News

‘Most Hardcore MMO‘ award. Go for it!

29.11.2016
tags:
Hey everyone!

(Thanks Khan for the great screenshot)

Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal!

Cast your vote here, Comment below to let us know you’ve voted!

- The team

Development News #27 - ‘Fall in! Patch and New info’

25.11.2016
tags:
Hey everyone!

We’ve just introduced some pretty major physics refactoring in the Steam Beta branch, which has allowed us to re-add fall damage - so you better tread carefully! We believe this adds to the realism and immersion that we aim for in LiF.

Speaking of realism, we recently slowed tree-growth down significantly to feel more realistic, but if you do find the growth a bit too realistic for your liking, we’ve added a new server setting, allowing you to tweak the growth speed.

Check out the rest of the patch notes and information on how to switch to Beta here

In other news, this week we’ve implemented a more simplistic method of signing up and logging in on our forums! You can use your Facebook, Google Account, Steam and/or VK to login, so be sure to check out the forums if you haven’t already!

We hope you enjoy today’s patch and dev news,

- The team

Fall in! (1.1.7.0 (BETA))

25.11.2016
tags:
Hey everyone,


We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other.
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.

Patch notes (ver. 1.1.7.0):

New features and tweaks:

  • Falling damage has been re-enabled. Take care jumping now!
  • Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are [b]not[/b] required to manually run scripts to remove trees stumps from the gameworld
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a  maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added and tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight  is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added  regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • Sleeper’s moon night has been removed. Maybe we’ll see it again …someday

Bug fixes:

  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

P.S. Click here to find out how to switch to beta for those who are eager to try it out!

You will have to create or join a new server in the beta branch.


-The team

Bees, honey, bears and lights (0.9.5854)

18.11.2016
tags:
Hey villagers!

Beekeeping is available in your villages at last! But make sure to keep bears away from your beehives! Now all the endless process of honey creation and consumption can be lighted with multiple decorative light sources. You should definitely check this out now!


Patch notes (ver. 0.9.5854):

New features and tweaks:

  • Beehives implemented. You can produce honey to create some pies. Make sure to protect your hives from wild bears!
  • Implemented light sources (other than the sun). Some houses have them installed already. You can also place decorative objects that use light sources.
  • Completely reworked snow and rain effects
  • Nights are no longer that dark and full of terrors ;)
  • Grass is visually thicker and juicy now

Bug fixes:

  • Large amounts of optimization and bugfixes, which should significantly increase the performance of your game

-The team

Development News #26 - 'Hunting the Gottlung‘

18.11.2016
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Hey everyone, we’re sharing a bit of lore with you in this week’s news!
Lore:

“Earlier today we entered the forest.

I don’t like forests.They breathe danger and frightening ancientry here on this side of the continent. Commander of my “iron-bellied” called it Ulfskargsrann. Wolfish-fright-death-fly - something like this, when translated to the common tongue, does not sounds very encouraging at all. However, the commander is vigorous.

I don’t understand their hard, clunking speech well enough. It is more suited for warfare than for communication.

My brave”iron-bellied” Gottlungs sang their drinking songs under the forest canopy, scaring away all the birds and spirits, up until one of them got an arrow right through his throat.

Oh my, they are good at fighting, these Gottlungs, let Jodenande hug them with her legs.

It is good when there is someone to slash with the long Gottlung sword.
It is good when the enemy is seen.

But here, our enemy was the forest itself.”




A  travel log page
by Torson from Gavranskelle - master of trade
found in bear dung near Rivenspinne.


In other news, we know how excited you are about the MMO as are we, of course! So keep checking back for info next week.


- The team