Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal!
Cast your vote here. Comment below to let us know you’ve voted!
Today is the last day of this year’s Steam Awards. We think it’d be a bit of fun, and also really cool, to get together and cast an extra vote - so we’re calling upon our beloved players to get involved and vote ‘Most Hardcore MMO’ for Life is Feudal!
Cast your vote here. Comment below to let us know you’ve voted!
We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other. As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.
Patch notes (ver. 1.1.7.0):
New features and tweaks:
Falling damage has been re-enabled. Take care jumping now!
Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld
Melee attacks with insufficient skill are 25% slower now (instead of 50%)
Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
Fixed Shield block animation
The speed that you raise your shield is now dependent on shield weight
Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
New training field model added and tweaked recipes for it
Reworked alchemy herbs so they are now easier to spot and target in grass
Critical equipment weight is now dependent on Constitution
Critical equipped weapon weight is now dependent on Strength
Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
Added the ability to fight with a spear and shield (Both appropriate skills are required)
Added regions and the ability to craft with regional resources has been introduced
Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
Inventory no longer has magical healing properties for horses
Some weapons now have a chance to stun or knockout an enemy
Stun resistance is now dependent on Willpower
Each point of Intelligence now gives 2 skill points
The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
Changes made to some building and item recipes
Sleeper’s moon night has been removed. Maybe we’ll see it again …someday
Bug fixes:
Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
Multiple chat window related fixes and tweaks
Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
Fixed a bug with incorrect weight calculation when moving containers inside your inventory
Fixed a rare network related crash
Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
“Pour on ground” ability will only work in a hostile claim area during Judgement Hour
Client runs more smoothly when launching and added a splash screen while the client is loading
P.S. Click here to find out how to switch to beta for those who are eager to try it out!
You will have to create or join a new server in the beta branch.
We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other. As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.
Patch notes (ver. 1.1.7.0):
New features and tweaks:
Falling damage has been re-enabled. Take care jumping now!
Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld
Melee attacks with insufficient skill are 25% slower now (instead of 50%)
Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
Fixed Shield block animation
The speed that you raise your shield is now dependent on shield weight
Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
New training field model added and tweaked recipes for it
Reworked alchemy herbs so they are now easier to spot and target in grass
Critical equipment weight is now dependent on Constitution
Critical equipped weapon weight is now dependent on Strength
Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
Added the ability to fight with a spear and shield (Both appropriate skills are required)
Added regions and the ability to craft with regional resources has been introduced
Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
Inventory no longer has magical healing properties for horses
Some weapons now have a chance to stun or knockout an enemy
Stun resistance is now dependent on Willpower
Each point of Intelligence now gives 2 skill points
The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
Changes made to some building and item recipes
Sleeper’s moon night has been removed. Maybe we’ll see it again …someday
Bug fixes:
Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
Multiple chat window related fixes and tweaks
Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
Fixed a bug with incorrect weight calculation when moving containers inside your inventory
Fixed a rare network related crash
Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
“Pour on ground” ability will only work in a hostile claim area during Judgement Hour
Client runs more smoothly when launching and added a splash screen while the client is loading
P.S. Click here to find out how to switch to beta for those who are eager to try it out!
You will have to create or join a new server in the beta branch.
The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!
Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.
Patch notes (ver. 1.1.5.7):
New features and tweaks:
Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
Added burning heads on sticks
Added Sleeper’s moon visuals. Wolves have demonic eyes now too
Added new ability - gathering nuts, which will appear as an inventory item
Primitive cooking recipes now available for the big cauldron and kitchen
Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels
Bug fixes:
Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
Multiple fixes for improper movable objects positioning/drop
Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
Fixed mines for copper ability duration
Some other minor fixes
P.S. A note to server admins is that on some over-terraformed servers the new navmesh for animals could take up to 30 mins to generate properly.
The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!
Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.
Patch notes (ver. 1.1.5.7):
New features and tweaks:
Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
Added burning heads on sticks
Added Sleeper’s moon visuals. Wolves have demonic eyes now too
Added new ability - gathering nuts, which will appear as an inventory item
Primitive cooking recipes now available for the big cauldron and kitchen
Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels
Bug fixes:
Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
Multiple fixes for improper movable objects positioning/drop
Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
Fixed mines for copper ability duration
Some other minor fixes
P.S. A note to server admins is that on some over-terraformed servers the new navmesh for animals could take up to 30 mins to generate properly.
You can now sign up for beta! Just follow this link and click the button!
In the following week, we will be collecting your applications and will randomly pick a handful of testers to participate in the next short Beta Test Run, which is planned for the 28th of October.
These testers will be eligible for all following Beta Test waves of Life is Feudal: MMO.
Expect more news about longer Closed Beta Test waves in November!
You can now sign up for beta! Just follow this link and click the button!
In the following week, we will be collecting your applications and will randomly pick a handful of testers to participate in the next short Beta Test Run, which is planned for the 28th of October.
These testers will be eligible for all following Beta Test waves of Life is Feudal: MMO.
Expect more news about longer Closed Beta Test waves in November!
This small fix addresses issues with certain doors not working and also some castle wall collision issues.
Hey everyone,
If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those here.
This current patch brings those visual changes live to your PCs!
Patch notes (ver. 1.1.4.4):
New features and tweaks:
Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
Nights have become darker now. Be sure to wield a torch before you go for a wander
Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
Ambient lighting has been tweaked to provide better visual quality in shaded areas
Added some more minor visual effects and improvements
Increased warehouses window size for easier inventory management
Repair ability duration changed from 5 seconds to 10-8 seconds
Fortifications are harder to repair now
Large repair kits are now 10x more effective than the small one
Added new trophies (boar, wolf, bull)
Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house
Bug fixes:
Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
Some potential/rare crashes have been fixed
Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
Short Pike and Long Pike "wall of pikes" attacks now works as intended
This small fix addresses issues with certain doors not working and also some castle wall collision issues.
Hey everyone,
If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those here.
This current patch brings those visual changes live to your PCs!
Patch notes (ver. 1.1.4.4):
New features and tweaks:
Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
Nights have become darker now. Be sure to wield a torch before you go for a wander
Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
Ambient lighting has been tweaked to provide better visual quality in shaded areas
Added some more minor visual effects and improvements
Increased warehouses window size for easier inventory management
Repair ability duration changed from 5 seconds to 10-8 seconds
Fortifications are harder to repair now
Large repair kits are now 10x more effective than the small one
Added new trophies (boar, wolf, bull)
Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house
Bug fixes:
Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
Some potential/rare crashes have been fixed
Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
Short Pike and Long Pike "wall of pikes" attacks now works as intended