At last! Ladies have arrived, along with our Character customization system. Hope you will be gentle with them ;) Character customization system is not in its final state as we will add some more customization options closer to release in October.
Patch notes (ver. 0.6.1.3):
New features:
Partially implemented Character customization system, including female models and reworked male models. Unfortunately, there is no customization available for existing characters. You can create new characters with customization and ask your server admin to copy “appearance” column data from the new character onto the existing one in the server’s Database.
Added bow and crossbow special powers. Inspect your Skill book for details and corresponding abilities
Implemented Primary combat skill - War cries. Inspect your Skill book for details and corresponding abilities
Added multiple mounted and unmounted abilities and functionality. Inspect your Skill book for details and corresponding abilities
Implemented Secondary combat skill - Equipment maintain. Inspect your Skill book for details and corresponding abilities
Implemented Secondary combat skill - Battle Survival. Inspect your Skill book for details and corresponding abilities
Fully implemented Secondary crafting skill - Piety. Inspect your Skill book for details and corresponding abilities. All Pope/Cardinal related mechanics will be developed later after release of LiF:YO.
After 3 consecutive knockouts you will receive an option to refuse fighting for your life and die. Implemented that feature as a counter to a knockout “rez-killing”
“Floating log” problem is solved. Server admin can tweak new server setting in world configuration file: movableMaxDropHeightMeters It allows you to restrict the ability of players to hang logs, furniture and other movable objects in the air
Different types of animals can now be found in different biomes (wolves in woods, horses on grasslands etc.)
Destroyed unmovable objects leave ruins now. Players need to clean/remove them if they want to use that land again. Ruins decay slower that normal buildings.
You can now save, load and create new GUI presets via “Controls” option of a menu
Horse weight now affect its trample power, speed and other attributes
You can no longer use throwable weaponry while mounted
Naphtha Pots now require 90 Throwing skill in order to use them
Closing gatehouse gates can now kill mounted, dismounted players and their horses if they are not careful ;)
Bug fixes:
Fixed a serious bug that prevented creation/loading of local worlds
Fixed client crash upon exit that left client process to hang indefinitely. Some other crashes are possible, but should appear less often
Fixed multiple client side crashes
Fixed an exploit that allowed multiple players to harvest crops from the same field simultaneously and receive double or triple yields
Animals should no longer appear under water
You can no longer train warhorses out of any domesticated animals (including hares and chicks :) )
Ctrl+Click on equipped item no longer causes a crash
Hotbar with equipment bound to them no longer resets that equipment
Fixed bug where effects were not properly stripped after being dead
Added some missing sounds
You can no longer place items into Evil tombstones
Fixed a bug that used the wrong tool while crafting something in a Blacksmith’s shop
Fixed incorrect display of ore amounts while melting something in Bloomeries and other similar situations
Getting hit while blocking with certain weapons will no longer cause you take extremely high damage
You no longer will be endlessly stunned in some situations
You can no longer level up your skills on unconscious players. Training dummies and archery range implementation is coming soon.
Left thigh/shin reporting wrong hit locations is fixed
Fixed multiple horse related crashes and bugs
You can no longer loot yourself while knocked out or dead
Fixed bug where different armor types on feet and legs gave the wrong skill type raise when hit
Fixed bug where parrying weapons with zero skill caused big damage
“Do not show this message” checkbox should save its properties properly now
Server now properly cleans up previous versions of passability maps for AI
At last! Ladies have arrived, along with our Character customization system. Hope you will be gentle with them ;) Character customization system is not in its final state as we will add some more customization options closer to release in October.
Patch notes (ver. 0.6.1.3):
New features:
Partially implemented Character customization system, including female models and reworked male models. Unfortunately, there is no customization available for existing characters. You can create new characters with customization and ask your server admin to copy “appearance” column data from the new character onto the existing one in the server’s Database.
Added bow and crossbow special powers. Inspect your Skill book for details and corresponding abilities
Implemented Primary combat skill - War cries. Inspect your Skill book for details and corresponding abilities
Added multiple mounted and unmounted abilities and functionality. Inspect your Skill book for details and corresponding abilities
Implemented Secondary combat skill - Equipment maintain. Inspect your Skill book for details and corresponding abilities
Implemented Secondary combat skill - Battle Survival. Inspect your Skill book for details and corresponding abilities
Fully implemented Secondary crafting skill - Piety. Inspect your Skill book for details and corresponding abilities. All Pope/Cardinal related mechanics will be developed later after release of LiF:YO.
After 3 consecutive knockouts you will receive an option to refuse fighting for your life and die. Implemented that feature as a counter to a knockout “rez-killing”
“Floating log” problem is solved. Server admin can tweak new server setting in world configuration file: movableMaxDropHeightMeters It allows you to restrict the ability of players to hang logs, furniture and other movable objects in the air
Different types of animals can now be found in different biomes (wolves in woods, horses on grasslands etc.)
Destroyed unmovable objects leave ruins now. Players need to clean/remove them if they want to use that land again. Ruins decay slower that normal buildings.
You can now save, load and create new GUI presets via “Controls” option of a menu
Horse weight now affect its trample power, speed and other attributes
You can no longer use throwable weaponry while mounted
Naphtha Pots now require 90 Throwing skill in order to use them
Closing gatehouse gates can now kill mounted, dismounted players and their horses if they are not careful ;)
Bug fixes:
Fixed a serious bug that prevented creation/loading of local worlds
Fixed client crash upon exit that left client process to hang indefinitely. Some other crashes are possible, but should appear less often
Fixed multiple client side crashes
Fixed an exploit that allowed multiple players to harvest crops from the same field simultaneously and receive double or triple yields
Animals should no longer appear under water
You can no longer train warhorses out of any domesticated animals (including hares and chicks :) )
Ctrl+Click on equipped item no longer causes a crash
Hotbar with equipment bound to them no longer resets that equipment
Fixed bug where effects were not properly stripped after being dead
Added some missing sounds
You can no longer place items into Evil tombstones
Fixed a bug that used the wrong tool while crafting something in a Blacksmith’s shop
Fixed incorrect display of ore amounts while melting something in Bloomeries and other similar situations
Getting hit while blocking with certain weapons will no longer cause you take extremely high damage
You no longer will be endlessly stunned in some situations
You can no longer level up your skills on unconscious players. Training dummies and archery range implementation is coming soon.
Left thigh/shin reporting wrong hit locations is fixed
Fixed multiple horse related crashes and bugs
You can no longer loot yourself while knocked out or dead
Fixed bug where different armor types on feet and legs gave the wrong skill type raise when hit
Fixed bug where parrying weapons with zero skill caused big damage
“Do not show this message” checkbox should save its properties properly now
Server now properly cleans up previous versions of passability maps for AI
This article is so refreshing for us, as it really delves into the variety LiF has to offer, the details that help it stand out, and what our development goals and ideas are as a whole.
As well as discussing the game, the interview - with Vladimir Piskunov - is taken to a personal level; Vlad (aka Bobik) talks about his views of the gaming market and what inspired him to begin the Life is Feudal project.
*Disclaimer: the beta version of the MMO will start around Spring/Summer of 2016
This article is so refreshing for us, as it really delves into the variety LiF has to offer, the details that help it stand out, and what our development goals and ideas are as a whole.
As well as discussing the game, the interview - with Vladimir Piskunov - is taken to a personal level; Vlad (aka Bobik) talks about his views of the gaming market and what inspired him to begin the Life is Feudal project.
*Disclaimer: the beta version of the MMO will start around Spring/Summer of 2016
Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. :( We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP!
Nevertheless, now we almost have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it!
Patch notes (ver. 0.5.5.1):
New features:
Mounted combat is implemented. You can use any one handed or Hand-and-a-half weaponry while mounted to slash your foes!
Lancing is implemented. Lance is the only two handed weapon that can be used while mounted. In order to properly use your lance, you have to coach it by reaching a galloping speed of your horse and holding the Attack button (Left Mouse Button by default). Make sure to release your attack button just before an impact of your lance with your enemy to actually couch it with a full force for a short period of time.
Pike and polearm weapons now have more stopping power vs mounted players forcing their horses rear on their hind legs. That can cause a forced dismount of a rider
Added tooltips for abilities in the Skill book and Hotbar
Unarmed combat mode is activated instantly after depleting all throwable weapons ammo
Ctrl+click in inventory will transfer a targeted item in your previously opened container. For instance, open your Inventory, open your warehouse, Ctrl + click a couple of items in the warehouse - and they will be moved to your inventory. No drag’n’drop is required. We will disable that functionality for loot bags and gravestones in next patches in order to make combat looting and quick loot longer and harder.
Alt+click on an item in container will autostack all similar items into one pile only inside that container
Player velocity is now taken in account for throwing and ranged weaponry. For instance Javelin will fly further if you run forward while throwing it
Bug fixes:
Fixed a client side crash that prevented users from training warhorses
Visible terrain seams should no longer be that visible anymore
Knocked down characters now drop movable objects that they were carrying on their backs
Inventory and Character GUI windows are now properly updated if any values are dynamically changed during gameplay
Health and Stamina rates of players that you are inviting to a unit are not visible anymore, until they actually accept that invitation
Watching someone attacking shortly after drawing weapon now doesn't result in playing a bunch of draw animations
Sounds should no longer loop infinitely at random places
Fixed and added a couple of sounds for different action
Fixed incorrect doubling of weight, when moving whole containers (bag, sack, pouch etc.) in inventory
Fixed a bug when you could parry with ranged weapons
Some more minor bug fixes
Fixed some serious client side crashes
P.S. All mounted combat and lancing mechanics will be balanced, debugged and tweaked in a next few months. We are always glad to hear your suggestions and ideas on that matter!
Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. :( We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP!
Nevertheless, now we almost have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it!
Patch notes (ver. 0.5.5.1):
New features:
Mounted combat is implemented. You can use any one handed or Hand-and-a-half weaponry while mounted to slash your foes!
Lancing is implemented. Lance is the only two handed weapon that can be used while mounted. In order to properly use your lance, you have to coach it by reaching a galloping speed of your horse and holding the Attack button (Left Mouse Button by default). Make sure to release your attack button just before an impact of your lance with your enemy to actually couch it with a full force for a short period of time.
Pike and polearm weapons now have more stopping power vs mounted players forcing their horses rear on their hind legs. That can cause a forced dismount of a rider
Added tooltips for abilities in the Skill book and Hotbar
Unarmed combat mode is activated instantly after depleting all throwable weapons ammo
Ctrl+click in inventory will transfer a targeted item in your previously opened container. For instance, open your Inventory, open your warehouse, Ctrl + click a couple of items in the warehouse - and they will be moved to your inventory. No drag’n’drop is required. We will disable that functionality for loot bags and gravestones in next patches in order to make combat looting and quick loot longer and harder.
Alt+click on an item in container will autostack all similar items into one pile only inside that container
Player velocity is now taken in account for throwing and ranged weaponry. For instance Javelin will fly further if you run forward while throwing it
Bug fixes:
Fixed a client side crash that prevented users from training warhorses
Visible terrain seams should no longer be that visible anymore
Knocked down characters now drop movable objects that they were carrying on their backs
Inventory and Character GUI windows are now properly updated if any values are dynamically changed during gameplay
Health and Stamina rates of players that you are inviting to a unit are not visible anymore, until they actually accept that invitation
Watching someone attacking shortly after drawing weapon now doesn't result in playing a bunch of draw animations
Sounds should no longer loop infinitely at random places
Fixed and added a couple of sounds for different action
Fixed incorrect doubling of weight, when moving whole containers (bag, sack, pouch etc.) in inventory
Fixed a bug when you could parry with ranged weapons
Some more minor bug fixes
Fixed some serious client side crashes
P.S. All mounted combat and lancing mechanics will be balanced, debugged and tweaked in a next few months. We are always glad to hear your suggestions and ideas on that matter!
We have something extra exciting to share in our fifth 'Town Crier' Dev Vlog; as some of you may be aware, we announced a new graphical overhaul and new models at E3, but if you were unable to attend, don’t worry, as we share the footage with you in the video! https://youtu.be/DFwhaf1Tf8A
On top of the usual development news and general updates, this week Bobik chats to you about some pressing issues, and clears the air on some recently brought-up concerns. https://youtu.be/cIB0KZ1Q4lw
We hope you find this both informative and enjoyable, and we will see you next time for Town Crier #6
We have something extra exciting to share in our fifth 'Town Crier' Dev Vlog; as some of you may be aware, we announced a new graphical overhaul and new models at E3, but if you were unable to attend, don’t worry, as we share the footage with you in the video! https://youtu.be/DFwhaf1Tf8A
On top of the usual development news and general updates, this week Bobik chats to you about some pressing issues, and clears the air on some recently brought-up concerns. https://youtu.be/cIB0KZ1Q4lw
We hope you find this both informative and enjoyable, and we will see you next time for Town Crier #6
This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;)
Patch notes (ver. 0.5.1.0):
New features:
Added player arm hit detection system that works while performing swings with any weapons
This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;)
Patch notes (ver. 0.5.1.0):
New features:
Added player arm hit detection system that works while performing swings with any weapons