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tags: mmo yo

Fix and balancing (1.3.6.0)

17.10.2017
tags: yo yopatch
Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.

Patch notes (ver. 1.3.6.0):

New features and tweaks:

  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed

Horses:

  • Riding Horse and Female Riding Horse:
  • Impact damage multiplier increased from 0.3 to 1.0
  • HP regeneration rate (per sec) reduced from 0.48 to 0.13
 
  • Simple Warhorse:
  • HP regeneration rate (per sec) reduced from 0.64 to 0.26
  •  
  • Spirited Warhorse:
  • Impact damage multiplier increased from 0.3 to 1.0
  • HP regeneration rate (per sec) reduced from 0.64 to 0.16
 
  • Hardy Warhorse:
  • Mass reduced from 900 to 800
  • HP regeneration rate (per sec) reduced from 0.8 to 0.32
 
  • Heavy Warhorse and Royal Warhorse:
  • HP regeneration rate (per sec) reduced from 0.8 to 0.38

Ranged

  • Sling:
  • Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
  • Damage multiplier reduced from 3.7 to 3.4

Melee

  • Nordic Sword:
  • Thrust damage multiplier increased from 1.92 to 2.25
  • BasePrefireAnimTime increased from 0.8 to 1.0
 
  • Knight Sword:
  • Thrust damage multiplier increased from 2.2 to 2.3
  • Swing damage multiplier increased from 1.78 to 1.9
 
  • Light Sabre:
  • Thrust damage multiplier increased from 1.1 to 1.16
  • BasePrefireAnimTime increased from 0.8 to 0.9
  • BaseFireireAnimTime increased from 0.8 to 0.9
  • BaseRecoilAnimTime increased from 0.5 to 0.65
 
  • Scimitar:
  • Thrust damage multiplier increased from 1.3 to 1.35
 
  • Falchion:
  • Thrust damage multiplier increased from 0.92 to 0.98
 
  • Bastard Sword:
  • Thrust damage multiplier increased from 2.4 to 2.51
  • Swing damage multiplier increased from 1.4 to 1.7
 
  • Big Falchion:
  • Thrust damage multiplier increased from 1.0 to 1.1
  • Swing damage multiplier increased from 1.5 to 1.8
 
  • Gross Messer:
  • Thrust damage multiplier increased from 1.1 to 1.17
  • Swing damage multiplier increased from 1.4 to 1.75
 
  • War Axe:
  • Swing damage multiplier decreased from 2.16 to 1.94
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • Battle Axe:
  • Swing damage multiplier decreased from 2.24 to 2.05
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • Nordic Axe:
  • BaseRecoilAnimTime increased from 1.0 to 1.1
 
  • War Pick:
  • Swing damage multiplier increased from 1.2 to 1.31
 
  • Zweihaender:
  • BasePrefireAnimTime decreased from 1.3 to 1.2
  • BaseRecoilAnimTime decreased from 1.3 to 1.1
 
  • Flamberge:
  • BaseRecoilAnimTime decreased from 1.2 to 1.1
 
  • Bardiche:
  • Swing damage multiplier increased from 1.28 to 1.5
 
  • Broad Axe:
  • Swing damage multiplier increased from 1.36 to 1.6
 
  • Glaive:
  • BasePrefireAnimTime decreased from 1.3 to 1.2
 
  • Guisarme:
  • Swing damage multiplier increased from 1.12 to 1.3
  • BasePrefireAnimTime decreased from 1.2 to 1.1
 
  • War Scythe:
  • Swing damage multiplier increased from 1.36 to 1.41
 
  • Bec de Corbin:
  • BasePrefireAnimTime decreased from 1.2 to 1.0
 
  • Spear:
  • BaseRecoilAnimTime increased from 0.8 to 0.95
 
  • Boar Spear:
  • BaseFireAnimTime increased from 0.7 to 0.8
 
  • Lance:
  • Damage multiplier increased from 1.8 to 2.0
 
  • Jousting Lance:
  • Damage multiplier increased from 2.4 to 2.65
 
  • Decorated Jousting Lance:
  • Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:

  • Minor visual fixes

— The team

Dupe quickfix (1.3.5.0)

13.10.2017
tags: yo yopatch
This patch is devoted to a fix for the recently discovered dupe while harnessing a horse to a trade cart. We’ve included some more changes and fixes into this patch too!

Patch notes (ver. 1.3.5.0):

New features and tweaks:

  • All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
  • Implemented a heraldry change cooldown to prevent in combat heraldry mimic
  • Combat update (overall damage balance update, durability losses, stun probabilities)
  • Forestry abilities levels change
  • Magic with fields and crops fixed(no more different aging speed of different tiles)
  • Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:

  • Fixed an inventory dupe with a trader cart
  • Fixed a server crash caused by a /claimrule command
  • Players should now properly appear on their beds after death or homecoming
  • Fixed sudden death while jumping on the top of the drawbridge

-The team

Development News #71 — Horse-drawn Carts Rolling out From New Castles!

29.09.2017
tags: devblog yo


Hey, Feudalists!

Today we’re introducing the horse-drawn carts feature to Life is Feudal: Your Own on Steam! We are excited to see this long-awaited and highly anticipated feature to be released and available to our players!

It’s time to hit the road! Feel free to check our video showing off how you can interact and work with these awesome new carts:



We’re also glad to inform you that new castle walls models and new keeps were added to LiF:YO too. It is time for you to design some new and interesting castle patterns, protect your guild monuments with large keeps, which now contain patios to display your monuments.

We also recommend you check out today’s LiF:YO patch due to the massive amount of tweaks, mini-features, and fixes that are being presented in our continuing, strong support of the game.

— The team

Horse-drawn Carts and New Walls - AT LAST! (1.3.4.5)

29.09.2017
tags: yo yopatch
FINALLY!

After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!

Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)

Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.

We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here!

Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:

Patch notes (ver. 1.3.4.5):

New features and tweaks:

  • Horse-drawn carts have been added. You can build a cart, place a riding horse nearby, harness it to the cart. Inventory items AND movable objects can be put inside and pulled out via the context menu options
  • Optimized and reworked the guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and a Rights system is currently shown via console commands only. Please, take a look here, if you want some politics on your server!
  • Implemented ‘Personal Claim’ system
  • Tuned Volley ability to be easier to use and be more effective (especially against tight formations). Volley ability can be used only if the strength of player is more than `STR need` parameter of a bow
  • Implemented impact damage that is caused by a horse that tramples a player
  • Critical weight influence on hit, parry and shield animation speed changed
  • Armor durability damage buffed. 0.1->1. weaponDurabilityDamage buffed 0.1->0.3 weapon_fracture_min__in_durability_damage 0.1->0.3
  • Berserker skill abilities now raise the skill faster
  • Added new type of resource — 'Simple Cloth'. Novice armors require simple cloth instead of linen now. Added new recipes to “Nature's Lore” skill: 'Wristbands', 'Primitive Boots'. 'Bandage' now craft with simple cloth.
  • Hunters (skill lvl 60) now can craft a hat from fur
  • All clothes now provide a small amount of damage mitigation
  • 1h and 2h sword combos work with one-and-a-half swords now
  • Tweaked almost all special attacks' damage scale. Nerfed some overpowered special attacks (which were found in the beta branch)
  • "Another Hole" combo sequence changed to less spammable (OH-R(L)S-OH instead of OH-OH-OH)
  • Increased the number of bind slots in houses and keeps
  • 3 story plaster house now uses the same number of tiles as the wooden version
  • Capacity of the 'Warehouse' is now the same as the capacity of Wooden 'Warehouse' (5000 stones)
  • Added hudless screenshot key in global key map
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance has been lowered
  • Guild land maintenance price has decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:

  • Fixed geo substance duplicating via inventory overweight
  • Player collision capsule is disabled when a player is dead
  • Fixed multiple messages here and there in order to better explain the situation and what is happening
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from a horse after stun. Now a dismount will only happen if a character is knocked dow.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees

— The team

Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

31.08.2017
tags: yo yopatch
Hey everyone,

In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!
Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:

  • Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
  • Implemented ‘Personal Claim’ system
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance is lowered
  • Guild land maintenance price decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Special attack damage multipliers boosted
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:

  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees
In order to check it out, you will need to switch to the beta branch. Full instructions are available here.

- The team

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

09.06.2017
tags: devblog yo mmo

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)
Share


Meanwhile, our Scriptorium has had another addition — two more stories: The Naming of Things, The Ambush

- The team

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

01.06.2017
tags: yo yopatch
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

Minor patch (1.3.1.0)

11.05.2017
tags: yo yopatch
Hey everyone,

We have talked our bunnies into behaving like proper rabbits, so no more eggs from them. The bunnies have also told us how to fix a few issues, the complete list is below!

Patch notes (ver. 1.3.1.0):

Bug fixes:

  • You can build on unflattened terrain tiles in GM mode now
  • You can dig a tunnel near flattened tiles now
  • No more unknown damage type, correct type of received damage (impact damage) is properly indicated now
  • No more dying from falling on respawn. We have implemented a new spawn algorithm.
  • Melee damage to movable objects works as intended now
  • No more infinite stun when being knocked down while riding a horse
  • Terrain quality setting is preserved after the game restarts now
  • Death resets food quality multiplier to default value now
  • Rope was not a realistic item for higher tier monuments and does not contain enough value. More appropriately valued items will be needed to increase claims at higher tiers.

- The Team

Easter is coming! (1.3.0.8)

14.04.2017
tags: yo yopatch

Hey everyone,

Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…

And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!

Send in your Easter screenshots or tag us using #FeudalEaster


Patch notes (ver. 1.3.0.8):

New features and tweaks:

  • Added Easter eggs and bunnies in game for the Easter weekend and the following week. The bunnies have a unique ability to lay easter eggs in coops!

We hope you all have a great weekend!

- The team

Development News #46 - Emotions gatherer contest

07.04.2017
tags: devblog yo mmo

 
Hi, feudalists!

Today we would like to announce a surprise contest: ‘Emotions Gatherer!’

Share your emotions and reactions of playing Life is feudal with us!

Record the most vivid moments of you or your guild playing LiF. This may be someone's bright reaction to a gameplay moment, a part of an awesome RP event your guild has conducted, or perhaps someone's epic quarrel, an adorable newbie, in-game wedding, angry fight, commander's pre-battle briefing - anything showing an in-game event and players’ reactions.

We aren’t just gathering emotions that are only wild admiration, hysterics or loud shouts - calm situations are also cool if they are interesting.

Also, the emotions may not necessarily be positive; what we are looking for is genuine, real and not staged footage to truly capture the essence of the immersive and unforgiving world of Life is Feudal.

Winners will get a chance to see themselves in the upcoming LiF:MMO trailer and get LiF:MMO packs.

We will pick our five favourite recordings and give the authors a LiF:MMO Zealous Believer (play.lifeisfeudal.com) pack each. Additionally, we will give away five True Believer's packs for runners up.

Send the recording in any common audio format (from TeamSpeak, Ventrilo and so on) or the combination of video and sound (streams, recordings) to contest@lifeisfeudal.com before May 16 2017. The complete contest rules are available here: https://goo.gl/9Nysco

We will determine the winners and give away the prizes later in May.
If you have any questions - just leave a comment.

Good luck!

— The team

P.S. Due to your timely reports, we were able to fix the database update problems and related object construction in today's (1.3.0.3.) patch. Thanks for the prompt feedback!
GMs and server administrators, if you still have any problems after the last patch please contact the tech support.

Time for a Your Own update (1.3.0.1)

06.04.2017
tags: yo yopatch
Hey everyone,

After some extensive work we’ve completed, we’re finally glad to announce that all of the major changes, which some of you noticed in Life is Feudal:MMO, have been by adopted, and patched to, Life is Feudal: Your Own.
Enjoy!

Patch notes (ver. 1.3.0.1):

New features and tweaks:

  • Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
  • Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
  • Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
  • Implemented parallax effect on terrain textures
  • Added ‘Maximized window’ display mode
  • You can change language in Game settings menu now, as well as guid invites, groups and barter requests
  • All types of damage affect movable objects now
  • Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
  • Implemented ‘impact’ type of damage. It is inflicted by horses trampling infantry. Padded armors have increased resistance against it
  • Rebalanced all types of armor. Armor now has a bonus effects according to required skill
  • Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
  • Increased blueprints probability to be dropped during crafting actions from 1% to 5%
  • Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
  • Doubled velocity multiplier in thrust attack speed bonus calculation
  • Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
  • All trebuchet related actions require 60 Demolition skill now
  • You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
  • Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
  • All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
  • Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
  • Hit damage type transforms to blunt when hit is blocked by a shield
  • Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
  • New ‘Siege Torch’ weapon
  • Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
  • Nerfed lances damage multiplier
  • Tweaked unit weight of polearms
  • Partisan weapon is shorter now
  • Increased speed of overhead attacks with two-handed pole weapons
  • Swamps and snow now affect horses speed
  • You can flatten paved tiles now to build structures on them
  • Day cycle min to max range changed to 1- 24 (real life hours per in game day)

Bug fixes:

  • Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
  • Pines and spruces have proper collisions now at all growth stages
  • Iron Grip ability should no longer switch player to a peaceful stance
  • Royal horse in an unstoppable gallop state should work properly now
  • Fixed an issue with cooldowns of disabled abilities
  • Fixed a server crash with the barter window
  • Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
  • Fixed incorrect tiles blocking while terraforming
  • Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
  • ‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
  • Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
  • Fixed ‘jump to the sky on a tunnel edge’ bug
  • Autocraft ends when the tool reaches 0 durability
  • Multiple combat mechanics-related bugfixes
  • Fixed some minor chat and chat window related bugs
  • Some other server and client side crash fixes and optimizations

- The Team

Development News #45 - ‘Sleeper’s Ale: New Potion to Help You Deal with Foes! (Definitely NOT Snake Oil)’

31.03.2017
tags: devblog mmo yo
Development News #45 - ‘Sleeper’s Ale: New Potion to Help You Deal with Foes! (Definitely NOT Snake Oil)’

Hey feudalists!

Today, after many late nights brainstorming, we have decided to share with you what will be one of the upcoming items in our in-game shop: [b]Sleeper’s Ale![/b] Buy it; drink it and wreak havoc in your enemies' castles, giant steed in hand - nobody will be able to stop you!

You’re welcome.


- The team

Development News #37 - ‘Paradox of parallax makes even dirt look tasty!

03.02.2017
tags: devblog mmo yo
Hey feudalists,

Our render developers have implemented parallax mapping technology - now terrain textures look really volumetric. This will not affect performance very much, but will make the visuals significantly more realistic. This effect can be switched on and off in the game options (included in ‘medium’ and ‘high’ texture quality settings).

We are going to continue to add additional textures which utilize this technology as development progresses.

Check out how it looks [here

Thanks for reading!

- The team

64bit Client and Server Released! (1.2.64.5)

02.02.2017
tags: yo yopatch
Hey everyone,

After approximately one week of public beta testing, we’re happy to announce that our 64bit client and server application are stable enough for release! Here are the patch notes covering changes since the previous 1.1.8.1 version patch.

Patch notes (ver. 1.2.64.5):

New features and tweaks:

  • 64 bit client and server applications released
  • Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
  • Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
  • Removed ability ‘Create’(id=101)
  • Corrected tabs in building list
  • Recipes: Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
  • Recipe: Floor lamp moved from Construction to Arts
  • Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
  • Palisade Wall required Construction=20 (instead of 60)
  • Wooden Wall required Construction=30 (instead of 65)
  • Small Stable required Construction=60 (instead of 90)
  • Stone Wall required Masonry=0 (instead of 30)
  • Other minor recipes changes, updated xmls and sqls"
  • Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
  • Included some render optimizations
  • Hunger meter is set to 100 after respawn now
  • ‘Dry a Hide’ ability moved from 60 to 30 skill
  • ‘Use Tanning Tub’ ability moved from 60 to 0
  • ‘Pick Up’ ability moved from 60 to 0
  • ‘Pick up a Hide’ ability moved from 60 to 30
  • ‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
  • ‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30

Bug fixes:

  • Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
  • You can sit on a chair inside buildings now
  • Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
  • Normalized the video intro sound volume
  • Fixed a black screen bug that caused loading problems on some hardware specs
  • Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
  • Fixed particle lighting issues
  • Fixed some issues with Invulnerability effect mechanics
  • Fixed a couple of memory leaks that have caused unstable behavior of the application

Please keep in mind that crashes are still possible, so we want to thank you in advance for reporting them here, providing comments while reporting and especially for your patience and understanding!

We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!

- The team

64bit Client and Server AT LAST! (1.2.64.3)

27.01.2017
tags: yo yopatch
Hey everyone,

After squashing a small army of bugs, which popped up here and there in the 64bit build of our game, we’re super happy to finally announce that Life is Feudal:Your Own 64bit is ready to be reviewed by our players!

We must warn you: the 64bit version of our game is still in beta, so everything is possible - please report any weird behavior you may stumble upon to helpme@lifeisfeudal.com

There are also some gameplay changes included in this build, but we plan to add more features and fixes - plus write some proper patch notes - once this branch is ready for full release to all players!

P.S. Click here to find out how to switch to beta for those who are eager to try it out!
Branch: public-beta
Password: sandboxLUV4evah1

You will have to create or join a new server in the beta branch.


- The team

Development News #36 - Combat System Feedback + our Reaction!

27.01.2017
tags: devblog mmo yo
Hey feudalists!

This week’s Dev Blog is fully dedicated to your feedback on the current state of our combat system. We’ve got lots to talk about, so if you’re interested in what to expect of the (near) future of combat, you may want to sit back (possibly pop the kettle on) and prepare for a mountain of info!

General combat-related feedback + changes

Firstly, we would like to introduce the bonus from wearing certain types of armor to suit a certain type of class/play-style. Roughly, we see the following meta groups:
  • Padded - bonus to pikes and anti-cavalry polearm weapons, less damage from impact with horses
  • Leather - bonus to bows and crossbows and increased armor penetration
  • Chainmail - increased mounted combat damage and horse maneuverability
  • Scale mail - one-handed weapon damage bonus, plus bonus to shields
  • Plate - bonus to two-handed weapon damage and chance to avoid poisoning from one-handed weapons
We want to underline that bonuses will be relatively small and in no way should prevent other combinations of weapons/armor.


Another issue that you guys have brought up a few times is the difference between combat and peaceful stances, and the fact that you can switch those instantly and without any cooldown. While speed, stamina drain, received damage and other such factors of war and peaceful stances are necessary for our gameplay, we do agree that some kind of cooldown would be beneficial in order to prevent multiple stance changes during combat for certain advantages.

The affectionately named, ‘face hugging’ is another issue that some of our players have reported. This tactic involves being at point-blank range while bending forward, allowing the player to hit an opponent's legs and avoid most damage from their opponent’s attack. We believe it is acceptable for one handed weapons, but we want to provide a countermeasure for it - thus, we plan to implement a ‘push’ ability, which will be available to all melee weapons. Depending on a weapon’s weight, it will push your opponent backward and apply a short stagger; it should be enough to increase the distance and give a chance to distance yourself from the ‘face hugger’ tactic.


Another important tweak that we plan to implement is to add weapon durability into the damage formula. A good warrior should always be prepared for combat, thus we want to boost the importance of the Equipment Maintain skill also.

Finally, we plan to make it possible for melee weapons to be able to reduce certain amounts of damage to movable objects (furniture, crafting devices, containers etc). Additionally, in the meantime we’re planning on implementing a new type of damage: chopping. A variety of axes will deal chopping damage; it will be advantageous for breaking shields and slightly better at breaking movable objects. In terms of armor resistance, chopping-type damage will be in between the slashing and piercing types of damage; not that good vs unarmored enemies and not as good at armor penetration as the piercing damage.

Cavalry Meta

We’ve heard a lot of concerns from our two-legged players about the prevalence of four-legged fighters in the battles during the MMO Closed Beta Tests. First of all, we must state that we do believe it is completely logical and correct that, at this current stage of the Closed Beta Tests, most of the participants prefer mounts and lances for increased mobility.

The thing is, it is completely normal that, once two sides meet each other on the vast open plains of the MMO map, they prefer to keep mobile for advantage - and infantry feels itself like a disadvantage. It is actually completely normal and realistic; skirmishes in open plains are typically more suited for light cavalry due to their mobility. The main reason it’s so beneficial is because there are no objectives that either side have to control in some way, so we’ve come up with a plan to let infantry shine!

In instanced battles, we plan on implementing a King of the Hill system; where a certain zone in the middle of the map should contain the majority of your forces. During sieges, attackers must fight through your forces and reach the monument to destroy it. In this kind of situation, cavalry will not be able to provide a strong foothold on an objective, and that is where infantry can come to play!

We also have heavy cavalry to consider. We believe that heavy warhorses fill a niche where you need to provide a strong charge against enemy infantry frontlines and have the capacity to soak up much more damage than light cavalry types can typically sustain. For increased advantage for cavalry against infantry, we plan to let mounted players wield and use hand-and-a-half swords for increased reach.

Another topic you guys have discussed is the ol’ ‘pocket ponies’ issue; players can ride a horse and still technically hold another horse in their inventory. One of our aims within the Life is Feudal world is to keep the level of realism to a pretty sufficient level, but not to the extent that means crazy, excessive actions that are a total bore just in the name of ‘realism’! So with this in mind, we are going to leave ‘pocket ponies’ in place. In the meantime, we will significantly increase the time it takes (15-20 seconds) to ‘pack’ and ‘unpack’ your pocket pony, making it a lot harder to use them in the heat of a battle. Packing and unpacking via stables will be just as fast as it is now though.


We also want to increase the value of horses, especially of the trained warhorses - therefore using your horse as a living shield will come at a price. Later on, we plan on adding basic AI to horses; they’ll want to run away if they don’t have a rider and are receiving damage, so you may just want to reconsider using your trusty stead as a movable shield!

Formations and cavalry is another issue we want to address for you. Firstly, we plan to tweak the skill tree in a way that formation skills will be available to everyone without any prerequisite skills. Secondly, we plan to tweak and slightly boost mounted formation bonuses, making it possible and beneficial to make a classic wedge heavy cavalry charge.

All the same, we also want to provide a combat order that will affect all infantry inside the formation, increasing their resistance to knockdowns caused by horses. Ideally, we’re picturing a warrior in padded armor, equipped with a pike or anti-cavalry polearm, standing inside a formation that just received the ‘hold your ground’ order,  being able to resist a cavalry charge with an almost 100% chance to do so successfully. The horse knockdown damage will be classified as ‘blunt’ damage.

Bugfixes and Tweaks

Female models are widely used in combat. After some investigation we’ve realized that, due to a pesky bug, female models’ weapon reach is the same as the male models’ reach, while having a smaller hitbox. We plan to fix this issue ASAP to ensure it’s fair.


We fixed a relatively old bug, where a player could swing their pike while doing a thrusting attack, resulting in a huge amount of speed bonus and damage. You will see the fix in the closest patch.

There is also a slight formula bug with a spear’s thrusting damage, which leads to a good amount of damage being dealt even if the actual speed is not that high. We’re working on a fix for that bug soon, along with the Iron Grip ability bug.

We also feel that it is important to tweak the minimal energy/damage that bow users can inflict now, making it possible for them to kite their opponents. They will have to spend some time pulling the string before the bow will be able to deal any significant damage.

Combat preparation objects will become slightly cheaper, with a slightly easier way to build them, so we expect to see those objects in larger battles with some kind of objective for both sides that has to be quickly fortified.

Last, but by no means least on our tweaks agenda, we’re planning on removing the 100% stagger from the handles/shaft hits of weapons. Phew!


We want to thank you for taking the time to read and understand all of this week’s rather bulky dev blog - obviously we now know who are truly devoted fans! :p

Nothing is completely set in stone yet (except for bug fixes, of course) so right now, we’re really open to your additional feedback - so let us know what you think in the comments below!

- The Team

Development News #32 - A Feudal New Year!

30.12.2016
tags: devblog mmo yo
Hey feudalists,

Firstly, we want to wish you all a very happy new year from all of us here! It’s been an amazing year and we’re so excited for 2017.

To conclude 2016, we’ve finished the first testing run of the MMO closed beta tests. We’ve took on board all of your feedback, reports and ideas and are eager to move forward with this information! We’ve also put together a list of statistics we thought would be cool to share:


 
Thanks for reading this week’s news update - and once again, have a happy new year!

- The team

Crops Growth Fix (1.1.8.1)

27.12.2016
tags: yo yopatch
Hey everyone,

In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).

So let’s say that you have had the following weather in the last two weeks in game:
  • Day 1: Sunny
  • Day 2: Shower (+1 growth)
  • Day 3: Shower
  • Day 4: Sunny (+1 growth)
  • Day 5: Shower (+1 growth)
  • Day 6: Cloudy
  • Day 7: Cloudy
  • Day 8: Shower
  • Day 9: Sunny (+1 growth, you’ll see green sprouts)
  • Day 10: Shower (+1 growth)
  • Day 11: Shower
  • Day 12: Cloudy
  • Day 13: Sunny (+1 growth)
  • Day 14: Shower (+1 growth)
  • Day 15: Sunny (+1 growth, you’ll see fully grown crops that can be harvested)
After three more growth increments, fully grown crops will rot and disappear. So, as you can see, you need an ideal balance of sun and rain for your crops to grow faster. Spring and early Summer are the best seasons for crop growth, of course!

Plus, after this fix, crops should grow significantly faster now.
P.S. There are some minor tweaks to the skills progression speeds and stamina they spend.

- The team

Development News #31 - Christmas is Feudal

23.12.2016
tags: devblog mmo yo
Hey feudalists,

The end of December is one of the most magical times during winter, and here, at Bitbox, it’s almost impossible for us to resist the holiday mood. We have decorated our houses and our office, bought gifts and signed postcards to friends. Now we are just waiting for Christmas Eve.


We have also tried to create a Christmas mood in the game. The main news is that 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.

We hope you enjoy today's patch!
Merry Christmas and happy holidays!

- The team

Fall in, now! (1.1.7.4)

01.12.2016
tags: yo yopatch
Hey everyone,

We’re releasing the changes you may have seen in our announcement of the BETA branch patch notes. Now all of these changes are being released along with some few minor adjustments and fixes. Full patch notes below:

Patch notes (ver. 1.1.7.4):

New features and tweaks:

  • Falling damage has been re-enabled. Take care jumping now!
  • To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
  • Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
  • 1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
  • 2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added with tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • WIld animals now walk and turn properly on terrain with proper animations
  • copper ingots, bars, lumps excluded from Common metals group
  • specific metal in some recipes changed to Common metals
  • quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
  • Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday

Bug fixes:

  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Recycling of metals now should provide more adequate results
  • Fixed incorrect wild animal AI calculations that caused excessive lag on servers
  • Wild animals’ tracks now correctly lead you to the wild animal
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Fixed a rare shadows bug, when observing terrain from a high elevation
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

-The team 

‘Most Hardcore MMO‘ award. Go for it!

29.11.2016
tags: yo mmo
Hey everyone!

(Thanks Khan for the great screenshot)

Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal!

Cast your vote here, Comment below to let us know you’ve voted!

- The team

Fall in! (1.1.7.0 (BETA))

25.11.2016
tags: yo yopatch
Hey everyone,


We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other.
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.

Patch notes (ver. 1.1.7.0):

New features and tweaks:

  • Falling damage has been re-enabled. Take care jumping now!
  • Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are [b]not[/b] required to manually run scripts to remove trees stumps from the gameworld
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a  maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added and tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight  is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added  regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • Sleeper’s moon night has been removed. Maybe we’ll see it again …someday

Bug fixes:

  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

P.S. Click here to find out how to switch to beta for those who are eager to try it out!

You will have to create or join a new server in the beta branch.


-The team

Halloween ...is when the beta is released! (1.1.5.7)

31.10.2016
tags: yo yopatch
The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!


Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.

Patch notes (ver. 1.1.5.7):

New features and tweaks:

  • Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
  • Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
  • Cells blocked by buildings/tunnels/forest visualizations are now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
  • Added burning heads on sticks
  • Added Sleeper’s moon visuals. Wolves have demonic eyes now too
  • Added new ability - gathering nuts, which will appear as an inventory item
  • Primitive cooking recipes now available for the big cauldron and kitchen
  • Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels

Bug fixes:

  • Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
  • Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
  • Multiple fixes for improper movable objects positioning/drop
  • Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
  • Fixed mines for copper ability duration
  • Some other minor fixes

Happy Halloween from the team!

Development News #21 - ‘Shoot it! Range combat revised’

14.10.2016
tags: devblog mmo yo
Hey feudalists!

If you checked out the last dev blog, you’ll know we’re overhauling melee and ranged combat mechanics. In today’s development news, we’re looking at bows, crossbows and ranged combat!


Check out some of the changes we have in mind:
  • Crossbows. Reload speed, accuracy and range will be increased for all Crossbows. Unlike other ranged weapons, crossbows will require significantly less strength and agility. Crossbow bolts will be possible to equip in a hip slot.
  • Bows. Most changes are planned for simple and short bows, in some situations they may be preferable over the longbow. Agility will also noticeably affect accuracy.
  • Throwing weapons. Throwing trajectories of javelins, throwing axes and throwing knives will be changed, slightly affecting the effective range. All throwing weapon damage will be increased.
  • Projectiles. Stacks of arrows and bolts will be limited in number.

We hope you’ve enjoyed this insight into some of what we’ve been up to!

- Thanks, the team!

Development News #20 - ‘Combat Mechanics Overhaul'

10.10.2016
tags: devblog mmo yo
Hey Feudalists!

Right now we are working on overhauling melee and ranged combat mechanics. Check out our short-term goals:
  • Enhanced shield importance. Shields will give a more significant defensive advantage. We are going to increase blocking speed and passive protection, as well as improving shield bash by making it easier to hit with.
  • Changes in pounce mechanics. We will improve the effectiveness of this ability against foes with shields, and at the same time, we will reduce its jump force.
  • Extra damage. We plan to set a certain weapon group with a special feature of increased stun chance.
  • Parrying system change. Parrying should be an immediate action to counter your opponent’s moves, rather than a permanent defense like blocking. We are going to overhaul the parrying to make it possible to deflect blows, as well as make it impossible to stay in the parrying state permanently. We are also going to make parrying chance dependent on the particular weapon you use.
  • Speed bonus. We plan to make speed bonus depend more on player’s movement speed rather than weapon speed for certain strike types.
This will be the melee combat changes that we plan to introduce in the near future!

Next week, we’ll be talking about our plans for bows, crossbows and ranged combat mechanics.

We hope you’ve enjoyed this insight into some of what we’ve been up to. We’d just like to let you know that we are fully aware of the problem with overpowered damage when the direction of a strike switches while you’re attacking.

- Thanks, the team!

Beta testing branch changes (1.1.5.1 - BETA)

07.10.2016
tags: yo yopatch
In this beta patch, we’re proud to introduce to you two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms. You may come across some small bugs and glitches here and there, as it is the first time we’ll be testing these new systems on a massive scale with real players, so don’t worry!

Patch notes (ver. 1.1.5.1 - BETA):

New features and tweaks:

  • Implemented completely new AI behavior and spawn algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
  • Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be better now. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
  • Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
  • Added new ability - gathering nuts, which will appear as an inventory item
  • Primitive cooking recipes now available on the big cauldron and kitchen

Bug fixes:

  • Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This might also fix similar bugs with campfires and other objects that have lengthy crafting processes
  • Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
  • Multiple fixes for improper movable objects positioning/drop
  • Traps no longer disable invulnerable players (just spawned on the trap)
  • Fixed mine for copper ability duration
  • Some other minor fixes
We want to warn you that migration from the current branch to the beta branch should be smooth, but you may have some issues migrating existing beta worlds back into the current release state. With this in mind, please save and backup your worlds before you switch from beta back to release!

If you would like to continue to help us with beta testing the new version and new features, please activate the beta using this password: sandboxLUV4evah1

Some visual improvements (1.1.4.4)

13.09.2016
tags: yo yopatch
Hey everyone,

If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those [here].

This current patch brings those visual changes live to your PCs!

Patch notes (ver. 1.1.4.4):

New features and tweaks:

  • Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
  • Nights have become darker now. Be sure to wield a torch before you go for a wander
  • Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
  • Ambient lighting has been tweaked to provide better visual quality in shaded areas
  • Added some more minor visual effects and improvements
  • Increased warehouses window size for easier inventory management
  • Repair ability duration changed from 5 seconds to 10-8 seconds
  • Fortifications are harder to repair now
  • Large repair kits are now 10x more effective than the small one
  • Added new trophies (boar, wolf, bull)
  • Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house

Bug fixes:

  • Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
  • Some potential/rare crashes have been fixed
  • Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
  • Short Pike and Long Pike "wall of pikes" attacks now works as intended

A LOT of server and client optimizations in before the next MMO beta wave(1.1.3.1)

18.08.2016
tags: yo yopatch
Hey everyone,

Once again we want to thank our community for helping us to develop our game! Due to recent load tests that were performed along with our community members, we’ve managed to find some code that was not optimal. Fixing these code parts resulted in a significant server performance boost that can vary from 10% to 25%!

We’ve also implemented one of the highly-requested features by our community - an observe mode that can be used while running.

Patch notes (ver. 1.1.3.1):

Long Live LiF:YO! (1.1.2.1)

22.07.2016
tags: yo yopatch
Hey everyone,

It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!

Patch notes (1.1.2.1):

Dev Blog Incoming

01.07.2016
tags: mmo yo fv
Hey everyone,

We’ve heard you, and so we’re going to be starting a weekly development update to ensure you are all in the loop!

Firstly, you might have already seen posts about ‘Life is Feudal: Forest Village’ - in summary, this game has been developed by a fellow Indie Studio, Mindillusion and published by us under the ‘LiF’ name. It’s recently made it through Greenlight on Steam so you should definitely check it out!

http://steamcommunity.com/sharedfiles/filedetails/?id=709170194

In MMO news, we’re diving full force into the development of the MMO guild system. Check out the wiki (https://lifeisfeudal.gamepedia.com/Claim) for more info on how it’ll work), with standings and official wars, battles and sieges.

The highly anticipated native NPCs are also in development - we’re really looking forward to sharing more with you as we progress with that!


And for our amazing wave #0 testers, right now you can roam free and play as you see fit until we have any specific areas we need you guys to test for us. Basically we’ve got a huge amount of feedback and test data for now and we’re making necessary changes according to that feedback

Thank you for being awesome - look out for our dev blog for more information!

Sit down and wait for the MMO Beta …please! (1.1.1.8)

27.04.2016
tags: yo yopatch
Hey everyone,

We know we said it last time, but this should hopefully be our last patch in the beta branch before we transfer it to the release branch - phew!

We’ve implemented proper sitting mechanics and animation for all you RP lovers in LiF!


We are still working on some issues in the MMORPG build, which is delaying the start of the first phase of Closed Beta tests, so unfortunately, we are unable to give an ETA at the moment - but we will keep you updated! :(

Patch notes (ver. 1.1.1.8):

Beta branch update #inb4MMO (1.1.0.1)

08.04.2016
tags: yo yopatch
Hey everyone,
 
Firstly, we want to thank you for your patience while we ensure the latest patch is stable. We have one or two little things we need to do but have decided that we can release today under the beta branch - so obviously please keep in mind that it’s still in a WiP state - (check out the link here to find out how to switch to beta) for those who are eager to try it out! 
 

You will have to start a new server in the beta branch.

Next week we are going to release another small patch, which will enable automatic migration of your existing worlds. 
Once we have ironed out any remaining bugs, and ensured the gameplay is stable and balanced we will apply the current patch on the main branch (so everyone can join in) later on!
 
Patch notes (ver. 1.1.0.1):

Heraldry, MMO and another MMO

24.03.2016
tags: mmo yo
We’re expecting the heraldry patch to drop early next week - expect lots of balancing and gameplay revamping in preparation for the upcoming MMO 
 
With heraldry, you and your guild can personalize your look, which may prove important when identifying friend or foe during battle! 
 
Once the patch is out, to enable the changes, you guys will have to switch to ‘beta branch’ on Steam - we’ll be giving you more information, and instructions on how to do this, closer to the time 
 
On top of this, the internal tests are drawing to a close for our MMO; our alpha testers are on standby to get involved in the closed beta of the MMO commencing the beginning of April (they were the original MMO alpha testers back in 2014 - you can recognise them by their gold usernames on our site forum) - stay tuned for information! 
 
In other news,

Proper seasons and a herbalist’s garden (1.0.6.3 (420))

20.02.2016
tags: yo yopatch
Before we reveal the contents of the current patch, we’d like to make a short announcement: 
 
There is no MMO beta test going on at the moment! We will make a separate announcement once we have started the beta test, and once LiF:YO owners are able to join that test. Thank you for your attention! 
 
Additionally, with the current patch we are releasing Steam trading cards! We hope you will like them! 
 
This patch contains the art for all four seasons, you can check out some of the visual changes here
 
One particular problem that many of our players have experienced was the inability to quickly find, and gather, desired herbs for alchemy. This is why we have implemented a herbalist’s garden in this patch. Feel free to experiment with different types of fertilizer to achieve the highest yields. 
 
Patch notes (ver. 1.0.6.3):
 

Requiem for a client crashes (1.0.4.3)

28.01.2016
tags: yo yopatch
After literally months of bug hunting, debugging and code rewriting, we’ve managed to fix the cause of the most rampant client-side crashes we’ve had so far! It definitely won’t fix all crashes at once, but we expect that at least 60% of crashes should disappear. Please do not hesitate to send an automatic crash report if you experience a client-side crash during your gameplay session - it’s a big help! 
 
Patch notes (ver. 1.0.4.3):
 

In before first content patch (1.0.0.11)

24.11.2015
tags: yo yopatch
In this current hotfix patch we have fixed numerous client crashes that some of you might have experienced. You should also notice some slight - or even significant - improvement to your FPS rates in some scenes. Black textures on terrain are fixed in this current patch too. That is all along with numerous other small to medium bugfixes. 
 
We hope that this current patch will be the last of the series of our quickfix patches, which were aimed to fix most crashes and rendering issues that some players were experiencing on their hardware. We will provide optimizations and fixes on a continuous basis, but hope that the need for them will be significantly less now. 
 
P.S. Expect some new content patches to pop up within the next two weeks. We are going to concentrate on community voted features. We remind you that you can take part in deciding what to introduce next into the harsh world of Life is Feudal:Your Own. 
P.P.S Quality settings of water and shadow shaders will require a client restart now in order to be applied properly.

Second Aid (1.0.0.6)

19.11.2015
tags: yo yopatch
This current hotfix patch should fix all (or at least most) rendering glitches, as well as some of the crashes that users have experienced on some hardware. You should also notice increased performance in certain places where you may have experienced frame rate drops before. 
 
Black terrain textures seems to be partially fixed, but they still might exist in some cases on some hardware. We’re looking deeper into it. 
 
We really appreciate your patience and understanding and are very thankful for it!

First Aid (1.0.0.3)

18.11.2015
tags: yo yopatch
In this current hotfix patch we have provided a fix for server crashes when wild animals are enabled. Some minor bug fixes are included too. 
 
We are aware of numerous performance issues, video render glitches (broken geometry, GUI artifacts, black terrain textures etc.) and crashes that users experience on some hardware and we are working very hard on a solution to that problem. So far, it has been noted that disabling and reenabling of the GUI rendering (Ctrl+H, Ctrl+H) helps to temporarily fix most of them. We are working hard to provide a permanent solution for that issue. 
 
Expect “Second Aid” patch coming later this week. Thank you to everyone for being patient with us while we tackle these issues.

Release!

17.11.2015
tags: yo

We have finally achieved that milestone in the long life of our Life is Feudal DREAM!. We are so grateful to our community for the help and feedback everyone has provided - without them we would not have been able to get this far.

 

The release of our sandbox game is not the end, but the beginning of a new chapter. We are going to continue development and support of LiF:YO and we will start with the two most voted user features: horses to pull your carts and weather effects.

 

Along with the support of the LiF:YO version, we are officialy resuming development of LiF:MMO! Do not fret, since both games share the same code base, gameplay features that will be implemented later will be available for both versions; weather and animals pulling carts will be in both LiF:YO and LiF:MMO.

 

For those of you who may not be very familiar with the previous state of our game, we have put together this page to show off the visual difference between now (Release) and one year ago (Early Access). You can also always check out our fulfilled Early Access Roadmap.


P.S. We strongly recommend you manually delete local files in Steam if you have played it in Early Access and start with a fresh installation.

Enhanced Gameplay and DirectX 11 Visuals in New Video

12.11.2015
tags: yo
In anticipation of the release of Life is Feudal: Your Own, We have prepared a new video showcasing the numerous gameplay enhancements, upgraded DirectX 11 visuals, and completely reworked UI coming on November 17th.
 
Life is Feudal: Your Own – Enhanced Visuals and Gameplay Video
 
 
With the jump to DX 11, We offer you an even more richly detailed atmosphere, including more intricate textures, improved lighting effects, and realistic foliage. You can see side-by-side comparisons here: http://lifeisfeudal.com/screenshots-comparison
 
One last thing that I wanted to mention is how you guys have been a huge help in shaping Life is Feudal as it has progressed, we have been overwhelmed with the creative ideas and suggestions from our players - without you guys, we wouldn’t be here today. This is why your opinion is so important to us, therefore, as we near 1.0, we invite you to take advantage of the Steam review system and let us know what you think of the game that you helped shape.
 
Thanks!
 
The Team

Release is coming... intro trailer featuring Sean Bean!

06.11.2015
tags: yo

The release of Life is Feudal: Your Own is closing in on the 17th of November. Not only will you get to experience the new DX11 render, but you will also get reworked art and numerous optimizations, tweaks, animations, new combat aspects and bugfixes too!

 

Watch our new animated trailer featuring narration by film and TV icon, Sean Bean (The Lord of the Rings, Game of Thrones) – never fear, we promise this time he doesn't die.

 

Back to the main menu … at last (0.8.2.3)

14.10.2015
tags: yo yopatch
Current patch contains the long awaited “Disconnect” functionality, which allows you to disconnect from your current server and then connect to another with no need to restart the game. That is along with numerous other bug fixes and some gameplay tweaks.
 
Patch notes (ver. 0.8.2.3):

New Barter system and more stability while creating Your Own world (0.8.0.6)

06.10.2015
tags: yo yopatch
We have completely reworked the mechanism of local world creation and hosting. You should not notice much of a difference, but, hopefully, there will be more stability while performing the task. 
Thanks to significant help from BasilMod’s author, we have included a barter system (player to player) into our official build. 
We had also SIGNIFICANTLY reworked skill progression formula towards planned concept of fast 30, 60 lvl progression, normal 90 lvl progression and INSANELY hard progression to 100 lvl of a skill. Make sure that you have altered your server skill multipliers accordingly. Enjoy! 
 
Patch notes (ver. 0.8.0.6):

Best City/Fort Contest Winner Announcement

02.10.2015
tags: yo
We were seriously impressed with the creative cities and forts we received, so we have come up with five winners who will each receive some keys, and be featured in our upcoming promo video, which will be shared across all of our platforms, and viewed by the whole community! 
 
First place goes to the incredibly impressive ‘One-Man City’ - congratulations! We have contacted you to receive the database dump, and we come bearing five steam keys! [Show Video]
 
Next up is the Jackals Guild and their awesome main fortress. Check your email and don’t forget to claim your four keys! 
 
In third place, we chose the Kingdom of Arkhaya - you have three keys waiting for you. [Show Video]
 
Fourth and fifth place go to Silver Sun Republic and Grünthal. Again, we have contacted you guys for the database dump and, have dropped two steam keys for fourth place and a steam key for fifth place in the email! 
 
Thank you to everyone who got involved - it’s always a pleasure to see your creations, and we have to say, it was really hard choosing the winners for this competition. 
 
PS. You’ll be happy to know that we have a patch lined up for you all soon™!

Best City/Fort Contest - Winner gets featured+credited in upcoming promo - Deadline 30/09/15

23.09.2015
tags: yo
We want to see the biggest, the best, and the most beautiful towns, cities or forts!
 
There’s no restrictions - just get creative! Think of ways to make your build stand out; asymmetry, creative shapes and angles, decorative items, whatever you can think of!
 
Send in your screenshots - either solo, or as a team - to us via personal message, email steph@lifeisfeudal.com or by simply responding to this announcement.
 
The winning build will be featured - and credited - in our new, upcoming promo video, which will be shared across all of our platforms, and viewed by the whole community!
 
Plus we have a handful of keys for you to share with your friends
 
Deadline is midnight GMT, 30th of September, and the winner(s) will be announced within the next few days
 
Please note that we’ll require a database dump by the winner, in order for us to be able to recreate it on our new DX11 build!

First localizations, network overhaul, along with some fixes (0.7.6.2)

18.09.2015
tags: yo
Аnthill: the only word we can use to describe how the studio looks right now. While juggling quite a lot of work simultaneously, in order to prepare the playable DX11 build, as well as a new terraforming tunnel generation system, special attacks and combat system tweaks, plus user voted features - as well as many of our own, we’re wanting to keep on providing other features, along with bug and crash fixes and optimization. 
On top of all of this, we have implemented the BETA of our localization system with three languages (Russian, Portuguese-Brazilian and French)! Expect that this text may not look completely correct and may be misaligned, but generally, you should be able to see all of the text and voice overs translated. 
 
 
Patch notes (ver. 0.7.6.2):
 

... and add some “realism” to your meal (0.7.5.5)

09.09.2015
tags: yo

While certain combat mechanics and user-voted features are being developed and tweaked, we continue to add new functionality and tweaks to current systems, as well as fixing any bugs that may arise.

Patch notes (ver. 0.7.5.5):

More horse mechanics, Mentoring/Drill and other goodies (0.7.0.4)

20.08.2015
tags: yo
While we are developing multiple major features like Special attacks, the new GUI, new tunneling system, full DX11 support and so on, we must not forget about smaller - yet still important - features. Some of those features are implemented in this current patch, along with some bug and crash fixes. 
 
We would also like to mention that a serious bug has appeared in a recent patch, that we still can’t properly locate and fix https://lifeisfeudal.com/mantis/view.php?id=3570. If you have any additional info about that bug, please, let us know via a comment on that page. 

Announcement: Localization

14.08.2015
tags: yo

For the last few months, we have been working on a localization project for Life is Feudal. Our ultimate goal is to have LiF available  in German, French, Italian, Portuguese, Spanish, Chinese - and other languages some time later! We even have the voiceovers already and 99% of needed code, but doing so, we’ve faced a significant problem. Our beloved game is so vast, in-depth and special, that no conventional localization techniques work for us and professional translators/interpreters can not understand the atmosphere and particularities of the game.

 

Now we are moving towards the release of LiF: YO. There will not be many additional strings for translation. So we are ready to ask our awesome community to help translate Life is Feudal to your native language! Anyone can register at http://translate.lifeisfeudal.com/join then log in as a translator, choose your language here: http://translate.lifeisfeudal.com , pick a file you’d like to translate and start the transformation of our English only medieval world to a number of other languages.

 

Specially for our Russian-speaking players: И специально для наших русскоговорящих игроков, конечно, будет и русская локализация, и, естественно, поскольку мы российские разработчики она уже начата и продвигается быстрее чем на остальных языках. Вы можете также присоединиться к общему веселью и зайти на страницу http://translate.lifeisfeudal.com, как вы заметите там, перевод на русский существенно опережает остальные языки. Также Вы можете зарегистрироваться как переводчик и вносить свои коментарии в русский текст.

 

Благодарим за проявленное терпение, ждать осталось не долго!

Attention Ladies and Gentlemen! You may now customize yourselves! (0.6.1.3)

04.08.2015
tags: yo
 
At last! Ladies have arrived, along with our Character customization system. Hope you will be gentle with them ;) Character customization system is not in its final state as we will add some more customization options closer to release in October.

Polygons' finding of Life is Feudal

20.07.2015
tags: yo mmo

"Finding civilization: The future of Life is Feudal"

This article is so refreshing for us, as it really delves into the variety LiF has to offer, the details that help it stand out, and what our development goals and ideas are as a whole.  

As well as discussing the game, the interview - with Vladimir Piskunov - is taken to a personal level; Vlad (aka Bobik) talks about his views of the gaming market and what inspired him to begin the Life is Feudal project. 

*Disclaimer: the beta version of the MMO will start around Spring/Summer of 2016

 

Time to polish your lance before ladies arrive(0.5.5.1)

01.07.2015
tags: yo
Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. :( We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP! 
 
Nevertheless, now we almost have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it! 

5th Vlog with a new DX11 look and old superstitions

26.06.2015
tags: yo
We have something extra exciting to share in our fifth 'Town Crier' Dev Vlog; as some of you may be aware, we announced a new graphical overhaul and new models at E3, but if you were unable to attend, don’t worry, as we share the footage with you in the video! [Show Video]
 
On top of the usual development news and general updates, this week Bobik chats to you about some pressing issues, and clears the air on some recently brought-up concerns. [Show Video]
 
We hope you find this both informative and enjoyable, and we will see you next time for Town Crier #6.

Moderately quick fix patch with moderate amount of content (0.5.1.0)

11.06.2015
tags: yo
This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;)
 

Town Crier - Life is Feudal Dev Vlog #4

11.06.2015
tags: yo

In Dev Vlog #4 we talk about the latest patch and discuss what our players can expect in the upcoming month. 

40% discount + 40% of horses + 100% drunken brawl + 100% lucky rings = 280% of fun! (0.5.0.1)

04.06.2015
tags: yo

Dear players! According to your responses votes we are releasing a slightly unfinished version of basic horse mechanics. They are stable and you should not have any serious issues with them - still, it is Early Alpha after all, so be prepared for anything. We have warned you!

Along with horses, we are presenting alcohol brewing (mead and honey making will be introduced later). Alcohol is a necessary ingredient in alchemy and excessive use of spiced alcohol will result in certain effects for your character ;) We all know that a large amount of alcohol might lead to some bar brawls, that is why we have implemented unarmed combat: a good way to solve your disputes without killing someone accidentally!

Alchemy potions are now in fact alcoholic cocktails, which can provide you with a set of positive or negative effects. These can also be used to poison melee weapons!

Jewelry now provides you with an increased “Luck” effect, and affects almost EVERY action that you perform in your world. Now is a good time for you to level up your Jewelsmith skill!

Oh, and we have a weeklong -40% discount for our game. This could be the last chance to get a HUGE discount on our game before we have our full release launch. Make sure to let your friends know!

Proper patching” (c) is here! (0.4.1.2)

22.05.2015
tags: yo

After countless hours of development and QA testing we have finally achieved a stable and fast patching system for LiF:YO. You should notice significant decrease in time when connecting to heavily terraformed worlds. We have extensively tested this system internally, but there will always be rare bugs that slip past the team. We will be glad for any feedback, thank you! Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in.

Along with this long awaited functionality we have also implemented explosive naphtha in our game. So you can create special naphtha grenades to throw at your enemies or load bigger naphtha barrels to mop up larger areas ;) Keep in mind, that our explosion tracks all fragment trajectories, so it is quite easy to hide from the explosions behind bigger trees, walls and trenches!

Town Crier - Life is Feudal Dev Vlog #3

09.05.2015
tags: yo
We discuss what we've been up to, what our plans are for the next few weeks and answer some questions from the Community in our second Community Spotlight!

New ways to speed up decay and health loss (0.3.7.2)

30.04.2015
tags: yo

Dear players! Unfortunately this April patch does not contain all of the initially planned features. We have had to postpone the World loading optimizations feature because it affects very sensitive core program mechanics and we want to spend more time on polishing and testing.


On the brighter side, throwing weaponry and trebuchets are here! Later in May we plan to implement explosive naphtha grenades and explosive trebuchet charges - our first AoE (Area of Effect) weapons!

Town Crier - Life is Feudal Dev Vlog #2

20.04.2015
tags: yo
We've answered a number of questions, given an insight into what the team have been up to, and have introduced our first ever Community Spotlight!

Your Bugfixing has increased by 3.6 to 89.5! (0.3.6.0)

20.04.2015
tags: yo

Dear players! That patch is dedicated solely to bugfixes and addressing different server and client stability issues. More to go!

It is time for you to come forward and make your mark on the world of Life is Feudal!

14.04.2015
tags: yo

Dear players! It is time for you to come forward and make your mark on the world of Life is Feudal! Please, take some time to read the following text and follow its instructions - if you want to contribute to our development in a creative way and leave your footprint in the game development history:

Astrologers proclaim week of the Bughunter. Amount of bugfixes are doubled! (0.3.5.0)

10.04.2015
tags: yo

We have managed to find and fix a major bug that was affecting several different objects (tanning tubs included) and their states. There have also been multiple other bugfixes and minor changes and players should experience less weird game behaviour.

In addition, we have implemented some new GM Mode commands that might be handy for those who are actually GMs of their worlds. Be sure to check out new commands on our GM Mode page!

Game suggestions page and the way of GUI

08.04.2015
tags: yo

Despite being an unknown developer, we have remained true to our word and promises; as you know, so far we had met all Roadmap milestones. We are also working hard to allow our final month of our development process to implement some of the user-requested features and suggestions we receive.

In order to ease the process of picking suggestions that are highly desired by our players, we have created a new interactive page on our site. We need your opinion now! Follow this link and leave your vote for the most appealing interface that will be implemented later in LiF.

We strongly recommend that you leave your suggestions on the page, vote for the most appealing ones and engage in discussions in order to polish and improve initial suggestions.

We will certainly have no time to implement all your suggestions before release, but after release we are not going to stop evolving and enriching our game with new mechanics and features. So your suggestions will still be invaluable and might end up being implemented in Life is Feudal!

Town Crier - Our First Ever Dev Vlog

06.04.2015
tags: yo
You requested it and we listened; introducing our first dev vlog which you can see here.
 
This first video was more of an introduction, with frequently requested information regarding JH and the claim system, as well as a little sneak preview from the art team of what you'll be seeing in-game soon.

04.01 patch (0.3.04.01)

01.04.2015
tags: yo

After thousands of man hours and gallons of coffee we have finally achieved a MAJOR breakthrough in our graphics engine. We are proud to introduce an Improved Graphics Mode © ! Due to its experimental nature, you need to activate it manually by pressing Alt+i on your keyboard.

Enjoy!

Judgment Patch (0.3.3.3)

27.03.2015
tags: yo
We are doing everything in our power to stay true to our roadmap and provide you with both content updates AND bugfixes. The current patch is an illustration of our intentions.
 
Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument!
 
Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in.

Guilds and their claims and ... torches (0.3.0.0)

28.02.2015
tags: yo

We are glad that we have finally achieved a rather stable implementation of the guilds and claims system! From now on, you will be able to build, and later upgrade, a special monument, which will create your guild and will claim an area around it to protect anything that is built there from EVERYONE except members of that guild. To learn more about claims mechanics, we suggest you to take a look at the updated wiki page here: http://lifeisfeudal.gamepedia.com/Claim

The decay system has been improved to take claims into account. If your building is FULLY covered by your guilds claim, it will be completely protected from decay. However, if ANY of the building cells are outside the claim,  your building will start to decay and eventually will disappear in 2-3 in-game days. However, decay rate setting is set to 0 (no decay) by default on all servers, so it is up to you to change it or not.

Modding Tool and 2 and 4 packs

05.02.2015
tags: yo

We pride ourselves in being close to our fans, so we’re thrilled to be announcing the launch of this fan-made alpha modding-tool created by player, Harmen. This tool - known as ‘Your Own Mod’ - allows you to create your own mod for your own server (for example, you can edit existing object and crafting recipes, or even create new ones)  - it’s the first step to modding-freedom in Life is Feudal, so we made sure to support Harmen in any way possible!

On top of this launch, we’re also introducing 2 and 4 pack purchase options, so get your friends involved and make your guilds and clans aware! If you don’t belong to a guild or clan, now is the time to create one, because: Life is Feudal.

P.S. Mod download link (manual included): https://docs.google.com/file/d/0By5Tukvqod4sa0NrYTd6RDRwblE/edit

Mod thread: http://lifeisfeudal.com/forum/your-own-mod-t10914/

 

Roadmap 2015 and PAX South

16.01.2015
tags: yo mmo

As soon as we saw your overwhelming support on the first day when early access became available, we understood that we have to make a perfect game for all of you! Thus, we started to expand our team of professionals. That process was not instant, we had to tread carefully and test new members’ development skills to ensure quality. We had even organized our own QA team for the same reason. Many doomsayers believed that we would end up on some island paradise with the financial part of your support. Alas! We are still in our office working as hard as ever and hoping to bring tons of cool stuff to LiF at 2015!

To show you what the future will bring we are glad to present our Roadmap 2015!

Bags and bugs (0.2.9.5)

16.12.2014
tags: yo

We have implemented a proper bags system that will allow you to sort your stuff in your inventory or inside your warehouses. For additional ease of sorting you can now name your bags.

Some additional bugfixes and optimizations and minor fixes are also included in this patch.

P.S. We have finished software design and started actual implementation of a guild system for LiF:YO - stay tuned ;)

More FPS and more pain (0.2.8.1)

05.12.2014
tags: yo

We had achieved a major breakthrough in a render optimization and are happy to release those in a current patch. It is still a lot of optimizations left to do and our render is far from being optimal. But after current update you should notice overall FPS increases especially while looking at forests and big towns.

Also we had fixed some nasty bug that resulted in a lot of misses both in melee and ranged combat. Hit detection should work properly now, so go forth to inflict more pain to your enemies! :)

Wheels, hooves and claws update

26.11.2014
tags: yo

We are proud to announce a major update that should add more color to your Life is Feudal experience. Almost all wild animals are unleashed now. Beware of the wild bears and prepare some tasty food for taming ;)
Wheeled transportation will also help you to fetch a larger amounts of stuff around the world and speed up the economy of your settlement.

More FPS and less garbage (0.2.5.1)

14.11.2014
tags: yo

Today’s patch focuses on some more render optimizations, that should increase your FPS, and introducing a basic decay system, which should clean garbage objects from your world.

Patch notes (ver. 0.2.5.1):
  • Basic decay system is now in place! Gravestones, lootbags, dropped items, animal corpses will disappear in a few game days.We have warned you! Time to build some proper storage facilities and containers to store your stuff in!
  • Made some render side optimizations that should increase your FPS in most gameplay situations. Some texture flickering on distant objects is possible and will be fixed in following patches.
  • Tweaked some container sizes to be more useful

Furniture placement in houses and in tunnels is available! (0.2.4.2)

31.10.2014
tags: yo

With this major update, we fulfill our promises to provide furniture placement in houses and inside tunnels in October. All movable objects still have to be constructed on the ground outside the houses and tunnels, but after their completion, they can be lifted and dropped anywhere inside your house or inside your underground dwelling! Have fun designing your interiors and stay tuned for more furniture and decorations in future patches ;)

LiF:YO Wednesday Patch (0.1.8.0)

24.09.2014
tags: yo

This patch will be live tomorrow (Thursday) at aprox. 1 pm GMT to avoid any possible issues it may cause in prime time. 
 

Patch notes (ver. 0.1.8.0):
  • Fixed some rare client connection crashes while joining a server with exotic tunnel combinations 
  • Added additional debug info for client crashes to locate them faster 
  • Fixed some of the more frequent client crashes. There are still a good amount left, but we’ll get them sooner or later 

Its a final countdown... doo-doo-doo-doooooo

10.09.2014
tags: yo

Steam store page is up: http://store.steampowered.com/app/290080

Current alpha testers will be able to claim both LiF:YO testing and Early Alpha Release CD keys "soon" © :)

LiF:YO is coming!

02.09.2014
tags: yo mmo

LiF:YO Steam Early Alpha release is really close and probably should happen at 19th of September 2014! Unfortunately due to our limited server capabilities we have to cease alpha tests of LiF:MMO in order to run official LiF:YO servers on these servers. IF things go good, we plan to bring LiF:MMO servers up and ready for tests as soon as possible.

As a compensation, current Alpha testers will receive CD keys for both testing and release versions of LiF:YO. We really looking forward for your help to test out LiF:YO with us.

Yet another original feature

04.08.2014
tags: mmo yo

From now on active pre Alpha testers can communicate with their colleagues that are currently in game simply by clicking a link: https://lifeisfeudal.com/irc/ or finding a "Join Game Chat" button on their Account -> Characters page. 

Development is going at full available force and we are still looking positively towards September 2014 Steam Early Alpha Access  for LiF:YO!

P.S. My current wallpaper (100% in game screenshot): http://lifeisfeudal.com/images/pictures/WallScreen.png

A part of game that is often overlooked

20.06.2014
tags: mmo yo

We want to announce that we have finally finished preparing in-game tutorials for you. These tutorials include short videos and will guide you through the game basics and shortly explain mechanics of the most important features. You can browse those tutorials here: http://lifeisfeudal.com/billing/tutorials.php

Development progression and wiki updates

10.06.2014
tags: mmo yo

You have waited long enough for some juicy news, so here we go!

Starting with the big stuff: archery and the thrown weaponry system are at 50% of development goals. Soon enough our testers will be able to shoot some nice headshots from afar. A proper day and night cycle is also coming soon that should raise your impression of the game world even more. There are also some visual postFX system tweaks being produced and a lot of internal systems development and bug fixing is going on constantly. We can confidently say that servers are a lot more stable than few months ago, but there still is a lot of work ongoing to increase their stability.

One last thing. Our gamepedia was recently updated with some new content. This allows you to take a look at every single building, device and furniture in the game via uploaded screenshots. Actual information about recipes and requirements of those objects was also included. Check that page for instance.

Change of plans

06.05.2014
tags: mmo yo

      We want to announce a significant change of plans considering the LiF release. There is really nothing to worry about as far as the plans for LiF and these changes are great news that offer new options for you the player as LiF moves forward in development.

      While working on the server functionality we made a decision to take a different approach as for the way the servers will work for this new option. We explored some new possibilities and decided to change our priorities. Until now we only concentrated on opening one, big server based on our multinode technology, but during our work we have decided to offer a way that will provide players with a lot more possibilities.

Introducing new mount!

01.04.2014
tags: mmo yo

We've just finished creation of a new mount to LiF! You can check its in game screenshots here: http://lifeisfeudal.com/1stapril-horse-concept

On a more serious note. We're working hard to fix all those server side crashes that we all had experienced during our last sneak peek test runs. We really hope that we will be able to provide all necessary fixes in time and start next pre-alpha tests at 9th of April.

 

Hooray! Greenlit!

20.02.2014
tags: yo mmo
We've been Greenlit by the Steam community! Thanks to all our fans that have supported us during our short but intense campaign! In a few days we will be announcing the starting date of our Closed Alpha tests. We should have a date for you by next week, so Alpha is very close ;) Stay tuned.
 
P.S. If you want to participate in closed Alpha tests, you can learn about it here: http://lifeisfeudal.com/forum/for-those-who-still-want-to-support-project-financially-t502/

We’ve reached the top 100 Steam Greenlight in less then 2 days!

09.02.2014
tags: yo

We’ve reached the top 100 in just 2 days (46 hours to be precise)! Thank you guys so much for your interest in our game and all the kindness you’ve shown! We’re truly humbled by the amazing support and incredible amount of attention you’ve granted us these past couple of days. 

http://i.imgur.com/TEkf15F.png

20% of needed votes in 6 hours

07.02.2014
tags: yo

We have just collected 20% of needed votes on Steam Greenlight in first 6 hours of our campaign. Thank you for your support!

Going for some Greenlight

07.02.2014
tags: yo mmo
The color green is lacking from our game, so we’ve decided to go for a Steam Greenlight! Feel free to support us with your upvotes and positive comments.
 
The first wave of invites to the upcoming Closed Alpha has just passed. All of our donors and some of our most devoted fans have received access to the closed section of our boards reserved for Alpha testers. Log in on our boards and check them out, you might also have been invited ;)
 
P.S. Alpha is close …
P.P.S PM Bobik on boards if you have donated to us, but for some reason does not have closed section access.

Huge Wikipedia Update

24.01.2014
tags: mmo yo

Thanks to the Curse.com team and our own efforts Wiki about our game is up and updated with a massive amount of articles. We strongly suggest that you familiarize yourselves with our wiki in order to be even more prepared for the upcoming world of Life is Feudal.

P.S. Cheers to Carrol and Benjamin at Gamepedia.com!