Long Live LiF:YO! (1.1.2.1)

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Arrakis
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Long Live LiF:YO! (1.1.2.1)

Post by Arrakis » 22 Jul 2016, 14:01

Life is Feudal: Your Own


Hey everyone,

It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!

Patch notes (ver. 1.1.2.1):

New features and tweaks:
  • Implemented a physics model approximation for movable objects. You can no longer hang them in the air or place inside other objects or walls. Objects without collisions (decorations mostly) do not follow these rules and still can be hung in the air. Objects in destroyed buildings will still hang in the air. We will properly make fall/destruction of such objects in the next patch
  • Implemented new rolling wind feature (Video) along with multiple groundcover (grass, rocks and crops) optimization
  • Every building now has siege damage resistance, depending on its type. Fortifications, for example, have higher resistance than civilian buildings
  • Decreased all abilities progress multipliers (20/30/45/60 percent for 1/2/3/4 tier skills). Demolition skill rises faster now
  • Updated prices and weights of different objects
  • Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay anymore
  • Tweaked repair kit prices and repair kits prices during repair process. Repair kit quality now affects repair process speed
  • Updated wheelbarrows and carts movement speeds accordingly
  • Reworked and optimized particles system for better quality and performance
  • Herbal garden harvest decreased(40->10). Herbal garden progress no longer resets after server restart
  • Beehives no longer collect honey from loosened soils (which have no grass or flowers)
  • Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
  • Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
  • Reworked terrain textures (more details
  • Added GM Robe (ID=1379)

Bug fixes:
  • Fixed antidote mechanics. It now properly removes poisons and provides poison immunity depending on poison and antidote magnitudes. Maximum poison duration is now 10 seconds
  • Fixed bug with incorrect poison magnitude calculation while stacking them in inventory
  • Poled melee weapons now properly track shaft and blade hitting nodes simultaneously
  • Fixed melee weapons passing and damaging through walls
  • Fixed a bug, which allowed a player to change guild’s heraldry multiple times while in game
  • When leader of a guild changes, roles are set properly now both for new leader and old one
  • Fixed sudden death while jumping on a gatehouse
  • Piercing bolt and stopping power crossbow abilities can no longer be applied on the same bolt
  • Working tanning tubs and drying racks can now react properly on abilities
  • Abilities can now be interrupted by a successful shield bash
  • Fixed arrows getting stuck in the water
  • Fixed a couple of bugs, where tools would not lose their durability
  • Soil and other terrain substances can now be properly dropped outside of inventory, ignoring other windows on HUD
  • Fixed a server crash while blessing other player that disconnects during the process
  • Ctrl + H no longer resets font size settings in GUIs
  • God’s mercy blessing will not be removed when logging back in after a disconnect
  • Optimized video memory usage
  • Fixed crash during client disconnect

P.S. since we’ve had a large patch today, we’ve decided to move this week’s Devblog update to Monday!



Boz
Beta Tester
 
Posts: 15
Joined: 13 Dec 2015, 21:57

Re: Long Live LiF:YO! (1.1.2.1)

Post by Boz » 22 Jul 2016, 15:21

Awesome, the majority of the new features and tweaks are exactly what we have been waiting for. It's nice to see the developers are in sync with the community. :)

Thanks,
Boz

Lord of House Dagfinn.

P.S. Barbican*

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Njord
 
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Joined: 28 Jan 2015, 13:43

Re: Long Live LiF:YO! (1.1.2.1)

Post by Njord » 22 Jul 2016, 16:19

DO NOT TOUCH MY HERBAL GARDENS :(((((
Image


Ulf
 
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Joined: 10 Apr 2016, 08:49

Re: Long Live LiF:YO! (1.1.2.1)

Post by Ulf » 22 Jul 2016, 16:22

cannot login, with no char :O:

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Arrakis
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Joined: 25 Oct 2013, 14:11
Location: Poland

Re: Long Live LiF:YO! (1.1.2.1)

Post by Arrakis » 22 Jul 2016, 16:25

Ulf wrote:cannot login, with no char :O:

Please report all connectivity issues via our tech support email: helpme@ifeisfeudal.com
We'll try to figure out what's wrong.



Lokohenro
True Believer
 
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Joined: 17 Jul 2016, 19:07

Re: Long Live LiF:YO! (1.1.2.1)

Post by Lokohenro » 22 Jul 2016, 16:32

NICE , i was waiting for a long time these changes , good job , thx :D :Yahoo!:


Hallegra
Beta Tester
 
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Joined: 05 Dec 2014, 00:13

Re: Long Live LiF:YO! (1.1.2.1)

Post by Hallegra » 22 Jul 2016, 17:51

The patch notes here are great and address a variety of issues that have been plaguing the community for a while. Thanks for keeping up the good work, devteam!

I will say that making clay equivalent to dirt in terms of terraforming pretty much removes all creativity from terraforming. You've basically made it mandatory for groups to build a 4-sided square base on flat land.

As of the latest patch, pikes are still unusable as they don't apply a speed bonus to any attacks. The latest patch also means nobody in my group, despite extensive testing, has been able to land a wall of pikes hit since it dropped.

Another update, formations still scale off of personal formations skill. So if my leader has 100 formations and I have 0, I get almost no effect from a 10-man formation. Also, you cannot use formation commands while mounted.
Last edited by Hallegra on 22 Jul 2016, 19:11, edited 3 times in total.

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Arrakis
Website & Forum Manager
 
Posts: 2646
Joined: 25 Oct 2013, 14:11
Location: Poland

Re: Long Live LiF:YO! (1.1.2.1)

Post by Arrakis » 22 Jul 2016, 18:43

We have applied a hotfix for objects getting blocked on each other and beehives: lif-your-own-version-1-1-2-2-t20202/



Halvdal
 
Posts: 83
Joined: 20 Jan 2016, 13:36

Re: Long Live LiF:YO! (1.1.2.1)

Post by Halvdal » 22 Jul 2016, 19:11

Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay no more


No! You are destroying month of work with that!


Buymesomethingsp
 
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Joined: 20 Apr 2016, 19:06

Re: Long Live LiF:YO! (1.1.2.1)

Post by Buymesomethingsp » 22 Jul 2016, 19:14

What will happen to areas and buildings that are already built on high clay tiles? Will they collapse?

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