News

Development News #40 - ‘Ring the Bell!’

25.02.2017
tags: mmo yo devnews

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

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

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

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

 

 

Hi feudalists!


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

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

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

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

- The team

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

17.02.2017
tags: mmo yo devnews
Hi, feudalists!

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



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

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


For more information, check out the article.

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

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

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



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

Thanks for reading this week’s development news! 

- The team

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

10.02.2017
tags: yo mmo devnews
Hey everyone!

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

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


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

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


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


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


Let us know what you think!

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

- The team

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

03.02.2017
tags: mmo yo devnews
Hey everyone,

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: mmo yo devnews
Hey everyone,

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 #35 - 'WiP Screenshot Showcase | They are coming…'

20.01.2017
tags: mmo yo devnews
Hey everyone,

We’d like to share some WiP screenshots and accompanying information about a few cool things we’ve been working on - we hope you like!

We have finished the modelling and texturing of the native NPCs, as well as some native decorations.


Creating the behavior scenarios for each of them awaits us in the near-future.


Guiding your way through the dark nights is imperative to your survival - alas, as well as lighting your way, torches may also be used as a weapon! Thus, we have created a new ‘Siege Torch’, which you’ll be able to try in action soon!


 
And to round it off for today: we finished concept art for padded armors, Gottlung's style (op, op, op, op, oppa Gottlung style!). At some point, we would like you to be able to choose the armor style to match the race of your character, unrelated to the type of armor itself.


Thanks for reading this week’s dev news!

- The team

Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

13.01.2017
tags: mmo yo devnews
Hey everyone,

We are excited to share our overhauled castle walls with you!

While working on the new wall system, our top priority was getting rid of the major problems with the old system.

Wall battlements now take character height into account; this will make them more convenient to use as a cover while using ranged weapons. We have also changed loopholes, passages and different sections coupling with one another.


This variety of new elements will allow the building of various fortification designs, so get creative! For each wall type, we are going to have some segments without battlements - this will be helpful while laying out the inner perimeter of the castle.

You can use wall arcs to create passages without gates, add sculptures in niches to show off your stature and generally mix and match the wall types to suit your needs! We’re also thinking about the possibility to customise your walls: adding flags, bas-reliefs etc - or even the ability to add your heraldry colours as wall paintings.

Last but certainly not least: as well as all of this, we’ll also be adding the long awaited drawbridge!

In other news, we mentioned that we’ve been working super hard on the 64-bit version for both LiF:YO and the MMO in our last Dev News. We were hoping to launch sometime this week, but we want to ensure it works smoothly, so we are going to spend some extra time polishing and smoothing out any kinks. We are pretty sure that we will be able to present it sometime next week in the open beta branch of LiF:YO for you guys to try it out and let us know how it is!

Thanks for reading this week’s dev news, 

- The Team

Development News #33 - '2017 - more feudal than ever!'

09.01.2017
tags: mmo yo devnews
Hey everyone,

It’s the end of the festive season and the start of a new year! We hope you all had a great holiday and are ready for what the new year brings - perhaps, who knows... 64 bit feudalism to both LiF:YO and the MMO!?

We have to say that we have invested a lot of hot and passionate development time into these builds - we even affectionately named the internal code branch for those builds, ‘69 bit’...

We hope you'll be able to help out with testing this version - we’re optimistic it helps increase our client stability and performance significantly!

We’re working very hard, so keep checking back for more information regarding the 64 - *ahem* [i]69[/i] bit versions.

In the meantime, let us know the fun you had over the holidays!


- 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: mmo yo devnews
Hey everyone,

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

Development News #29 - ‘Horsin’ Around’

09.12.2016
tags: mmo yo devnews
Hey everyone!

We know how excited some of you are for horse-pulled carts; it’s still early stages while we ensure they work exactly how we want them to, but we thought you’d like to see a WiP video:



There is still some confusion surrounding exactly how we will be able to implement them. As you can see, we want to implement almost complete turning freedom for them and you will hopefully be able to use them to move one movable object on top of them.

Yes, we know that it has taken a hella lot of time before we were even able to start the development, but we really are super serious about getting it finished… ‘soon™’! :)

We hope you’ve enjoyed this small insight into what we’re up to!

- 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

Development News #27 - ‘Fall in! Patch and New info’

25.11.2016
tags: yo mmo devnews
Hey everyone!

We’ve just introduced some pretty major physics refactoring in the Steam Beta branch, which has allowed us to re-add fall damage - so you better tread carefully! We believe this adds to the realism and immersion that we aim for in LiF.

Speaking of realism, we recently slowed tree-growth down significantly to feel more realistic, but if you do find the growth a bit too realistic for your liking, we’ve added a new server setting, allowing you to tweak the growth speed.

Check out the rest of the patch notes and information on how to switch to Beta here

In other news, this week we’ve implemented a more simplistic method of signing up and logging in on our forums! You can use your Facebook, Google Account, Steam and/or VK to login, so be sure to check out the forums if you haven’t already!

We hope you enjoy today’s patch and dev news,

- 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

Development News #26 - 'Hunting the Gottlung‘

18.11.2016
tags: yo mmo devnews
Hey everyone, we’re sharing a bit of lore with you in this week’s news!
Lore:

“Earlier today we entered the forest.

I don’t like forests.They breathe danger and frightening ancientry here on this side of the continent. Commander of my “iron-bellied” called it Ulfskargsrann. Wolfish-fright-death-fly - something like this, when translated to the common tongue, does not sounds very encouraging at all. However, the commander is vigorous.

I don’t understand their hard, clunking speech well enough. It is more suited for warfare than for communication.

My brave”iron-bellied” Gottlungs sang their drinking songs under the forest canopy, scaring away all the birds and spirits, up until one of them got an arrow right through his throat.

Oh my, they are good at fighting, these Gottlungs, let Jodenande hug them with her legs.

It is good when there is someone to slash with the long Gottlung sword.
It is good when the enemy is seen.

But here, our enemy was the forest itself.”




A  travel log page
by Torson from Gavranskelle - master of trade
found in bear dung near Rivenspinne.


In other news, we know how excited you are about the MMO as are we, of course! So keep checking back for info next week.


- 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 #23 - ‘Hallows Eve Approaches and the Sleeper is watching’

28.10.2016
tags: mmo yo devnews
During the dark of the night, where the last leaf drifts away from the dying branch,
Where the lost souls of the departed are seeking the Great Tree,
And the glaring eyes of blood-thirsty animals pierce the dark -
This is the night gloom and cold crawl across the land.

The dead maiden departs her domain,
To douse the hot, bright sun
and let the three Ice Princes roam and rule the land.

Look, however, onto the scarlet sky,
Notice the Sleeping God has opened his eye.
You will see the clouds part way,
To allow for his gaze; for he is watching.

So gather all that is ripe on your fields,
Store your harvest away and seek shelter.
Legend states to light a lantern,
from the head of your enemy.

And wait. Wait as your ancestors waited, and their ancestors before that.
Now everyone will remove their masks and show their true face.

The hour is close. Do not sleep.



In last week’s post, we warned off unusual happenings in faraway lands, but it looks like they’ll be reaching us very soon - when the moon is full at the end of this month...

Development News #22 - ‘Something strange in the village hut - who’re you gonna call?’

21.10.2016
tags: yo mmo devnews
We’ve heard of some rather unusual goings on in faraway lands, and think you all ought to be prepared in case it reaches our Feudal isles!

Talks of ghostly fog and animals with glaring eyes in distant places is probably nothing for us to worry about, and surely won’t reach our humble Island - alas, just in case, there’s no harm in being aware, lest these oddities surprise us unexpectedly!

You may also do well to heed these words:

If you are the type to enter dark, undisturbed waters as though you were walking through a sunshine-flooded valley…

The type who practically sniggers at the mere thought of evil spirits, and storms through bears and boar alike as though passing by rabbits and squirrels…

The type who’s sword, spear or axe is much a part of you as your hand, leg or heart; the rough wood and coarse leather 
is as familiar as seeing the sun in the morning and the stars at night...

...then perhaps the time has come to discover something new about this world - and perhaps, about yourself.

This something new awaits you, deep in the thick of the forest. It is angry, thirsty for blood and extremely cunning, and it is eager to greet you.

Behold, either its blood ...or the colour of your own fear.

May the Sleeping God protect your soul.





We hope these words stay fresh in your mind, but before we go we would like to end on a more uplifting note!

We are also working on objects and decorations for natives’ settlements, which you can check out:







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

- Thanks, the team!

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

14.10.2016
tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

If you checked out the last one, 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: mmo yo devnews
Hey everyone, welcome to this week’s development news!

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

Development News #19 - ‘The trees are alive!'

30.09.2016
tags: mmo yo devnews
Hey everyone, welcome to this week's development news!

We’ve been working on a new maintenance algorithm for trees.

Forests: they aren’t just a supply of firewood and construction materials at your disposal - they’re living organisms; they need particular weather conditions, and thrive in certain locations.



Just like any living entity, the trees can bloom or wither, or even perish if you so wish.

We’ve made a number of adjustments, including with the models, and will also be adding a number of new options. We are looking forward to presenting you with a new, living forest!



We are also so pleased to let you all know that we've managed to defeat a number of issues that were bugging some of our users:

We found, and fixed, a particular bug that caused some tanning tubs, drying racks, campfires and other similar objects to work incorrectly.

We also fixed an exploit, which allowed the player to log out under a wall and log back in on top of it.

Finally, we’ve stopped grass from growing through your building's floor or above tunnel entrances.

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

- The team

Development News #18 - Gottlung Plate Masterwork & Armour Crafting Overhaul

23.09.2016
tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

If you haven’t noticed the theme yet, we’ve been showcasing the upcoming armour improvements! Check out the previous news posts to see the scale armour and chainmail improvements.


Plate armor is known to be heavy armour, it guarantees unmatched protection against slashing damage - however, to keep mobile, a warrior must have great strength.


Heavy plate armour of a high quality is the dream of any medieval combatant, and pride and joy of the master who forged it. In our new armor crafting system we have overhauled the production process of all metal armors so they will be more fun to craft but a bit more of a pain to lose.


We’d also like to thank everyone who participated in our recent poll. We’ve decided to not completely remove the halo, but to reduce its radius and brightness. You’ll be able to see your character and the area surrounding, up to the length of an outstretched arm. We’ll be updating this in the next patch!

As always, we hope you’re enjoying the insight into some of what we're working on - look out for next week’s update!

- The Team

Development News #17 - ‘Sashes, Silk and Scales: a Khoor Design’

16.09.2016
tags: yo mmo devnews
Hey everyone, welcome to this week’s development news!

As a follow-on from last week, we’ll be looking into more of our upcoming armour improvements that we’ve been working on.


Scale armour has the best defence against piercing attacks, and is also pretty good against slashing. Its design allows better mobility than plate armour, but not as much as padded or leather.

You can see the armour below, handcrafted by Khoor artisans, using rather specific elements, such as horse tails and sashes - plus silks and furs for the more elite. 



As always, we hope you’re enjoying the insight into some of what we're working on - look out for next week’s update!

- The team

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

Development News #16 - The night is dark and full of...reasons to enjoy our new lighting

02.09.2016
tags: yo mmo devnews
Hey everyone, welcome to this week’s development news!

We’ve been improving existing rendering calls, such as reworking the lighting system, which you can check out in these side-by-side comparison images: http://lifeisfeudal.com/screenshots-comparison-2

The improved lighting has made way for a more realistic nighttime, thus you better have a torch handy to guide your way through the pitchblack. You can check out how a torch in the dark looks in our new render in this video:



In other news...

Chainmail: a pretty average armor - it has good protection against slashing attacks, but is vulnerable to piercing damage from spears, lances, arrows and bolts. Below you can see some chainmail armor made using old-school Slavard traditions, with the use of hides and tanned leather for additional protection and warmth.

Of course, you do not wear chainmail over your bare body! Additional layering is required underneath. This can be some basic, common clothing or a padded tunic.


We’re implementing this requirement to our new armor crafting system.
 

We hope you enjoyed the insight into some of the features we're working on - look out for next week’s update!

- The team

Development News #15 - Forest Village Launch + New site + some News!

26.08.2016
tags: fv yo mmo devnews
Hey everyone, welcome to this week’s development news!

Firsty, we are super excited to let you all know that we are launching Life is Feudal:Forest Village in early access on Steam today! Check that out [here].

LiF:Forest Village is a city builder with engaging survival aspects set on an island in the unforgiven medieval era. Developed by Mindillusion, you can shape, build and expand your settlement, grow food to ward off starvation and scurvy, send expeditions to explore - even occupy villagers for additional micromanagement or simply to explore!

We’ve also been overhauling our website, which is why it’s been down this morning, but we really hope you like it. Let us know what you think when it’s all up and running!


We're aware that we’re quite late with our development (because since when does anything go to plan!?) and the guild politics and claims system took us longer to implement than what we originally planned. This along with some pesky bugs, which have been very hard to trace or sometimes lead to a major rewrite of some code parts to properly fix them, has definitely slowed us down.

Overall, our development has slowed down a bit while we're investing even more time into quality, rather than an instant result, which we have learned our lesson with after feeling forced to do so way back before, and after, the LiF:YO EA release and full release.

An important piece of info we’re excited to share is that we're currently in the middle of negotiations with a company, which will most likely be our partner from the Wave#1 release. This will really help us with a number of aspects as we move forward. Of course, we’re still negotiating so, at present, we don’t have any final plans, but we just wanted to keep you all in the know.

Thanks for taking the time to read our updates, look out for next week’s dev news!

-The Team

Development News #14 - ‘extra padding!’

19.08.2016
tags: mmo yo devnews
Hey everyone, welcome to this week’s development news!

Following [Plate armor], we are happy to introduce you to the new Padded armor. It’s super lightweight but with reasonable protection - armor like this was widely used among early medieval warriors.

Padded armor allows you to move faster for longer and carry more weight, as well as giving some decent protection. We are going to introduce an overhauled armor creation system in LiF. Cloth armor will soon become more affordable than the other types and will take its proper place in your inventory.


You might have seen that we launched a [patch] yesterday, that quite a few of our players have been really excited for. We have received numerous requests in the past for Observe Mode to work while moving so you can plan your terraforming needs from every angle.

We are also super excited to let you all know that we have managed to find some code that was not optimal - fixing it resulted in a significant server performance boost!

Check out the patch announcement for the rest of the notes.

Thanks for reading, look out for next week’s post!

- The team

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):

Development News #13 - With it or on it? Destroy it!

12.08.2016
tags: mmo yo devnews
Hey guys!

We always love seeing the results of your hard work - including those of you who partake in the type of work that includes an axe and an enemy’s body.

Sparks, splinters and blood droplets: the recipe that inspires the heart of a warrior! And now we’re expanding that list with three new damage stages for shields, which allows you to better evaluate how fast your opponent will die by your hands!

 

You can see in this screenshot the difference between the new, moderately damaged and severely damaged shields.

To accompany this new improvement, we’ve also reworked some of our shields and even added some new ones!


We also know how much you all want to hear about the MMO - totally understandable! At present, we’re continuing to work very hard on the Guilds/Claims. The mechanics are very complex so we really want them to be of a very high quality for you guys. We’re also currently working on fixing some bugs that affect transition between servers. We’re so excited to progress to the next wave and are so grateful for your patience, support and feedback!

Thanks from all the team

Development News #12 - ‘It’s not just sword-wielding heroes facing their foes!’

05.08.2016
tags: mmo yo devnews
    If your hands feel more familiar to the rough handle of a pickaxe than the leathery grip of a battleaxe or the iron coldness of a sword - and if underground passages and dark mines feel like a second home - keep in mind that armor-clad knights aren’t the only ones to face danger...


You will do well to remember that not every distant rustling and echoed rattling is the sound of earthfall and rubble; and that obscure rumbling deep in the mine isn’t always the Sleeper’s venomous breath.

There can be something vicious and utterly unnerving about complete silence - but you are not alone. Keep your torch close - allow the flames to dance ahead and illuminate the darkness; inspect the inky shadows a little closer.

Ah, but don’t look too close, unless, of course, you are willing to put down your faithful tools and take up arms and fight the fear that preys from beneath the shadows.

Stay safe - they could be watching…


Hey guys,

Yep, that’s right, more NPC teasing in the form of lore and screenshots just because we can!

This week’s blog is going to be a short one, since we’re still working on things we’ve mentioned recently in past dev blogs.  Including improving and fixing things in the MMO as we’ve been receiving feedback (thank you again to our brilliant testers).

Thanks for checking this week’s dev news, join us next Friday for more!

- The Team

Development News #11 - ‘If you go out in the woods today…’

29.07.2016
tags: mmo yo devnews
A small group of lumberjacks working deep in the woods were the first victims...

Their mangled corpses were reminiscent of a bear attack; horrible lacerations moulded by claw-like marks, broken bones, shattered skulls - surely no man could inflict such mutilations?


If you happen upon an unusual mound in the forests, resembling an ancient tree stump with it’s great roots unearthed, ensure it’s not moving, because if it is… run. Now is the time to decide how precious your loot really is; you won’t want anything weighing you down. Now is the time to push yourself to your limits and run as fast and far as you can. Now is the time to be anywhere but here.

...Although, are you not one of those brave madmen who do not tremble at the sight of danger, but rather unsheath their axes and arrows?

Perhaps you should rally your allies - maybe it’s time to check if blood even flows in these forest demons. Before you do, remember to pray to the Sleeper to save your souls.

So if you go out in the woods today, be sure of a big surprise,
If you go out in the woods today, listen for blood-curdling crie
s




...Hey guys!

Welcome to this week’s dev blog - we hope this fun little bit of lore and new screenshots have peaked your interest. We’re sorry for being a tease, but we are all really excited about what we have planned on the horizon.

We know how you are also really eager to find out what’s happening with the MMO waves - and are especially eager to find out when you can join in - so we’ll be updating you guys on that.

Firstly, if you’re unsure, you can find out when you are eligible to join on [this page]

We’re pleased to say that nearing the end of Wave #0; it’s been really rewarding and has helped us move forward with fixing any bugs and taking back feedback. We’re expecting to be starting the next wave after we’ve perfected some of the guild mechanics. As you know, the guild system is a huge part of the MMO, so we would like it to work as intended, of course - with some of the more stubborn bugs ironed out -  before letting player enjoy Wave#1!

Keep checking back for more information as we’ll keep you posted along the way.

- The Team

Development News #10 - Animals and Algorithms

25.07.2016
tags: mmo yo devnews
Hey guys,

Welcome to this week’s dev news! There’s lots of reworking some older mechanics on top of everything else so we thought we’d elaborate on some the new mechanics you can look forward to.

After we released LiF:YO, we decided we’d like to completely rework animal behavior mechanics. Our goal was to achieve better code clarity, extensibility, and an easier way to modify parameters in realtime.

The new pathfinding algorithm removes the old manual implementation, and instead takes advantage of the well-known recast/detour library. This allows us to provide walkable surfaces (Navigation Meshes), not only on the ground, but on the stairs, buildings - everything with proper collision geometry. It’s also fully tunable: maximum angle, impassable area size near walls, etc.


After we had taken care of the new pathfinding, new animals (and the native NPCs in the future) would still be lacking good behavior implementation and proper spawn logic. Therefore, after many discussions, we decided to move forward with the ‘behavior tree’ approach. This technique showed great adjustability and was really clear to understand.


This screenshot shows an approximate behaviour tree for predatory animals, such as bears, boars and wolves.

Spawn logic was the last feature to add for our overall animal AI improvements. We originally divided the whole territory into regions.

256 regions in one terrain
256 x 9 regions in one server

However, now civilization rates are taken into account, it reduces the chance for animals to spawn so we’ve made the animals appear more randomly in their respective biomes (wolves on forest soil for example) and the spawning algorithm is more adjustable.

At the moment, these new algorithms are present in Beta Wave #0 of the MMO, and are currently being thoroughly tested and continuously improved.

Thanks for reading this week’s dev news, join us next Friday for more!

Please note that we are aware of, and hard at work on, issues that may have affected some users since the latest update. The team are diligently working on fixes and apologise if anyone is affected by these changes

- The team

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):

Development News #9 - New Dangers Lurking in the Wild!

15.07.2016
tags: mmo yo devnews
Hey everyone,

Welcome to this week’s development update! We sincerely hope you’ve been enjoying the screenshots and insight into some of the things we’ve been getting up to.

Check out one of this week’s WiP screenshots - this halfplate armour concept art:


We know a lot of you are really looking forward to our native NPCs, so we’re really excited to share some more information and concept art to entice you that little bit more!

According to old chronicles, the fierce tribes are dotted about mountains and mines in both the north and in the south of the Island. They’re vicious, stealthy hunters and have even been known to indulge in cannibalism. Their form seems less than human, leaving many to speculate that they are demons.


These natives may not be too happy with your arrival to the island, it is their homeland, afterall.

Look out for them, they’re coming soon™!

Thanks for reading this week’s dev update - catch us next week for more

- The Team

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!