News

MAJOR Overhaul and update (Part 1) (0.9.6100)

07.03.2017
tags:
Hey villagers!

The development process is not as easy of a task as it might initially seem at the first glance! Sometimes, thousands of hours of development that are done behind the scenes may result in something that is not that obvious and easy to notice by you guys. However, these things are vitally important for the stability, performance and future features of the game - so thank you for being so patient!

In this patch is the first part of a major game code overhaul, which is aimed to drastically increase the stability and performance of the game. The second part of this update is hopefully going to be out in about two weeks, to complete this very important update.

Patch notes (ver. 0.9.6100):

New features and tweaks:

  • Major overhaul and optimization of terraforming, AI, scripts and pathfinding subsystems of the game
  • Multiple additions to the modding and scripting subsystems. Modders can now create new buildings, UI elements and even debug scripts
  • You can rotate and place buildings freely now with free rotation angles and automatic terrain smoothing under buildings
  • New terraforming tool allows you to set a height for terraforming flattening
  • Pinned UI windows will now be saved
  • Building window can now be minimized
  • Starting zone is clearer now for an easier start
  • You can block alcohol usage in resource windows now. The same way you block other resources
  • Villagers will eat honey in the same way as other food products
  • Added new grass, environmental props, farm crops, roads and other object textures and model content

Bug fixes:

  • Farms and orchards drainage action has been fixed and works properly now
  • Fixed a bug that would properly restore your game when resuming a PC from sleep mode
  • Fixed invisible mules that allowed for villagers to move resources without them
  • Fixed an issue with toddlers dying and disappearing if they are left without a house (in case of a fire, for instance)
  • Fixed a bug, which caused the ‘Snowflake’ icon to not appear above some houses despite them running out of fuel
  • Fixed a bug that would suddenly move the camera to a random area of the map during the tutorial
  • Fixed villager naming bugs, which would result in female names on males and vice versa
  • Fixed minimap visualization bugs that caused some shore parts to look like water on the minimap

- The team

Development News #41 - ‘Red Reaperess and other cares’

03.03.2017
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‘You, the mortal wearer of the Spark, remember! Remember and fear!
If, while messing around a cowshed or being of any other use for your master, you felt the sudden cold of Terskellen and a slight whisper of a wind seems like someone's calling to you...
If you hunt down a wild animal in the deep of the woods, squeezing your bow in hand, while constantly sensing the smell of death and moist clay...
Or, sit you in your castle among the mighty squad of your unbeatable warriors and sudden thoughts of 
Jodhe and her scarlet sickle strikes you - let her always be well-fed.
You should know that she is calling for you.
She has found you.
And she is hungry.’


Hi, feudalists!

While the main part of our team is busy fixing errors and critical bugs, our art department is working on certain long-term goals.

For example, we’ve recently finished another model for the native tribes, whom live in forests and swamps. They are known as the Red Reaperess.


We still have a long way to go until natives are perfected and ready to be implemented in the game. Now, almost all creature models and weapons are ready and we continue working on animations and behavior scenarios. Next: AI, settlement design and thorough testing.

We know how the wild animals behave, and it is not anywhere near the intellect level natives will possess. A lot of work is still ahead.

We continue working on the MMO newbie island functionality. These are the learning grounds where newcomers will be spending their first gameplay hours getting used to gameplay mechanics and survival basics, before entering the large, aggressive and unforgiving MMO world.


We are building the starting settlement, modelling unique decorations and working on NPCs which will issue simple quests and help newcomers to immerse themselves into the world and learn its history.

We will keep you updated, stay tuned for more!

- The Team

Development News #40 - ‘Ring the Bell!’

25.02.2017
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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

Quickfixes (0.7.1.1 (MMO))

22.02.2017
tags:
Hey everyone,

We’ve released a quick patch that has addressed some servers instability issues. Today we continue to improve server stability along with some more fixes of the most important bugs.


Patch notes (ver. 0.7.1.1 (MMO)):

Bug fixes:

  • Fixed terrain cells blocking status bug. You can no longer build unmovable structures inside other unmovable structures. It also fixes an issue with some buildings that cannot be removed by a guild leader.
  • You can now use shield bash while wielding a tower shield
  • Fixed Spearman 90 lvl ability. Spear thrusting attacks cannot be parried now.
  • Fixed some server-side crashes

- The Team

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

21.02.2017
tags:
Hey everyone,

We are really excited to let you all know that today, on February 20th, the second Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests must start their launchers and make sure to complete all the patching processes.

Check out the condensed patch notes containing the most important changes and fixes below:

Patch notes (ver. 0.7.0.64 (MMO)):

New features and tweaks:

  • 64 bit is now supported by both the MMO client and MMO server. According to our LiF:YO players feedback, it significantly increased stability in LiF:YO - we expect the same to happen in Life is Feudal:MMO!
  • Completely redesigned combat skills tree. Make sure to open your skill book and spend some time familiarizing yourself with it
  • Weapons and armor parameters are tweaked according to the new combat skills tree
  • All types of damage can damage a movable object now
  • Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects and shields than slashing, blunt or piercing damage
  • Power Strike effect now ignores parrying
  • Players that are hostile towards your guild and logged out within your city claim radius will be dropped outside of the city claim radius once Judgement hour commences
  • Implemented parallax effect on terrain textures

Bug fixes:

  • Multiple guilds’ management, guilds’ monuments, standings management and guilds’ claims related fixes. We hope that the overall guild-related experience should become more stable and convenient
  • Multiple combat mechanics-related bugfixes

Also, private claims and newbie islands functionality will be enabled for testing later this week.

-The Team