News

Getting well and better

19.12.2016
tags:
Hey everyone,

This weekend was one of the hottest weekends in the history of our team. Servers were going up and down with a steady pace; this current patch is designed to slow that steady pace down, along with some other issues that you guys have unfortunately suffered! We must warn you that some of the issues are still in place, because they have proven to be not exactly easy and fast to fix - but we’re hoping to defeat most of them within the next few days!

Patch notes (ver. 0.6.19.0 (MMO)):

New features and tweaks:

  • Provided some Judgment Hour related fixes. (JH will not be active for now, until we completely fix it. Expect JH to start working closer to this Friday.)
  • Tweaked some combat skill multipliers to slow their progression a bit
  • Soft stamina (that represents your oxygen level while underwater) drains significantly slower now, while you’re underwater
  • Vassal States can not change their political states and can only remove ally to break away from  their suzerain
  • Buildings outside of claimed areas can now be damaged with siege weaponry
  • ‘Trespassers’ no longer works on your enemies (members of the guild you’re officially at war with)
  • Added proper mass players messaging to avoid the whole, ‘Now you are the leader of Beta Testers’ prefix :)

Bug fixes:

  • Fixed the 2nd main reason for server crashes. The main reason is still being worked on :(
  • Owner timer on movable objects (horses, furniture etc.) is fixed and has priority over the claim. While dismounting your horse on an enemy claim you will have a certain amount of time to remount your horse, while the timer ticks
  • Guilds in official ally and war standings will not suffer from alignment penalties while ‘interacting’ with each other
  • Implemented some server log-related optimization to improve server performance
  • Fixed the monument upgrade progress bar not being rendered in some situations
- The team

Development News #30 - First results of MMO Closed Beta Tests

16.12.2016
tags:
Hey everyone!


Since the Early Access release of Life is Feudal:Your Own in September 2014, and since its full release in November 2015, we have definitely lacked that feeling of perpetual motion, excitement and 24/7 working schedule before and after the launch of Closed Beta tests! “Burning anthill” is the best description of what our small studio house has looked like in the last few days.

We estimated that one server node will begin to die and eventually crash after 200 players are in it. Well, node 25 has been proven to hold 368 players simultaneously before it crashed. We do not know how this is even possible at the current stage of development and server side optimizations :)

We want to thank all participants for helping us to gather all the valuable performance and bug data. We remind you that it is the first time ever that we have such a massive test of Life is Feudal: MMO with a peak of concurrent users topping 800 users yesterday!

Right now, our top priority is to increase stability and performance of our servers along with fixes of critical issues that you guys report.

Thank you once more for being awesome and for understanding those issues you may stumble upon while playtesting our game!

- The team

The first MMO f*ckup and the first fixes

15.12.2016
tags:
Hey everyone,

We are really sorry, but we must confess, that during our rush to start the first run of Closed Beta Tests we forgot to change a shuffled underground resources map. That means, that since the start till now it was impossible to find any resources higher that a quality level of 10 or any underground ore at all. In this patch we will fix that issue and will bring resources back to their proper locations.

Good news is, that we have supposedly fixed a connection issue, when the client hangs on initialization and some server side crashes. If you have modified our client we strongly suggest you to revert those modifications now. (Launcher -> Repair).

We also fixed a guild standings bug with Kingdoms -> Vassals standings. Guild leaders will need to reset those alliances once more.

The Guild monument city claim radius is doubled now (as it originally should be).

We expect that server downtime should not take longer than 1 hour, hopefully less.

Thank you for your patience and understanding!

- The team

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

14.12.2016
tags:
Hey everyone,

We are really excited to let you all know that today, on December 14th, the First Closed Beta Test of Life Is Feudal has started! Everyone who is eligible to participate in the beta tests can visit the closed forums section and use a link listed there to download the launcher. This is the same link you should have received in our newsletter.

Patch notes (ver. 0.6.19.0 (MMO)):

New features and tweaks:

  • Skill Progression is set to x2. Your skills and stats will progress two times faster than is originally intended for testing purposes.
  • Implemented Guilds and Politics systems. You need at least 10 members to join your guild and build a monument in order to be able to participate in global politics. Once you have a monument set, you can change your guilds’ standings and adjust them versus other guilds. If you set to Ally standing for another guild and they accept it, it will make your guilds a Kingdom, and the guild that accepted the Ally request will become your Vassal State, losing the ability for that guild to set its own political standings. The Guild leader can setup access rules for different entites. We expect to implement individual per object access rules later this month.
  • Guild leaders can access the guild management web page via their Authority skill ability (check your skillbook) while in game or on our site lifeisfeudal.com
  • mplemented minigames feature. More info about how these are supposed to work is here: https://www.youtube.com/watch?v=DcHnIHFzS6E. We will provide you with links on mobile apps for minigames later this week or next, but they should work while in game or on our site.
  • Alignment penalty for a kill is doubled (-20 alignment per murder) But we remind you, that during official wars between guilds their members do not lose alignment for killing each other.
  • Added Primitive torch both as starting item and as basic recipe. You don’t need the Demolition skill to use it, but it is not effective as a siege weapon as a result. You can still use it to scare off wild animals that are hit by it.
  • Added Korean and Czech languages localization
P.S. Pro Tip: You may experience some lag in the central city while we’re still in early days so spreading out a bit is advised!

- The Team

The Winner Takes it All!

14.12.2016
tags:
Hey everyone,

We are really excited to let you all know that today, on December 14th, the First Closed Beta Test of Life Is Feudal: MMO will officially open its doors for the players! We will make a separate announcement about when the beta will actually start, so look out for that.

Just a heads up that we’ve sent out emails to those lucky 1000 random players who won the LiF lottery so check your emails ASAP!

Thanks again to all of our amazing players for your continued support.

- The Team