[YO] Fall in, now! (1.1.7.4)

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Arrakis
 
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[YO] Fall in, now! (1.1.7.4)

Post by Arrakis » 01 Dec 2016, 18:23

Life is Feudal: Your Own


Hey everyone,

We’re releasing the changes you may have seen in our announcement of the BETA branch patch notes. Now all of these changes are being released along with some few minor adjustments and fixes. Full patch notes below:

Patch notes (ver. 1.1.7.4):

New features and tweaks:
  • Falling damage has been re-enabled. Take care jumping now!
  • To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
  • Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
  • Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
    1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
    2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
  • Melee attacks with insufficient skill are 25% slower now (instead of 50%)
  • Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
  • Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
  • Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
  • Fixed Shield block animation
  • The speed that you raise your shield is now dependent on shield weight
  • Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
  • Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
  • New training field model added with tweaked recipes for it
  • Reworked alchemy herbs so they are now easier to spot and target in grass
  • Critical equipment weight is now dependent on Constitution
  • Critical equipped weapon weight is now dependent on Strength
  • Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
  • Added the ability to fight with a spear and shield (Both appropriate skills are required)
  • Added regions and the ability to craft with regional resources has been introduced
  • Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
  • Inventory no longer has magical healing properties for horses
  • Some weapons now have a chance to stun or knockout an enemy
  • Stun resistance is now dependent on Willpower
  • Each point of Intelligence now gives 2 skill points
  • The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
  • Changes made to some building and item recipes
  • WIld animals now walk and turn properly on terrain with proper animations
  • copper ingots, bars, lumps excluded from Common metals group
  • specific metal in some recipes changed to Common metals
  • quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
  • Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday
Bug fixes:
  • Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
  • Multiple chat window related fixes and tweaks
  • Recycling of metals now should provide more adequate results
  • Fixed incorrect wild animal AI calculations that caused excessive lag on servers
  • Wild animals’ tracks now correctly lead you to the wild animal
  • Fixed a bug with incorrect weight calculation when moving containers inside your inventory
  • Fixed a rare network related crash
  • Fixed a rare shadows bug, when observing terrain from a high elevation
  • Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
  • “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
  • Client runs more smoothly when launching and added a splash screen while the client is loading

- The team

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Saar
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Re: Fall in, now! (1.1.7.4)

Post by Saar » 01 Dec 2016, 18:27

Traduction en français sur le site von Culm



Thegirlsofkiss
 
Posts: 4
Joined: 27 Nov 2016, 03:50
Location: España

Re: Fall in, now! (1.1.7.4)

Post by Thegirlsofkiss » 04 Dec 2016, 05:29

Amazing patch . nice work :D


attckdog
 
Posts: 17
Joined: 07 Sep 2011, 03:55

Re: Fall in, now! (1.1.7.4)

Post by attckdog » 13 Dec 2016, 01:16

How does one change the speed via the Console with:
$ForestMaintenance::treeAgingSpeed

What's the syntax ?
- Imperium Senator of Speculatorum Cohortis-AttckDog Returns-AKA "AFK-Dog" -


Ejen
 
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Joined: 18 Jul 2016, 22:41

Re: Fall in, now! (1.1.7.4)

Post by Ejen » 25 Jan 2018, 19:06

I know i am late but
copper ingots, bars, lumps excluded from Common metals group


Why is this and will it be changed back? Or have you fixed it so it is not so common to find? cause it is now a pretty useless resource until you can and need to make Vostascus steel. But it is still very easy to find.

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Hodo
 
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Joined: 08 Dec 2017, 23:17

Re: Fall in, now! (1.1.7.4)

Post by Hodo » 25 Jan 2018, 19:31

Ejen wrote:I know i am late but
copper ingots, bars, lumps excluded from Common metals group


Why is this and will it be changed back? Or have you fixed it so it is not so common to find? cause it is now a pretty useless resource until you can and need to make Vostascus steel. But it is still very easy to find.


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