Fortunately, we are staying true to the good old game dev tradition of providing a quickfix patch to the recent major patch. Here are couple of issues that we’ve fixed with the current update.
Patch notes (ver. 1.3.0.3):
Bug fixes:
patch.sql script was fixed. This should resolve issues on these dedicated servers. They had no root rights while executing scripts in the database. That lead to numerous different bugs - skills lock/unlock, inability to see dropped objects, animals not producing corpses, trees not producing logs after being chopped down, crashes when taking resources from Drying racks and Tanning tubs etc
Fixed an issue that prevented some wall and fence construction from being completed when they were adjacent to other walls, fences or unmovable objects
Fixed a bug with improper damage calculations inflicted by arrows and bolts to buildings
Dear LiF:YO servers owners, if you are still experiencing problems with your server’s patching/initialization, please send your server logs and DB dumps with a problem description straight to us: helpme@lifeisfeudal.com.
Note: We've implemented separate skillcap (crafting, combat, minor) server setting. Dedicated servers' skillcaps can not be reconfigured automatically. Server admins will have to change 'world.xml' files manually to configure different caps to:
Fortunately, we are staying true to the good old game dev tradition of providing a quickfix patch to the recent major patch. Here are couple of issues that we’ve fixed with the current update.
Patch notes (ver. 1.3.0.3):
Bug fixes:
patch.sql script was fixed. This should resolve issues on these dedicated servers. They had no root rights while executing scripts in the database. That lead to numerous different bugs - skills lock/unlock, inability to see dropped objects, animals not producing corpses, trees not producing logs after being chopped down, crashes when taking resources from Drying racks and Tanning tubs etc
Fixed an issue that prevented some wall and fence construction from being completed when they were adjacent to other walls, fences or unmovable objects
Fixed a bug with improper damage calculations inflicted by arrows and bolts to buildings
Dear LiF:YO servers owners, if you are still experiencing problems with your server’s patching/initialization, please send your server logs and DB dumps with a problem description straight to us: helpme@lifeisfeudal.com.
Note: We've implemented separate skillcap (crafting, combat, minor) server setting. Dedicated servers' skillcaps can not be reconfigured automatically. Server admins will have to change 'world.xml' files manually to configure different caps to:
After some extensive work we’ve completed, we’re finally glad to announce that all of the major changes, which some of you noticed in Life is Feudal:MMO, have been by adopted, and patched to, Life is Feudal: Your Own. Enjoy!
Patch notes (ver. 1.3.0.1):
New features and tweaks:
Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
Implemented parallax effect on terrain textures
Added ‘Maximized window’ display mode
You can change language in Game settings menu now, as well as guid invites, groups and barter requests
All types of damage affect movable objects now
Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
Rebalanced all types of armor. Armor now has a bonus effects according to required skill
Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
Increased blueprints probability to be dropped during crafting actions from 1% to 5%
Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
Doubled velocity multiplier in thrust attack speed bonus calculation
Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
All trebuchet related actions require 60 Demolition skill now
You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
Hit damage type transforms to blunt when hit is blocked by a shield
Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
New ‘Siege Torch’ weapon
Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
Nerfed lances damage multiplier
Tweaked unit weight of polearms
Partisan weapon is shorter now
Increased speed of overhead attacks with two-handed pole weapons
Swamps and snow now affect horses speed
You can flatten paved tiles now to build structures on them
Day cycle min to max range changed to 1- 24 (real life hours per in game day)
Bug fixes:
Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
Pines and spruces have proper collisions now at all growth stages
Iron Grip ability should no longer switch player to a peaceful stance
Royal horse in an unstoppable gallop state should work properly now
Fixed an issue with cooldowns of disabled abilities
Fixed a server crash with the barter window
Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
Fixed incorrect tiles blocking while terraforming
Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
Fixed ‘jump to the sky on a tunnel edge’ bug
Autocraft ends when the tool reaches 0 durability
Multiple combat mechanics-related bugfixes
Fixed some minor chat and chat window related bugs
Some other server and client side crash fixes and optimizations
-The Team
(UPDATE) Due to the implementation of the new blocked tile determination method, some players may encounter certain sections of their existing walls to be aligned in the wrong direction. The new method we are using is overall better, however, if you encounter this “wall problem” we suggest you to remove the affected wall section, flatten the terrain tile and build a new section with desired orientation. (We believe your server GMs will gladly assist you in doing so)
After some extensive work we’ve completed, we’re finally glad to announce that all of the major changes, which some of you noticed in Life is Feudal:MMO, have been by adopted, and patched to, Life is Feudal: Your Own. Enjoy!
Patch notes (ver. 1.3.0.1):
New features and tweaks:
Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
Implemented parallax effect on terrain textures
Added ‘Maximized window’ display mode
You can change language in Game settings menu now, as well as guid invites, groups and barter requests
All types of damage affect movable objects now
Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
Rebalanced all types of armor. Armor now has a bonus effects according to required skill
Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
Increased blueprints probability to be dropped during crafting actions from 1% to 5%
Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
Doubled velocity multiplier in thrust attack speed bonus calculation
Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
All trebuchet related actions require 60 Demolition skill now
You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
Hit damage type transforms to blunt when hit is blocked by a shield
Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
New ‘Siege Torch’ weapon
Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
Nerfed lances damage multiplier
Tweaked unit weight of polearms
Partisan weapon is shorter now
Increased speed of overhead attacks with two-handed pole weapons
Swamps and snow now affect horses speed
You can flatten paved tiles now to build structures on them
Day cycle min to max range changed to 1- 24 (real life hours per in game day)
Bug fixes:
Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
Pines and spruces have proper collisions now at all growth stages
Iron Grip ability should no longer switch player to a peaceful stance
Royal horse in an unstoppable gallop state should work properly now
Fixed an issue with cooldowns of disabled abilities
Fixed a server crash with the barter window
Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
Fixed incorrect tiles blocking while terraforming
Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
Fixed ‘jump to the sky on a tunnel edge’ bug
Autocraft ends when the tool reaches 0 durability
Multiple combat mechanics-related bugfixes
Fixed some minor chat and chat window related bugs
Some other server and client side crash fixes and optimizations
-The Team
(UPDATE) Due to the implementation of the new blocked tile determination method, some players may encounter certain sections of their existing walls to be aligned in the wrong direction. The new method we are using is overall better, however, if you encounter this “wall problem” we suggest you to remove the affected wall section, flatten the terrain tile and build a new section with desired orientation. (We believe your server GMs will gladly assist you in doing so)
After approximately one week of public beta testing, we’re happy to announce that our 64bit client and server application are stable enough for release! Here are the patch notes covering changes since the previous 1.1.8.1 version patch.
Patch notes (ver. 1.2.64.5):
New features and tweaks:
64 bit client and server applications released
Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
Removed ability ‘Create’(id=101)
Corrected tabs in building list
Recipes: Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
Recipe: Floor lamp moved from Construction to Arts
Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
Palisade Wall required Construction=20 (instead of 60)
Wooden Wall required Construction=30 (instead of 65)
Small Stable required Construction=60 (instead of 90)
Stone Wall required Masonry=0 (instead of 30)
Other minor recipes changes
Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
Included some render optimizations
Hunger meter is set to 100 after respawn now
‘Dry a Hide’ ability moved from 60 to 30 skill
‘Use Tanning Tub’ ability moved from 60 to 0
‘Pick Up’ ability moved from 60 to 0
‘Pick up a Hide’ ability moved from 60 to 30
‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30
Bug fixes:
Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
You can sit on a chair inside buildings now
Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
Normalized the video intro sound volume
Fixed a black screen bug that caused loading problems on some hardware specs
Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
Fixed particle lighting issues
Fixed some issues with Invulnerability effect mechanics
Fixed a couple of memory leaks that have caused unstable behavior of the application
Please keep in mind that crashes are still possible, so we want to thank you in advance for reporting them here, providing comments while reporting and especially for your patience and understanding!
We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!
After approximately one week of public beta testing, we’re happy to announce that our 64bit client and server application are stable enough for release! Here are the patch notes covering changes since the previous 1.1.8.1 version patch.
Patch notes (ver. 1.2.64.5):
New features and tweaks:
64 bit client and server applications released
Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
Removed ability ‘Create’(id=101)
Corrected tabs in building list
Recipes: Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
Recipe: Floor lamp moved from Construction to Arts
Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
Palisade Wall required Construction=20 (instead of 60)
Wooden Wall required Construction=30 (instead of 65)
Small Stable required Construction=60 (instead of 90)
Stone Wall required Masonry=0 (instead of 30)
Other minor recipes changes
Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
Included some render optimizations
Hunger meter is set to 100 after respawn now
‘Dry a Hide’ ability moved from 60 to 30 skill
‘Use Tanning Tub’ ability moved from 60 to 0
‘Pick Up’ ability moved from 60 to 0
‘Pick up a Hide’ ability moved from 60 to 30
‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30
Bug fixes:
Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
You can sit on a chair inside buildings now
Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
Normalized the video intro sound volume
Fixed a black screen bug that caused loading problems on some hardware specs
Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
Fixed particle lighting issues
Fixed some issues with Invulnerability effect mechanics
Fixed a couple of memory leaks that have caused unstable behavior of the application
Please keep in mind that crashes are still possible, so we want to thank you in advance for reporting them here, providing comments while reporting and especially for your patience and understanding!
We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!
After squashing a small army of bugs, which popped up here and there in the 64bit build of our game, we’re super happy to finally announce that Life is Feudal:Your Own 64bit is ready to be reviewed by our players!
We must warn you: the 64bit version of our game is still in beta, so everything is possible - please report any weird behavior you may stumble upon to helpme@lifeisfeudal.com
There are also some gameplay changes included in this build, but we plan to add more features and fixes - plus write some proper patch notes - once this branch is ready for full release to all players!
P.S. Click here to find out how to switch to beta for those who are eager to try it out! Branch: public-beta Password: sandboxLUV4evah1
You will have to create or join a new server in the beta branch.
After squashing a small army of bugs, which popped up here and there in the 64bit build of our game, we’re super happy to finally announce that Life is Feudal:Your Own 64bit is ready to be reviewed by our players!
We must warn you: the 64bit version of our game is still in beta, so everything is possible - please report any weird behavior you may stumble upon to helpme@lifeisfeudal.com
There are also some gameplay changes included in this build, but we plan to add more features and fixes - plus write some proper patch notes - once this branch is ready for full release to all players!
P.S. Click here to find out how to switch to beta for those who are eager to try it out! Branch: public-beta Password: sandboxLUV4evah1
You will have to create or join a new server in the beta branch.