Life is Feudal: Your Own - Life is Feudal (Bobik)
Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.
ːcool_lifː

Patch notes (ver. 1.3.6.0):

New features and tweaks:
  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed
    Horses:
  • Riding Horse and Female Riding Horse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.48 to 0.13
  • Simple Warhorse
    HP regeneration rate (per sec) reduced from 0.64 to 0.26
  • Spirited Warhorse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.64 to 0.16
  • Hardy Warhorse
    Mass reduced from 900 to 800
    HP regeneration rate (per sec) reduced from 0.8 to 0.32
  • Heavy Warhorse and Royal Warhorse
    HP regeneration rate (per sec) reduced from 0.8 to 0.38
    Ranged
  • Sling
    Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
    Damage multiplier reduced from 3.7 to 3.4
    Melee
  • Nordic Sword
    Thrust damage multiplier increased from 1.92 to 2.25
    BasePrefireAnimTime increased from 0.8 to 1.0
  • Knight Sword
    Thrust damage multiplier increased from 2.2 to 2.3
    Swing damage multiplier increased from 1.78 to 1.9
  • Light Sabre
    Thrust damage multiplier increased from 1.1 to 1.16
    BasePrefireAnimTime increased from 0.8 to 0.9
    BaseFireireAnimTime increased from 0.8 to 0.9
    BaseRecoilAnimTime increased from 0.5 to 0.65
  • Scimitar
    Thrust damage multiplier increased from 1.3 to 1.35
  • Falchion
    Thrust damage multiplier increased from 0.92 to 0.98
  • Bastard Sword
    Thrust damage multiplier increased from 2.4 to 2.51
    Swing damage multiplier increased from 1.4 to 1.7
  • Big Falchion
    Thrust damage multiplier increased from 1.0 to 1.1
    Swing damage multiplier increased from 1.5 to 1.8
  • Gross Messer
    Thrust damage multiplier increased from 1.1 to 1.17
    Swing damage multiplier increased from 1.4 to 1.75
  • War Axe
    Swing damage multiplier decreased from 2.16 to 1.94
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Battle Axe
    Swing damage multiplier decreased from 2.24 to 2.05
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Nordic Axe
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • War Pick
    Swing damage multiplier increased from 1.2 to 1.31
  • Zweihaender
    BasePrefireAnimTime decreased from 1.3 to 1.2
    BaseRecoilAnimTime decreased from 1.3 to 1.1
  • Flamberge
    BaseRecoilAnimTime decreased from 1.2 to 1.1
  • Bardiche
    Swing damage multiplier increased from 1.28 to 1.5
  • Broad Axe
    Swing damage multiplier increased from 1.36 to 1.6
  • Glaive
    BasePrefireAnimTime decreased from 1.3 to 1.2
  • Guisarme
    Swing damage multiplier increased from 1.12 to 1.3
    BasePrefireAnimTime decreased from 1.2 to 1.1
  • War Scythe
    Swing damage multiplier increased from 1.36 to 1.41
  • Bec de Corbin
    BasePrefireAnimTime decreased from 1.2 to 1.0
  • Spear
    BaseRecoilAnimTime increased from 0.8 to 0.95
  • Boar Spear
    BaseFireAnimTime increased from 0.7 to 0.8
  • Lance
    Damage multiplier increased from 1.8 to 2.0
  • Jousting Lance
    Damage multiplier increased from 2.4 to 2.65
  • Decorated Jousting Lance
    Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:
    Minor visual fixes

— The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.
:cool_lif:

Patch notes (ver. 1.3.6.0):

New features and tweaks:
  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed
    Horses:
  • Riding Horse and Female Riding Horse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.48 to 0.13
  • Simple Warhorse
    HP regeneration rate (per sec) reduced from 0.64 to 0.26
  • Spirited Warhorse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.64 to 0.16
  • Hardy Warhorse
    Mass reduced from 900 to 800
    HP regeneration rate (per sec) reduced from 0.8 to 0.32
  • Heavy Warhorse and Royal Warhorse
    HP regeneration rate (per sec) reduced from 0.8 to 0.38
    Ranged
  • Sling
    Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
    Damage multiplier reduced from 3.7 to 3.4
    Melee
  • Nordic Sword
    Thrust damage multiplier increased from 1.92 to 2.25
    BasePrefireAnimTime increased from 0.8 to 1.0
  • Knight Sword
    Thrust damage multiplier increased from 2.2 to 2.3
    Swing damage multiplier increased from 1.78 to 1.9
  • Light Sabre
    Thrust damage multiplier increased from 1.1 to 1.16
    BasePrefireAnimTime increased from 0.8 to 0.9
    BaseFireireAnimTime increased from 0.8 to 0.9
    BaseRecoilAnimTime increased from 0.5 to 0.65
  • Scimitar
    Thrust damage multiplier increased from 1.3 to 1.35
  • Falchion
    Thrust damage multiplier increased from 0.92 to 0.98
  • Bastard Sword
    Thrust damage multiplier increased from 2.4 to 2.51
    Swing damage multiplier increased from 1.4 to 1.7
  • Big Falchion
    Thrust damage multiplier increased from 1.0 to 1.1
    Swing damage multiplier increased from 1.5 to 1.8
  • Gross Messer
    Thrust damage multiplier increased from 1.1 to 1.17
    Swing damage multiplier increased from 1.4 to 1.75
  • War Axe
    Swing damage multiplier decreased from 2.16 to 1.94
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Battle Axe
    Swing damage multiplier decreased from 2.24 to 2.05
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Nordic Axe
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • War Pick
    Swing damage multiplier increased from 1.2 to 1.31
  • Zweihaender
    BasePrefireAnimTime decreased from 1.3 to 1.2
    BaseRecoilAnimTime decreased from 1.3 to 1.1
  • Flamberge
    BaseRecoilAnimTime decreased from 1.2 to 1.1
  • Bardiche
    Swing damage multiplier increased from 1.28 to 1.5
  • Broad Axe
    Swing damage multiplier increased from 1.36 to 1.6
  • Glaive
    BasePrefireAnimTime decreased from 1.3 to 1.2
  • Guisarme
    Swing damage multiplier increased from 1.12 to 1.3
    BasePrefireAnimTime decreased from 1.2 to 1.1
  • War Scythe
    Swing damage multiplier increased from 1.36 to 1.41
  • Bec de Corbin
    BasePrefireAnimTime decreased from 1.2 to 1.0
  • Spear
    BaseRecoilAnimTime increased from 0.8 to 0.95
  • Boar Spear
    BaseFireAnimTime increased from 0.7 to 0.8
  • Lance
    Damage multiplier increased from 1.8 to 2.0
  • Jousting Lance
    Damage multiplier increased from 2.4 to 2.65
  • Decorated Jousting Lance
    Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:
    Minor visual fixes

— The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
This patch is devoted to a fix for the recently discovered dupe while harnessing a horse to a trade cart. We’ve included some more changes and fixes into this patch too! ːcool_lifː

Patch notes (ver. 1.3.5.0):

New features and tweaks:
  • All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
  • Implemented a heraldry change cooldown to prevent in combat heraldry mimic
  • Combat update (overall damage balance update, durability losses, stun probabilities)
  • Forestry abilities levels change
  • Magic with fields and crops fixed(no more different aging speed of different tiles)
  • Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:
  • Fixed an inventory dupe with a trader cart
  • Fixed a server crash caused by a /claimrule command
  • Players should now properly appear on their beds after homecoming
  • Fixed sudden death while jumping on the top of the drawbridge

-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
This patch is devoted to a fix for the recently discovered dupe while harnessing a horse to a trade cart. We’ve included some more changes and fixes into this patch too! :cool_lif:

Patch notes (ver. 1.3.5.0):

New features and tweaks:
  • All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
  • Implemented a heraldry change cooldown to prevent in combat heraldry mimic
  • Combat update (overall damage balance update, durability losses, stun probabilities)
  • Forestry abilities levels change
  • Magic with fields and crops fixed(no more different aging speed of different tiles)
  • Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:
  • Fixed an inventory dupe with a trader cart
  • Fixed a server crash caused by a /claimrule command
  • Players should now properly appear on their beds after homecoming
  • Fixed sudden death while jumping on the top of the drawbridge

-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
Just a quick ninja patch to fix some recently added bugs.

Patch notes (ver. 1.3.4.13):

Bug fixes and optimizations:
  • Fixed a serious bug where a guild leader could leave the guild and leadership would not be properly transferred to the other guild member
  • Fixed a bug where, after harnessing and unharnessing the horse, the Trading Cart inventory visually disappeared
  • Fixed NULL guild tag issue
  • Minor art fix for the gatehouse bridge model


-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
Just a quick ninja patch to fix some recently added bugs.

Patch notes (ver. 1.3.4.13):

Bug fixes and optimizations:
  • Fixed a serious bug where a guild leader could leave the guild and leadership would not be properly transferred to the other guild member
  • Fixed a bug where, after harnessing and unharnessing the horse, the Trading Cart inventory visually disappeared
  • Fixed NULL guild tag issue
  • Minor art fix for the gatehouse bridge model


-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
***(Hotfix) A small patch has been issued that should fix a bug that caused Guild Monuments to disappear after certain actions with a guild and its members.***

FINALLY!

After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!
Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)

Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.

We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here!

Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:

Patch notes (ver. 1.3.4.5):

New features and tweaks:
  • Horse-drawn carts have been added. You can build a cart, place a riding horse nearby, harness it to the cart. Inventory items AND movable objects can be put inside and pulled out via the context menu options
  • Optimized and reworked the guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. The political and a Rights system is currently shown via console commands only. Please, take a look here, if you want some politics on your server!
  • Implemented ‘Personal Claim’ system
  • Tuned Volley ability to be easier to use and be more effective (especially against tight formations). Volley ability can be used only if the strength of player is more than `STR need` parameter of a bow
  • Implemented impact damage that is caused by a horse that tramples a player
  • Critical weight influence on hit, parry and shield animation speed changed
  • Armor durability damage buffed. 0.1->1. weaponDurabilityDamage buffed 0.1->0.3 weapon_fracture_min__in_durability_damage 0.1->0.3
  • Berserker skill abilities now raise the skill faster
  • Added new type of resource — 'Simple Cloth'. Novice armors require simple cloth instead of linen now. Added new recipes to “Nature's Lore” skill: 'Wristbands', 'Primitive Boots'. 'Bandage' now craft with simple cloth.
  • Hunters (skill lvl 60) now can craft a hat from fur
  • All clothes now provide a small amount of damage mitigation
  • 1h and 2h sword combos work with one-and-a-half swords now
  • Tweaked almost all special attacks' damage scale. Nerfed some overpowered special attacks (which were found in the beta branch)
  • "Another Hole" combo sequence changed to less spammable (OH-R(L)S-OH instead of OH-OH-OH)
  • Increased the number of bind slots in houses and keeps
  • 3 story plaster house now uses the same number of tiles as the wooden version
  • Capacity of the 'Warehouse' is now the same as the capacity of Wooden 'Warehouse' (5000 stones)
  • Added hudless screenshot key in global key map
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance has been lowered
  • Guild land maintenance price has decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Fixed geo substance duplicating via inventory overweight
  • Player collision capsule is disabled when a player is dead
  • Fixed multiple messages here and there in order to better explain the situation and what is happening
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from a horse after stun. Now a dismount will only happen if a character is knocked dow.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees



-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
***(Hotfix) A small patch has been issued that should fix a bug that caused Guild Monuments to disappear after certain actions with a guild and its members.***

FINALLY!

After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!
Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)

Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.

We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here!

Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:

Patch notes (ver. 1.3.4.5):

New features and tweaks:
  • Horse-drawn carts have been added. You can build a cart, place a riding horse nearby, harness it to the cart. Inventory items AND movable objects can be put inside and pulled out via the context menu options
  • Optimized and reworked the guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. The political and a Rights system is currently shown via console commands only. Please, take a look here, if you want some politics on your server!
  • Implemented ‘Personal Claim’ system
  • Tuned Volley ability to be easier to use and be more effective (especially against tight formations). Volley ability can be used only if the strength of player is more than `STR need` parameter of a bow
  • Implemented impact damage that is caused by a horse that tramples a player
  • Critical weight influence on hit, parry and shield animation speed changed
  • Armor durability damage buffed. 0.1->1. weaponDurabilityDamage buffed 0.1->0.3 weapon_fracture_min__in_durability_damage 0.1->0.3
  • Berserker skill abilities now raise the skill faster
  • Added new type of resource — 'Simple Cloth'. Novice armors require simple cloth instead of linen now. Added new recipes to “Nature's Lore” skill: 'Wristbands', 'Primitive Boots'. 'Bandage' now craft with simple cloth.
  • Hunters (skill lvl 60) now can craft a hat from fur
  • All clothes now provide a small amount of damage mitigation
  • 1h and 2h sword combos work with one-and-a-half swords now
  • Tweaked almost all special attacks' damage scale. Nerfed some overpowered special attacks (which were found in the beta branch)
  • "Another Hole" combo sequence changed to less spammable (OH-R(L)S-OH instead of OH-OH-OH)
  • Increased the number of bind slots in houses and keeps
  • 3 story plaster house now uses the same number of tiles as the wooden version
  • Capacity of the 'Warehouse' is now the same as the capacity of Wooden 'Warehouse' (5000 stones)
  • Added hudless screenshot key in global key map
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance has been lowered
  • Guild land maintenance price has decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Fixed geo substance duplicating via inventory overweight
  • Player collision capsule is disabled when a player is dead
  • Fixed multiple messages here and there in order to better explain the situation and what is happening
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from a horse after stun. Now a dismount will only happen if a character is knocked dow.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees



-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
Hey everyone,

In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!
Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:
  • Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
  • Implemented ‘Personal Claim’ system
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance is lowered
  • Guild land maintenance price decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Special attack damage multipliers boosted
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees


In order to check it out, you will need to switch to the beta branch. Full instructions are available here.

-The team
Life is Feudal: Your Own - Life is Feudal (Bobik)
Hey everyone,

In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!
Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:
  • Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
  • Implemented ‘Personal Claim’ system
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance is lowered
  • Guild land maintenance price decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Special attack damage multipliers boosted
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees


In order to check it out, you will need to switch to the beta branch. Full instructions are available here.

-The team
...

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