Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

What are we currently working on.
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Arrakis
 
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Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Arrakis » 13 Jan 2017, 15:58

Hey everyone,

We are excited to share our overhauled castle walls with you!

While working on the new wall system, our top priority was getting rid of the major problems with the old system.

Wall battlements now take character height into account; this will make them more convenient to use as a cover while using ranged weapons. We have also changed loopholes, passages and different sections coupling with one another.

rimg


This variety of new elements will allow the building of various fortification designs, so get creative! For each wall type, we are going to have some segments without battlements - this will be helpful while laying out the inner perimeter of the castle.

You can use wall arcs to create passages without gates, add sculptures in niches to show off your stature and generally mix and match the wall types to suit your needs! We’re also thinking about the possibility to customise your walls: adding flags, bas-reliefs etc - or even the ability to add your heraldry colours as wall paintings.

Last but certainly not least: as well as all of this, we’ll also be adding the long awaited drawbridge!

In other news, we mentioned that we’ve been working super hard on the 64-bit version for both LiF:YO and the MMO in our last Dev News. We were hoping to launch sometime this week, but we want to ensure it works smoothly, so we are going to spend some extra time polishing and smoothing out any kinks. We are pretty sure that we will be able to present it sometime next week in the open beta branch of LiF:YO for you guys to try it out and let us know how it is!

Thanks for reading this week’s dev news, 

- The Team


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Khan-
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Khan- » 13 Jan 2017, 16:01

DIsponible en Français : ICI !


Nice ! :beer: :ROFL:
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Jakeman
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Jakeman » 13 Jan 2017, 16:05



Gruber
 
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Gruber » 13 Jan 2017, 16:07

Stone Walls getting a redesign, too?

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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Arrakis » 13 Jan 2017, 16:38

Gruber wrote:Stone Walls getting a redesign, too?

Perhaps it will be done. But not soon.



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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Baal » 13 Jan 2017, 16:54

Nice, love this concept
we also need a wall section with stairs to connect directly small stone walls to a castle wall witch has a different height.

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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Fhoer » 13 Jan 2017, 17:14

2 questions and 2 suggestions

The player will need Art skill to paint the walls and sculpting?

There will be a way to block some un-wanted doors in the bottom of some fortifications, like towers and gatehouses?
because a real builder wouldn't design with such flaw like a door in an area were it shouldn't be a door...

A "builder vision" would be very useful to see a preview of the structure, so you can check in the another guys did it right, maybe for architects with skill 30

an way to build multiple times without the need to select in the list, or introducing a search bar... or divide in sub-menus, eg.:Architecture and you have the option to build fortification, build "civilian buidings"
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Styxwash » 13 Jan 2017, 17:51

Arrakis wrote:
Gruber wrote:Stone Walls getting a redesign, too?

Perhaps it will be done. But not soon.


Maybe that would have been more vital to do first. Castle walls are a rare sight. Stone is what people actually use all the time.

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Lerp8674
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Lerp8674 » 13 Jan 2017, 18:01

Hey looks good. Im sure you guys are working on it, but alot of complaints I got from new guys coming in was the fact that there is no practical way to level construction etc(maybe by making pallisade walls a viable option with other construction options early on). The grind wouldnt be so bad if you wernt smashing in ovens for 2 days.Although most feudal vets have no problem with doing this, new players do from what i've been told. This can be argued for other professions as well, but I'm aware most of you have been working on optimization rather than game features and content. All in all im happy for the 64 bit news, gj bobik and team =). :beer:

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Mage
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Mage » 13 Jan 2017, 19:32

Verry nice!

Looking forward to the stone walls rework :D
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Bestial » 13 Jan 2017, 22:14

ah yes , very good work .
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Sabersage » 14 Jan 2017, 02:57

Drawbridges and statues YES!


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Tankoua » 14 Jan 2017, 07:56

Good job!

Styxwash wrote:
Arrakis wrote:
Gruber wrote:Stone Walls getting a redesign, too?

Perhaps it will be done. But not soon.


Maybe that would have been more vital to do first. Castle walls are a rare sight. Stone is what people actually use all the time.


+1, the stone wall are more important and more urgent! :twisted:


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Sharana » 14 Jan 2017, 10:01

Actually the castle walls rework was 100x more important. Players use stone walls because they are both the easiest and the best. Castle walls were with stupid models making it very hard to defend from and the piece were not enough to build normal Base designs. So even if someone decided to make castle walls out of RP reasons they were just hurting themself as stones are just better.

That was very wrong and had to change ASAP for the MMO - the castle walls should be the best walls instead of the stone ones, so guilds should invest in them and receive benefit, not just cooler look from the outside.
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Tankoua » 14 Jan 2017, 10:30

The stone walls, however, remain difficult to defend without putting logs and wardrobe to cover the bows.

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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Kregon_Stonefist » 14 Jan 2017, 12:41

Thumbs up for the new walls and drawbridge but I hope that we will have different models of gates on stone wals!

A proper gates , massive and made of wood and metal, not just that bargate who going up and down....

Just my small suggestion.


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Bafflegor » 14 Jan 2017, 15:07

So with the draw bridge will that only be for castle walls or will there be a stone wall version as well? or is it just something separate all together?


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Kedishka » 14 Jan 2017, 17:18

This is AWESOME! You have no idea how exited this makes me. I have a few questions / possibly suggestions.

- Will the redesign give us the option of adding in Hoardings to all sections? Walls, Towers, Gate houses? IF they're added will we be able to easily shot down for those who are trying to hide against the base of the wall? It would be awesome if you could add them after the actual wall was built so that the initial investment to build walls but can 'prepare' your defenses for an upcoming war.

- The archway is amazing I love the idea. Suggestion, add an option that has a gate attached to it, I'd imagine it'd be pretty easy to implement and would allow defenders the option of a sally port.

- The diagonal walls, can you please have them where they are not triangle it looks soo funky and really isn't practical or realistic.

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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Azzerhoden » 15 Jan 2017, 00:51

Sharana wrote:Actually the castle walls rework was 100x more important. Players use stone walls because they are both the easiest and the best. Castle walls were with stupid models making it very hard to defend from and the piece were not enough to build normal Base designs. So even if someone decided to make castle walls out of RP reasons they were just hurting themself as stones are just better.

That was very wrong and had to change ASAP for the MMO - the castle walls should be the best walls instead of the stone ones, so guilds should invest in them and receive benefit, not just cooler look from the outside.


Agree - the stone walls are useful in the current game, while the castle walls are useless. +1 for this update.
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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Olivemanchester » 16 Jan 2017, 10:18

Such a good news! Thank you for 64-bit version! :Yahoo!:


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Bestial » 19 Jan 2017, 06:46

MMO back up this week aye, yeh right ill believe it when i see it.

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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Olivemanchester » 19 Jan 2017, 07:59

Bestial wrote:MMO back up this week aye, yeh right ill believe it when i see it.


True Believer said :)


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by AgentZer0 » 19 Jan 2017, 11:02

Honestly, Battlements on top of Castle Walls is a huge drawback. The kingdom defending from behind them have a terrible field of view since the battlements are obstructing it making it extremely difficult to fire arrows down on their sieging enemies. I'm glad that there will be an option to build them without it.

Same thing in regard to the small windows inside of the fortification structures, these are essentially big Targets once the enemy realizes someone is firing from up there. With the accuracy we have in a PC Game vs IRL and the lack of ability to take cover just to the side of a window or battlement and then articulate our bodies in order to take full advantage, I'd rather just be running around in an open field or on a wall without Battlements.


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Re: Development News #34 - (Walls, walls, walls!) Walls redesign incoming!

Post by Kedishka » 23 Jan 2017, 18:10

Just going to toss this out there.

When do we get the option to poor boiling water/oil and hot sand on your 'friends' knocking at our doors?

Maybe a hint to add it into the framework into the redesign so less redesigning later on.

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