Halloween ...is when the beta is released! (1.1.5.7)

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Arrakis
 
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Halloween ...is when the beta is released! (1.1.5.7)

Post by Arrakis » 31 Oct 2016, 15:48

Life is Feudal: Your Own


The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!

Image

Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.

Patch notes (ver. 1.1.5.7):

New features and tweaks:
  • Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
  • Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
  • Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
  • Added burning heads on sticks
  • Added Sleeper’s moon visuals. Wolves have demonic eyes now too
  • Added new ability - gathering nuts, which will appear as an inventory item
  • Primitive cooking recipes now available for the big cauldron and kitchen
  • Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels
Bug fixes:
  • Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
  • Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
  • Multiple fixes for improper movable objects positioning/drop
  • Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
  • Fixed mines for copper ability duration
  • Some other minor fixes
Happy Halloween from the team!


TripleSteel
 
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by TripleSteel » 31 Oct 2016, 15:52

So for clarification purposes:

LIF MMO Beta Wave#[?] starts today?


Wookiee420
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Wookiee420 » 31 Oct 2016, 15:57

TripleSteel wrote:So for clarification purposes:

LIF MMO Beta Wave#[?] starts today?


No this is stuff that is going in YO


KrisWeb
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by KrisWeb » 01 Nov 2016, 07:41

Thank you LiF Team & Alpha/Beta Testers for your work! :) Happy Halloween.

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Catullo
 
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Catullo » 01 Nov 2016, 15:26

erhm.....toc toc? what are the items to craft the burning heads? The italian translation is something like "work table for armors"... :O
"If voting could change anything it would be made illegal!" (Robert S. Borden - 1976)

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StuntmanB0b
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by StuntmanB0b » 01 Nov 2016, 15:39

You need a "sinners Head" i think you can get it from a player with -50 alignment

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Styxwash
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Styxwash » 01 Nov 2016, 16:31

Finally, we can take heads like in Ultima Online! :evil:

Keep this functionality! Or at least the ability to take an ear or something similar for use in a free, player run bounty system.

Don't like some particular criminal element? Maybe your a raider yourself and want to take out the competition?
Promise some of your guilds currency for each head delivered, enforcing your economic foothold as well, by creating trade for yourself.

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Heminglei16
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Heminglei16 » 02 Nov 2016, 02:36

:pardon: :pardon: :pardon: good game
Think of that day in the sunset run, it was my passing youth!

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Yakuza
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Yakuza » 02 Nov 2016, 08:49

I have not figured out how to make a "burning head" I have a lot of head in inventory :D but I do not understand how to do it?)
require "workbench for armor" what is this?)
Thank you! :beer:

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Weye
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by Weye » 03 Nov 2016, 15:31

Yakuza wrote:I have not figured out how to make a "burning head" I have a lot of head in inventory :D but I do not understand how to do it?)
require "workbench for armor" what is this?)
Thank you! :beer:



its in the arts menu "create decorations"

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StuntmanB0b
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Re: Halloween ...is when the beta is released! (1.1.5.7)

Post by StuntmanB0b » 05 Nov 2016, 12:53

Yakuza wrote:I have not figured out how to make a "burning head" I have a lot of head in inventory :D but I do not understand how to do it?)
require "workbench for armor" what is this?)
Thank you! :beer:


You need a "sinners Head" instead of the workbench. This is a placeholder, cause it is not translated for your language.
Put the sinners head in the reciepe.

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