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.
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.
Along with some other features, bugfixes and tweaks we’re glad to introduce the 30 sec logoff timer. There is no way for your enemy to disappear right before death, because they logged off instantly.
P.S. Check out our new company logo ;)
Patch notes (ver. 1.3.2.2):
New features and tweaks:
Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
Honorable Death - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
You can now place all tamed animals into carts and warehouses
"Sow Flax" ability now requires 30 skill level
You can erect a monument on paved tiles now
You can now eat preparations while mounted
“Slow” effect can now be removed by an “Arghh!” ability
Optimized server to database communication
Slightly optimized netcode
Added a new Bitbox logo intro
Armor textures slightly tweaked and renewed
In GM mode you can speed growth of crops in the targeted cell by typing /growcrops in the console
Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
Grossmesser damage reduced
Siege tent decay speed has been reduced
New, improved Inspect skill
Bug fixes:
Removed a /stuck exploit that allowed you to get inside houses while relogging on their roof
Fixed several coop issues, both mechanics and GUI
Removed a client side deadlock
Fixed some of the problems with terraforming without a tool in your hands
Primitive tools no longer stack bonuses of better equipment
Rare alchemy/herbalism crash fixed
Fixed a gameplay bug where you could cook on a broken campfire indefinitely
Fixed improper birch log durability
Homecoming cooldown can no longer be refreshed by relogging
You can no longer flatten an already flat tile for additional skill gain
Mining time for copper vs iron has been tweaked
Chances to find rare minerals and gems at level 60 and 90 of Mining skill are as intended now
Blacksmith outfit now grants a proper bonus to the skill
Trebuchet max fire distance adjusted
You can no longer track other player’s activity via the console
Armorsmith and Ranger skills trivia updated to correctly describe the skills
World selection button removed from the character selection screen
Along with some other features, bugfixes and tweaks we’re glad to introduce the 30 sec logoff timer. There is no way for your enemy to disappear right before death, because they logged off instantly.
P.S. Check out our new company logo ;)
Patch notes (ver. 1.3.2.2):
New features and tweaks:
Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
Honorable Death - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
You can now place all tamed animals into carts and warehouses
"Sow Flax" ability now requires 30 skill level
You can erect a monument on paved tiles now
You can now eat preparations while mounted
“Slow” effect can now be removed by an “Arghh!” ability
Optimized server to database communication
Slightly optimized netcode
Added a new Bitbox logo intro
Armor textures slightly tweaked and renewed
In GM mode you can speed growth of crops in the targeted cell by typing /growcrops in the console
Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
Grossmesser damage reduced
Siege tent decay speed has been reduced
New, improved Inspect skill
Bug fixes:
Removed a /stuck exploit that allowed you to get inside houses while relogging on their roof
Fixed several coop issues, both mechanics and GUI
Removed a client side deadlock
Fixed some of the problems with terraforming without a tool in your hands
Primitive tools no longer stack bonuses of better equipment
Rare alchemy/herbalism crash fixed
Fixed a gameplay bug where you could cook on a broken campfire indefinitely
Fixed improper birch log durability
Homecoming cooldown can no longer be refreshed by relogging
You can no longer flatten an already flat tile for additional skill gain
Mining time for copper vs iron has been tweaked
Chances to find rare minerals and gems at level 60 and 90 of Mining skill are as intended now
Blacksmith outfit now grants a proper bonus to the skill
Trebuchet max fire distance adjusted
You can no longer track other player’s activity via the console
Armorsmith and Ranger skills trivia updated to correctly describe the skills
World selection button removed from the character selection screen
We have talked our bunnies into behaving like proper rabbits, so no more eggs from them. The bunnies have also told us how to fix a few issues, the complete list is below!
Patch notes (ver. 1.3.1.0):
Bug fixes:
You can build on unflattened terrain tiles in GM mode now
You can dig a tunnel near flattened tiles now
No more unknown damage type, correct type of received damage (impact damage) is properly indicated now
No more dying from falling on respawn. We have implemented a new spawn algorithm.
Melee damage to movable objects works as intended now
No more infinite stun when being knocked down while riding a horse
Terrain quality setting is preserved after the game restarts now
Death resets food quality multiplier to default value now
Rope was not a realistic item for higher tier monuments and does not contain enough value. More appropriately valued items will be needed to increase claims at higher tiers.
We have talked our bunnies into behaving like proper rabbits, so no more eggs from them. The bunnies have also told us how to fix a few issues, the complete list is below!
Patch notes (ver. 1.3.1.0):
Bug fixes:
You can build on unflattened terrain tiles in GM mode now
You can dig a tunnel near flattened tiles now
No more unknown damage type, correct type of received damage (impact damage) is properly indicated now
No more dying from falling on respawn. We have implemented a new spawn algorithm.
Melee damage to movable objects works as intended now
No more infinite stun when being knocked down while riding a horse
Terrain quality setting is preserved after the game restarts now
Death resets food quality multiplier to default value now
Rope was not a realistic item for higher tier monuments and does not contain enough value. More appropriately valued items will be needed to increase claims at higher tiers.
Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…
And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!
Send in your Easter screenshots or tag us using #FeudalEaster
Patch notes (ver. 1.3.0.8):
New features and tweaks:
Added Easter eggs and bunnies in game for the Easter weekend and the following week. The bunnies have a unique ability to lay easter eggs in coops!
Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…
And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!
Send in your Easter screenshots or tag us using #FeudalEaster
Patch notes (ver. 1.3.0.8):
New features and tweaks:
Added Easter eggs and bunnies in game for the Easter weekend and the following week. The bunnies have a unique ability to lay easter eggs in coops!