Time for a Your Own update (

Hey everyone,

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

Patch notes (ver.

New features and tweaks:

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

Bug fixes:

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

- The Team

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

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

Hey feudalists!

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

You’re welcome.

- The team

MAJOR Overhaul and update (Part 2): Kids are here! No kidding! (0.9.6118)

Hey villagers!

After a few months of development, we’re glad to announce that children will have new models now. You will now be able to distinguish them from adults! Check out the visual improvements and client optimizations included in the update.

Patch notes (ver. 0.9.6118):

New features and tweaks:

  • childrens’ models added to the game
  • new lightning system (models will look slightly different now)
  • shadow quality significantly increased
  • barrels, lamp posts and a few other items have a physically corrected shine applied, this is our first step in implementing the PBR method[]
  • where shoreline intersects with water is damp and glistens in the sunlight
  • the moon has been added to the night cycle and affects lighting and shadows
  • day/night transition has been reworked
  • water reflections close to the horizon have been tweaked
  • mule animations have been tuned
  • camera angles are adjustable now in certain parts of the tutorial
  • many general optimizations have been applied to the game.

Bug fixes:

  • fixed tile visuals being rendered incorrectly when placing a new building

This is part two of our major overhaul and update, but the update is not complete. Stay tuned for part three in a few weeks!

- The team

Development News #44 - ‘Optimizations’ and soon the ‘Shrouds of History’ will begin to lift!’

Greetings Feudalists!

This week we continued getting the new LiF:YO patch ready and worked on crushing some nasty bugs.
In particular:
  • network optimizations;
  • fixing combat-related crashes;
  • tuning forest growth algorithm to fix the 'forest dying out' issue;
  • repairing terrain flattening mechanics.

Our artists have been busy with new castle walls, shield damage states, as well as characters and decorations for LiF:MMO starting islands.

Yesterday the art guys finished sculpting a gavran type vessel. Sketches of this vessel, which you might have seen in one of the earlier blog entries. This is a Slavard’s Rook - a type of ship that local NPCs on the starting islands will be building while the players assist them with various tasks. As previously stated, they are for decoration; you will not be able to sail it freely (boat-lovers, hold on).

We are also getting ready to unveil the new and completely overhauled game world history and mythology: the so-called lore. The first part of the lore’s main focus will be on the traits of the Gottlungs, Slavards, Khoors. This new information will showcase their religions, how they live, what they do and in whom they worship. Step-by-step our world broadens, adds depth and acquires new details as this lore grows.

We are sure you have noticed the intense visuals and symbolism within the world; huge swords thrust into the ground, the Eye of the Sleeper upon the shredded moon, peculiar tattoos on the backs and faces of people, interface background pictures - all of it serves a greater purpose.

More revelations are to come. Stay tuned.

-The team

Development News #43 - Beta News and the ‘Art’ of Fortifications

Hey Feudalists!

This week, and during the last closed beta test run, we’ve fixed a number of bugs:
  • client crash when opening tutorial window
  • high server ping issues
  • incorrect client patching sequence
  • game lag in certain locations
  • visual inventory duplication after crossing server borders
  • traps and snares working incorrectly near the server borders
  • incorrect damage calculation inflicted on players and animals.
We’ve also fixed some of the bugs that lead to the infamous ‘black screen’ issue while entering the game. We are also still working on any bugs that are present, of course!

We also optimized the network code of the game, while working diligently on submitted crash reports; including solving multiple issues while crossing server borders mounted on a horse. Phew!

We are also preparing a Life is Feudal: Your Own patch to apply most of the changes from the Life is Feudal:MMO version into Your Own.

In the meantime, check out our castle wall development progress.

We’ve presented you some fortification sketches before. We’ve updated the size and shape of wall loopholes and have reviewed some constructive elements of walls. Most of the 3D models are ready now. It is only texturing and functional QA tests left to do.

- The Team