Life is Feudal: MMO - Saxxon


Hey, Feudalists!

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:

Stay tuned for more news!

– The team
Life is Feudal: MMO - Life is Feudal (Bobik)
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

— The team
Life is Feudal: MMO - contact@rockpapershotgun.com (Fraser Brown)

feudal1

Premature Evaluation is the weekly column in which we explore the wilds of early access. This week, Fraser s going serfing in Life is Feudal: MMO, a game that pitches itself as hardcore, realistic and unforgiving. Fun!>

Easily confused with Life is Feudal: Your Own, Life is Feudal: MMO takes the multiplayer medieval crafting and survival game and makes it larger and, through developer-run servers, more permanent. The running theme throughout the series is that life sort of sucks. It s cruel and dangerous and everyone in it is an arsehole. With that in mind, I have crafted a perfect character: a man so defeated and miserable that nothing is capable of fazing him.

Meet Doderick Soup, the unluckiest man on the planet.

(more…)

Life is Feudal: MMO - Life is Feudal (Bobik)
Patch Notes (ver. 0.11.7.1):

New Features and Tweaks:
  • Animal related changes that were described in previous patch notes now fully patched into the game
  • Added a model for an idol of the new deity - Rob
  • Players will lose 10 alignment and turn criminals if they are kicked from a guild while they are online
  • Huge skill gain for Extracting Silk ability was reduced

Bug Fixes and Optimizations:
  • Fixed random crashes of clients that have unstable or slow connections
  • Implemented an algorithm that should prevent horses and trade carts from falling underground in some cases

— The team
Life is Feudal: MMO - Saxxon


Hey, Feudalists!

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.

Stay tuned for more news!

– The team
Life is Feudal: MMO - Life is Feudal (Bobik)
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

— The team
Life is Feudal: MMO - Saxxon


Hey, Feudalists!

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:

1. Plants
2. Materials
3. Edible resources
4. Herbs

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™ .

Stay tuned for more news!

– The team
Life is Feudal: MMO - Life is Feudal (Bobik)
Patch Notes (ver. 0.11.5.0):

New Features and Tweaks:
  • All objects, barter and trade cart container windows should close when a player starts to move

Bug Fixes and Optimizations:
  • Fixed a cascading chain reaction of server crashes related to the dreaded horse cart crossing server border bug
  • Fixed a very persistent client crash (Mutex Deadlock) that appeared on certain hardware specs
  • Removed ability to create guilds on Newbie Islands via the console command. No guilds are possible on the Newbie Islands by design!
  • Server nodes should start/restart much faster now due to numerous on load optimizations
  • Fixed yet another trade cart duping bug undiscovered by players

— The team
Life is Feudal: MMO - Life is Feudal (Bobik)
Patch Notes (ver. 0.11.4.1):

New Features and Tweaks:
  • Gathering plant fiber now grants a random amount of fiber per gathering action (1 to 5)
  • Sling ammo gathering now grants a random amount of ammo per gathering action (1 to 15)
  • Changed stair module collision mesh, which should address some exploits with stacking stairs on top of each other
  • Luck effects from different types of sources (jewelry, blessings and 5 ingredient foods) now have separate effect slots and stack separately

Bug Fixes and Optimizations:
  • Fixed a recently discovered item dupe with trade carts and their inventories - this should fix server crashes related to this dupe
  • Fixed a texture streaming client crash
  • Fixed automatic unequip of broken tools and weapons
  • Corrected some textures and materials
  • Added more useful data to the client logs related to material and texture errors

— The team
Life is Feudal: MMO - Saxxon


Hey, Feudalists!

As you might have read in patch notes, we’ve improved our hit detection system to an even better level than it was before. In this devblog, we’d like to share more about how melee hit detection worked before and how it works now.

Each weapon in the game has special nodes on them that represent different parts of the weapon and deal different types and amounts of damage. Each server tick we cast a ray (draw a line) between the current position of the node and its position in the past (previous tick). If a line crosses the hitbox of another player, horse, house, etc. - that means the weapon has scored a hit. During the weapon swing animation, a couple of simulation ticks happen so, we get the following information about that swing.


(Red nodes - are the sword blade’s primary damage nodes, Orange nodes - are the hilt of the sword and arm of the player)

During our last animation pass, we tweaked the tick duration that inadvertently affected the weapon’s node impact simulation too. Thus, the precision of the resulting trajectory of the weapon nodes in some cases suffered from the animation improvements.



The solution to this problem was rather simple in theory but was much harder to implement in practice. We had to simulate weapon swinging animation ticks multiple times while leaving the global tick intact. But the good news is, it worked, and as you can see, the trajectories are much more accurate now.



We also wanted to share with you that the dust is starting to settle from the early access rush. This means that we can focus with more precision on bug fixes and optimizations while maintaining forward progress from a gameplay perspective. You can expect some major updates
soon™.

Stay tuned for more news!


– The team
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