[MMO] We’ll Keep’em Rolling (0.11.5.0)

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Arrakis
 
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[MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Arrakis » 30 Jan 2018, 11:14

Life is Feudal: MMO


Patch Notes (ver. 0.11.5.0):

New Features and Tweaks:
  • All objects, barter and trade cart container windows should close when a player starts to move
Bug Fixes and Optimizations:
  • Fixed a cascading chain reaction of server crashes related to the dreaded horse cart crossing server border bug
  • Fixed a very persistent client crash (Mutex Deadlock) that appeared on certain hardware specs
  • Removed ability to create guilds on Newbie Islands via the console command. No guilds are possible on the Newbie Islands by design!
  • Server nodes should start/restart much faster now due to numerous on load optimizations
  • Fixed yet another trade cart duping bug undiscovered by players
— The team


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SHREK
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by SHREK » 30 Jan 2018, 13:27

Вы когда новости начнете на русском выкладывать? Даже у импортных компаний есть понимание того, что необходимо обращать внимание на русскоговорящий сегмент комьюнити! А читать о том, что "Исправлена еще одна торговая тележка оболванивания ошибка неразведанных игроков" уже поднадоело!!!
Image

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HolyAvengerOne
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by HolyAvengerOne » 30 Jan 2018, 13:49

GG on the patch guys, really thrilled to see this moving forward at a good clip :)

Do you think Buyan is getting JH on Wednesday this week?
Lord Fyrr Deerd'an | Pope of Riftwood, a division of Lux Astra Sanctorum [LAST] | Buyan (NA-E)



KaCaTuK
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by KaCaTuK » 30 Jan 2018, 13:49

Клетка портится ,теряет качество при сборе растительного волокна,могу доказать,нужно ?


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Hodo
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Hodo » 30 Jan 2018, 14:47

KaCaTuK wrote:https://youtu.be/5OQV2UmaTRo?t=33
https://youtu.be/5OQV2UmaTRo?t=634
https://youtu.be/5OQV2UmaTRo?t=658


Doesn't look like in your test that it lowers the quality of the tile any.

В вашем тесте не похоже, что он снижает качество плитки.
Don't build what you can't defend- Rule number 1.


KaCaTuK
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by KaCaTuK » 30 Jan 2018, 15:03

Hodo wrote:
KaCaTuK wrote:https://youtu.be/5OQV2UmaTRo?t=33
https://youtu.be/5OQV2UmaTRo?t=634
https://youtu.be/5OQV2UmaTRo?t=658


Doesn't look like in your test that it lowers the quality of the tile any.

В вашем тесте не похоже, что он снижает качество плитки.

Не видишь что-ли ?Если немного подольше то снижаться будет и та клетка которую использую.Соседние клетки не видишь что ли ?Одень очки

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HolyAvengerOne
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by HolyAvengerOne » 30 Jan 2018, 16:42

KaCaTuK wrote:Клетка портится ,теряет качество при сборе растительного волокна,могу доказать,нужно ?


Yeah, would also like confirmation on that :) I think its intended though.

Also, if I could kindly ask that you English, given the forums policy : forum-rules-t372/ Thanks :)
Lord Fyrr Deerd'an | Pope of Riftwood, a division of Lux Astra Sanctorum [LAST] | Buyan (NA-E)



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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Leon0 » 30 Jan 2018, 16:49

SHREK wrote:Вы когда новости начнете на русском выкладывать? Даже у импортных компаний есть понимание того, что необходимо обращать внимание на русскоговорящий сегмент комьюнити! А читать о том, что "Исправлена еще одна торговая тележка оболванивания ошибка неразведанных игроков" уже поднадоело!!!

поддерживаю !!! и вообще сайт рускоязычный и нормальные гайды на Русском языке а сейчас енто не гайды а пародия


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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Gemme » 30 Jan 2018, 17:05

Fixed a very persistent client crash (Mutex Deadlock) that appeared on certain hardware specs


Really wished this worked for me. If anything it's actually made it worse. I no longer can even use the work around to get passed it.

I'll keep trying.

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Hodo
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Hodo » 30 Jan 2018, 20:11

KaCaTuK wrote:Не видишь что-ли ?Если немного подольше то снижаться будет и та клетка которую использую.Соседние клетки не видишь что ли ?Одень очки

No honestly I dont see where it is decreasing the quality of the tile or the surrounding tiles.
Don't build what you can't defend- Rule number 1.


KaCaTuK
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by KaCaTuK » 30 Jan 2018, 20:28

Первая ссылка там видно,я даже с привязкой к времени скопировал ссылку,на первой ссылке видно что я показываю 100 клетку на второй ссылке видно что она стала 99 ,я не виноват что у вас зрение плохое.Можно видео полностью просмотреть.Если решил(ла)потролить то троль своих друзей,ну или ...


KaCaTuK
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by KaCaTuK » 30 Jan 2018, 20:34

Разработчики клайм сломали персональный больше месяца назад,и по сей день не работает.Я купил персонажей(билеты)на каждом есть клайм,как мне между ними взаимодействовать ?


Zjanson10
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Zjanson10 » 30 Jan 2018, 20:52

There is an issue now that when someone is in the market menu at a trade post. If said player is bumped slightly by another player it will close the market window all together. These became increasingly annoying once my friend found out he could do it. :(

Otherwise, keep up the good work. :Bravo:

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Hodo
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Hodo » 30 Jan 2018, 21:27

Zjanson10 wrote:There is an issue now that when someone is in the market menu at a trade post. If said player is bumped slightly by another player it will close the market window all together. These became increasingly annoying once my friend found out he could do it. :(

Otherwise, keep up the good work. :Bravo:


This is why you train up vanguard, so you can hit him with a cudgel and knock him out... problem solved.
Don't build what you can't defend- Rule number 1.

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Barlin
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Barlin » 31 Jan 2018, 19:51

Pls fix the claim management, its broken for weeks now and still one of the worst bugs.

Also, please give us non-random/100q plant-fiber-gathering back ! :evil:

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Arrakis
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Arrakis » 01 Feb 2018, 00:57

If you suffer from issues with guild/claim management, error pops up, you're stuck at processing or the changes simply do not apply, please provide us with following details:

1. Description of the issue (Error/Processing/Changes do not apply...)
2. World name
3. Character name
4. Guild name in case of guild interface issue
5. Screenshot (Whole screen)
6. Email address

And use console commands until this issue is resolved, please: topic24443/

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HolyAvengerOne
 
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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by HolyAvengerOne » 01 Feb 2018, 01:46

@Arrakis

I know the team has been working very hard and although we would all (and you guys first) want to see things moving faster, just wanted to say that I appreciate seeing the progress we've seen. Keep it up :Bravo:

Do you guys have an update on when the ig irc chat is due to be back, tentatively :D
Lord Fyrr Deerd'an | Pope of Riftwood, a division of Lux Astra Sanctorum [LAST] | Buyan (NA-E)


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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Hodo » 01 Feb 2018, 15:57

HolyAvengerOne wrote:@Arrakis
Do you guys have an update on when the ig irc chat is due to be back, tentatively :D


I dont care about the IRC chat... I just want sieges. Sieges should be Priority 1.

All other things should be secondary.
Don't build what you can't defend- Rule number 1.

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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by HolyAvengerOne » 10 Feb 2018, 02:22

Hodo wrote:
HolyAvengerOne wrote:@Arrakis
Do you guys have an update on when the ig irc chat is due to be back, tentatively :D


I dont care about the IRC chat... I just want sieges. Sieges should be Priority 1.

All other things should be secondary.


Yes. Still can ask about it :)

It's not impossible some of the solution for Siege can also further the cause of chat, in the sense that the issues might tied in the back end.

So the devs could know that their current architecture and design (engineering-wise) will mean that getting nearer to a solution for Siege also puts them closer to a solution for a secondary issue (like chat).

Or on the contrary, they could be aware that solutioning Siege might mean sacrificing somewhere else, which could impact a secondary feature (like chat).

Really, the only way to know for sure is to be both a) sitting with them at a the design table; and b) knowing software design (at least to some decent degree). I do b), maybe so do you, but neither of us does a), and that's why I'm asking the devs :)

It's not always just a linear scale of priorities.
Lord Fyrr Deerd'an | Pope of Riftwood, a division of Lux Astra Sanctorum [LAST] | Buyan (NA-E)



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Re: [MMO] We’ll Keep’em Rolling (0.11.5.0)

Post by Federicogjm » 10 Feb 2018, 05:37

What are the updates that your are installing right now? I saw a message ingame that says something like: "server will shutdown for 1 hour to update...".

I cant wait!! Hehehe

:Yahoo!:

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