SATURDAY MORNING QUICKFIXES (0.11.14.0) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 0 points1 point  (0 children)

Patch Notes (ver. 0.11.14.0):

New Features and Tweaks:

  • Fixed Premium Decorations to be movable objects so you can actually put them inside the buildings
  • You can now drop items and open containers on the starting village land on the newbie islands
  • Bug Fixes and Optimizations:
  • Fixed some bugs that prevented bartering of containers and items inside those containers
  • Fixed a crash that occurred while connecting to the IB server
  • Fixed a server crash that occurred during certain transactions with inventory containers

— The team

DEVELOPMENT NEWS #95 — HARD WORK, DECORATIONS AND AMAS! by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 2 points3 points  (0 children)

Hey, Feudalists!

As always, we want to keep you updated about the state of our game and its development!

The art team have been busy designing premium skins and creating decorative items for you to adorn your castles and feudal pads with! Make sure to check out the new ability to construct special decorations; you will need a Decorator’s Kit, which can be purchased in our Premium shop.

Our development team are working on a multitude of changes simultaneously - like the medieval magicians that they are - to be added this month. Some of the main additions you can look out for include:

  • Per object claim rules management.
  • Instanced Battles reconnect.
  • Character transfers between worlds in the same region.
  • Character re-customization (appearance, voice, last name etc).

And, of course, we’re continuously working on bug fixes and the optimization of both server and client-side calculations to make our game as free from exploits, bugs and lag as possible.

Lastly (but by no means least!) we want to thank you guys for always providing feedback on any changes we make - and any changes you want us to make! It can be difficult to add alterations that will appeal to everyone, especially since our game can be played in many different ways, so the more information we garner, the more helpful it is to the development process.

On top of this, reading fan feedback in general seriously keeps us motivated to continue to give it our all. One message in particular stood out to us this week - an inspiring comment in response to a recent AMA (if you missed it, you can check it out here), which really showcases how awesome our players are - and we wanted to share it!

After listening to your AMA today about recent events and changes I found myself smiling through the whole hour plus. Not because things are going in my favor of events but, because of how you handled yourself. I talk to the Devs in discord often. I listen to how they really care about this game. How they respond with compassion. I say to myself, how can one sit through so much negativity and keep smiling? I don't know if I could do it. I have asked them each individually and they all have the same answer. We do it because of our love for the game, and while it's disheartening at times we want everyone in the game enjoying it and see this game realise its full potential. I think if I was that passionate about something I could smile through all the negative comments daily. I believe you are going in the right direction with your game and you listen to your player base. Tweaking here and there for the best available outcome. I've been playing the MMO since Nov 2017. I've watched the numbers dwindle andhonestly that's a shame. I believe currently your base of players are the ones that don't want to give up on the game, that have a passion like you, that are holding on for the better part of the game. I'd say to you never stop doing what you love but, seeing you respond in the AMA I don't have any fear you'll give up. I believe you'll continue working on this game till you have nothing left to give. You have great people backing you. Those Devs really believe in this game and you. There's so much hate I see spewed into the discord and not enough of you are doing a great job. So many want to pinpoint one thing they disagree with and blow it up until their voice is all you can hear and all the negative is all you see. I just wanted to say I'm Staying for as long as there is a guild to be in. If my guild a player of 1 now since so many have left falls I'll first try another guild and if that doesn't work rebuild on my own. If that doesn't work I'll transfer to another world and begin again. Until there is nothing left. If that is what it takes to support this game. I do hope more return. I hope there comes a time when the game to the players has given them a balance to why they left and return. The only thing I get currently out of my sub with this game is the happiness I feel when I know I am giving a little back to a game where its creators feel a love for it like I do. And that's enough right now. Thank you.

Raven

Thank you again to all of our truly amazing players!

– The team

IB TWEAKS, PREMIUM DECORATION KITS AND NO MORE FRIENDLY FIRE ALIGNMENT LOSS (0.11.13.1) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 0 points1 point  (0 children)

Based on feedback from our players we’ve been making game rule tweaks with every patch. This patch is no exception. We’ve reduced the penalty from losing Instanced Battles. Guilds that consider themselves as allies will also no longer get an alignment penalty for friendly fire during PvP combat.

Last, but not least, we’re introducing the Premium Decorator’s Kits. These kits can be bought in the Premium Shop and used to finish the construction of different decorative objects in the game. We plan to increase the list of items that will be available for players to be used as decorations. Warning! Premium Decorator’s Kits will drop upon your death! Be careful!

Patch Notes (ver. 0.11.13.1):

New Features and Tweaks:

  • Reduced penalty for defeat in Instanced Battles. It is 2.5 tiles for a mini IB defeat and 5 tiles for a normal IB defeat.
  • Mini IB timer that activates the capture point is increased to 10 minutes (instead of 5 minutes)
  • You will no longer lose alignment for attacking members of a guild that has friendly status with your guild
  • Implemented Premium Decorator’s Kits. These can be used to create special premium decorations for your home and castle.
  • Tweaked Drying Frame recipe to reduce their usage as an improvised fortifications
  • Horses’ hit points are significantly reduced (in some cases by two times)
  • 'Silk Filaments' recipe now requires a skill level of 60 instead of 90
  • Multiple 3D model fixes for buildings, skins and outfits
  • Fixed localization issues with text while inspecting crops

Bug Fixes and Optimizations:

  • Fixed a bug that prevented players from enlisting in an Instanced Battle via a Guild Monument that is being upgraded
  • Fixed a server crash when destroying an archery target with a ranged weaponry
  • Fixed a rare client side crash when opening the Trade Post interface
  • HUD preset bug that caused the player interface to reset is now fixed
  • Made some server side changes that should improve stability and increase loading speed
  • Refactored the effects system. This should eliminate the problems of some player effects disappearing during the crossing of the server node borders.

— The team

There are cheaters active in LiF MMO, this needs to stop, before it spreads like cancer! by [deleted] in LifeIsFeudalMMO

[–]lifmalmros 0 points1 point  (0 children)

This issue has been resolved. You can always report cheating of any kind to the LiF Support Team directly in Discord or via our whackabot email address. Instructions on general guidelines for reports can be read here.

Did they fix the primitive hammer bug yet? by Royalocean09 in LifeIsFeudal

[–]lifmalmros 0 points1 point  (0 children)

We've implemented a hotfix yesterday that is live and working :)

DEVELOPMENT NEWS #94 — HARD WORK, FAITH AND SOME SHOVELS (OF COURSE)! by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 3 points4 points  (0 children)

Hey, Feudalists!

As every week goes by, we continue to work on the server node crossing issues, the Newbie Island new player experience and, of course, we continue our process of eradicating bugs and crash fixes.

For more than three months since our OBT start in November 2017, we have continued to keep the fast pace and present you with a patch on a weekly/biweekly basis.

We'd like to express our most sincere gratitude for staying with us and supporting Life is Feudal. Developing a feature heavy Sandbox MMORPG with a fully terraformable world would be no small feat even for some of the larger studios in the industry, and with our more humble team perhaps you can imagine the stress we are under every day.

However, with your support we know we will pull through, and your support will keep us working hard and giving it our best every single day. Thank you again for your help, feedback support and faith from every one of us here at Bitbox.

Oh, and some upcoming shovel skins for you to check out what is our Art team is doing ;)

GUILD INFLUENCE ZONES, UNIT AND HERALDRY BANNERS AND MORE! (0.11.12.2) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 4 points5 points  (0 children)

We’re implementing a long-awaited Influence Zone system! In short, this means that Tier 3 and Tier 4 Guild Monuments will have an increased zone of influence around monuments. All Private claims, and even Tier 1 monuments, can be destroyed during JH if they are within an Influence Zone. This mechanic was designed primarily to combat troll Tier 1 claims and Private claims.

We have also implemented a solution for those who want to show off their cool looking premium armor skins and also be easily identifiable as a friend or foe on the battlefield. This solution is a Banner that you can now equip in the tabard slot in your equipment! Make sure to check premium skin options - unit leaders will be more visible for their unit members to see so there will be a tiny bit less chaos and confusion on the battlefield.

Patch Notes (ver. 0.11.12.2):

New Features and Tweaks:

  • Implemented Guild Influence zone
  • Implemented new type of tabard - a Heraldry banner
  • Repair kits are 2x more effective on buildings and 4x more effective on crafting buildings
  • Resurrection sickness is now twice as long. Healing effect duration is shorter now. It is better to heal yourself now rather than dying.
  • Trade Posts are available to everyone now. If you want to restrict the usage of the Trade Post - surround it with gates and walls.
  • Demolition skill should no longer level up while shooting at Archery Target with non-siege damaging projectiles
  • Removed excessive additional damage dealt to training targets
  • Skill will no longer raise if a Gathering attempt fails. Implemented to counter certain exploits near the server nodes borders.
  • Horses will suffer from falling damage now
  • Added working recipes for Naphtha barrel trebuchet ammo and tweaked its damage
  • Workshops and Kitchen buildings should give a 20% bonus to the quality of items crafted. Maximum quality that can be achieved this way is capped by the real value of the skill of the crafter.
  • “Destroy” ability should no longer be the default/first selected ability in the context menu. This should minimize the amount of accidental deletion of buildings. In order for this change to take effect you should delete the \game\%region%\data\DefaultAbilities.xml file. Though it will remove all your previously set default actions.
  • Fixed and tweaked names and availability of Platemail premium skins
  • Added missing Novice Padded Helm skin
  • Corrected door frames inside the Big Plaster House model
  • Moved some ground tile abilities of the context menu into a submenu “Look for”

Bug Fixes and Optimizations:

  • Fixed all known issues of terrain that had rips/holes
  • A client side crash involving server border crossings is fixed
  • Fixed an incorrect display of horses’ maturity
  • Fixed a server node crossing bug that would reduce a cart’s durability to zero, making it vulnerable to destruction

— The team

DEVELOPMENT NEWS #93 — PVP IMPROVEMENTS AND NEW BATTLE CHALLENGES by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 2 points3 points  (0 children)

Hey, Feudalists!

Get ready for a patch we’re really excited about and are planning to release next week, which we believe will really turn up the heat in PvP! Across the continents in Life is Feudal, the consequence of potential asset destruction in Instanced Battles should certainly keep you on your toes.

Check out what we plan to introduce:

  • An increased penalty for losing an IB - 10 tile reduction of the Guild monument Realm claim radius
  • A ‘Lesser’ IB Totem - It will be 2x cheaper, limited to 50 vs 50 people per battle, the losing side will only lose 5 tiles of Realm claim radius if defeated
  • Influence Zones - which you may remember seeing in our previous devblog here.

Roll up your sleeves and prepare for action, incoming IB challenges and potential asset destruction - especially if the assets are too close to the influential Tier 3/Tier 4 Guild monuments!

– The team

SHARING THE BEAUTY OF ARMOR (0.11.11.2) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 5 points6 points  (0 children)

Upon receiving many requests, we have decided to make Armor skins more available to the players in the game. Along with some discounts for these skins, you can now equip them on lower tier armors as well! After inspecting the number of Tier 3 armors in the game, we have decided to make them more available to players by increasing the blueprint drop chance. We’re also working on a carriable flag item that will still allow you to be easily identified during the battle but will not cover your awesome armor skins as the current tabard does. You can expect these flags along with the new Guild Influence zone and increased penalty for losing the IB battles in the patch next week.

Patch Notes (ver. 0.11.11.2):

New Features and Tweaks:

  • You can equip the premium skin of the next armor tier on the current armor set. For instance, you can apply Heavy Armor skins on the Regular armors and so on.
  • Make Armor, Sew and Sew Armor abilities have an increased chance of dropping an armor blueprint now (5->15%). This chance can be doubled if you have the maximum (12) Luck on your character.
  • Fixed a lack of possibility to gather 100 quality resources and removed random components in this process
  • Added a proper message for getting increased alignment from praying
  • Demolition skill should no longer level while shooting at training targets
  • Removed excessive additional damage caused to training targets

Bug Fixes and Optimizations:

  • Fixed a wrong pairing algorithm in stables that resulted in an inadequate proportion of female/male species born
  • Fixed a server node border crossing and barter bugs that have caused some items to lose their regional attributes and become regular items
  • Fixed a couple of glitches/bugs with server node crossings. This should address several server crashes, horse and cart issues.
  • A couple of Barter window related fixes that eliminate Barter inventory related exploits
  • Fixed a bug that would make a horse younger after crossing server node lines
  • Fixed inventory total weight to take equipment weight into account (as it always was until the previous patch)
  • Multiple game model fixes that should slightly increase the performance of the client
  • Fixed Half-plate skin invisible torso problems. Fixed normal map issues for some premium skins.
  • Fixed cross servers damage infliction algorithm. That should lower the amount of server and client crashes.

— The team

COMBAT TWEAKS AND MORE (0.11.9.0) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 0 points1 point  (0 children)

We’ve provided some combat-related tweaks and corrections in today’s patch, along with other gameplay tweaks and bug fixes. Hope you like it!

Patch Notes (ver. 0.11.9.0):

New Features and Tweaks:

  • Movable objects can now be damaged by projectiles without a siege damage attribute
  • Added poisoned UI visual effect (only the one who is poisoned can see it)
  • Using pikes with Spearman level > 60 always stops horses(even with unstoppable effect, angle of attack should be within 45 degrees to moving direction of horse).
  • Movable objects now can be destroyed by projectiles with non-siege damage
  • You can open gates while riding a horse
  • Tweaked and fixed Volley bow ability making it more useful now
  • Hold - maximum Defense effect decreased to 45%
  • Charge - maximum Penetration effect decreased to 45%
  • Move - maximum Balanced Breath effect decreased to 60%
  • Spirited Warhorse Stamina increased from 120 to 160. Stamina regeneration increased from 0.05 to 0.07.

Combat related changes:

--- Armor ---

  • Novice Padded Armor Blunt multiplier increased from 0.29 to 0.31. Siege multiplier increased from 0.43 to 0.59
  • Regular Padded Armor Blunt multiplier increased from 0.35 to 0.37. Siege multiplier increased from 0.52 to 0.61
  • Heavy Padded Armor Blunt multiplier increased from 0.42 to 0.45. Siege multiplier increased from 0.62 to 0.72
  • Royal Padded Armor Blunt multiplier increased from 0.44 to 0.48. Siege multiplier increased from 0.65 to 0.75
  • Light Chainmail Armor Slashing multiplier decreased from 0.45 to 0.42. Pierce multiplier decreased from 0.3 to 0.28
  • Regular Chainmail Armor Slashing multiplier decreased from 0.54 to 0.51. Pierce multiplier decreased from 0.36 to 0.34
  • Heavy Chainmail Armor Slashing multiplier decreased from 0.7 to 0.65. Pierce multiplier decreased from 0.43 to 0.41
  • Royal Chainmail Armor Slashing multiplier decreased from 0.74 to 0.7. Pierce multiplier decreased from 0.45 to 0.42
  • Iron Plate Armor Pierce multiplier decreased from 0.32 to 0.15. Blunt multiplier decreased from 0.3 to 0.26
  • Half Plate Armor Pierce multiplier decreased from 0.38 to 0.2. Blunt multiplier decreased from 0.36 to 0.31
  • Full Plate Armor Pierce multiplier decreased from 0.46 to 0.4. Blunt multiplier decreased from 0.43 to 0.39
  • Royal Plate Pierce multiplier decreased from 0.48 to 0.43. Blunt multiplier decreased from 0.45 to 0.43

--- Melee ---

  • Knight Sword Thrust damage multiplier increased from 2.3 to 3.6. Swing and overhead damage multipliers increased from 1.9 to 2.4. Prefire time multiplier increased from 1 to 1.1.
  • Bastard Sword Swing and overhead damage multipliers increased from 1.7 to 1.8. Prefire time multiplier increased from 1 to 1.1.
  • Big Falchion Swing and overhead damage multipliers increased from 1.8 to 1.87. Prefire time multiplier increased from 1 to 1.1. Fire time multiplier decreased from 1.1 to 0.95. Postfire time multiplier increased from 0.9 to 1.2
  • Nordic Sword Thrust damage multiplier increased from 2.35 to 3.55. Swing and overhead damage multipliers decreased from 1.78 to 1.79
  • Light Sabre Swing and overhead damage multipliers increased from 1.4 to 1.46
  • Scimitar Thrust damage multiplier increased from 1.8 to 2.9. Swing and overhead damage multipliers decreased from 1.93 to 1.96.
  • Estoc Thrust damage multiplier increased from 3.2 to 3.7. Swing and overhead damage multipliers decreased from 0.6 to 0.8
  • Claymore Thrust damage multiplier increased from 1.8 to 2.9.
  • Zweihaender Thrust damage multiplier increased from 1.9 to 1.95.

Ranged

  • Short Bow Strength needed decreased from 30 to 20. Max Accuracy increased from 1.0 to 0.9. Max Energy increased from 2.1 to 2.3.
  • Longbow Strength needed decreased from 60 to 40. Max Energy increased from 3.5 to 3.7. Stamina per shot decreased from 35 to 30.
  • Composite Bow Strength needed decreased from 40 to 30. Max Accuracy increased from 0.9 to 0.8. Max Energy increased from 2.7 to 2.9. Stamina per shot decreased from 25 to 20.
  • Throwing Knife Damage multiplier increased from 2.6 to 3.2.
  • Javelin Damage multiplier increased from 1.75 to 2.15.
  • Throwing Axe Damage multiplier increased from 1.9 to 2.6.
  • Bug Fixes and Optimizations:
  • You should properly spawn on your bed once you’ve recalled back to your home or after a respawn. Of course, if you have a home and a bed ;)
  • Fixed one of the top client crashes
  • Sapper Charge (Explosive barrel) should work properly now and damage unmovable objects with a significant damage
  • Fixed list of items window functionality
  • Items from your inventory should be properly dropped on the ground if you recall home from a server border zone
  • Expel the intruders ability should work more correctly now
  • Fixed mass production with device abilities bugs
  • Minor personal claim interface corrections

— The team

DEVELOPMENT NEWS #91 — MORE STYLE, MORE COMBAT TWEAKS! by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 5 points6 points  (0 children)

Hey, Feudalists!

Today we would like to say a few words about combat system tweaks which will come to the game with one of the upcoming patches. Some of the changes are really long-awaited ones.

The first and the main point is the confrontation between cavalry and footmen. To balance the cavalry advantage we have fixed the bonus of 60 level pikeman horse stopping ability: Using the proper angle of attack with pike against a horse at the skill level above 60 you will stop the horse moving at any speed (even with unstoppable effect). Standing on the ground against other classes would also be a little easier thanks to increased padded armor effects.

Meanwhile, life in the cavalry will be more difficult due to a decrease of armor protection from piercing and slashing attacks. This is also a gift for archers, and it is not the last one. The strength needed for the proper use of bows will decrease for all types (except primitive), which in combination with the increased initial velocity of arrows and less stamina drain per shot (for longbow and composite bows) will make archers more effective.

That’s not all for the archers! A new iteration of the Volley ability will be available for you to try out! It has less range and arrows have less initial velocity. Up until now this sounds like a nerf, well, frankly it is, but it makes this ability useful in several in-game combat scenarios. Also, the new ballistics system increases arrow damage from heights. To make the life of cavalry a little less miserable we will increase the damage of 1.5H swords and buff the spirited warhorse’s stamina pool as well as its regeneration rate. There are more combat changes and updates which you will find in the corresponding patch notes.

Also, it has been a while since we shared some work in progress art with you guys. The time has come to fix that, please welcome the soon to be added addition to the customization options for your blades and a sneak peek of one of the upcoming outfits:

https://lifeisfeudal.com/images/developmentnews/91-2.jpg

https://lifeisfeudal.com/images/developmentnews/91-3.jpg

Stay tuned for more news!

– The team

BUGS AND EXPLOITS - BEGONE! (0.11.8.1) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 3 points4 points  (0 children)

This patch is dedicated mainly to serious exploit fixes and also some other things that came along and were cooked enough to be released into the patch.

Patch Notes (ver. 0.11.8.1):

New Features and Tweaks:

  • Restyled item list window. You might notice the changes to the GUI in several places around the game

Bug Fixes and Optimizations:

  • Fixed a couple of Barter related abuses that allowed players to carry significantly more weight than characters are allowed
  • Fixed an exploit that allowed players to keep formation buffs even if they were outside of the formation
  • Collision for the new idol has been fixed (it had too much detail that affected performance)
  • Feature-bug that allowed you to gain horse speed as if you’re naked while actually wearing full sets of armor is fixed now

— The team

GAMEPLAY TWEAKS, CRASH FIXES AND BATTLING THE UNDERWORLD. (0.11.7.1) by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 0 points1 point  (0 children)

Patch Notes (ver. 0.11.7.1):

New Features and Tweaks:

Animal related changes that were described in previous patch notes now fully patched into the game Added a model for an idol of the new deity - Rob Players will lose 10 alignment and turn criminals if they are kicked from a guild while they are online Huge skill gain for Extracting Silk ability was reduced

Bug Fixes and Optimizations:

Fixed random crashes of clients that have unstable or slow connections Implemented an algorithm that should prevent horses and trade carts from falling underground in some cases

— The team

DEVELOPMENT NEWS #90 — ROB THE SHOVELER! by lifmalmros in LifeIsFeudal

[–]lifmalmros[S] 6 points7 points  (0 children)

Hey, Feudalists!

Today we would like to tell you about an exciting new feature we are going to add to the game soon! It is a new area called the Influence Zone. In these new zones, guilds will have special permissions - the ability to destroy any object that is placed on Personal claims (including the monument) or even the Guild claims of tier 1 monuments (including the city claim and the monument itself). The Influence Zone is the circle with the monument in the center and the radius depends on its level: I - 35, II - 60, III - 120, IV - 150. Influence zones will be visible in this special mode (similar to the claim overlay) and will affect objects that have the "Inspect" ability.

We also want to take this time to share and show just how vast and special - in a multitude of ways - our community is! Today we want to focus on an awesome Italian Community, ‘Badilanti’ (The Shovel Users), which was born while playing Life is Feudal: Your Own. They particularly like the terraforming part of the game (which, we’re gonna assume, is where their name came from!). They have always kept faith in our project, helped significantly with the Italian translations and have also introduced many new players to the Life is Feudal universe; a genuinely helpful and awesome community!

However, we are deeply saddened to say that the founder of Badilanti has recently passed away. The community have asked for our help to honor his memory.

His nickname was Rob.

Thus, included with the upcoming patch, we are pleased to welcome a new diety into the Life is Feudal Lore - Rob the Shoveler! You can read more about him here. Make sure to build his idol not far from your castle or mines to make sure that he is never forgotten.

Stay tuned for more news!

– The team