Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

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Arrakis
 
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Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Arrakis » 31 Aug 2017, 18:25

Life is Feudal: Your Own


Hey everyone,

In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!
Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:
  • Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
  • Implemented ‘Personal Claim’ system
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance is lowered
  • Guild land maintenance price decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Special attack damage multipliers boosted
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees

In order to check it out, you will need to switch to the beta branch. Full instructions are available here.

- The team

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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Khan- » 31 Aug 2017, 18:27

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Boz
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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Boz » 31 Aug 2017, 18:31

Hi,

Can you confirm the in game mechanics to remove hostile personal claims?

Thanks,
Boz Dagfinn

Leader of House Dagfinn
Co-Leader of KoV and DAC

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Arrakis
 
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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Arrakis » 31 Aug 2017, 19:47

Boz wrote:Hi,

Can you confirm the in game mechanics to remove hostile personal claims?

Thanks,
Boz Dagfinn

Leader of House Dagfinn
Co-Leader of KoV and DAC

Is that question regarding MMO or YO?

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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Akarian » 31 Aug 2017, 19:48

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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Azzerhoden » 01 Sep 2017, 03:17

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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Subtext » 01 Sep 2017, 05:49

First of all, thank you a lot for that patch! Really looking forward for it going live!

But...feedback time!

1) Please rework the multipliers for special attacks a little. They make certain weapons insanely powerful and - funny enough - spears in combination with shields are even more broken now than they were before.

Stabs with a boar spear after a successful shield bash dealt a very reliable ~150 damage with a speed multiplier of 1 (victim was in plate). Furthermore, as long as you keep that special attack in the prefire state, you can move around with it infinitely. While awkward to use, it is entirely possible to hit someone for 200 damage and more that way. A handle hit with that special attack still deals 40 blunt damage and more.

It works in a similar fashion for some other special attacks and seems to affect stabbing attacks mostly. Specifically the special stab attack for a polearm after getting parried deals a very high amount of damage as well (100 and more with a glaive)


2) Guild standings

It seems to work fine mostly but there's a few things...

First of all, the default relation between claims seems to be war and I think it would be a good idea to change that to neutral instead :)

We still lost alignment when killing each other even though our respective guilds were war (outside of JH).

So far alignment loss only doesn't happen when two guilds are at war AND JH is switched on.

Permissions seem to work fine, we tested each and nothing unexpected happened so far.

3) Other stuff

The claim/unclaim ability is gone...is that intended?
Horses don't make the dying sound anymore.
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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Varkoog » 05 Sep 2017, 10:02

I do not like the horse decay, although I understand the reason for implementation. However I think it would be better to change the horse into a hitching post and the horse within if you click on it. Almost like the bag of dropped items, but not decay able. The time can then be set to 5-10 minutes and reduce server load faster. One can then focus on enjoying the game rather than watching the time to interact with a horse.

Also remember, a large part of your community are parents and if a family matter needs attention, it is not always possible to return in time. To lose a horse in such a manner would seriously ruin the game.

All I ask is to reconsider this drastic measure and find a better, less harsh way to relieve server load.


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Re: Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)

Post by Baal » 05 Sep 2017, 12:27

It would be interesting to have some infos about the number of horses who was left in the world before lag issue appear.
How many horse the server can't handle ? what is the limit ?

They said at launch the game is design to handle a maximum of 10k players... for 49 servers it represent an average of 200 more players/server. Why the server wan't handle 200+ player's horses per server if there is a new mecanic to claim one horse only per character ?

Solution 1 : make hability to name and claim one horse/character (claim last until the horse die but can be shared and mounted by other players allies or ennemys), all the others unclaim horses left in the world will decay after 1h.
In addition to that claimed horse left in the world can naturally age and die, but do not age if put in a container, this will force player to keep their quality horses in container more often, helping reduce lag issue in the process.

solution 2 : change the horse decay time to 6 hours. 1h is too short for this game when you need many hours of time to do anything in all profession. Nobody want (or can) carry horse all the time or before logout or keep an eye on it every hour.

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