[MOD] Life is Balanced, 12.12


Kristensen
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Kristensen » 17 Oct 2014, 17:36

Any chance you would be willing to share the information on how you did this -> Huge skill lines reconfiguration, especially combat skills. Character creation skills adjusted accordingly.

Ive successfully managed to change parent of skills to spilt them apart, but how to rearrange them in the skill window is eluding me.


The1ULost2
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by The1ULost2 » 17 Oct 2014, 20:26

Maegfaer wrote:
The1ULost2 wrote:we built a wooden keep when i try to claim it the animation goes through but nothing happens..


Thank you, this is a bug. I fixed the issue, it either works correctly right now or after the next server restart. Please let me know.


fixed ty


Rafal
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Rafal » 19 Oct 2014, 02:22

Guys, how do you feel about xbows challenge? One on one, no movement, one shoot. Win, loose or draw. If draw, repeat. Easy, right?


@King of Hell i hope to split you in half with my bolts 8-)


KingOfHell
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by KingOfHell » 19 Oct 2014, 12:11

Rafal wrote:Guys, how do you feel about xbows challenge? One on one, no movement, one shoot. Win, loose or draw. If draw, repeat. Easy, right?


@King of Hell i hope to split you in half with my bolts 8-)

GL with that :D


Zug
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Zug » 20 Oct 2014, 12:36

KingOfHell wrote:
Rafal wrote:Guys, how do you feel about xbows challenge? One on one, no movement, one shoot. Win, loose or draw. If draw, repeat. Easy, right?


@King of Hell i hope to split you in half with my bolts 8-)

GL with that :D


This is nothing new, ''The King'' ever complaining about this damage.


Maegfaer
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Maegfaer » 20 Oct 2014, 13:09

The Chrobry clan now have a warning, and Melvin Chrobry and Boleslaw Chrobr now have a 1-day ban for putting movable objects of an opponent in water. This is a form of griefing and cluttering the server with bugged objects, since only an admin can reverse it. Thanks for wasting my time with that.

I take no ban appeals for temporary bans. I am absolutely certain members of the Chrobry clan this, so even if I got the wrong individuals (which I'm 99% sure I do not), thank your clan mates for it.

If such griefing continues I will dig through the server logs to find out exactly who did it, and since that costs me even more time, it will result in permanent bans.
Last edited by Maegfaer on 20 Oct 2014, 13:50, edited 1 time in total.
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Alucardy
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Alucardy » 20 Oct 2014, 13:22

oke seems fair.

Go justice


KingOfHell
 
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by KingOfHell » 20 Oct 2014, 17:37

Zug wrote:
KingOfHell wrote:
Rafal wrote:Guys, how do you feel about xbows challenge? One on one, no movement, one shoot. Win, loose or draw. If draw, repeat. Easy, right?


@King of Hell i hope to split you in half with my bolts 8-)

GL with that :D


This is nothing new, ''The King'' ever complaining about this damage.

and on English?


Haladmer
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Re: [MOD] Life is Balanced, 7.5 - New: Crossbow exploit fixe

Post by Haladmer » 20 Oct 2014, 17:44

@Maegfaer,

Noticed movable items only have 24hr or less claim status (ex. chests=24hr, snares=2 or 3 hr), I assume by design? While not an issue, and I can understand the need/want for it like this, I was just surprised as I though the claims timer was universal for all items, so wanted to make sure it is working as intended.
“There cannot be a crisis next week. My schedule is already full.”
- Henry Kissinger


Maegfaer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Maegfaer » 20 Oct 2014, 21:18

Claim timers are not universal, so everything is working as intended.
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Maegfaer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Maegfaer » 20 Oct 2014, 21:18

v8.8
  • Paved roads can now be flattened and be build upon. This is desirable for gatehouses for example, now roads can actually continue through them.
  • Arrows and bolts don't float anymore, they are now affected by gravity and will fly in proper arcs.
  • Thorough combat rebalance! Armours, melee weapons, ranged weapons and arrows have all been re-adjusted, with both realism and gameplay in mind.
    • Damage is noticably higher overall, for more dangerous, more realistic and higher-stakes combat. This will make fleeing or combat logging harder, and makes armour more useful.
    • Weapons and armour types become considerably better further down the skill lines, making specialisation more rewarding. Being a hybrid of all was the way to go before, not so much anymore. You'll really want the equipment of those later or even last Skills in the lines, but you'll have to make choices!
    • Thrusting damage is now higher, especially for specialised thrusting weapons like Polearms. When thrusting it is a lot harder to get comparable speed bonuses to swinging, which made thrusting underpowered.
    • Blunt damage is now the main weakness of top tier armours.
    • The speed of projectiles has been lessened somewhat to reduce the chance of them going through characters without doing any damage. Arrow damage has been increased to compensate for the speed bonus loss.
    • Royal armour is now better than Veteran armour.
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Maegfaer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Maegfaer » 20 Oct 2014, 21:35

KingOfHell wrote:feels like 1 person made this game better in few days than the whole dev team in years LOL


To be fair, dev teams with their product in (pre) Alpha stages have higher priorities than gameplay balance. They have to deal with the deeper, more technical bugs and implementation of many completely new features and game mechanics as well. They also need to communicate, coordinate and document their changes better than I do on my own. I'm in the rewarding position of fixing and changing the more visible layers of the game.
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The1ULost2
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by The1ULost2 » 20 Oct 2014, 21:44

Could you go more in-depth with what u did to armor? like did u just make plate best vs all since its higher in the tree or did u keep them with being resistant to what they were but scaled it better because the resistance types were pretty realistic before.


Maegfaer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Maegfaer » 20 Oct 2014, 22:00

The1ULost2 wrote:Could you go more in-depth with what u did to armor? like did u just make plate best vs all since its higher in the tree or did u keep them with being resistant to what they were but scaled it better because the resistance types were pretty realistic before.


Plate is best against slashing and piercing now, but not better against blunt than for example scale.

Keep in mind that plate armour slows you down and drains stamina significantly faster when sprinting, and that in Life is Balanced it costs you a lot of skill points to unlock the Plate skill, unlike in vanilla Life is Fuedal. So it's also a gameplay balance thing, if Plate wouldn't have considerably better overall stats, no one in his right mind would waste skill points on it.
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Haladmer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Haladmer » 20 Oct 2014, 22:56

Maegfaer wrote:Claim timers are not universal, so everything is working as intended.


As I figured, just making sure. Thanks for the heads-up! :)

Now to just get out of work and go try to level some combat skills o.O
“There cannot be a crisis next week. My schedule is already full.”
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KingOfHell
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by KingOfHell » 20 Oct 2014, 23:09

Maegfaer wrote:
KingOfHell wrote:feels like 1 person made this game better in few days than the whole dev team in years LOL


To be fair, dev teams with their product in (pre) Alpha stages have higher priorities than gameplay balance. They have to deal with the deeper, more technical bugs and implementation of many completely new features and game mechanics as well. They also need to communicate, coordinate and document their changes better than I do on my own. I'm in the rewarding position of fixing and changing the more visible layers of the game.

i understand that but IMO they should make game playable 1st, fix all bugs, balance everything, THEN add new stuff, fix new bugs, balance everything, add new stuff etc. thats how it should be IMO, it might take more time overall to make everything but in the mean time while they make game complete game will be playable ALL the time, which means more and more people will buy game and older players will not leave the game, at current stage game is hardly even close to being playable and balance is not even somewhere close to being in game at all. to test the game u need to be able to play it and enjoy it, otherwise we are paying the money to do their work, to find bugs and report them, we are basically working for them and instead of getting paid we pay them.


Maegfaer
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Maegfaer » 20 Oct 2014, 23:23

KingOfHell wrote:IMO they should make game playable 1st, fix all bugs, balance everything, THEN add new stuff, fix new bugs, balance everything, add new stuff etc.


With iterations like that, you'll break half the stuff of the previous iterations, again and again. Sadly that's just the way it works in software development. It costs a lot more time that way.

I dinstinctly remember a very clear disclaimer of "Only buy this game if you want to support it's development!", so you knew what you were getting into... I too desire gameplay improvement, but I think it's unreasonable to ask the developers to change their development road map and methodology just because we want to become even more addicted to a game that is still in Alpha stage.
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BobaTeaFett
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by BobaTeaFett » 21 Oct 2014, 00:03

To fix that problem of the updates being a pain couldn't you just make a launcher for LiF for your mod? That way when you update the server all people have to do is get the update from the launcher.

Edit : Never mind I didnt read all the comments before I posted this
Last edited by BobaTeaFett on 21 Oct 2014, 08:19, edited 1 time in total.


Vadio
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Vadio » 21 Oct 2014, 02:46

Devs you can hire this guy!


KingOfHell
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by KingOfHell » 22 Oct 2014, 11:58

Maegfaer wrote:
KingOfHell wrote:IMO they should make game playable 1st, fix all bugs, balance everything, THEN add new stuff, fix new bugs, balance everything, add new stuff etc.


With iterations like that, you'll break half the stuff of the previous iterations, again and again. Sadly that's just the way it works in software development. It costs a lot more time that way.

I dinstinctly remember a very clear disclaimer of "Only buy this game if you want to support it's development!", so you knew what you were getting into... I too desire gameplay improvement, but I think it's unreasonable to ask the developers to change their development road map and methodology just because we want to become even more addicted to a game that is still in Alpha stage.

fair enough, i knew what i was signing for, i'm happy i bought the game had almost 200h of fun already and will have more, its not my 1st game nor the last of this kind, i just suggest them to work more about trying to let people enjoy it cause not everyone is like me and i know a lot of people who quit just cause of those little tweaks and bugs which are easily fixable but horribly annoying.

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Saxxon
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Saxxon » 22 Oct 2014, 15:42

I have cleaned this up and the next time I will hand out warnings. Everyone refer to the rules so you will not run into trouble in the future. http://lifeisfeudal.com/forum/forum-rules-t372/


Rogerox
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Rogerox » 22 Oct 2014, 17:42

I wonder if you can find a way of getting rid of carcasses adding some timestamp on DB (dunno if already have this) and creating a script on PHP or something that checks DB 1 turn per hour, let's say, and wipe out the ones who were there for more than, let's say, 48 hrs.

Just a suggestion.

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Dwolf
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Dwolf » 23 Oct 2014, 13:27

:shock: Great job!! I'm curious how did you change the claim duration?


Klapaucius87
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Klapaucius87 » 23 Oct 2014, 14:13

Hi all. i would like to join the server, but when i click on the attachment the page that open up contain the error 'the page isn't redirecting properly'. Tried to open even with a different browser with no result.

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Puschpa
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Puschpa » 23 Oct 2014, 14:27

Klapaucius87 wrote:Hi all. i would like to join the server, but when i click on the attachment the page that open up contain the error 'the page isn't redirecting properly'. Tried to open even with a different browser with no result.


Hmm, for me it's working. Have you already tried to right click the link and selecting "safe link as"?


Klapaucius87
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Klapaucius87 » 23 Oct 2014, 14:40

Puschpa wrote:
Klapaucius87 wrote:Hi all. i would like to join the server, but when i click on the attachment the page that open up contain the error 'the page isn't redirecting properly'. Tried to open even with a different browser with no result.


Hmm, for me it's working. Have you already tried to right click the link and selecting "safe link as"?

It gave me another error.
'the download cannot be saved because an unknown error occurred'

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Puschpa
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Puschpa » 23 Oct 2014, 15:30

What Browser you are using, Firefox?



Klapaucius87
 
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Klapaucius87 » 23 Oct 2014, 16:06

Puschpa wrote:What Browser you are using, Firefox?


yes. I've tried with internet explorer too.


Vadio wrote:https://mega.co.nz/#!wkdhnKoR!ZwbwbbYH6X_NkOeo0jKeRz9M_natas-rPPaTkR3I4Nc

;) Done for you guys


Thank u. :good:


Gwydion75
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Re: [MOD] Life is Balanced, 8.8 - New: Floating arrows fix!

Post by Gwydion75 » 24 Oct 2014, 02:52

It appears to me that someone should develop a mod loader and updater, starting with your mod as the template, for both server and client alike.

If anyone on this thread is familiar with development, this seems like a great way to start supporting the game.

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