[MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

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Arrakis
 
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[MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Arrakis » 19 Dec 2018, 15:06

Life is Feudal: MMO


We believe that this patch will be the last one with major functionality in it. It will be the last update this year and also the last before the Life is Feudal: MMO 0.2.0 release! Make sure to read our upcoming Devblog this Friday to learn more!

The first ‘C’ in our patch stands for the Combat Patch that we had long promised to implement. Well, here it is. Feel free to check it out, and create new combat metas!

The second ‘C’ is for the No Cheaters or Closed Console and scripts. We have fully closed access to the console on our client, encrypted our own client-side scripts and implemented the mechanism that prevents the 3rd party scripts from the usage. Effectively, it will disable all current mods, unallowed mods and simple hacks that were reported by our players before. We hope you’ll enjoy cheat-free gaming now!
Unfortunately, with such 3rd party scripts closure, we’ve effectively disabled all known good mods. It was inevitable, but we had reimplemented the main functionality of most of those mods - inventory management. Thus, we hope, that you will not feel handicapped without your favorite mods. But feel free to suggest any client-side functionality you miss to use, so we can implement it for you!

Last, but of course not least, is the final ‘C’, which stands for Christmas, New Year and other upcoming holidays! You can already start to notice some festive features in-game - but just wait until Friday, when we reveal even more holiday fun so you can celebrate the season with your guildmates!

Patch Notes (ver. 0.14.0.0):

Combat Patch
  • Horses now have damage mitigation depending on the type of horse and damage types used against them.
  • Lances and pikes cannot be parried anymore
  • Heavy and Royal Horses now always knock down players on trot and gallop speed
  • Hardy Warhoкse will now knock a player down only at gallop speed
  • You now know the amount of durability you are removing from objects when using projectiles
  • Agility now gives a bonus up to 25% in speed
  • Lightweight equip (less the 30% of critical) do not affect your speed at all
  • Armor mitigation now depends on its current durability
  • Armor durability damage mitigation depends on new parameter fragility, special for any armor type.
  • Ability Refresh Horse applied to stables refresh HP and Stamina of horse
  • Fixed problem with no-stopping horse with pike hit with skill below 60.
  • Pounce update: now you KD enemy if your equipment weight is more than 0.6 eq.weight of enemy. otherwise - there is a chance for KD or Stun. KD(2-4sec), Stun(1-2sec)

    --- Combos ---
  • Skullsplitter! now uses rs-oh-ls and ls-oh-rs sequences and gives powestrike and fracture chance
  • Knock-Knock! now gives shield damage x3
  • Thousand Cuts! now uses oh-rs-ls and oh-ls-rs sequences and gives guaranteed wound
  • Flurry of Blows! now uses rs-th-ls and ls-th-rs sequences and gives power strike
  • Point of Vulnerability! now gives 75% chance of KD to your victim
  • Another Hole! now gives guaranteed fracture to your victim
  • Power Overwhelming! now uses th-ls-rs and th-rs-ls sequences
  • Dismember! now uses oh-ls-th and oh-rs-th sequences and gives 50% chance of KD to your victim
  • Execution! now uses oh-ls-rs and oh-rs-ls sequences
  • Crunchy! now uses ls-oh-rs and rs-oh-ls sequences and gives guaranteed fracture to your victim
  • Kneel Before Me! now uses oh-th-oh and oh-th-oh sequences and gives 60% chance of KD to your victim

    --- Parry ---
  • Successful parry now gives 2 sec stagger against combo hit, 1 sec against usual hit.
  • Eyeview vs (-hit) angle should be less than 30 degrees to make a full successful parry which fully removes damages.


    --- Player---
  • Still rotation speed increased from 0.22 to 0.26
  • Movement rotation speed increased from 0.12 to 0.17

    --- Siege ---
    Trebuchet(163)
  • Fire energy increased from 2200 to 3000
  • Solidity decreased from 100 to 10
  • Working angle is from 0 to 45 now

    Stone ammo(1107)
  • Impact damage multiplier decreased from 1.2 to 0.7

    Barrel Ammo(1106)
  • Impact damage multiplier decreased from 0.6 to 0.4
  • Explosion multiplier increased from 10 to 12

    Naphtha Nail Barrel(1123)
  • Explosion multiplier now deals piercing damage

    -- Ranged ---
    Simple Bow(600)
  • MaxAccuracy increased from 1.2 to 1.0
  • Base Prefire decreased from 1.3 to 1.2

    Short Bow(601)
  • Agility need decreased from 30 to 20
  • MaxAccuracy increased from 0.9 to 0.7
  • Base Prefire decreased from 1.1 to 0.9
  • Base Recoil decreased from 1.1 to 1.0

    Composite Bow(603)
  • Agility need decreased from 40 to 30
  • Strength need decreased from 30 to 25
  • MaxAccuracy increased from 0.8 to 0.6
  • Base Prefire decreased from 1.3 to 1.2
  • Base Recoil decreased from 1.2 to 1.1

    Longbow(602)
  • Agility need decreased from 50 to 40
  • Strength need decreased from 40 to 30
  • MaxAccuracy increased from 0.5 to 0.4
  • Base Prefire decreased from 1.7 to 1.5
  • Base Recoil decreased from 1.3 to 1.2

    Light Crossbow(604)
  • MaxAccuracy increased from 0.9 to 0.7
  • Emax increased from 4.2 to 4.5

    Arbalest(605)
  • MaxAccuracy increased from 0.8 to 0.6
  • Emax increased from 4.9 to 5.2

    Heavy Crossbow(606)
  • Strength need decreased from 40 to 35
  • MaxAccuracy increased from 0.7 to 0.6
  • Emax increased from 5.6 to 6.0

    Throwing Knife(608)
  • MaxAccuracy increased from 1.3 to 1.0
  • Dmg multiplier increased from 3.2 to 3.7

    Javelin(609)
  • MaxAccuracy increased from 1.2 to 0.9
  • Dmg multiplier increased from 2.15 to 2.34

    Throwing Axe(610)
  • MaxAccuracy increased from 1.2 to 1.0
  • Dmg multiplier increased from 2.75 to 3.0

    --- Horses ---
    Simple Warhorse(774)
  • Slashing damage resistance multiplier 0.3
  • Blunt damage resistance multiplier 0.2
  • Angle Speed increased from 80 to 90

    Spirited Warhorse(775)
  • HP increased from 180 to 200
  • Angle Speed increased from 90 to 100

    Hardy Warhorse(776)
  • Slashing damage resistance multiplier 0.5
  • Blunt damage resistance multiplier 0.5
  • HP decreased from 290 to 200
  • Angle Speed decreased from 80 to 75

    Heavy Warhorse(777)
  • Slashing damage resistance multiplier 0.8
  • Piercing damage resistance multiplier 0.5
  • Chopping damage resistance multiplier 0.5
  • Blunt damage multiplier 0.5
  • HP decreased from 420 to 200
  • Angle Speed decreased from 55 to 50

    Royal Warhorse(1139)
  • Slashing damage resistance multiplier 0.9
  • Piercing damage resistance multiplier 0.6
  • Chopping damage resistance multiplier 0.6
  • Blunt damage multiplier 0.6
  • HP decreased from 450 to 200
  • Angle Speed decreased from 60 to 55

    Courier Horse(1684)
  • Angle Speed increased from 80 to 90

    --- Melee ---
  • Knight Sword (557)
  • Swings and overhead multiplier decreased from 2.08 to 1.8
  • Thrust multiplier increased from 3.6 to 5.4

    Bastard Sword(563)
  • Swings and overhead multiplier decreased from 2.35 to 2.4
  • Thrust multiplier increased from 2.63 to 4.3

    Nordic Sword(556)
  • Thrust multiplier increased from 3.55 to 5.36

    Light Sabre(558)
  • Thrust multiplier increased from 1.16 to 1.6

    Scimitar(559)
  • Thrust multiplier increased from 2.9 to 3.1

    Falchion(560)
  • Swings and overhead multiplier decreased from 2.08 to 1.76

    Gross Messer(565)
  • Thrust multiplier increased from 1.6 to 2.2

    Nordic Axe(569)
  • Thrust multiplier increased from 2.35 to 3.6

    Morning Star(570)
  • Thrust multiplier increased from 1.36 to 2.2

    Flanged Mace(571)
  • Thrust multiplier increased from 1.79 to 1.9

    Cudgel(572)
  • Swings and overhead multiplier increased from 1.7 to 1.82

    Estoc(562)
  • Thrust multiplier increased from 3.7 to 4.6

    Claymore(575)
  • Thrust multiplier increased from 2.9 to 4.3

    Zweihaender(576)
  • Thrust multiplier increased from 2.07 to 3.05

    Flamberge(577)
  • Thrust multiplier increased from 1.55 to 2.1

    Pollaxe(579)
  • Thrust multiplier increased from 1.85 to 3.1

    Sledge Hammer(582)
  • Thrust multiplier increased from 1.28 to 2.5
  • Swings and overhead multiplier increased from 2.0 to 2.2

    Maul(583)
  • Thrust multiplier increased from 1.28 to 2.5
  • Swings and overhead multiplier increased from 2.07 to 2.3

    Glaive(585)
  • Thrust multiplier increased from 1.28 to 2.1

    Guisarme(586)
  • Thrust multiplier increased from 2.16 to 3.1

    War Scythe(587)
  • Thrust multiplier increased from 1.12 to 1.55

    Partisan(589)
  • Thrust multiplier increased from 2.05 to 2.9

    Bec de Corbin(594)
  • Thrust multiplier increased from 2.2 to 3.25

    Short Pike(595)
  • Thrust multiplier increased from 3.1 to 3.6

    Medium Pike(596)
  • Thrust multiplier increased from 3.1 to 3.82

    Long Pike(597)
  • Thrust multiplier increased from 3.1 to 3.91

    Spear(591)
  • Thrust multiplier increased from 3.36 to 5.04
  • Prefire animation speed decreased from 0.8 to 0.7
  • Fire animation speed decreased from 0.8 to 0.7
  • Postfire animation speed decreased from 0.95 to 0.7

    Boar Spear(592)
  • Thrust multiplier increased from 3.52 to 5.28
  • Prefire animation speed decreased from 0.8 to 0.7
  • Fire animation speed decreased from 0.8 to 0.6
  • Postfire animation speed decreased from 1.1 to 0.8

    Awl Pike(593)
  • Thrust multiplier increased from 4.27 to 6.4
  • Prefire animation speed decreased from 1.0 to 0.8
  • Fire animation speed decreased from 0.8 to 0.7
  • Postfire animation speed decreased from 0.8 to 0.7

    --- Armor---
    Novice padded leather scale chainmail plate
    slashing 0.3 0.4 0.3 0.3 0.6
    piercing 0.3 0.4 0.6 0.3 0.2
    chopping 0.3 0.3 0.2 0.6 0.3
    blunt 0.6 0.3 0.3 0.2 0.3
    siege 0.6 0.6 0.3 0.2 0.2
    fragility 4.4 4.3 2.6 3.5 2.5

    Regular padded leather scale chainmail plate
    slashing 0.3 0.4 0.3 0.3 0.6
    piercing 0.3 0.4 0.6 0.3 0.2
    chopping 0.3 0.3 0.2 0.6 0.3
    blunt 0.6 0.3 0.3 0.2 0.3
    siege 0.6 0.6 0.3 0.2 0.2
    fragility 2 2.1 1.8 2.6 1.9

    Veteran padded leather scale chainmail plate
    slashing 0.4 0.5 0.4 0.4 0.7
    piercing 0.4 0.5 0.7 0.4 0.3
    chopping 0.4 0.3 0.3 0.7 0.4
    blunt 0.7 0.3 0.4 0.3 0.4
    siege 0.7 0.7 0.4 0.2 0.2
    fragility 2 2.1 1.6 1.6 1.5

    Royal padded leather scale chainmail plate
    slashing 0.4 0.7 0.5 0.5 0.9
    piercing 0.5 0.7 0.9 0.5 0.3
    chopping 0.5 0.4 0.3 0.9 0.5
    blunt 0.8 0.4 0.5 0.3 0.5
    siege 0.9 0.9 0.5 0.3 0.3
    fragility 1.4 1.3 1.2 1.1 1

New Features and Tweaks:
  • Game console is now completely closed from the user’s input. Though you can still use slash commands in system chat, like /stuck
  • 3rd party scripts can no longer be run on the client side anymore - including all types of client alteration: mods, cheat mods, hacks etc.
  • Implemented a couple of inventory sorting buttons for easier inventory management to compensate the removal of some popular mods
  • Time and weather information added on the minimap window
  • Teleport to a Rally point can work only during the JH
  • Inventory windows are force closed now when initiating a homecoming ability

Bug Fixes and Optimizations:
  • Fixed a bug where a guild which lost an IB could issue its own ib avoiding the 24hours penalty
  • Fixed an occasional client crash that appeared when traveling long distances across the world
  • Fixed some visual bug with a Heavy Chainmail Helm and Royal Chainmail Helm Skins
— The Team


Rough.def
 
Posts: 1
Joined: 26 May 2018, 08:22

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Rough.def » 19 Dec 2018, 15:32

ehmm..some features are questionable..fix ability to put IB to friendly guild to prevent attacks from real enemy..its CHEATING and no way a game feature - in real feudal life nobody did that. Hear me devs!!!! :evil:


Madden_55
 
Posts: 13
Joined: 13 Jan 2018, 17:33

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Madden_55 » 19 Dec 2018, 15:58

3rd party scripts can no longer be run on the client side anymore - including all types of client alteration: mods

Well Played Bitbox... This is the Dead for the Game and most of the PvE Players...

Glad that "Atlas" comes out today...


Juarmas_87
 
Posts: 1
Joined: 13 Feb 2018, 16:25

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Juarmas_87 » 19 Dec 2018, 16:21

:beer: :beer: :beer: :beer: :beer: :beer: :beer: :beer:
Madden_55 wrote:3rd party scripts can no longer be run on the client side anymore - including all types of client alteration: mods

Well Played Bitbox... This is the Dead for the Game and most of the PvE Players...

Glad that "Atlas" comes out today...


Sindelar.jirka
 
Posts: 4
Joined: 21 Dec 2017, 07:50

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Sindelar.jirka » 20 Dec 2018, 03:03

Madden_55 wrote:3rd party scripts can no longer be run on the client side anymore - including all types of client alteration: mods

Well Played Bitbox... This is the Dead for the Game and most of the PvE Players...


Agree, they killed own game by this stupid step. Even bigger MMOs (like WoW) supports addons. The developers of this game aren't able to admit they failed in many basic game features implementation... for example, why is there no possibility to adjust a camera zoom to character? Why aren't regional or high-quality items more visible in inventory?

In addition, think about some feature alowing to pin some markings or icons on world map (shared with party or guild). I had more improvement proposals, but can't figure it out right now as I am pissed as hell due the latest patch! :evil:


Collot999
 
Posts: 1
Joined: 20 Dec 2017, 19:22

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Collot999 » 20 Dec 2018, 03:22

RIP to most PvE players cause no mods (for most people Iknow, do PvE with out the mods is a nightmare and they won't play like that)...

Also, I think is better if the inventory automatocly store stuff first with item tipe (or alphabetic), and after that, the items with the same first condition get stored depending on the level.

Isn't hard to do that, it's just order an array twice, the first one with the items levels, and the second one starting with the first array, we check it from start and order the items with bocabulary, or in the way we want.

Isn't a hard code, as programmer, it could be done in between 30m and 1h. Here is a little example (I don't know wich software are you using, so I won't add most of the commands):

Spoiler

Also, an ingame auto-clicker for PvE will be pleased.

PD: with the sample I only want to demostrate I know about programming, just that, so don't interpretate in any other way, cause I'm sure the game develepers have more experience with that and I respect that they are way better than me in gaming scripting.


zeddycus
 
Posts: 9
Joined: 09 Jan 2017, 21:47

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by zeddycus » 20 Dec 2018, 08:17

hello, I understand the fact of wanting to close the scripts on the client side, but being a pve player, I often used an addon that allows me to sort or display certain items elements

quality according to colour (from white to red and yellow for regions)

to put a small window with just the time and date instead of always opening the map

as well as the presence scanner with simple numbers.

the automatic splitter

help for the color-coded herbalist according to its usefulness.

in order to be inspired by the SF mods in the main lines

thank you

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Arrakis
 
Posts: 5455
Joined: 25 Oct 2013, 14:11
Location: Space

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Arrakis » 20 Dec 2018, 12:45

Thanks a lot to all of you for the feedback. We are currently looking into fixing the issues that emerged with that patch as well as adding more functionality to inventory management. ;)

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Nefezer
 
Posts: 41
Joined: 09 Feb 2018, 17:17

Re: [MMO] Combat, Cheats and Christmas (CCC Patch) (0.14.0.0)

Post by Nefezer » 20 Dec 2018, 20:15

I just stopped all my activities in the game.

I'm missing my little watch based on the azimuth of the sun.

I am missing my classification of the inventory based on ranges of colors in the quantity number according to its quality and if it is a regional resource (yellow), so from a simple glance at the quantity I can get an idea of ​​the quality range of the item (01q-29q white , 30q-59q green, 60q-79q blue, 80q-95q orange, 96q-100q red). Able to filter according to quality, quantity and regional all at the same time (the regional ones are considered related but independent items, they are all ordered before ordering the common ones of the same type). I hope I have explained well.

I am missing my configurable self-splitter and also the possibility of terraforming (releasing the land from the inventory) in 15 units instead of 30 (8 for snow and sand, 30 for clay).

As soon as I get back these little comforts that currently provided an external mod I will be interested again in this game.

By the way, the new inventory classification buttons prevent selecting the small items that are sorted behind them, place them more externally.


Thanks for your dedication and effort.

Go in peace.
In a game in BETA version we have to cope with the stressed development team with black humor :twisted:

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