Crops Growth Fix (1.1.8.1)

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Arrakis
 
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Crops Growth Fix (1.1.8.1)

Post by Arrakis » 27 Dec 2016, 15:26

Life is Feudal: Your Own


Hey everyone,

In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).

So let’s say that you have had the following weather in the last two weeks in game:

  • Day 1: Sunny
  • Day 2: Shower (+1 growth)
  • Day 3: Shower
  • Day 4: Sunny (+1 growth)
  • Day 5: Shower (+1 growth)
  • Day 6: Cloudy
  • Day 7: Cloudy
  • Day 8: Shower
  • Day 9: Sunny (+1 growth, you’ll see green sprouts)
  • Day 10: Shower (+1 growth)
  • Day 11: Shower
  • Day 12: Cloudy
  • Day 13: Sunny (+1 growth)
  • Day 14: Shower (+1 growth)
  • Day 15: Sunny (+1 growth, you’ll see fully grown crops that can be harvested)
After three more growth increments, fully grown crops will rot and disappear. So, as you can see, you need an ideal balance of sun and rain for your crops to grow faster. Spring and early Summer are the best seasons for crop growth, of course!

Plus, after this fix, crops should grow significantly faster now.
P.S. There are some minor tweaks to the skills progression speeds and stamina they spend.

- The team

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Saar
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Re: Crops Growth Fix (1.1.8.1)

Post by Saar » 27 Dec 2016, 16:38

Traduction française disponible sur le site von Culm
Last edited by Saar on 27 Dec 2016, 21:12, edited 1 time in total.

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Styxwash
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Re: Crops Growth Fix (1.1.8.1)

Post by Styxwash » 27 Dec 2016, 20:14

This new system seems great, but perhaps the crop could stay abit longer? Five or more growth increments seems better.

The crops should imo. stay 8 full increments. Feels more realistic.

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Sgttater
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Re: Crops Growth Fix (1.1.8.1)

Post by Sgttater » 27 Dec 2016, 20:56

Way too fast

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Karabas
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Re: Crops Growth Fix (1.1.8.1)

Post by Karabas » 28 Dec 2016, 01:42

What about regional/climate zone bonuses/penalties ? How do they work?
And what about forests?
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Worldsprayer
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Re: Crops Growth Fix (1.1.8.1)

Post by Worldsprayer » 28 Dec 2016, 05:36

The major issue with this is that if you hapen to get a rotation 3 days in a row, which are only 3 real world hours long, you wind up completely missing your crops ever growing in the span of a single work shift (8 - 10 hours). I agree that 5-8 additional shifts so that there is less a chance of seeing your crops go from almost ready to rotten simply because you wearn't able to check on them every single day.
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