Our recent Q&A stream was fantastic, filled with engaging discussions and insightful questions from our dedicated community. For those who couldn't join us live, we've compiled a detailed text summary of all the answers. Dive in to see what our development team had to say about the future of Life is Feudal: MMO and get the answers you’ve been waiting for!
Are you planning to add more character slots?
At this time, we do not plan to increase the number of character slots. We believe the current number of character slots is sufficient, as it allows players to develop all possible skills in various combinations on a single account. This setup ensures that you can fully experience and enjoy all aspects of the game without the need for additional characters. This character limit will apply separately to each map.
When is the new map going to be released?
Progress on the new map is slower than we'd like. We still need to actively support Godenland and address issues on the current map, as well as potential problems on the new one. This includes improving stability, adding quality of life features, introducing new buildings and so on.
We plan to launch a New Map Public Test Realm (PTR) for all subscription holders. This will allow you to test some of the changes and provide feedback. The duration of testing will depend on player feedback. Before the release, there will be a server wipe, and characters on the PTR will be deleted to ensure balance for new players. Thank you for your patience and support!
Can you activate Power Hour to compensate for the XP loss caused by server downtime?
During downtimes, we extend subscriptions for all players as compensation. We believe this is a more valuable compensation for the majority of players, ensuring everyone has ample time to enjoy the game without losing out due to crashes.
Will you add/ fix the option to make a propper buy order for regional goods?
Yes, we will definitely fix the option to make proper buy orders for regional goods. This requires additional updates to some frameworks, and it has been on our agenda. While we can't provide exact dates yet, please know that it is a priority for us.
Any plans on refactoring some of the UI elements?
Yes, we do have plans to refactor some of the UI elements. We understand that a good, user-friendly UI is essential for the best gaming experience, so we're taking steps to improve it. Our aim is to make it more convenient and modern.
Сan we expect combat fixes like the following and what is your opinion about some of these?
Regarding the Militia 90 skill, we haven't changed it since release. While polearm weapons were rarely used, we didn't receive many complaints about the disarm feature, except for issues in arenas. We appreciate the overall balance approach where players develop different combat strategies and countermeasures. We're glad this skill has found its niche. However, we may slightly reduce the weapon-stealing chance in the upcoming PvP patch.
As for stamina consumption during parrying, it was introduced with specific goals in mind. Firstly, we added a stagger effect for successful parries, effectively enhancing parrying and necessitating a balancing adjustment. Secondly, this change made combat more tactical, especially in 1v1 fights.
We continuously gather data and feedback on the current state of the combat system to make ongoing improvements. This is a gradual process, and we appreciate your feedback. We hope the changes in the PvP patch resonate with you and make battles even more engaging.
The game was intended for massive PvP and siege battles, but it now features fragmented instanced battles and a discouraging war system. Are there plans to enhance PvP and realign with the original vision?
We understand the importance of massive PvP and siege battles in Life is Feudal: MMO. We are actively working on improving the stability of IB (Instance Battles), and the upcoming changes to the siege system are quite complex, requiring additional time and testing.
To ensure these changes meet your expectations, we will be opening a Public Test Realm (PTR) in the near future. This will allow players to test and provide feedback on the new siege system and other improvements before they go live. Your patience and feedback are invaluable as we strive to elevate the game to where it was meant to be.
How will you keep both PvE and PvP players engaged and prevent gameplay from becoming stale?
We are actively working on changing game cycles to ensure players always have something engaging to do. For example, we are preparing changes to the repair system, where an item's maximum durability may decrease after repairs, and we plan to reduce resource yields in outposts. This will encourage more PvE activities, while PvP guilds will be more motivated to recruit and protect craftsmen from attacks by other guilds.
Additionally, we have discussed creating more points of interest on the map to further stimulate PvP engagements. There you will also be able to find valuable resources, meaning it won't be necessary to use a pickaxe to obtain high-quality ore. We are still working on these and other options, but in summary, we are committed to providing activities and challenges for both PvE and PvP players, ensuring everyone finds something to keep them engaged and prevent stagnant gameplay.
Could hard-to-obtain resources only be available in PvP zones to encourage combat?
On the new map, certain materials needed for crafting high-quality weapons and armor will only be obtainable from knools, making their camps a significant point of interest. These camps will be surrounded by large admin claims, so simply stepping out of your castle to farm knools won't be easy, increasing the likelihood of encountering enemies.
We are also considering other PvP events with unique rewards, but it's still too early to share details. This should add an exciting layer of competition and risk, making PvP zones more dynamic and rewarding.
Are we going to see the implementation of instances by using NPC's with larger in game rewards?
Before we can implement instances using NPCs with larger in-game rewards, we need to significantly improve the AI of our NPCs. However, yes, this is in our plans for after the release. Stay tuned for more updates!
Are there plans to rework how weapon and armor quality affects performance, such as durability, damage, and damage reduction? For example, now I can have low-quality armor and weapons equipped, and the only difference is the durability.
The difference in damage between a quality 1 weapon and a quality 100 weapon is about twofold. Currently, the dependency is linear, and we agree that it might be worth revisiting this to ensure that higher quality gear provides more substantial bonuses. However, we'll address this issue at a later stage.
Regarding armor, while the differences in quality are not as dramatic, they are still quite significant. We understand the need to make high-quality gear more rewarding and will consider adjustments to make the benefits of better gear more impactful. Thank you for your feedback!
Can the skill upgrade process be more transparent with numerical values for time and action points?
Honestly, we didn't quite grasp the essence of the suggestion, but we're happy to explain how the current skill leveling works. Imagine that leveling from 0-30 requires 1000 experience points, while leveling a skill from 30-60 requires 10000. Meanwhile, the leveling speed is always 100 experience points per minute (these numbers are arbitrary). When a player sets a skill for leveling, the experience points simply flow from the collected experience pool directly into the skill. This is why the leveling speed varies at different stages of the skill. We think we could add additional leveling tips if such questions arise, and players can also write a leveling guide in the meantime.
What are your plans to balance combat, especially with some weapons currently overpowering others?
Absolutely, we're on it! We're prepping a PVP patch right now to get all those weapons and armor better balanced. We're all for a fair fight, so we're constantly working on these improvements. Keep an eye out for updates!
Are there any plans to clarify or revise game rules that cause confusion or unfair bans?
For instance, we're planning to remove the most debated rule about allowable means during sieges. We're preparing a series of tutorial videos with the help of our community players. The first video will be dedicated to best practices for building a fortified castle. After that, we'll give some time for rearranging your fortifications so everyone can adjust to the changes, and then we'll dump that rule. However, since we're on the topic, you don't have to wait for the tutorial to beef up your claim's defenses – no time like the present!
Do you think the defenders' advantage in sieges is too strong, and are there plans to adjust siege mechanics?
Definitely. Reworking the siege system is one of our top priorities right now. We agree that defending can seem relatively easy with the teleportation of goods through trade posts. But, once outposts start to yield fewer resources, and a castle siege on the new map could cut off supply routes, defending won't be as easy. These and other changes affecting sieges need to be thoroughly tested on PTR to find the right balance between offense and defense. So yes, we're actively working on this!
Are improvements planned for the login process or fixing issues with game processes remaining active after disconnects or crashes?
Our servers generally recover quite quickly after a crash, regardless of the cause. However, in some cases the dispatcher continues to block players from entering the game. We've implemented some tools to combat this issue in the past, but we've realized that it was not enough. Therefore, we've already started reworking the login process. Our goal is to ensure that, even if there are some issues with the servers, you'll be able to get back into the game within minutes.
Is there any discussion about enhancing the mechanics of horses and carts to be smoother?
Yes, we're actually working on a camera damping fix for horseback riding. We're hoping this will solve the issue and won't interfere with lancers. So, smoother rides are indeed on their way!
Will jewelry ever provide bonuses beyond luck, perhaps through an enhanced jewelry crafting system?
Jewelry in the game right now isn't as useful as we'd like it to be. We do have plans to expand the variety of jewelry items, and they will provide small bonuses to other skills. So, keep an eye out for some shiny new updates in the future!
Are new huntable and tameable animals being considered for the game?
Yes, we do have plans to add more animals to the game, although it's not something that's coming in the immediate future. But it's definitely on our to-do list!
Is mounted archery being considered for future updates?
As of now, there aren't any immediate plans to introduce mounted archery. But we're always considering new features…
Are there plans to enhance the cooking class to include buffs or other effects besides XP bonuses and luck?
Just like jewelry crafting, cooking is an area we're looking to improve. We're considering the possibility that high-level food could also temporarily boost character stats in addition to providing luck and XP bonuses. But we're still in the planning stages and open to other ideas.
On the new map, will resources be scarce, leading to competition, or will they be abundant?
That's a great question. Given that outposts will be producing fewer resources, the value of each find will definitely increase. Plus, you'll have to consider the risks involved in transporting goods without teleportation. We aim to strike a balance so that both PVP and PVE activities bring excitement rather than frustration. But overall, you can expect a more active struggle for resources than what's currently in place.
Are there plans to overhaul the in-game dashboard or map for better navigation and information display?
Sure thing! We're actually sprucing up both the dashboard and in-game map. We've been tweaking the dashboard to make it work smoother and we've also been working on the map to load up quicker and perform better. But we're not stopping there – we're gonna keep on improving these parts of the game. So, stay tuned for more updates!
When will skins and other rewards be fully functional, as many currently cannot be used?
We're aware of a number of issues with skins at the moment. We've gathered enough data on these issues to start working on fixes, but we've had to shift our priorities to overall game stability and delivering some long-awaited game features. We're planning to allocate resources after the current patch to restore full functionality to the skins. So, stay tuned, we're definitely working on it!
If a new siege system is introduced on the new map, could it also be implemented in Godenland without requiring a server wipe? If not, why would players stay on Godenland?
Some of the new features will also appear on Godenland, and there may be unique conditions and mechanics for the current map. Everything will depend on you - the players, your wishes, and how life on the map will develop.
Is there any consideration for rewriting the game in a new engine in the future?
We've some thoughts on this matter. We’ll be sharing more details with you soon
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
You have fought bravely and reached the heights of your craft, now it’s time to take a well-deserved rest and participate in the new Mead Brawl event!
Event mechanics and rewards
Complete special quests, earn event points and grab great rewards from May 28 to June 11. A new event level will open each day with new rewards. What are they? Let’s see:
Please note that all items received will go to your Xsolla inventory, from where they can be transferred to your game account.
Quests and points
Earning event points is fairly easy, just complete simple quests: brew mead and quench your thirst for battle in the arena with other lords. Long story short—it’s fun!
It’s time to drink mead and punch faces, and the last mug is almost empty…
Hall of Fame
As the tradition goes, the three most active event participants who reach the maximum event level the fastest will be inducted to our Discord server Hall of Fame. Their nicknames will be forever recorded in the history of Life is Feudal: MMO!
Brace yourselves for an awesome wave of updates in Life is Feudal: MMO! This patch is packed with bug fixes, improvements, and new features to boost your gameplay experience. Check out what's new:
General Changes:
New Item - Storage Box: A new craftable item, the Storage Box, has been added for optimizing resource or item storage in warehouses.
New Inventory Functionality - Splitter: This feature allows players to quickly divide items in their inventory into several equal-sized stacks.
Character Deletion Update: Personal claims are now deleted along with the character.
Fixes and improvements:
Fixed Trade Journal Functionality: Transaction history is now correctly displayed in the trade journal.
Booster and Profession Gear Fix: Simultaneous use of the Hour of Inspiration booster and Profession Outfit now works as intended, providing the proper action speed boost.
Fixed item set retrieval: Sets of identical items from the Account Inventory are now transferred to the character's inventory as a complete set, rather than one item at a time.
Dashboard Error Fix: The "Error 01.04 You should be mmo access to view this page" in the dashboard has been resolved. This error will no longer interfere with guild or claim management.
Easy Anti-Cheat: Updating the anti-cheat client will help fight against cheaters.
Weapon Disappearance Fix: Fixed an issue where a character's weapon would disappear when picked up from the ground after fractures.
Updated Game Launch Preview Video: The game launch preview video has been updated.
We are actively working on resolving the "Waiting for server" issue and optimizing the overall performance of the game servers. For this, we have added additional logging on the LIVE server, as the error does not reproduce on the test servers. Your patience and feedback are greatly appreciated as we continue to improve the game.
We hope these updates improve your gameplay experience and look forward to your feedback. Thank you for your continued support and dedication to Life is Feudal: MMO. Happy gaming!
We are pleased to announce that our game is participating in the Steam Open World Survival Crafting Fest, which will take place from May 27 to June 3. We wish you lots of fun times in the game!
And since the theme of the festival is survival, we announce the start of a guide contest on this topic, because you are real masters of survival in the harsh medieval world. Take part and share your wisdom with others. Who knows, maybe your advice will save a life? Of course, worthy authors can expect rewards. You can learn more about the contest here
But the good news doesn't end there: look forward to a new game event with plenty of mead, glorious fights and, of course, great prizes. Coming very soon!
Stay tuned and get ready to have some fun!
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
The time has come for a new Q&A session with our development team! This time, we'll be answering your questions live on stream with Community manager and Operational producer on May 28th at 16:00 CEST! 🎉
Leave your questions in the #ama-sessions channel on Discord or in comments to this post. Let's make it a fun and informative session! 🌟
It’s that time again, the Life is Feudal: MMO Dev Diaries is back! It’s been a while since the last one launched, so this episode is a packed one, from our thanks to you all, to news and teasers of what’s on the horizon!
So, as we’ve always said, grab your favourite drink, get comfortable, and join us as we dive into Life is Feudal: MMO!
Crash Fixes + Compensation
On Monday, we released a fix to address the issue of frequent disconnections of individual game servers. Of course, we need more time to monitor the situation, but for now, we believe the problem should be resolved.
Since the fix took some time and some players were unable to access the game, resulting in more frequent server restarts than usual, we've decided to compensate all active players with 3 days of free subscription, which has already been credited to your accounts.
Are you wondering what caused the issues? Before the fix was applied, the servers would run several maintenance processes on all of the game data, and when it came to handling the date (timestamp), an error would sometimes trigger, causing the servers to crash.
More specifically, it was the interaction between the guild processes and the way that the date/timestamp was handled that would sometimes (not always) trigger an error, and even then, it would only sometimes lead to a crash. This is what made the bug so elusive.
We put in a lot of work and tested many options. We tried different libraries and various fixes, but they didn't work. Ultimately, we completely rewrote this part of the system. Thanks to this, the issue should be fully resolved.
We appreciate your patience and understanding during this time. We are committed to providing you with an enjoyable and trouble-free gaming experience.
Looking Back
Returning to Steam saw a lot of players, both completely new and veterans from the old game, join Life is Feudal: MMO! So welcome one and all, and we look forward to seeing how you will shape the future of the game!
The return to Steam also saw the successful launch of the Balance Restoration campaign, which rewards all the original game owners, granting them LiF Coins, often enough to cover a year or more of subscription! If you’ve not claimed your coins yet, check out the detailed guide in this video. https://www.youtube.com/watch?v=6gSCLUCUO78
The Tale of Garrett
We’d say that the Steam launch was a success, but we do need to talk about the elephant in the room, Garrett!
What’s Garrett you ask? Well, an hour after we launched on Steam, we had to take the servers down for a while, the reason? Garrett! It was a character that would randomly appear on player’s accounts, spooky stuff, right?
Well, we had a chat with Garrett and taught him the error of his ways, so he won’t be bothering you anymore, but it still doesn’t hurt to remember to lock your doors at night!
Ok, seriously speaking, that was an interesting issue, but we have since solved it. We do need to say that at no point did anyone have access to your accounts, the “Garrett” character was a bug, but we had to make some fun of it!
In any case, if you ever notice anything strange during your gameplay, be it bugs or unexpected behaviour, or if you simply need some help, then don’t hesitate to contact us on Discord, or via the support link in this video’s description, we’ll do our best to help you out!
Thanking Our Players
To the longstanding LTG players, you’ve been through a lot, and in that period have shared a wealth of information, positive and negative, and it’s helped us to build up to where we are. So for you, we’ve prepared a new unique in-game title “The Prophet”.
On top of that, as the game’s Steam launch saw us drop the subscription’s price, we felt that it would be unfair to the original players who paid the full price, so, we’ve sent you compensation for the price change.
And finally, if you’re an original Life is Feudal: MMO player, you’ll receive a unique in-game title as well “The Ancestor”.
We hope that this further demonstrates our intention to always do our best to make things right for our players, and we will keep on doing our best to prove it as time goes on.
Looking at New Features
It’s time to look at the game and the new features that we’re working on! Admit it, this is the section that you’ve been looking forward to the most, right?
Gameplay
First up we’ve got the Item Splitter, one of the most requested game features! This handy tool will divide stacks of items into different quantities, thus making managing your inventory a breeze!
Second, we’re introducing the Item Sorting boxes. These boxes will not only enhance the visual appeal of your storage but will also streamline their operations, making them more efficient and organized.
Third on our list is something that is coming in the future, so please keep in mind that what you see is a work in progress. New buildings and object models that many of you have been eagerly waiting for can finally be teased. Don’t worry, we’ll be sharing more on these shortly.
Check out the dev diary video from 2m 51s to see what we're working on!
What of the New Map?
Last but not least, we’ve got to talk about the upcoming new map. We mean it when we say that we’re excited about this, testing on the map has started. Since this map is vastly different to Goedenland, we’re going over it with a fine comb to make sure that it is above all, FUN to play!
- - -
Contest time - Name that Map!
However, something is missing…and that’s the name! We could just pick a name ourselves, but where’s the fun in that?
So, we’re opening this up to you, and we’re making it into a mini-contest! Submit your serious suggestions in the Discord channel that we've set up for this contest.
The winner gets bragging rights and 180 Lif Coins, how much is that? Well, it will cover a whole year of subscription, so it’s a big prize!
That brings us to the end of this dev update, we hope that you’ve enjoyed our little recap, getting to know what we do for our players and learning about what’s to come!
Good luck to all of you who enter a name for the map, and make sure to like and subscribe to stay up to date with all the latest Life is Feudal: MMO news!
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
Attention, Feudals Lords! Tomorrow, the long-awaited King of the Hill event returns!
Note: All players will be granted a unique weapon that doesn't require special stats to use, so you'll all compete under similar conditions, that is except for your characters' own stats.
This means anyone can sign up, even if you've never battled before. So what are you waiting for? Come and have a blast!
Coverage of the event will take place on our Discord server, curtosy of Madiakz who will be the event’s extra special host! If you’re a participant, tune in for the event instructions, and if you’re just there to watch, then enjoy it as a spectator!
As there have been a lot of registrations, we’ll be splitting all participants into the maximum possible groups. Each group will take the center stage in the event arena at a specific time, please check your email now for instructions and information about your group and your times.
Prepare your shovels and harden your resolve, for you will need an abundance of skill and bravery as you fight for your right to take the throne in our upcoming King of the Hill event.
The best part? As a free-for-all frenzy, anyone and everyone can participate, regardless of guild membership.
How Does it Work?
For this event, we will split all participants into groups. Players then need to win their group in order to proceed to the grand finale, where only the victors will fight it out to see who will sit on the King of the Hill throne!
Start Date and Time
The event is set to start on Wednesday, May 8th. Important: Each group will have a unique start time, the start times will be communicated at 18:00 CEST
Rewards
All participants will receive 100 Feudal Mayhem Progress points and 5 Beer packs. Win your round and you'll receive a Master's Decorator Kit and a mention in the Hall of Fame!
We are excited to present the detailed answers to the most intriguing questions you've submitted for our Q&A session. A big thank you to everyone who participated and contributed their insightful, constructive, and pressing questions about our game—we even had a few laughs along the way!
Today, you'll have the opportunity to learn more about Life is Feudal: MMO and what the future holds for it. So, without further ado, let's dive in!
When will the new map be released?
As developers, we're committed to quality and learning from past experiences. We prefer not to announce a release date for the new map until we are fully confident in its readiness.
Will you give us the opportunity to buy more characters?
We currently don't have any plans to change the subscription system or introduce new paid features. However, changing the maximum number of characters per account is something we're considering.
What are your plans to prevent player burnout?
We're actively working on changes to game mechanics that aim to keep long-term gameplay engaging for everyone. Our goal is to modify the functionality so that even experienced players at the high-level stage of the game always have something to do besides game events. Expect to see the first major changes on our upcoming new map.
Can we fully opt out of chat auto-connections?
Yes, we're overhauling the chat system to allow more control, including saving your chat settings and adding guild chats. Full changes will be implemented post the new map release.
Will inventory management settings save per character?
Absolutely, we're updating the system so your preferences like showing item quality will be remembered each time you log in, enhancing your gameplay experience.
Is it possible to "hide" my tabard but still display it to others?
While we hadn't initially planned to add this feature, we're certainly open to considering it for future updates.
Will the new map be accessible from both web and Steam accounts?
Definitely! Regardless of the platform, all players, with an active game subscription, will have access to the new map as well as all other content.
Can LiF Coins be used to access the new map?
Absolutely. LiF Coins function just like a standard subscription purchase. They grant you access to all game content, monthly rewards, and features.
Can we maintain characters on both the new and old maps?
We are exploring this possibility. If it proves technically feasible, then that's how it will be. We understand the desire to maintain your existing characters on Godenland while also having new ones on the new map. Our team is working on finding the best solution that will cater to our players' needs while also maintaining the integrity of the game.
Do we start with new characters on the new map?
New characters will be started just like on Godenland, but we are considering providing additional bonuses based on the progression levels of your existing characters. Your skins, as account-wide rewards, are always accessible.
What about clearing inactive personal claims in green zones?
In the end, we decided not to delete the claims of players who played honestly and purchased a subscription. We thought it would be unfair to private property. If we had a clear system with monument decay—perhaps, but when players created their homes, they didn't know that one day houses could be destroyed by the administration.
Therefore, we've opened many new trading posts in the green zones, and they are ready to welcome new settlers.
Can we see a return to actions affecting specific skills?
We're planning to introduce a system where actions directly contribute to skill development. This hybrid system will retain some passive elements but will actively reward specific actions.
We understand where you're coming from—it makes sense that performing a certain action should directly contribute to the upgrade of that specific skill. We believe that this proposed system could provide a more intuitive and immersive gameplay experience.
Is it possible to rework throwing stones/archery in 3rd person?
Yes, we have a plan in mind for refining this, but at present, other priorities demand our attention. We recognize the importance of enhancing the mechanics for third-person stone throwing and archery, making them smoother and more intuitive. Your feedback is valuable, and rest assured, this improvement is on our agenda and will be addressed as soon as we can.
Is it possible to rework horse riding in non-flat areas?
While it's possible for us to address this issue, and we have already made some improvements to this aspect of the game in the past, a complete revamp of this feature would require more time, so it's not in our immediate plans.
What is the clear distinction between legitimate banditry and griefing?
We strive to listen to player feedback regarding in-game rules and banditry mechanics. Our goal is to create a situation in the game where separate rules are not needed and players are limited only by game mechanics. As long as this is technically impossible, we have to adapt the rules to the situation on the game map.
Can we see a return to the previous mechanic of burning dirt while actively terraforming?
We haven't removed the ability to burn dirt in the kiln; instead, we closed an exploit that allowed industrial-scale disposal with minimal effort. We've increased the kiln's capacity, so you can continue to use it—just open its window separately. We're also considering reducing the weight of dirt to ease the terraforming process.
Can a quality cap be implemented in the green zones to encourage movement into the wild lands?
We believe in allowing players the freedom to choose their playstyle. If a player enjoys a peaceful medieval farm game, they should derive joy from crafting higher quality items. Restrictive measures, such as a quality cap, are not planned except for weapons and armor on the new map, as these could impact the PvP dynamics.
What will happen with monthly rewards after the 12th month?
We're extending the Monthly Rewards and are already preparing a fresh lineup of rewards for the continuation of the program.
Will we be able to preview the new map's resources and terrain before its release?
We aim to keep our community informed about our development progress. Details about the new map will be shared through our development diaries. Stay tuned!
Do you plan to allow free building for level 100 architects?
Could you specify what you mean by "free building"? This could include various aspects like resource costs or spatial restrictions. We encourage you to bring this up in our next AMA session for clarification.
Is it feasible to enable building inside caves?
We fear that this is technically close to impossible. And let's be honest, Dwarven caves are almost impregnable, unless you dig too deep and too greedily. So it's unlikely that we will introduce such a feature into the game.
Will the updates and new content for the new map also be applied to the existing Godenland map?
Yes, certain features designed for the new map will be implemented in Godenland. However, some unique conditions and mechanics will be specifically tailored to each map based on community feedback and the developmental direction of the game.
Concerning the introduction of a subscription fee post-purchase:
We understand the concerns regarding past investments into the game. As a new management team, we weren't involved with the game's operations before the reboot. We respect our veteran players, which is why we introduced the Balance Restoration Campaign. This campaign allows players to convert their previous investments into LiF Coins, which can be used to purchase subscriptions that unlock all game content.
Will boats be added to the game?
Absolutely, we'll be adding boats... as soon as we figure out how to stop them from sinking! Just kidding. It’s not in our plans, at least for the moment.
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
Dive into our thrilling Feudal Mayhem event! Tackle special tasks, earn rewards, and secure your legacy in Life is Feudal: MMO.
Event mechanics and rewards
From April 25 to May 9, engage in unique challenges to earn event points and rewards. Each day unveils a new event level; the deeper you venture, the grander the rewards! Brace yourself for cool armor, helmets, and weapon skins reserved for the most steadfast bounty hunters. What’s up for grabs? That’s for you to decide! Below is a breakdown of the points needed to unlock each level and the corresponding rewards:
Quests
Rewards are tempting, but the challenges are formidable! Here’s a complete list of the tasks you’ll face:
Hall of Fame
As the event concludes, we’ll celebrate the achievements of the top three players who first reach the event's maximum level. Their names will be forever honored in our new Hall of Fame channel on our official Discord server.
FAQ
Is the event free to join?
Absolutely! If you’re subscribed, you’re set to participate.
When will I receive my chosen item?
Items are dispensed immediately upon selection. They will appear in your Xsolla inventory and should be transferred into the game from there.
Does only one player earn points for defeating the Knool boss?
Correct. Points go to the player who delivers the fatal blow.
Can I obtain all the rewards on the first day?
No, one event level unlocks each day. For instance, on the first day, you unlock the first level reward, on the second day, both the first and second, and so on. Remember, each reward can only be claimed once.
Happy hunting!
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms: