We want to take the opportunity to do a quick recap of what we’ve been up to this week, and keep you guys in the loop.
The combat update we discussed in our previous Devblog as dropped and is ready for you guys to try out and share your thoughts on!
We also want to thank everyone who joined in on our recent AMA, where we chatted with the concerned citizens of Epleland (RP Server). It was a very productive, constructive session and we’ve garnered a bunch of feedback and suggestions from you guys, which we’ll certainly keep in mind with future game design tweaks. Rest assured, most of these tweaks will not just be exclusive to Epleland, so do not fear if you are not a resident of this world! You can check out a recording of the AMA here.
We love connecting with our amazing players, so you can definitely expect more interactions with the community in the future!
In other news, make sure to check out our super-awesome (if we do say so ourselves ;) ) Nordic sword skins, which are finally ready and in-game!
Last - but certainly not least - we want to inform you that our eternal development sprint is still ongoing and we are continuing to aim for at least one patch per week, packed with fixes, tweaks and even new mechanics.
We’re currently focusing on nailing all server border crossing bugs once and for all! Along with this, alignment-related bug fixes, smoothing over game design imperfections, developing the Siege system and additional stabilization of Instanced Battles in general are high on our priority list.
On the subject of Instanced Battles, we plan to increase the consequences of losing an IB soon. This is to minimize that oh-so-familiar frustration we can all relate to, where the opposition may attempt to dodge a fight.
Thank you for tuning in to today’s dev news, keep an eye out for more news and updates!
We’ve provided some combat-related tweaks and corrections in today’s patch, along with other gameplay tweaks and bug fixes. Hope you like it!
Patch Notes (ver. 0.11.9.0):
New Features and Tweaks:
Movable objects can now be damaged by projectiles without a siege damage attribute
Added poisoned UI visual effect (only the one who is poisoned can see it)
Using pikes with Spearman level > 60 always stops horses(even with unstoppable effect, angle of attack should be within 45 degrees to moving direction of horse).
Movable objects now can be destroyed by projectiles with non-siege damage
You can open gates while riding a horse
Tweaked and fixed Volley bow ability making it more useful now
Hold - maximum Defense effect decreased to 45%
Charge - maximum Penetration effect decreased to 45%
Move - maximum Balanced Breath effect decreased to 60%
Spirited Warhorse Stamina increased from 120 to 160. Stamina regeneration increased from 0.05 to 0.07.
Combat related changes: --- Armor ---
Novice Padded Armor Blunt multiplier increased from 0.29 to 0.31. Siege multiplier increased from 0.43 to 0.59
Regular Padded Armor Blunt multiplier increased from 0.35 to 0.37. Siege multiplier increased from 0.52 to 0.61
Heavy Padded Armor Blunt multiplier increased from 0.42 to 0.45. Siege multiplier increased from 0.62 to 0.72
Royal Padded Armor Blunt multiplier increased from 0.44 to 0.48. Siege multiplier increased from 0.65 to 0.75
Light Chainmail Armor Slashing multiplier decreased from 0.45 to 0.42. Pierce multiplier decreased from 0.3 to 0.28
Regular Chainmail Armor Slashing multiplier decreased from 0.54 to 0.51. Pierce multiplier decreased from 0.36 to 0.34
Heavy Chainmail Armor Slashing multiplier decreased from 0.7 to 0.65. Pierce multiplier decreased from 0.43 to 0.41
Royal Chainmail Armor Slashing multiplier decreased from 0.74 to 0.7. Pierce multiplier decreased from 0.45 to 0.42
Iron Plate Armor Pierce multiplier decreased from 0.32 to 0.15. Blunt multiplier decreased from 0.3 to 0.26
Half Plate Armor Pierce multiplier decreased from 0.38 to 0.2. Blunt multiplier decreased from 0.36 to 0.31
Full Plate Armor Pierce multiplier decreased from 0.46 to 0.4. Blunt multiplier decreased from 0.43 to 0.39
Royal Plate Pierce multiplier decreased from 0.48 to 0.43. Blunt multiplier decreased from 0.45 to 0.43 --- Melee ---
Knight Sword Thrust damage multiplier increased from 2.3 to 3.6. Swing and overhead damage multipliers increased from 1.9 to 2.4. Prefire time multiplier increased from 1 to 1.1.
Bastard Sword Swing and overhead damage multipliers increased from 1.7 to 1.8. Prefire time multiplier increased from 1 to 1.1.
Big Falchion Swing and overhead damage multipliers increased from 1.8 to 1.87. Prefire time multiplier increased from 1 to 1.1. Fire time multiplier decreased from 1.1 to 0.95. Postfire time multiplier increased from 0.9 to 1.2
Nordic Sword Thrust damage multiplier increased from 2.35 to 3.55. Swing and overhead damage multipliers increased from 1.78 to 1.79
Light Sabre Swing and overhead damage multipliers increased from 1.4 to 1.46
Scimitar Thrust damage multiplier increased from 1.8 to 2.9. Swing and overhead damage multipliers increased from 1.93 to 1.96.
Estoc Thrust damage multiplier increased from 3.2 to 3.7. Swing and overhead damage multipliers increased from 0.6 to 0.8
Claymore Thrust damage multiplier increased from 1.8 to 2.9.
Zweihaender Thrust damage multiplier increased from 1.9 to 1.95. --- Ranged ---
Short Bow Strength needed decreased from 30 to 20. Max Accuracy increased from 1.0 to 0.9. Max Energy increased from 2.1 to 2.3.
Longbow Strength needed decreased from 60 to 40. Max Energy increased from 3.5 to 3.7. Stamina per shot decreased from 35 to 30.
Composite Bow Strength needed decreased from 40 to 30. Max Accuracy increased from 0.9 to 0.8. Max Energy increased from 2.7 to 2.9. Stamina per shot decreased from 25 to 20.
Throwing Knife Damage multiplier increased from 2.6 to 3.2.
Javelin Damage multiplier increased from 1.75 to 2.15.
Throwing Axe Damage multiplier increased from 1.9 to 2.6.
Bug Fixes and Optimizations:
You should properly spawn on your bed once you’ve recalled back to your home or after a respawn. Of course, if you have a home and a bed ;)
Fixed one of the top client crashes
Sapper Charge (Explosive barrel) should work properly now and damage unmovable objects with a significant damage
Fixed list of items window functionality
Items from your inventory should be properly dropped on the ground if you recall home from a server border zone
Expel the intruders ability should work more correctly now
Today we would like to say a few words about combat system tweaks, which will come to the world of Life is Feudal in one of the upcoming patches. Some of the changes are really long-awaited on
The first and the main point is the confrontation between cavalry and footmen. To balance the cavalry advantage we have fixed the bonus of 60 level pikeman horse stopping ability: Using the proper angle of attack with pike against a horse at the skill level above 60 you will stop the horse moving at any speed (even with unstoppable effect). Standing on the ground against other classes would also be a little easier thanks to increased padded armor effects.
Meanwhile, life in the cavalry will be more difficult due to a decrease of armor protection from piercing and slashing attacks. This is also a gift for archers, and it is not the last one. The strength needed for the proper use of bows will decrease for all types (except primitive), which in combination with the increased initial velocity of arrows and less stamina drain per shot (for longbow and composite bows) will make archers more effective.
That’s not all for the archers! A new iteration of the Volley ability will be available for you to try out! It has less range and arrows have less initial velocity. Up until now this sounds like a nerf, well, frankly it is, but it makes this ability useful in several in-game combat scenarios. Also, the new ballistics system increases arrow damage from heights. To make the life of cavalry a little less miserable we will increase the damage of 1.5H swords and buff the spirited warhorse’s stamina pool as well as its regeneration rate. There are more combat changes and updates which you will find in the corresponding patch notes.
Also, it has been a while since we shared some work in progress art with you guys. The time has come to fix that, please welcome the soon to be added addition to the customization options for your blades and a sneak peek of one of the upcoming outfits:
This patch is dedicated mainly to serious exploit fixes and also some other things that came along and were cooked enough to be released into the patch.
Patch Notes (ver. 0.11.8.1):
New Features and Tweaks:
Restyled item list window. You might notice the changes to the GUI in several places around the game
Bug Fixes and Optimizations:
Fixed a couple of Barter related abuses that allowed players to carry significantly more weight than characters are allowed
Fixed an exploit that allowed players to keep formation buffs even if they were outside of the formation
Collision for the new idol has been fixed (it had too much detail that affected performance)
Feature-bug that allowed you to gain horse speed as if you’re naked while actually wearing full sets of armor is fixed now
Today we would like to tell you about an exciting new feature we are going to add to the game soon! It is a new area called the Influence Zone. In these new zones, guilds will have special permissions - the ability to destroy any object that is placed on Personal claims (including the monument) or even the Guild claims of tier 1 monuments (including the city claim and the monument itself).
The Influence Zone is the circle with the monument in the center and the radius depends on its level: I - 35, II - 60, III - 120, IV - 150. Influence zones will be visible in this special mode (similar to the claim overlay) and will affect objects that have the "Inspect" ability.
We also want to take this time to share and show just how vast and special - in a multitude of ways - our community is!
Today we want to focus on an awesome Italian Community, ‘Badilanti’ (The Shovel Users), which was born while playing Life is Feudal: Your Own. They particularly like the terraforming part of the game (which, we’re gonna assume, is where their name came from!). They have always kept faith in our project, helped significantly with the Italian translations and have also introduced many new players to the Life is Feudal universe; a genuinely helpful and awesome community!
However, we are deeply saddened to say that the founder of Badilanti has recently passed away. The community have asked for our help to honor his memory.
His nickname was Rob.
Thus, included with the upcoming patch, we are pleased to welcome a new mythological character into the Life is Feudal Lore - Rob the Shoveler! You can read more here Make sure to build his idol not far from your castle or mines to make sure that he is never forgotten.
As our main priority is to eradicate the game breaking bugs and problems, we continue to fix server crossing bugs, especially while mounted or driving a trader cart. Along with these fixes, we’re introducing a set of gameplay tweaks, which should make your game experience more solid. We hope you’ll like it!
Patch Notes (ver. 0.11.6.0):
New Features and Tweaks:
Multiple medium to minor sized interface tweaks and fixes
Tweaked Repair Kit prices and the amount of damage they repair - we’re still working on a mechanism that will prevent “outhealing” of structures, with multiple players using repair kits at the same time
Updated tooltips for the domesticated animal deeds
Chance to die of old age is now lower for high quality animals
Max age and fertility of the bred animal no longer depends on its quality
Reworked guild actions and the internal management system - game logic should not change, but overall stability should increase
'Silk filaments' recipe now requires 60 skill instead of 90
'Create a Bone Glue' ability now can only be performed on Big Cauldron and Kitchen
Bone Glue recipe was changed
Drying frames are now harder to make (updated recipe and increased damage to crafting device from 'Bone Glue' production) and they have much less damage resistance
'Hank of Linen' recipe now requires 0 "Procuration" skill
'Create a Bone Glue' ability now can only be performed on Big Cauldron and Kitchen
Bone Glue recipe was changed
Drying frames are now harder to make (updated recipe and increased damage to crafting device from 'Bone Glue' production) and they have much less damage resistance
"Hank of Linen" recipe now requires 0 "Procuration" skill
Multiple localization updates and fixes
Bug Fixes and Optimizations:
Fixed server crashes and bugs when crossing server node borders on horses and trade carts
Fixed a bug that caused trade carts to fall underground and become inaccessible
Changed network logic in such a way that speedhacking is no longer possible
Fixed multiple problems with boosters, insurance and other effects when crossing the server node borders while mounted
Added another layer of protection against possible duping exploits
Equipped tools with 0 durability should now be properly dropped into your inventory
Fixed a minor bug with double guild invitations randomly occurring and causing alignment loss upon accepting
As you’ve noticed - we have implemented a new system of gathering resources, pretty similar to the system used to search for herbs. This is working for the following groups:
For each group, you will need to use a special ability to find these items nearby - “Search for …”. After using this ability, instanced items will appear on random tiles within 10x10 area. The quantity depends on the player’s actual skill level (which means that the influence of stats matter). The quality depends on both the actual player skill level and quality of the tile, where the items appear.
Most of the item types you gather gives one item per gathering action, but there are a few that give a random amount. These are:
1. Sling ammo (1-15) 2. Plant fiber (1-5) 3. Flint stone (1-2)
Also, the gathering of edible resources and plants has a 10% chance to decrease the soil quality of the tile.
With the new system, leveling up the gathering skill has become faster; it now gives you nearly x2 the experience compared to the previous rate. On top of this, the resources are now gathered manually, as opposed to ‘afk resource farming’! We really hope you find this a little bit more immersive and interesting.
We have had a number of questions and concerns regarding how the animal breeding system works, so we put together a short article explaining the system in more detail. You can find that here. Keep in mind that we do understand that this system is a bit complicated as it is, so we are working on an overhaul. We’re hoping to add the updated animal care system soon™ .