Development News #67 - Pay to w... show off!

What are we currently working on.
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Arrakis
 
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Development News #67 - Pay to w... show off!

Post by Arrakis » 01 Sep 2017, 17:24

Hey, Feudalists!

We have started internal tests of the new castle walls, which will soon be in game. These are 32 modules, among which are straight and sloped walls, walls with hoardings, inline and angular towers with stairs inside. We later plan to add arches and semi-arches as well.

We also decided to slightly modify the keeps: they can now be built on top of the guild monument so that the monument will be inside the keep. All loopholes, battlements, and passages are completely reworked for a more convenient use in defense.

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You will be able to try out all of these in the Steam Early Access stage.

We also want to show you a few weapon skins, which you will be able to buy in our upcoming in-game shop. To begin with, we plan to introduce three sets of skins for the most popular weapons, and then gradually add skins to everything else. The difference between common weapons will be cosmetic only - all the characteristics and location of the hit-nodes will be the same.

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In addition to weapon skins, in the shop you can also find unique clothing (no in-game bonuses but does not drop in a loot bag upon death.) as well as a variety of skins for all armor types and crafter's outfits.

Stay tuned!

— The team.

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Khan-
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Re: Development News #67 - Pay to w... show off!

Post by Khan- » 01 Sep 2017, 17:26

Disponible en Français : sur Lifeisfeudal-fr.com


:D :D
Last edited by Khan- on 01 Sep 2017, 17:45, edited 2 times in total.
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Saar
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Re: Development News #67 - Pay to w... show off!

Post by Saar » 01 Sep 2017, 17:26

Traduction française disponible sur vonCulm.fr
Last edited by Saar on 01 Sep 2017, 17:42, edited 1 time in total.

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Grimmblut
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Re: Development News #67 - Pay to w... show off!

Post by Grimmblut » 01 Sep 2017, 17:30

Any chance that we will see user made skins like the weapon skins in CS:GO? Users would do the work and the devs could decide which skins make it into the shop so that no ridiculous designs are used in game.


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Re: Development News #67 - Pay to w... show off!

Post by Baal » 01 Sep 2017, 17:39

Great stuff !
In-game shop will make money, because everyone don't want to look like clothed clones army.

I guess new keeps will get refined new texture and also with separate clickable doors.

Ho... and by the way, farmers will need some basic straw hat to work happy.
Last edited by Baal on 01 Sep 2017, 17:51, edited 1 time in total.

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Akarian
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Re: Development News #67 - Pay to w... show off!

Post by Akarian » 01 Sep 2017, 17:44

Los CUERVOS siempre viven, trabajan, viajan y matan en grupo.

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Some1Else
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Re: Development News #67 - Pay to w... show off!

Post by Some1Else » 01 Sep 2017, 17:46

First off: Those models look really gorgeous, well worth the wait. Really, really well done!

Buuuuuut:

Arrakis wrote:You will be able to try out all of these in the Steam Early Access stage.


Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before. Just asking so we can have a look at them before grinding a week or two into Steam EA only to see that they're not how we imagined footprint-wise etc. and they don't fit our building plans.

Or can you give us at least the footprints for the castle walls and keeps? I imagine the normal walls are still 2x2 tiles and the diagonal ones are 3 tiles, right? But how big are the new towers, where are the entrances in them and how big are the keeps and where do i stick my monument in? Also i can't wrap my head fully around the new Gatehouse: how far away from the gatehouse is the ramp where the drawbridge rests upon? And is there a kinda flooring extending from the end of the gatehouse inwards.

Long story short: What are the building footprints of these new marvels of architectural ingenuity?
And again, awesome work, keep it up!

Kind regards,
Some1

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Galestaer
 
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Re: Development News #67 - Pay to w... show off!

Post by Galestaer » 01 Sep 2017, 17:52

Disponível em Português: Roleplay Brasil
Last edited by Galestaer on 01 Sep 2017, 18:03, edited 1 time in total.
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Sharana
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Re: Development News #67 - Pay to w... show off!

Post by Sharana » 01 Sep 2017, 17:55

Some1Else wrote:Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before.


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Baal
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Re: Development News #67 - Pay to w... show off!

Post by Baal » 01 Sep 2017, 17:58

Some1Else wrote:Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before. Just asking so we can have a look at them before grinding a week or two into Steam EA only to see that they're not how we imagined footprint-wise etc. and they don't fit our building plans.


At least i should be wise to get them quickly in-game ready state but untextured so you can launch untextured walls into a LiF : YO beta version for testing. (untextured walls for testing is ok)

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Elindor
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Re: Development News #67 - Pay to w... show off!

Post by Elindor » 01 Sep 2017, 18:26

KEEPS QUESTION:

- Will wooden keeps also be able to be built on top of monuments?

- Will keeps be able to act as bind points for a given number of players?
Or will that remain only houses?

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Some1Else
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Re: Development News #67 - Pay to w... show off!

Post by Some1Else » 01 Sep 2017, 18:44

@Sharana: Thanks for clarification. I hope christmas is gonna be early this year...

Also, i thought about an aspect of the castle walls a while back:
Most people dig trenches/moats/whatever you call them in front of their walls as an added layer of protection. But in front of the walls are those buttresses. At the moment those then just hover above the slope, doing quite the opposite to their intended function, which would be giving stability. Was this taken into account for this rework/will it be taken into account?
Since i'm usually not the best with describing, especially in english, here are some mad paint skills incoming for clarification:
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I hope you can see what i mean. Extend the model of the buttress deep into the ground, it won't hurt anybody. Poly count shouldn't really increase, textures need only a slight adjustment. People who don't dig a moat won't notice a difference, those who do will be forever grateful to you ;)

Kind regards,
Some1

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Khan-
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Re: Development News #67 - Pay to w... show off!

Post by Khan- » 01 Sep 2017, 19:01

will we still get paints and statues on these walls ? :)
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Mustafaercoban
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Re: Development News #67 - Pay to w... show off!

Post by Mustafaercoban » 01 Sep 2017, 19:12

we re waiting extra discount for buying

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Deantwo
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Re: Development News #67 - Pay to w... show off!

Post by Deantwo » 01 Sep 2017, 19:29

Random idea: What about cosmetic castle wall and keep skins?
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Nemanjasyky
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Re: Development News #67 - Pay to w... show off!

Post by Nemanjasyky » 01 Sep 2017, 20:21

So if i understood good if we buy skins for armor wepons est when we die our items dont drop? Mee likey :D it will save time to craft and resourses for building new ones

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Jakeman
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Re: Development News #67 - Pay to w... show off!

Post by Jakeman » 01 Sep 2017, 21:42

Deantwo wrote:Random idea: What about cosmetic castle wall and keep skins?


hang dead bodies from the walls/skulls ontop the walls cosmetics


Sharana
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Re: Development News #67 - Pay to w... show off!

Post by Sharana » 01 Sep 2017, 22:08

Nemanjasyky wrote:So if i understood good if we buy skins for armor wepons est when we die our items dont drop? Mee likey :D it will save time to craft and resourses for building new ones


Cloths won't drop. Armor will, but it will be default armor pieces that if others without skin equip will look like normal armor parts.
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Forresthunt
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Re: Development News #67 - Pay to w... show off!

Post by Forresthunt » 01 Sep 2017, 23:11

Great job Guys, really well done!
Well worth waiting for it.

are the walls going to be implemented in YO? so we can test it and plan accordingly with the design?
Is flatten tiles layout still the same for all keeps and walls?
Does the Monument has a fixed position inside the keep or is there any flexibility in the design?

...just patch it to YO and we will all find out for ourselves :Yahoo!:

THANK YOU

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Re: Development News #67 - Pay to w... show off!

Post by Khan- » 02 Sep 2017, 12:34

in fact, these are "reskin", you equip the zweilander, reskin it with the one you like, if you die, you lose you zweilander but the guy, if he doesn't have this skin, will see a zweilander, you'll still be able to use this skin on another zweilander

exactly same story with armors and outfits
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Re: Development News #67 - Pay to w... show off!

Post by Nemanjasyky » 02 Sep 2017, 12:46

Sharana wrote:
Nemanjasyky wrote:So if i understood good if we buy skins for armor wepons est when we die our items dont drop? Mee likey :D it will save time to craft and resourses for building new ones


Cloths won't drop. Armor will, but it will be default armor pieces that if others without skin equip will look like normal armor parts.


Aahhh ty for clearing that out ':' now it gets more sence :D


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Re: Development News #67 - Pay to w... show off!

Post by Mustafaercoban » 02 Sep 2017, 19:03

Has anyone got any information when is the steam beta wave?This week?

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Re: Development News #67 - Pay to w... show off!

Post by JohnValentine » 10 Sep 2017, 22:07

Sharana wrote:
Some1Else wrote:Does that mean first chance to test those new castle walls out will be in Steam EA? Or will they make an appearance in CBT or YO before.


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Thank you =)
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