[MMO] Judgment Hour Dangers and Fixes! (0.20.6.2)

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Arrakis
 
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Joined: 25 Oct 2013, 14:11
Location: Sparksvaard, the middle world; the world of people.

[MMO] Judgment Hour Dangers and Fixes! (0.20.6.2)

Post by Arrakis » 01 Mar 2019, 10:32

Life is Feudal: MMO


One of the most important changes in this version is that we’ve managed to find and fix the bug that was making JH raids almost useless because nothing could be done on the enemy fief. We’ve fixed this bug and did some fine-tuning to the original list of abilities that can be performed by attackers on the defenders’ fief during JH. During ANY normal JH, you will NOT need a “burning” lvl 3 outpost nearby to be able to do the things listed. You can see the full list here:

Patch Notes (ver. 0.20.6.2):

New Features and Tweaks:
  • Properly implemented the abilities that can be used by enemies while raiding fiefs with JH active.
  • Added spawn and despawn animations for natives
  • Fixed a bug where natives could not hit players that were sitting or surrendering
  • Animals should be easier to find with the tracking ability now
  • Made Trade Posts more easily available in the early stages of the game by changing the recipe for them - Gate module changed to the Door module
  • Tweaked speed multipliers for moving objects: carts - 0.95, plough - 0.7, carrying on back - 0.85
  • Changed skill requirements for the following Tailoring recipes:
      * Linen Cloth: 30 -> 0
      * Tabard: 30 -> 0
      * Leather strips: 0 -> 30
      * Banner: 30 -> 0
  • Changed Weaponsmithing recipes:
      * Bec de Corbin: Toughened Bars 1 -> 2
      * Pollaxe: Case-hardened Bars 1 -> 3
      * Bardiche: Case-hardened Bars 1 -> 3
      * Partisan: Toughened Bars 1 -> 3
      * Battle Axe: Case-hardened Bars 3 -> 2
      * War Axe: Common Bars 3 -> 2
      * Lance: Toughened Bars 1 -> 2
  • Removed movable snowball recipes to prevent their usage during sieges/JH
  • Changed regional building logs to regional boards in all outpost building recipes that contained logs
  • Soft wool icon is fixed
  • Decorated clothing: silk removed from the recipe, wool cloth x3 -> x6
  • Decreased the price of Gold Ore and Silver Ore for the guild rating calculations. That means that guilds that had hoarded a lot of precious ore will still not be considered as a super advanced high-rank guild.
  • Removed “auto repeat” icon for the Flatten abilities
  • Added possibility to smelt new type of bars from ingots and ingots from bars (Case-hardened and Toughened)
  • Fixed Armorsmithing 60 description
  • Added new angle wall with the gallery section
  • Changed the visual look of: Heavy Crossbow, GrossMesser, Maul
  • Knool's (natives) weapon names changed according to the lore. They should be less effective in the PvP now too.
  • Church renamed to “Sanctum of the Sleeper”
  • Changed the way many incomplete buildings look
Bug Fixes and Optimizations:
  • Fixed an issue where some characters could not level up 2 skills simultaneously even when they had a premium subscription active
  • Fixed multiple connection issues
  • Fixed a bug where the quality of a crafted item was incorrectly capped due to the new metals in its recipe
  • Old legacy Trade Posts on Epleland should not longer be destroyed when building an outpost on those fiefs
  • Fixed mining bug where some rare drops (gems) were not appearing correctly
  • Fixed JH now/JH soon icons to be properly displayed on all fiefs on the map
  • Primetime changing should not glitch now if the guild that made it has changed its leader
  • Fixed a ranking calculation issue where some guilds would get incorrect rank if they are near the servers borders
  • Fixed an exploit that in some cases could result in damage to the private claims that are not far from the protectorate borders
  • Fixed a server crash related to the usage of a weapon when its skill was downgraded by an offline skills leveling system
  • Fixed incorrect luck attribute values on some of the characters that were transferred from Epleland to Godenland
  • Fixed an issue where premium boosters would disappear after crossing server borders
  • Random bug where the player would suddenly start hearing sounds as if he is submerged under the water is fixed now
  • Multiple system processes and internal system optimizations
— The Team



Artkozlov
 
Posts: 3
Joined: 21 Jul 2017, 12:06

Re: [MMO] Judgment Hour Dangers and Fixes! (0.20.6.2)

Post by Artkozlov » 01 Mar 2019, 12:23

Great job team! I wonder, when fix for block bug coming out? Some times block bug and you got debuff (shackle) and your stamina is not regen. Second bug is with special attacks, some times it also bug and you do only that "special attacks" it's so annoyng... (:


Juhaszildiko.prof
 
Posts: 5
Joined: 11 Mar 2018, 15:24

Re: [MMO] Judgment Hour Dangers and Fixes! (0.20.6.2)

Post by Juhaszildiko.prof » 02 Mar 2019, 16:13

I would like to ask when will you fix the Tradeposts? Now they are completely unusable. I try to buy stuffs, TP shows errors, remove my money but I don't receive the items... I think this should be high prio.

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Arrakis
 
Posts: 5425
Joined: 25 Oct 2013, 14:11
Location: Sparksvaard, the middle world; the world of people.

Re: [MMO] Judgment Hour Dangers and Fixes! (0.20.6.2)

Post by Arrakis » 03 Mar 2019, 00:10

Apologies for the issues. We are working on the trade post permissions bug. No ETA yet but we're doing what we can to resolve it fast.


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