News

Fix and balancing (1.3.6.0)

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

Patch notes (ver. 1.3.6.0):

New features and tweaks:

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

Horses:

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

Ranged

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

Melee

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

Bug fixes and optimizations:

  • Minor visual fixes

— The team

Development News #73 — Brave New World!

13.10.2017
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Hey, Feudalists!

Today is Friday the 13th, so we thought we’d bring some luck to the day by launching the whole new LiF:MMO world, with servers based in North America!

It is a test empty world with the same map and resources locations as the good old European one. All who have access to our current CBT will be able to join this world, just switch the region from Europe to North America in the launcher. 


The NA world is a good place to have a rehearsal for the upcoming OBT start as it is completely fresh and will have no wipes until the OBT. You can try out different strategies for your settlement development and make plans and arrangements, ready for the wipe and clear start of the OBT. Just keep in mind that we are going to have all the resources reshuffled on the OBT start to give newcomers the equal opportunities at the new beginning of the feudal life.

We have also recently released a small patch for LiF:YO. Among implemented features, we’ve added the ability to get inside damaged buildings. You will no longer need to tear them down completely to get to the loot, just break in and get the spoils! The patch also brings in some fixes and balance tweaks, you can check the detailed patch notes at our Steam store page!

— The team

Dupe quickfix (1.3.5.0)

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

Patch notes (ver. 1.3.5.0):

New features and tweaks:

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

Bug fixes and optimizations:

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

-The team

Development News #72 — NA Servers Incoming and Update of Plans!

06.10.2017
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Hey, Feudalists!

We are happy to announce that Friday, the 13th (muahaha) of October, is the date of the North American world start!

Seize the opportunity to start from scratch and use this as a ‘final rehearsal’ before the server wipes and the start of the actual OBT later this year. We will announce the date of the OBT as ‘soon™’ as we are able to.

Oh, and after discussing with our launching partners across the globe, we have decided to launch the Steam Early Access of the MMO at the same time that OBT starts. So it will basically be the one major start event, where our game will become available to our backers and all owners of LiF:YO on Steam!

Stay tuned for more news!

— The team

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

29.09.2017
tags:


Hey, Feudalists!

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

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



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

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

— The team