Development News #60 - ‘Aid the Trade, Battles and Security’


The first thing we want to mention is that the new trade posts system requires thorough testing. If you want to get involved and aid the development of the project, we’d greatly appreciate if you could test trade posts in every way possible! We want to ensure the mechanics are solid, so feel free to play about and send any bug/imperfections reports our way. We’re confident that, with the help of our awesome players, we can make the trade system practically perfect!

We would like to once again thank those players who, on top of exploring and having fun during the test runs, are also sending reports and giving us vital feedback. Thanks, dudes! Our game gets better thanks to all of your efforts.

Currently, we are working on the Battle system, which you will be able to try out later during this test run. (We do advise you not to plan large scale combat before that.)

In other news, when the open beta starts, we are going to remove the ability to alter client program files by the players — this will solve the majority of issues surrounding fair play. All settings will be stored server-side and will be protected from client-side changes.

Thanks for checking out this week’s blog, remember to tune in next time for more news and updates!

— The team

Bug Hunt and some Tweaks ( MMO

Hey everyone,

Just a few fixes here and there along with some other improvements.

Thank you!

Patch notes (ver. MMO):

New features and tweaks:

  • Tuned and improved Personal Claims UI and handling
  • Changed minimum support points from -1 to 0
  • Armor effects now properly scale with the armor quality


  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed console spam about hunger changes
— The team

Denomination! ( MMO

Hey everyone,

In today’s patch we’ve implemented a proper currency management system, which allows you to fetch the gold from sold items without using up all your inventory space. :)

Bug fixes (ver. MMO:

  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • Blacksmith's shop can be constructed now
  • A few server crash issues have been addressed

Bug fixes (ver. MMO:

  • Fixed wrong food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • Date & time in map window are back
  • A few game and dispatcher server issues have been addressed
— The team

Development News #59 - ‘Battles Inc.’


Hey Feudalists!

During the current CBT #4 test run we plan to release another one of our main MMO features: the Battle System. In today’s devblog we’d like to provide a brief introduction to its key aspects.

First of all, we would like to stress the reason why we think that battles are so important for our MMO and PvP players. The Battle system will be the primary method for countries and kingdoms to brawl for domination of the game world in an instanced battle area.
The fact that it is instanced means that active PvP activities will not be affected by other players whom are not taking part, nor will other players be affected by participants of the battle. By ‘affected’ we not only mean direct game action involvement (looting, civilian casualties, backstabbing), but also performance-wise (to reduce render and network/server lag). Due to separate instancing, we can precisely track and share with players the following statistics: a list of guilds on both sides, initial amount of soldiers, casualties, soldiers that fled and were captured (we plan to implement these mechanics later).

In order to start a battle, the attacking guild should craft a special ‘Challenge’ monument and place it on the defending guild or kingdom’s land. After that, both guild/kingdoms have approximately 24 real-life hours to prepare and get as many players as they can to use this monument and enlist on their side.
Once the battle starts, we cap the amount of players on one of the sides to prevent very advantageous ‘zerging’ (x3 players amount advantage is the maximum). Participants are then moved into the instanced area, which is stripped of any buildings, objects and terraforming, leaving only natural foliage and water in the battle area.

The rules of the battle are quite simple - be the King/Queen of the hill (the area in the center of the map, placed slightly closer to the defending armies side) or you will also be able to eliminate all players of the opposing side. 
The winner of the battle gets all the equipment of the losing army that was dropped on the ground during the battle and the losing guild’s monument sustains damage. The damage can even degrade the monument and significantly shrink the radius of the claimed lands around it. Along with the damaged monument, the  losers also lose (ha, get it!) the ability to issue battle challenges for the next 3 real-life days.

With these mechanics (and with unit and formation tweaks that are soon to come), we expect players will have a lot of fun clashing face-to-face in the open field/forest environment without walls to use for cover.

Please keep in mind that this is a short explanation of the Battle System mechanics, with many details still being iterated on. If you guys can hold on while we perfect and implement this new feature, you will get answers to any questions you have upon its release!

— The team

CBT #4 is at your gates! ( MMO

Hey everyone,

We’re glad to announce that we have just started our 4th testing run of our Closed Beta tests! Along with some bug fixes and improvements, we’re glad to also present to you one of the major features of our MMO - the Trading Post Economy!

Everyone can now build a Trade Post that acts as a private, secure storage for all characters on your account and as a point of trade with other players and The Crown.

You must keep in mind that, even though you can browse offers of all Trade Posts in the world, you will have to physically fetch coins and goods between Trade Posts. In order to remove the secure way to fetch goods/coins between Trade Posts, we’ve enabled the setting on the MMO servers, which will force you to drop all your inventory items on the ground before you get moved by a Homecoming Prayer.

Your Own servers admins will be able to enable or disable this setting in the server config, once we release a LiF:YO patch with this feature in the future.

You can buy and sell goods when you’re not in game too! Just visit your Dashboard ( on our site, select a character and browse the market!

We plan to switch all types of monument support to the Crown currency later on. So make sure that you accumulate a good amount of coins for your private or guild claim.

P.S. Battles are about 90% ready and are on the way! Expect these later in this wave.

P.P.S As part of the preparation for the multiple servers in different regions of the world, we’ve delegated character selection to the launcher, so it can patch the game world that is really needed for the character chosen. Make sure that you select the proper character in the launcher before playing the game.

Patch notes (ver. MMO):

New features and tweaks:

  • Trade Post complex feature implemented
  • Implemented a server-side setting that allows to enable or disable all inventory items being dropped on the ground, when player uses Homecoming Prayer. This setting is ENABLED in MMO.
  • Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
  • Ability "Gloomelindhe" - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
  • Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
  • Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
  • You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
  • You can now place all tamed animals into carts and warehouses. Tweaked stables’ container sizes and animals food consumption ratio. Stable tick increased to 3 hours
  • "Sow Flax" ability now requires 30 skill level
  • You can erect a monument on paved tiles now
  • You can now eat preparations while mounted
  • “Slow” effect can now be removed by an “Arghh!” ability
  • Optimized server to database communication
  • Slightly optimized netcode
  • You can no longer add fuel to the damaged devices
  • Claims radius shown in tiles now (1 tile side = 2 meters)
  • Added a new Bitbox logo intro
  • Armor textures slightly tweaked and renewed
  • Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
  • Grossmesser damage reduced
  • Siege tent decay speed has been reduced
  • New, improved Inspect ability
  • Ability to prospect silver ore is now available from 0 skill lvl. Prospect for gold available from 60 skill lvl.
  • Guild claims rendering distance is lowered
  • Guild and private land maintenance price decreased
  • Tweaked trees growing algorithm. Trees that are planted by players will grow faster now.
  • Added new visuals for Newbie island weather
  • Added a lot of models, textures and other visuals for the newbie island
  • Few building recipes levels and ingredients reworked

Bug fixes:

  • Multiple MMO infrastructure and services fixes. We expect an increased overall stability of things.
  • Fixed improper inventory weight calculation after crossing the border between nodes
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit bug making some players invulnerable
— The team