[YO] Fix and balancing (1.3.6.0)

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Arrakis
 
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[YO] Fix and balancing (1.3.6.0)

Post by Arrakis » 17 Oct 2017, 17:14

Life is Feudal: Your Own


Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.

Patch notes (ver. 1.3.6.0):

New features and tweaks:
  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed

    Horses:
  • Riding Horse and Female Riding Horse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.48 to 0.13
  • Simple Warhorse
    HP regeneration rate (per sec) reduced from 0.64 to 0.26
  • Spirited Warhorse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.64 to 0.16
  • Hardy Warhorse
    Mass reduced from 900 to 800
    HP regeneration rate (per sec) reduced from 0.8 to 0.32
  • Heavy Warhorse and Royal Warhorse
    HP regeneration rate (per sec) reduced from 0.8 to 0.38

    Ranged
  • Sling
    Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
    Damage multiplier reduced from 3.7 to 3.4

    Melee
  • Nordic Sword
    Thrust damage multiplier increased from 1.92 to 2.25
    BasePrefireAnimTime increased from 0.8 to 1.0
  • Knight Sword
    Thrust damage multiplier increased from 2.2 to 2.3
    Swing damage multiplier increased from 1.78 to 1.9
  • Light Sabre
    Thrust damage multiplier increased from 1.1 to 1.16
    BasePrefireAnimTime increased from 0.8 to 0.9
    BaseFireireAnimTime increased from 0.8 to 0.9
    BaseRecoilAnimTime increased from 0.5 to 0.65
  • Scimitar
    Thrust damage multiplier increased from 1.3 to 1.35
  • Falchion
    Thrust damage multiplier increased from 0.92 to 0.98
  • Bastard Sword
    Thrust damage multiplier increased from 2.4 to 2.51
    Swing damage multiplier increased from 1.4 to 1.7
  • Big Falchion
    Thrust damage multiplier increased from 1.0 to 1.1
    Swing damage multiplier increased from 1.5 to 1.8
  • Gross Messer
    Thrust damage multiplier increased from 1.1 to 1.17
    Swing damage multiplier increased from 1.4 to 1.75
  • War Axe
    Swing damage multiplier decreased from 2.16 to 1.94
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Battle Axe
    Swing damage multiplier decreased from 2.24 to 2.05
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Nordic Axe
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • War Pick
    Swing damage multiplier decreased from 1.2 to 1.31
  • Zweihaender
    BasePrefireAnimTime decreased from 1.3 to 1.2
    BaseRecoilAnimTime decreased from 1.3 to 1.1
  • Flamberge
    BaseRecoilAnimTime decreased from 1.2 to 1.1
  • Bardiche
    Swing damage multiplier increased from 1.28 to 1.5
  • Broad Axe
    Swing damage multiplier increased from 1.36 to 1.6
  • Glaive
    BasePrefireAnimTime decreased from 1.3 to 1.2
  • Guisarme
    Swing damage multiplier increased from 1.12 to 1.3
    BasePrefireAnimTime decreased from 1.2 to 1.1
  • War Scythe
    Swing damage multiplier increased from 1.36 to 1.41
  • Bec de Corbin
    BasePrefireAnimTime decreased from 1.2 to 1.0
  • Spear
    BaseRecoilAnimTime increased from 0.8 to 0.95
  • Boar Spear
    BaseFireAnimTime increased from 0.7 to 0.8
  • Lance
    Damage multiplier increased from 1.8 to 2.0
  • Jousting Lance
    Damage multiplier increased from 2.4 to 2.65
  • Decorated Jousting Lance
    Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:
    Minor visual fixes

— The team


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Khan-
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Re: Fix and balancing (1.3.6.0)

Post by Khan- » 17 Oct 2017, 17:31

Disponible en Français : sur Lifeisfeudal-fr.com


:Yahoo!: :Yahoo!: :Yahoo!: :Yahoo!:
Last edited by Khan- on 17 Oct 2017, 19:07, edited 1 time in total.
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Re: Fix and balancing (1.3.6.0)

Post by Saar » 17 Oct 2017, 17:38

Traduction française disponible sur vonCulm.fr
Last edited by Saar on 19 Oct 2017, 09:02, edited 1 time in total.

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Akarian
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Re: Fix and balancing (1.3.6.0)

Post by Akarian » 17 Oct 2017, 18:33

Great news!!! :beer: :beer:

Disponible en Castellano! :

http://cuervosdelatormenta.wixsite.com/ ... ar-1-3-6-0
Los CUERVOS siempre viven, trabajan, viajan y matan en grupo.

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Traviscarter1983
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Re: Fix and balancing (1.3.6.0)

Post by Traviscarter1983 » 17 Oct 2017, 22:16

Can we get a skill bug fix, doing one knock in of a castle keep shouldnt make someone skilled 100, one stone throw doesnt make someone a lvl 30 slinger.... making one potion does make someone a master herbilismist

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Re: Fix and balancing (1.3.6.0)

Post by Palach » 18 Oct 2017, 02:23

:Yahoo!: :Yahoo!: :Yahoo!:
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Re: Fix and balancing (1.3.6.0)

Post by Azzerhoden » 18 Oct 2017, 17:56

Gross Messer
Thrust damage multiplier increased from 1.1 to 1.17
Swing damage multiplier increased from 1.4 to 1.75


Was this really necessary? This weapon seemed to be the sword of choice before this buff.
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Re: Fix and balancing (1.3.6.0)

Post by Sharana » 18 Oct 2017, 18:32

Azzerhoden wrote:
Gross Messer
Thrust damage multiplier increased from 1.1 to 1.17
Swing damage multiplier increased from 1.4 to 1.75


Was this really necessary? This weapon seemed to be the sword of choice before this buff.


Then you missed the 2 nerfs before this buff.
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Re: [YO] Fix and balancing (1.3.6.0)

Post by Harms » 09 Apr 2018, 16:32

I vote for updating Your Own
Its been 5 months, and there is SO much love it could inherit from the MMO that we've been wanting for years.
The #yo_patch_notes channel is discord is still virgin, untouched, lifeless and barren. But maybe, there is life in that distant forgotten channel, where only few once dared to venture, those whom we would once call madmen... I, am one of these madmen now...

Plx change that, soon :3

There are still many who have paid for it and still play it, and needs a bit of catering to.

And many, Like me, who found the MMO not to our taste and went back to Your Own. even though I threw even more money at a beliver pack.

I still believe in your own to be the greatest RP platform in the horizon.
Harms / Skarde

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Arrakis
 
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Re: [YO] Fix and balancing (1.3.6.0)

Post by Arrakis » 09 Apr 2018, 22:43

Apologies for the long delay. We will update LiF:YO in due time, but right now we concentrate our efforts on fixing MMO bugs, working on server stability etc. so it would be more playable and enjoyable. YO update will be pushed forward as soon as possible. Hopefully within a month or two.



NbG-Darkwing
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Re: [YO] Fix and balancing (1.3.6.0)

Post by NbG-Darkwing » 10 May 2018, 12:17

17 Oct 2017...
Is there no further development for this game?

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Arrakis
 
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Re: [YO] Fix and balancing (1.3.6.0)

Post by Arrakis » 10 May 2018, 12:41

We are working on it, although, unfortunately, progress is much slower due to the fact that we need to concentrate our efforts on MMO fixes, improvements, and development in general. The patch will come, but can't provide an ETA yet.



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Re: [YO] Fix and balancing (1.3.6.0)

Post by Harms » 13 Aug 2018, 18:32

Arrakis!
Carress me with your sweet reassuring words of promise, for I need them dearly
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Re: [YO] Fix and balancing (1.3.6.0)

Post by Arrakis » 14 Aug 2018, 00:25

It's going slow, but we are still working on YO update along the way. We are very sorry that it's taking so much time, but we can promise that we'll do what we can to bring the update to Your Own soon, although we can't provide any specific ETA yet.



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Re: [YO] Fix and balancing (1.3.6.0)

Post by Harms » 03 Sep 2018, 19:09

I never doubtet you Arrakis! <3


"ArrakisToday at 8:29 PM
@everyone Your Own Patch Notes (1.4.0.1) - https://lifeisfeudal.com/News/?art=661 "

Thanks for the patch
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