[MMO] Combat and Siege Changes (

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[MMO] Combat and Siege Changes (

Post by Arrakis » 26 Apr 2019, 10:57

Life is Feudal: MMO

In this current patch, we are releasing a new wave of combat and siege related tweaks. Let’s see how it goes!

Patch Notes (ver.

New Features and Tweaks:
  • Lvl 3 Outpost that has a Holy Judgment active will not only lose one level but will also be transferred completely to the guild that has successfully claimed it. It is done to give a chance for the defenders to strike back and capture the outpost.

    ---Combat patch---
  • Successful parry against a normal attack stuns attacker for 0.5 sec and removes 20 Soft Stamina
  • Slashing damage will be doubled now if you hit a body part with a slashing protection coefficient less than 0.09
  • If softStamina ends a character does not change its state to a Fatigued state. Instead, it receives the Exhausted effect (+sound) for 5 seconds. Under the Exhausted Effect you can't run, operate items, your speed decreases by 30% and you stay in the peaceful stance. You can't climb if you are exhausted and you will fall down if you get exhausted while climbing.
  • Stamina depletion rates depend on the ratio of your equipment weight to the critical weight that your character can carry and can scale between x0.6 to x1.35
  • New mechanics for wounds, bleeding and fracture calculations depends on a weapon’s coefficient and victim's armor effective value. Wounds and fractures inflicted by combos are not affected by this mechanic. There can be no wound or fracture if the inflicted damage was less than 10.
  • Tweaked melee and ranged weapon Fracture and Wound modifiers according to the new mechanics
  • Duration of all wounds and fractures regardless of body part now lasts for 30 mins
  • Duration of bleeding increased from 1 to 2 minutes, basic damage inflicted to softHP per second decreased from 0.05 to 0.03
  • The Treat abilities(Wounds, Fractures and Severe Injuries) now fully use luck(like other abilities) to decrease the duration of the rest effect by 20%
  • Treat Patient now restores from 20% of maximum hardHP and doesn’t require bandages anymore
  • Basic duration of wounds and fracture Bed Rest effect now depends on both the real skill level and bandage quality level and varies from 0.36 (level=30, q=30) to 0.15(level=100, q=100) of injury time left at the moment of the healing
  • Coward! and You are Mine! abilities changed detection mechanics from raycasting to sector-search. The closest non-Friendly player in the 5-degree sector will be marked. Maximum distance is 15 meters.
  • Accelerated effect bonus from Coward! decreased from 0.2 to 0.1
  • Fear effect works in two ways - it decreases shooting accuracy and gives a chance to fall down if the character runs. If the character falls down from Fear - Fear effect disappears. Skill level now affects only duration 15(60) to 25 (100) seconds
  • Coward! can be used against players that are not in a warstance. Coward! can be applied only on the character looking opposite side from the cryer.

  • Jewelry that is equipped on the player will now get durability hits with every ability used, successful melee blow and projectile shot (arrows, bolts, throwable and trebuchet)
  • You can't invite a player to barter while they are in warstance. No more inconvenient trade invites!
  • Defensive Fence requires the Medium Warfare Kit and informs the player if he lacks this ingredient in his inventory
  • /stuck command can now be used if you’re in a bug-hole (always sliding) or while you’re mounted
  • The number of minor experience points that are gained from "Sacrifice" (support points) ability has decreased towards ~25,000 minor experience per 1 Gold Coin
Bug Fixes and Optimizations:
  • Holy Judgment fiefs now have equal ability rules as common JH fiefs. So everything you can do on fiefs during the JH can now be done during Holy Judgment too
  • Animal quality raise probability is fixed now and should be more adequate now
  • Fixed several issues with the Trade Post delivery feature
  • Several bug fixes related to the Private Claim placement in different circumstances
  • A bunch of internal code optimizations and bugfixes
  • Removed a couple more IB spawn points on some maps that would cause players to appear on those to be bugged
  • Fixed some object state updates that could lead to the incorrect visuals (for instance you saw lvl1 outpost, while in fact, it was lvl 2 outpost under upgrade).
  • Fixed a bug where in some situations the experience bar would not fill
— The Team

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