[MMO] Christmas Update! (0.25.30.0)

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Arrakis
 
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Joined: 25 Oct 2013, 14:11
Location: Space

[MMO] Christmas Update! (0.25.30.0)

Post by Arrakis » 19 Dec 2019, 12:53

Life is Feudal: MMO


Hello, Feudalists!

After a considerate discussion based on your feedback, we’re bringing changes to the last update. Thank you all for providing us with detailed information on how these modifications influenced your gameplay!

Patch Notes (ver. 0.25.30.0):

New Features and Tweaks:
  • /stuck command is available, but with modifications that should restrict its usage to the cases where it is actually needed
    • Developer’s comment: we’re hoping that now /stuck will get you out of a situation where your character cannot move while not having any effect outside of such cases.
  • Destroying a monument now starts a week-long cooldown on the fief where it was placed before. Any monuments’ placement is forbidden there while the timer is active
    • Developer’s comment: a lot of complaints were based upon the fact that some guilds are able to bring down the monument and rebuild it again to avoid the Judgement Hours. Now, a destroyed monument will mean a lost fief — until you can take it back. And to clarify: this cooldown does not trigger when building an outpost in said fief.
  • A fief won’t get transferred as a result of a lost IB if it has been captured by another guild before the battle starts
    • Developer’s comment: the previous behavior for this situation was not intended by us. This is more of a fix, really.
  • Christmas decorations were added to the trader carts and to all villages
    • Developer’s comment: and some of them might have something to say.
Bug Fixes and Optimizations:
  • Implemented a system that should prevent arenas’ failure to start
— The Team


Gedeon
 
Posts: 3
Joined: 04 Dec 2017, 11:17

Re: [MMO] Christmas Update! (0.25.30.0)

Post by Gedeon » 09 Jun 2020, 10:57

"Destroying a monument now starts a week-long cooldown on the fief where it was placed before. Any monuments’ placement is forbidden there while the timer is active
Developer’s comment: a lot of complaints were based upon the fact that some guilds are able to bring down the monument and rebuild it again to avoid the Judgement Hours. Now, a destroyed monument will mean a lost fief — until you can take it back. And to clarify: this cooldown does not trigger when building an outpost in said fief."

Can you please add a way to legitamatly move a guild monument without losing the fief or its outposts. You could maybe set it so that its a specific relocation option, that wont destroy the original monument until the new one is built. that way the fief is still vulnurable, without having to go through a week cooldown to move a monument a few blocks.

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