[MMO] Movable Objects Naming and More Fixes! (0.13.6.2)

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Arrakis
 
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Joined: 25 Oct 2013, 14:11
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[MMO] Movable Objects Naming and More Fixes! (0.13.6.2)

Post by Arrakis » 20 Jul 2018, 10:21

Life is Feudal MMO


With this update, we have implemented a long-awaited feature, enabling players to name any movable object in the game. Navigating through your warehouse’s interior, searching for a specific crate or the correct trade cart will be faster and sufficiently easier now!

Outpost access rules were created the same as the default access rules for the realm claim of the guild that created the outpost. We’ve received numerous requests to implement the access rules management system for the outposts and we’re working on it as one of the next features.

Patch Notes (ver. 0.13.6.2):

New Features and Tweaks:
  • You can now give names to movable objects on your claimed lands - making your guild items management easier for everyone
  • You can no longer repair objects during JHs
  • Premium movable items can no longer be snatched from your claim during JH now
  • Players that do not have ‘Can enter’ access rule can no longer reconnect inside a town claim outside of JH
  • During JH, players that are allied with a claim owner have the same amount of access as a raider of a claim and are no longer handicapped in their abilities
  • Added early checks for some abilities to see if they have enough resources or not for a start
  • You can now use the ‘Search for materials’ ability to find branches
  • Some weapon balance tweaks

      --- Melee ---

      Knight Sword
      - Swings and overhead multiplier decreased from 2.4 to 2.08
      Bastard sword
      - Thrust damage multiplier increased from 2.51 to 2.63
      - Swings and overhead multiplier increased from 1.8 to 2.35
      Big Falchion
      - Swings and overhead multiplier increased from 1.87 to 1.98
      Nordic Sword
      - Swings and overhead multiplier increased from 1.79 to 1.83
      Scimitar
      - Swings and overhead multiplier increased from 1.96 to 2.01
      Battle Axe
      - Swings and overhead multiplier increased from 2.05 to 2.09
      Nordic Axe
      - Thrust damage multiplier increased from 2.24 to 2.35
      - Swings and overhead multiplier increased from 1.68 to 1.74
      Flanged Mace
      - Swings and overhead multiplier increased from 1.68 to 1.79
      Cudgel
      - Swings and overhead multiplier increased from 1.48 to 1.7
      Zweihaender
      - Thrust damage multiplier increased from 1.95 to 2.07
      Flamberge
      - Thrust damage multiplier increased from 1.5 to 1.55
      - Swings and overhead multiplier increased from 1.6 to 1.62
      Pollaxe
      - Thrust damage multiplier increased from 1.4 to 1.85
      Guisarme
      - Thrust damage multiplier increased from 2.0 to 2.16
      - Swings and overhead multiplier increased from 1.3 to 1.48
      War Scythe
      - Swings and overhead multiplier increased from 1.41 to 1.47
      Partisan
      - Thrust damage multiplier increased from 2.0 to 2.05
      - Swings and overhead multiplier increased from 1.41 to 1.47
      Bec de corbin
      - Thrust damage multiplier increased from 1.84 to 2.2
      - Swings and overhead multiplier increased from 1.28 to 1.37
      Boar Spear
      - Thrust damage multiplier increased from 3.44 to 3.52
      Awl Pike
      - Thrust damage multiplier increased from 4.16 to 4.27

      --- Ranged ---

      - If you shoot from arbalest when it is not fully raised accuracy is 4x worse
      - The speed of bows accuracy decrease after full pull decreased by 35%

      Composite Bow
      - Prefire time multiplier decreased from 1.4 to 1.3
      - Recoil time multiplier decreased from 1.3 to 1.2
      Simple Bow
      - Prefire time multiplier decreased from 1.4 to 1.3
      - Recoil time multiplier decreased from 1.3 to 1.2
      Short Bow
      - Prefire time multiplier decreased from 1.2 to 1.1
      - Recoil time multiplier decreased from 1.3 to 1.1
      Longbow
      - Prefire time multiplier decreased from 1.8 to 1.7
      - Recoil time multiplier decreased from 1.4 to 1.3
      Throwing Axe
      - Damage multiplier increased from 2.6 to 2.75
      Light Crossbow
      Prefire time multiplier increased from 0.7 to 0.8
  • Tweaked domestic animal price calculation, which should make guild rating calculations work more adequately
  • Some minor sound tweaks
  • Some minor localization updates
Bug Fixes and Optimizations:
  • Fixed the notorious message about the end of JH that popped up during every connection
  • Some more minor server-side optimizations that should slightly boost the servers’ performance
  • Beehive honey extraction ability should now work properly and inform users better
  • Fixed a randomly occurring crash that was related to disconnect/reconnect actions
  • Crossbows that are not fully raised before shooting will cause accuracy to be 4x worse
  • Added a warning when stacking potions that the effects that differ will be lost
  • Player titles should now be properly visible in the target window
  • Fixed an issue where slaves were not removed from outpost slots after reaching 0 durability
  • Mass production actions that would cause interruptions is now fixed
  • Fixed a bug that caused some wild animals bodies to not render fully in some circumstances
  • Fixed a nasty bug, where attack directions randomly changed without user input
  • Special lands (natives, central city etc) visualization bugs fixed
  • Wooden wells should work properly now
  • Fixed a couple of bugs related to the ‘Volley’ ability
  • Incomplete altar model fixed
— The Team


Kevin.lusty
 
Posts: 1
Joined: 27 Apr 2018, 14:24

Re: [MMO] Movable Objects Naming and More Fixes! (0.13.6.2)

Post by Kevin.lusty » 20 Jul 2018, 18:00

You can still get branches from trees.

When you "search for materials" there are 21-23 possible locations for something to spawn, but on average, I got between 1 and 5 plant fibre locations out of those 21-23 locations. In those same tests I got between 11 and 20 branches in the available spots!

the vast majority of what you find is now branches. The already silly amount of grinding a tailor needs to do using a skill not even in their skill tree to get plant fibre is now massive... easily 3-4 times longer to make the same amount of simple cloth to level up tailoring.

This change is seriously bad.


Recce3
 
Posts: 3
Joined: 15 Dec 2017, 20:52

Re: [MMO] Movable Objects Naming and More Fixes! (0.13.6.2)

Post by Recce3 » 21 Jul 2018, 15:53

Kevin.lusty wrote:You can still get branches from trees.

When you "search for materials" there are 21-23 possible locations for something to spawn, but on average, I got between 1 and 5 plant fibre locations out of those 21-23 locations. In those same tests I got between 11 and 20 branches in the available spots!

the vast majority of what you find is now branches. The already silly amount of grinding a tailor needs to do using a skill not even in their skill tree to get plant fibre is now massive... easily 3-4 times longer to make the same amount of simple cloth to level up tailoring.

This change is seriously bad.



Completely agree. You should to review this change.

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