LiF:Your Own (version 1.1.7.4)

Recent changes to your favorite game.
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Arrakis
 
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LiF:Your Own (version 1.1.7.4)

Post by Arrakis » 01 Dec 2016, 18:29

Spoiler
Patch notes (ver. 1.1.7.4):

New features and tweaks:
  • Falling damage has been re-enabled. Take care jumping now!
  • To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
  • Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
    1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
    2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added with tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • WIld animals now walk and turn properly on terrain with proper animations
  • copper ingots, bars, lumps excluded from Common metals group
  • specific metal in some recipes changed to Common metals
  • quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
  • Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday
Bug fixes:
  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Recycling of metals now should provide more adequate results
  • Fixed incorrect wild animal AI calculations that caused excessive lag on servers
  • Wild animals’ tracks now correctly lead you to the wild animal
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Fixed a rare shadows bug, when observing terrain from a high elevation
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

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Saar
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Joined: 05 Jul 2016, 14:26
Location: Toulouse - France

Re: LiF:Your Own (version 1.1.7.4)

Post by Saar » 01 Dec 2016, 18:59

Traduction française disponible sur von Culm
Last edited by Saar on 22 Feb 2017, 17:42, edited 1 time in total.



Glodarin
Beta Tester
 
Posts: 22
Joined: 01 Jun 2016, 07:10

Re: LiF:Your Own (version 1.1.7.4)

Post by Glodarin » 03 Dec 2016, 12:02

Since the patch we have some problems:

- crops won't grow (starting in september)
- tree grow on 8 makes the server unplayable for 5 min. with a 4 settting we at a 2 min growth-midnight lag.
- the F8 mode as a gm is way to slow
- gras is growing in buildings again :(

Not sure if this is the right place for that, but just want to let you guys know. Keep on working - you do a great job.


Scadnarr
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Posts: 4
Joined: 16 Aug 2016, 13:20

Re: LiF:Your Own (version 1.1.7.4)

Post by Scadnarr » 17 Dec 2016, 09:00

Full grown trees seem to disappear (die?) with time - was that intentional?
If yes, how to calculate life time period for the trees?


Nellemr
Devoted Believer
 
Posts: 2
Joined: 06 Dec 2016, 14:28

Re: LiF:Your Own (version 1.1.7.4)

Post by Nellemr » 17 Dec 2016, 12:33

my crops still aren't growing! I planted them on March 1st in the rain, here it is the 22 and no luck. is this a developer issue or am I doing something wrong? I used 100 quality soil AND dung.


BlubbBlubb
True Believer
 
Posts: 1
Joined: 21 Oct 2016, 19:09

Re: LiF:Your Own (version 1.1.7.4)

Post by BlubbBlubb » 19 Dec 2016, 11:49

Same problem

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