CBT #5 is here and will last until... ( MMO)

Hey everyone,

We’re glad to announce that we’ve just opened the gates for CBT#5!
Among the most important content updates, we’d like to highlight the following:
  • Battle System - Currently launched in testing mode. This means that you will have a one hour timer before the battle commences, starting from the initial challenge (rather than the 24 hours as originally planned). There will also be no consequences to a guild monument of the losing side.
  • Formations - We have greatly boosted formations in general and made them simpler to use. Coupled with the Battle System, we expect that well-organized guilds will wreak havoc with their wedged charges on enemy lines. You can check out our old Devblog to refresh your memory on the Formations system.

We plan for CBT #5 to be up and running for a few weeks, until we are ready for the next important phase of our tests. Please keep in mind that there will be a wipe and a shuffle of resources after the end of the current CBT#5!
Make sure to check out our Devblog tomorrow to learn more details about our testing schedule and further development plans!

Patch notes (ver. MMO):

New features and tweaks:

  • Implemented the Battle System, which is currently in testing mode (shorter timeouts, no consequences)
  • Massive Formation System overhaul - increased formation shapes, sizes and boosted bonuses
  • Added and tweaked a lot of tooltips across the game
  • Special attacks' damage multiplier boosted
  • Grossmesser sword: reduced attack speed
  • Some minor weapon tweaking. Expect a bigger overhaul in the following weeks
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • A bunch of crafting recipe tweaks
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour and if you’re in a state of war. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances


  • Fixed a bug with mortar creation in a kiln that required a user to constantly reopen it
  • Ranger skill abuse with pavis fixed
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Multiple server and client stability improvements
— The team

Development News #64 - Almost there!


Hey, Feudalists!

Firstly, we would like to announce that CBT#5 testing is planned to start on the 17th of August 2017. Keep in mind that it will last as long as needed until we are ready for the next stage of tests.

Secondly, we plan to wipe and shuffle all map resources after the end of the CBT#5. Keep this information in mind before making decisions between grinding vs having fun in PvP, RP or exploration!

Lastly, we’re working on in-game physics optimization, especially in battle instances. We believe that we’re moving in the right direction with these optimizations, though it does take some time.

Here are also some art updates for you to check out.

Stay with us!

P.S. Don’t forget to check out Brightlocker where you can earn exclusive Life is Feudal perks and rewards. 

— The team

Development News #63 - Moving forward, We shall prevail!

Hey, Feudalists!

With a heavy heart, we have to admit that we didn’t make the launch of the Battle system last weekend. All guilty ones have been hanged already on Alaric oak, while the remaining continue to work with double the zeal.

We want to thank everyone for their patience and understanding from all who came to help us with testing. Thanks to all of you, a number of critical bugs and problems were identified.

Your trust, support and enthusiasm inspire us to continue working with added strength and fills us with determination to push forward on the project.

We want to give a special shout out to the guilds who took their time and showed up for the Battle system test in a really organized manner: Askanier, Vanirs Krigsmen, Brothers In Arms, Prosperity, Blood Vikings, La Orden, Heidabyr, Axt and Kreuz, The Kingdom of Masons, Great Tartaria, House Dagfinn, Kingdom of Aberon, Finravens, Ruffnarök, Kingdom of Baldoian. Thank you!

We also want to take this time to talk about our priorities. The main strength of the team is now focused on bringing the Battle system to life. The rest of the developers are finalizing the horse-pulled carts and Trading posts, alongside the reshuffled resources on the map. That is not mentioning the ongoing process of polishing and bug-fixing of course.

The artists are finishing texturing the new walls and Donjons to prepare them for tests, as well as making models of destructible shields, reworking some game assets and adding new ones.

Some pictures:

Stay with us!

— The team

Development News #62 - ‘Improved Formations for Battles - so at least you look cool while dying’


Hey, Feudalists!

We have promised many times on different occasions that we were going to tweak and boost one of our original game features - the Formation System. We’ve decided that now is a good a time as any, especially since we plan to test the Battle System this weekend!

In today’s devblog, we would like to talk about our new vision for the Formation System and explain some details for you guys.

First of all, we’ve decided to increase (x1.5) the area that members of the unit must step into in order to be ‘considered’ entered into the formation. We did this in order to ease the usage of formations for less organized/drilled players. Some of the ideas for future development we have considered implementing are ‘Spread Out!’ and the ‘Stay Close!’ commands, which will increase or decrease the size of formation with a more tight formation providing a bigger boost to the members of the unit, but those are distant plans.

Secondly, we’re shaping formation type and formation command bonuses in such a manner as to get them closer to the golden game design balancing standard -  rock, paper, scissors.

Formation types: 
  • Wall Formation(counters Circle Formation). Effects: Defense, Slowed.
  • Wedge Formation (counters Wall Formation). Effects: Momentum (multiplies damage that players inflict by their movement speed), Penetration (lowers Defense effect magnitude of a struck victim).
  • Circle Formation (counters Wedge Formation). Effects: Accelerated, Balanced Breath.
Formation commands:
  • Hold your ground! (counters “Move, move, move!”). 20 second duration, does not affect mounted players. Effects: Defense, Slowed.
  • Chaaarge! (counters “Hold your ground!”). 10 second duration, effect disappears after the first successful hit. Effects: Momentum, Penetration, Accelerated, Hurried Breath (faster stamina drain while running).
  • Move, move, move! (counters “Chaaarge!”). 20 second duration. Speed of all unit members becomes equal to the leader’s speed. Effects: Accelerated, Balanced Breath, Shaky Hands (chance to be staggered if hitting a person with the Defense effect active)
Lastly, but more importantly than the previous aspects - we’ve increased the bonus from the amount of unit members that enter the formation. The more organized your unit is - the more unit members that are inside the formation - the bigger the bonuses each of them receive!

We are looking forward to the closed beta testers being able to test both Battles and the updated Formation system during this weekend test. We encourage everyone to take a part in these tests since there will be NO consequences and no results will be saved.
P.S. In order to get as many battles fought as possible there will only be 1 hour between the Battle Challenge and the battle start itself. During normal gameplay you will have to wait approx. 24 hours.

— The team

First major update since release! (1.0.6285)

Hey, villagers!

We have been hard at work on improvements and new features and as you can see we have been very busy for such a small team. We hope you enjoy these improvements to stability, the visual quality, effects and improvements to gameplay. Many good things still to come in future updates.

Patch notes (ver. 1.0.6285):

New features and tweaks:

  • Completely new grass system, much higher quality and looks great. also, grass trampling and the growing system was repaired and is working now
  • Made terraforming tool more informative and user-friendly
  • Improved and optimized water and sky rendering - improved lighting, especially at night, and bloom
  • Many-many new modding features and possibilities
  • Some new buildings that increase happiness are added
  • Implemented a new school upgrade
  • New tutorial elements
  • Game UI slightly redesigned to be more comfortable on extremely low resolutions (like 1024x768) and 4K resolution
  • Mood system is redesigned and we are balancing this system at the moment
  • You will see a proper icon over the pasture if there is sick animal on it. “Slaughter” button will slaughter diseased animal first.
  • Resources in market will be included into total town resources statistics. Tweaked marketplace trading balance
  • Students now always pick a closes school to visit
  • Rain and water are no longer gets inside the buildings
  • If you zoom close enough to a worker you will be able to see what kind of food he wants to eat
  • Modding documentation extended

Bug fixes:

  • Save-process optimizations and bugfixes
  • Game statistics fixed
  • Pathfinding and navigation system were optimized and are 15-30% faster now
  • Fixed save/load window bugs
  • Villagers on donkeys does not extinguish fires now
  • Fixed first person camera bobbing bugs
  • Many bug fixes and many less noticeable changes

— FV team