[MOD] Life is Balanced, 12.12


Maegfaer
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[MOD] Life is Balanced, 12.12

Post by Maegfaer » 03 Oct 2014, 20:05

After building a city and unlocking most of the game, me and my companions found a lot of imbalances and annoyances we'd really like to see fixed. Rather than hoping for patch fixes I decided to take the initiative myself.

Features in short:

Edit: The following list is rather outdated, check the change logs for a lot more exciting features and fixes!

  • One character per account restriction! No more abusing alts to avoid alignment penalties.
  • 48 hour claim time instead of 24.
  • Keeps can now be used as Homes and be Claimed. Crafting stations with doors can now be Claimed as well!
  • Huge skill lines reconfiguration, especially combat skills. Character creation skills adjusted accordingly.
  • Logical recipe requirements (especially flux, flax, linen, lamps, steel requirements). Replaced Wool and Tusk requirements with Linen Cloth and Horn respectively (Temporarily). High tier Padded Armours and dull bolts are now accessible.
  • Complete weapons rebalance, with the new combat skill lines in mind. No more overpowered Pitchforks! The deeper you level in a skill line the more useful the corresponding equipment.
  • Heavy armour rebalance, bigger difference between armour types weaknesses and strengths.
  • Better container capacity! Bigger small warehouse, better chests/crates/barrels/carts/wheelbarrows. Somewhat reduced inventory of tombstones and animal corpses. Barrels can be filled with Ores/Rock/Soils and carried!
  • Outfits are available for crafting under Tailoring!
  • Some skill action times and experience gain adjustments (farming, skinning, Coop actions).
  • Somewhat extended log out time to make combat logging more risky.
  • Usable Cooking recipes at level 0 are now present.


How to join

Download the attached client-side files. It has to be extracted in your game folder, which is usually located at:

C:\Program Files (x86)\Steam\SteamApps\common\Life is Feudal Your Own

Don't try to play with these files on regular servers, and don't try to play without these files on Life is Balanced servers! I advice making a backup of either your entire Life is Feudal folder or manually backing up the vanilla files that are being overwritten.

After extracting the archive into your game folder, look for the following server:

[MOD] Life is Balanced vX.Y (Visit LiF forum for access)

The password is:

"lib"

Or, from the main menu press ~ to open the console and enter this:

joinToRemoteServer("145.97.231.177:29000","lib")

I'll see you ingame!

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Change log

Concerning version numbering:
First number is the client-side version, second number the server-side version, i.e:

[client].[server]

As a player, you don't need to redownload anything for server-side-only updates. I list such updates anyway to inform you all.


v12.12
  • 0.2.7.1 compatibility.

v11.11
  • 0.2.6.0 compatibility.

v10.10
  • 0.2.5.1 compatibility.
  • Increased day cycle to 24 hours to give people time to empty their dropped bags before the decay system deletes it.
  • Cooking changes of official patch ignored, Cooking already works as I intended in LiB.

v9.9
  • 0.2.4.2 compatibility.
  • Minor weapon tweaks.
  • Dull Arrow recipe fixed.

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.


v7.7
  • 0.2.3.1 compatility update.

v7.6
  • Keep Claim timers fixed.

v7.5
  • Made a mistake packaging the new files, now the uploaded archive contains all the correct files. Apologies.

v6.5
  • Crossbow bug/exploit fixed! Now you first have to load your crossbow after drawing it.
  • Ranged weaponry rebalance: Str/Agi requirements, speed, damage, weights, friction.
  • Arrows, bolts, saws can now be carried on the hips as well.
  • Weapon weight rebalance.
  • Chests now have 24 hour claim time after putting it down. Barrels and tree logs have no timers anymore.
  • Woodcutting time increased, uprooting time decreased.
  • Arbalest now requires 3 Steel Bars instead of 1 Metal Band.
  • Dull Arrows now cost Horn instead of Metal Band, for Dull Bolt consistency.
  • Server rules added to in-game welcome message.
  • Skills descriptions somewhat updated and clarified.
  • Monk's Outfit is now somewhat heavier to match the other outfits.

v5.4
  • Official patch 0.2.2.0 compatability update.
  • Engineer's Outfit skill requirement has been changed to Construction.

v4.3
  • 24 hour claim time increased to 48 hours.
  • Keeps can now be set as homes. The Wooden Keep, Small Keep, Keep, and Large Keep now respecively have 10, 20, 30, and 40 home slots available.
  • Keeps and crafting stations with doors in them are now claimable as well.

v3.2
  • Pounce force reduced to prevent "super jump" exploit.
  • Swimming speed about halved.
  • Doubled Hank of Linen yield.
  • Bug fixes of earlier Silk and Cooking changes.

v2.1
  • Fixed a stupid typo that broke the GUI. Thanks to King of Hell for spotting it.

v1.1
  • Outfits (casual clothes) are now available for crafting under Tailoring! Cheaper than advertised on the Wiki!
  • Two Cooking recipes have been moved to level 0 to re-allow Cooking XP gain since official patch 0.2.1.0.
  • Barrels can now be used for storing and transporting Rocks/Ores/Soil. For real this time.
  • Snare Trap Grass Fiber cost halved.
  • More temporary Wool ingredient replacements, either with Linen or Silk, both Cloth and Hanks.
  • Cheaper higher level Padded Armours.
  • Moved "Use Bellows" again, this time to General Actions.
  • Some small fixes to earlier changes.


----------------------------------
Old version numbering used from here

0.17
-Reroll of Barrel changes due to unforeseen effects.

0.16
- Made Barrels inmovable so they can be used as storage for Ores/Rocks/Clay/Soils.
- Skinning and Harvesting duration adjustments.

0.15
- Moved Mallet to Craft on knifes.

0.14
- Bone Glue creation to Animal Lore, no more progression blockade due to terribly slow Coops.
- Mallet creation to Primitive Tools. Should be possible to level Construction now without spamming fences.
- Use Bellows ability skill requirement removed. You can finally properly use the Kiln without requiring Smelting.

0.1
- Initial release
Last edited by Maegfaer on 26 Nov 2014, 19:02, edited 38 times in total.
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Darrus
 
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Re: [MOD/WIP] Life is Balanced

Post by Darrus » 03 Oct 2014, 20:19

Awesome!


WhiteTree
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Re: [MOD/WIP] Life is Balanced

Post by WhiteTree » 03 Oct 2014, 20:41

How did you get the container capacity to change? I've changed the values for it in my SQL server but the changes won't take effect.


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Re: [MOD/WIP] Life is Balanced

Post by Cookiepirate » 03 Oct 2014, 20:49

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Been waiting ages for this! Please implement this as a standard in the game arrakis.


Maegfaer
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Re: [MOD/WIP] Life is Balanced

Post by Maegfaer » 03 Oct 2014, 20:49

You need to change it both server side and client side. If you only change the SQL data the client won't show it to you nor even try to send a request if it believes it can't be done. Look in the objects_types.xml file and match the changed value with the SQL database.
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WhiteTree
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Re: [MOD/WIP] Life is Balanced

Post by WhiteTree » 03 Oct 2014, 20:55

Maegfaer wrote:You need to change it both server side and client side. If you only change the SQL data the client won't show it to you nor even try to send a request if it believes it can't be done. Look in the objects_types.xml file and match the changed value with the SQL database.


So in other words, to be able to change the container size, everyone would have to change their client side files to the same value? Sorry, I'm not the most experienced with this.


Maegfaer
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Re: [MOD/WIP] Life is Balanced

Post by Maegfaer » 03 Oct 2014, 20:57

WhiteTree wrote:
Maegfaer wrote:You need to change it both server side and client side. If you only change the SQL data the client won't show it to you nor even try to send a request if it believes it can't be done. Look in the objects_types.xml file and match the changed value with the SQL database.


So in other words, to be able to change the container size, everyone would have to change their client side files to the same value? Sorry, I'm not the most experienced with this.


Indeed, those who don't update their client with your new files will see the old capacity size. This makes it more complicated to make small tweaks to your server, because you need to distribute files to the players.
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WhiteTree
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Re: [MOD/WIP] Life is Balanced

Post by WhiteTree » 03 Oct 2014, 20:59

Maegfaer wrote:
WhiteTree wrote:
Maegfaer wrote:You need to change it both server side and client side. If you only change the SQL data the client won't show it to you nor even try to send a request if it believes it can't be done. Look in the objects_types.xml file and match the changed value with the SQL database.


So in other words, to be able to change the container size, everyone would have to change their client side files to the same value? Sorry, I'm not the most experienced with this.


Indeed, those who don't update their client with your new files will see the old capacity size. This makes it more complicated to make small tweaks to your server, because you need to distribute files to the players.


That's odd. So if I changed my client-side values to match the SQL values, I could use the modified capacity storage but other people wouldn't be able to unless they changed their client-side files?


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Re: [MOD/WIP] Life is Balanced

Post by Alucardy » 03 Oct 2014, 21:00

Awsome hope the developers take some of these ideas.


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Re: [MOD/WIP] Life is Balanced

Post by Haladmer » 03 Oct 2014, 21:10

So without looking into the zip file yet.. if the server is private, do you also include connection information in the file?
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Maegfaer
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Re: [MOD/WIP] Life is Balanced

Post by Maegfaer » 03 Oct 2014, 21:25

Haladmer wrote:So without looking into the zip file yet.. if the server is private, do you also include connection information in the file?



Maegfaer wrote:I'm currently testing the server with some people of my "old" server, I'll make it publicly accessible once I'm confident all the "configuration incompatible" changes are correct. I'll also upload the server-side files and database changes when that time comes, so you can run your own Life is Balanced server.


;)
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Haladmer
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Re: [MOD/WIP] Life is Balanced

Post by Haladmer » 03 Oct 2014, 21:32

Maegfaer wrote:
Haladmer wrote:So without looking into the zip file yet.. if the server is private, do you also include connection information in the file?



Maegfaer wrote:I'm currently testing the server with some people of my "old" server, I'll make it publicly accessible once I'm confident all the "configuration incompatible" changes are correct. I'll also upload the server-side files and database changes when that time comes, so you can run your own Life is Balanced server.


;)


Yes I saw it, my point was more to the need of the server files as well as the client files to see how it works.

Releasing the client files alone does very little for those who want to try the changes without looking into the actual code set. Hence asking if they are providing the information to connect to their private server so we can try out the changes before the server files are released.
“There cannot be a crisis next week. My schedule is already full.”
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Maegfaer
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Re: [MOD/WIP] Life is Balanced

Post by Maegfaer » 04 Oct 2014, 11:30

How to join

Download the attached client-side files in the first post. It has to be extracted in your game folder. Don't try to play with these files on regular servers, and don't try to play without these files on Life is Balanced servers! I advice making a backup of either your entire Life is Feudal folder or manually backing up the vanilla file.

After extracting the archive into your game folder, look for the following server:

[MOD] Life is Balanced (Balance mod, check LiF forum to access)

The password is:

"lib"

I'll see you ingame!
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Zhalls
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Re: [MOD] Life is Balanced, RELEASED!

Post by Zhalls » 04 Oct 2014, 11:48

Do I need to distribute files just to restrict players on the server to just one character or can that be done with just the server-side tweak?


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 12:03

Updated to v0.12, slight combat tweaks and Bone Glue to animal lore so one can make a mallet to level construction to make a Coop.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 12:03

Zhalls wrote:Do I need to distribute files just to restrict players on the server to just one character or can that be done with just the server-side tweak?


Make the AccountID column in the Character table Unique.
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Re: [MOD] Life is Balanced, RELEASED!

Post by WhiteTree » 04 Oct 2014, 12:46

Hm..if only it could have balances for the day:night ratio. I don't know if it's just me, but the "day cycle" seems to be split 50/50. My server has a 2 hour day cycle and it seems to be 1 hour day and 1 hour night.

I have a suggestion though I don't know how "possible" it is since I'm not fluent with coding and such. What about a sort of basic interface that allows you to choose different balancing options that you include in your Life is Balanced mod? The stuff you have balanced is most of the balancing issues I've seen, but what if there is an item or 2 you don't want to include but you want the others? Just curious :)

Good work. Good to see some modders for this game.


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 13:39

WhiteTree wrote:Hm..if only it could have balances for the day:night ratio. I don't know if it's just me, but the "day cycle" seems to be split 50/50. My server has a 2 hour day cycle and it seems to be 1 hour day and 1 hour night.

I have a suggestion though I don't know how "possible" it is since I'm not fluent with coding and such. What about a sort of basic interface that allows you to choose different balancing options that you include in your Life is Balanced mod? The stuff you have balanced is most of the balancing issues I've seen, but what if there is an item or 2 you don't want to include but you want the others? Just curious :)

Good work. Good to see some modders for this game.


I don't see that happening in the near future, it'd be quite time-consuming for me.

I hope this mod gets off the ground. I fear new people haven't hit on the frustrating aspects of the game yet and don't see the need for mods yet. It also looks like there are too many servers, spreading the population too thin.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Kerby40 » 04 Oct 2014, 14:58

Hi! You're mod is very interesting, and while I'm interested in the whole of it, a majority of my group is only interested in certain items.

For instance, how did you restrict the number of characters a player can have?

Also, what do you mean by "logging restriction" with combat logging?


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 15:03

Kerby40 wrote:For instance, how did you restrict the number of characters a player can have?



Maegfaer wrote:Make the AccountID column in the Character table Unique.


;)

Kerby40 wrote:Also, what do you mean by "logging restriction" with combat logging?


I extended the logout time when you exit the game. It was 5 seconds before, now it's 10, making combat logging more dangerous.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Thylbanus » 04 Oct 2014, 19:36

Nice to see someone taking initiative in the game.

:beer:
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Re: [MOD] Life is Balanced, RELEASED!

Post by Mortimer » 04 Oct 2014, 19:45

Where is the server located?


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Re: [MOD] Life is Balanced, RELEASED!

Post by Kossako » 04 Oct 2014, 20:09

Can't download file... Anyone else having problem?

Btw.
Great job. Hope at least some ideas on skill tree will be moved to official game.
Skills and crafting information: lif-database-application-t1494

Build your first home for newbies guide: first-house-guide-to-new-players-t1432


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 21:18

What baffles me is a 165 download count this evening yet only a nine player population at the server. Are so many people only interested in the files themselves or do they give up half way before they join the server? :%)

Mortimer wrote:Where is the server located?


The Netherlands.

Kossako wrote:Can't download file... Anyone else having problem?

Btw.
Great job. Hope at least some ideas on skill tree will be moved to official game.


Strange, it's a regular forum attachment.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Brixton » 04 Oct 2014, 22:23

Maegfaer wrote:What baffles me is a 165 download count this evening yet only a nine player population at the server. Are so many people only interested in the files themselves or do they give up half way before they join the server? :%)

Mortimer wrote:Where is the server located?

Maegfaer wrote:The Netherlands.


This is why there's not that many players on. I wanted to check it out but I have a 200-300 ping on that server.


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 04 Oct 2014, 23:08

Thanks for pointing that out, looks like most of the forum visitors aren't from Europe then. I'll release the server files somewhere in the coming week so there can be non-European Life is Balanced servers then.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Zhalls » 04 Oct 2014, 23:18

Maegfaer wrote:Thanks for pointing that out, looks like most of the forum visitors aren't from Europe then. I'll release the server files somewhere in the coming week so there can be non-European Life is Balanced servers then.


I admit, I downloaded it for the files, because I'm trying to figure out how to limit the players. Could you help me by spelling out where in the DB I want to find what you're talking about to restrict the number of characters to 1? I'm using heidi and its a bit convoluted for me so far while trying to learn. What software do you use to edit?


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Re: [MOD/WIP] Life is Balanced

Post by Haladmer » 04 Oct 2014, 23:24

Maegfaer wrote:How to join

Download the attached client-side files in the first post. It has to be extracted in your game folder. Don't try to play with these files on regular servers, and don't try to play without these files on Life is Balanced servers! I advice making a backup of either your entire Life is Feudal folder or manually backing up the vanilla file.

After extracting the archive into your game folder, look for the following server:

[MOD] Life is Balanced (Balance mod, check LiF forum to access)

The password is:

"lib"

I'll see you ingame!


Nice, let me set up a second install and see if I can get online tonight or tomorrow. Curious to see what changes you made in-game.
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Re: [MOD] Life is Balanced, RELEASED!

Post by Mortimer » 05 Oct 2014, 05:05

I'll join on tuesday with a small group, keep up the good job!


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Re: [MOD] Life is Balanced, RELEASED!

Post by Maegfaer » 05 Oct 2014, 11:12

Mortimer wrote:I'll join on tuesday with a small group, keep up the good job!


Great! There are 14 regularly active players on the server already, looks like we're growing nicely. There are also no griefers so far, I suspect the extra step of installing the mod isn't worth the time of those who just want to annoy. This server is going to be amazing! :)
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