your guild and build a monument in order to be able to participate in global politics. Once you have a monument set, you can change your guilds’ standings and adjust them versus other guilds. If you set to Ally standing for another guild and they accept it, it will make your guilds a Kingdom, and the guild that accepted the Ally request will become your Vassal State, losing the ability for that guild to set its own political standings. The Guild leader can setup access rules for different entites. We expect to implement individual per object access rules later this month.
  • Guild leaders can access the guild management web page via their Authority skill ability (check your skillbook) while in game or on our site lifeisfeudal.com
  • mplemented minigames feature. More info about how these are supposed to work is here: https://www.youtube.com/watch?v=DcHnIHFzS6E. We will provide you with links on mobile apps for minigames later this week or next, but they should work while in game or on our site.
  • Alignment penalty for a kill is doubled (-20 alignment per murder) But we remind you, that during official wars between guilds their members do not lose alignment for killing each other.
  • Added Primitive torch both as starting item and as basic recipe. You don’t need the Demolition skill to use it, but it is not effective as a siege weapon as a result. You can still use it to scare off wild animals that are hit by it.
  • Added Korean and Czech languages localization
P.S. Pro Tip: You may experience some lag in the central city while we’re still in early days so spreading out a bit is advised!

- The Team