LiF:MMO OBT (version 0.12.3.1)

Recent changes to your favorite game.
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Arrakis
 
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Joined: 25 Oct 2013, 14:11
Location: Space

LiF:MMO OBT (version 0.12.3.1)

Post by Arrakis » 26 May 2018, 10:29

Spoiler
Patch Notes (ver. 0.12.3.1):

New Features and Tweaks:
  • Closed all known console commands and cheat scripts (including the aimbot) abuses
  • Updated Arbalest and Light Crossbow models and implemented skins for them
  • Appropriate character attributes should now raise even if a skill that was used is locked and does not raise
  • Added FOV and Particle Settings to the Video Options of the game
  • Damage inflicted to a horse now depends on the height it is falling from
  • Allied guild members can now damage movable objects on a claim - this is to counter movable objects that were brought and placed by attackers (and were invulnerable for defenders)
  • Movable objects in the Central City of Abella should decay properly now to prevent littering within the area
  • Abilities/Actions that you are unable to do on a claim/with an object is now grayed out in your context menu
  • You can no longer bring your cart onto foreign claims

    --- Poison tweaks---
  • “Arghhhh!” Warcry should now remove poison effects - full effect from alcohol should be back too
  • Snake bite random event duration has been lowered from 60 to 30 seconds and an antidote should properly remove this effect now
  • The duration of poison effects now scale linearly from 30 to 60 seconds depending on the quality
  • Depending on its magnitude, poison will remove the following values per second:
  • HARD_HP by 0.05 to 0.55 "Poisoned"
  • SOFT_HP by 0.075 to 0.825 "Poisoned: Numb"
  • HARD_STAMINA by 0.2 to 1.1"Poisoned: Grave Weight"
  • SOFT_STAMINA by 0.25 to 2.75 "Poisoned: Lungs of Stone"
  • Decrease these stats for the period of the duration:
  • SOFT_HP by 1.8 to 19.8 "Poisoned: Eternal Sleep"
  • SOFT_STAMINA by 2.6 to 28.6 by "Poisoned: Breathtaker"
  • Updated Alchemist Lab, Brewing Tank and a number of other unmovable object models
  • Updated and corrected some character’s outfits and armor models
  • A couple of fixes and tweaks dedicated to the improvement of the newcomers’ experience
    on Newbie islands
Bug Fixes and Optimizations:
  • Fixed an exploit that allowed players to reconnect faster than allowed and also perform combat logging
  • Fixed Instanced Battle inventory bugs
  • Fixed a bug with the Instanced Battle interface windows showing wrong button states in some cases
  • Chat messages informing about exceptional items crafted now provide correct quality information
  • You can no longer get the crafting skill increase while being hit while wearing the crafting outfit
  • Fixed an issue that prevented you from getting 100Q crop harvests
  • You can no longer try to repair Throwable weapons

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Escorpioneer0
 
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Joined: 26 May 2018, 12:36

Re: LiF:MMO OBT (version 0.12.3.1)

Post by Escorpioneer0 » 26 May 2018, 12:51

Good work but it would be way better if the fall damage to the horses weren't activated again. As a guild living around a mountain and had to pass the mountain often we happen to encounter horses get high damage from even a small leap and time to time we see our horses bounce after a fall. Every bounce damages the horse and so far we have lost 2 spirited horses and around 4 courier horses in a hour after the patch even though we all knew that fall damage is activated. It also nerfs the mounted combat our lancers no longer want to play as a lancer.
Discord : escorvus#1103


Nothing_Personal
Zealous Believer
 
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Joined: 16 Mar 2016, 18:25

Re: LiF:MMO OBT (version 0.12.3.1)

Post by Nothing_Personal » 26 May 2018, 14:50

Escorpioneer0 wrote:Good work but it would be way better if the fall damage to the horses weren't activated again. As a guild living around a mountain and had to pass the mountain often we happen to encounter horses get high damage from even a small leap and time to time we see our horses bounce after a fall. Every bounce damages the horse and so far we have lost 2 spirited horses and around 4 courier horses in a hour after the patch even though we all knew that fall damage is activated. It also nerfs the mounted combat our lancers no longer want to play as a lancer.


Lancers in the mountains complaining?

I think we should remove trees and walls too because they block arrows.


Dragul_Mongol
 
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Joined: 30 Jan 2018, 08:02

Re: LiF:MMO OBT (version 0.12.3.1)

Post by Dragul_Mongol » 27 May 2018, 12:07

Not seeing ability to harvest milk anymore in stables ( for cow ) since this patch...was something changed or is this an error ?

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Helleri
 
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Location: Boulder Creek, California USA

Re: LiF:MMO OBT (version 0.12.3.1)

Post by Helleri » 28 May 2018, 02:38

"Damage inflicted to a horse now depends on the height it is falling from"

RIP Lancing and Spirited warhorses.

... The enemy doesn't make nice flat terrain to have it out on. Most of the time I have to put a lance to use it's in less than ideal circumstances. I can now half health a horse just trying to get to a battle expediently. And actually fighting from horse back. You can forget about that being anywhere near as effective as it was.

With the spirited warhorses they were already so fast that it was hard not to lag occasionally while riding one. Now you're throwing a damage calculation load on top of that with a horse that is going to be especially prone to taking damage due to how fast it moves.

I don't get what the concern is here. Is it that people use horses to get over walls sometimes? Maybe this sounds a little crazy to some. But if people simply built bases more intelligently that (like the things that were supposedly an issue with raiding) wouldn't be a problem.

Which, by the way, has not stopped old style raiding. Just makes the targets the less competent ones. Because they are the ones who build in such a manner to where it's easy to get over there walls just jumping (not even on horse back). Basically those changes has forced target change to be more on the people you were trying to protect with those changes. Because they don't know enough about good base design (having never had their designs really tested) to avoid that.

Just the other day went right over some walls and slaughtered an entire group of newbs because they built in a manner that made it easy to just hop right over their walls with regular jumping. This wasn't malicious or anything. Tiles can only support so much activity and they'd been given several warnings about encroachment and thievery that they ignored. Moreover they taunted regarding their supposed invulnerability.

The rest of these updates seem fine. I actually really like the stat related one. But it seems like every few patches you try to do something that is actually impossible. You try to patch stupid. You can't patch stupid. The only thing that course corrects it is experience.
"If I had asked people what they wanted, they would have said faster horses." - Henry Ford.

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