Yesterday, we made an important announcement about a loyalty program for players who played LIFMMO before the shutdown, as well as the game's return to Steam. From your reactions, we see that you have a lot of questions for us, and we’re here to answer you all.
To make sure that everyone has access to all of the questions and answers, we’re starting up a public Q&A session on our Discord server, and we’re inviting you to join.
Exciting times ahead for Life is Feudal: MMO enthusiasts! We're rolling out a fresh loyalty initiative for our veteran players. But wait, there's more: we're also making a return to Steam. Let's dive into the details.
Loyalty program
Our community means the world to us, and we're deeply grateful for your unwavering support. To show our appreciation, we've designed a new loyalty program exclusively for the game's veterans. If you were active and had transactions in Life is Feudal: MMO before its re-launch on LTG platform, you'll soon have the chance to reclaim your game balance as special LiF Coins. These can be exchanged for game subscriptions starting April 2024.
Got questions? We thought you might. Here's a quick FAQ to get you started:
How do I receive LiF Coins?
If you've made transactions in the game's previous version, you'll be eligible once the program kicks off. LiF Coins are going to be available through your account on https://ltg.com/. We'll provide detailed guidelines soon.
What about my purchased starter packs?
Absolutely, they will be taken into account.
Can I use LiF Coins to gift a subscription?
Subscriptions activated via LiF Coins are for your account only.
Can LiF Coins be exchanged for other currencies?
No, LiF Сoins are exclusive for Life is Feudal: MMO subscriptions.
What if my LiF Сoins don't cover a full subscription?
Your LiF Сoins will be applied first, and you'll only need to cover any difference.
Steam release
This spring, we're thrilled to bring the latest version of Life is Feudal: MMO back to Steam, inviting a wave of new adventurers to join their future friends and foes in the realm of Abella. And Steam is just the beginning; we're planning to expand to other popular platforms.
Please note: New Steam accounts will join the unified game server. Existing ltg.com players should continue logging in through ltg.com, as Steam login isn't available for pre-existing accounts yet.
Steam players will need a game subscription. Veterans with the game in their library will enjoy a 30-day free period. If you’ve played Life is Feudal: MMO on Steam before, this is your sign to return! Newcomers are also welcomed with a 7-day premium subscription as a bonus.
And there's more good news on the horizon. Stay tuned for another delightful surprise we have in store for you.
More updates to come, but until then, see you in the game!
Become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
Life is Feudal: MMO began its revival in mid-2023, and it is now time for us to announce our upcoming return to Steam. With that, we are also starting up our Dev Diaries article series, where we will be discussing the latest news, taking a look at any upcoming events, and sharing what our vision for the game's future looks like.
So, grab your favourite drink, get comfortable, and let’s dive into the first Life is Feudal MMO Dev Diary!
Do you prefer to watch/listen to a video to get your news? Well, we've got you covered here:
Returning to Steam
Let’s start with a bang! Life is Feudal: MMO will soon make a grand return to Steam! The target, is spring 2024, so very soon!
Questions and Answers
Will we be returning to this Steam page (this app ID)? - Yes! Life is Feudal: MMO will return here!
As the game will become a subscription-based game, what will happen to those who already own the game? - You've not been forgotten, we are finalizing a special mechanic that will make the situation fair for everyone. We're almost finished with the fine details, so you can expect an announcement regarding this soon.
I play on the LTG version, can I move to Steam without losing progress? - Yes! The Steam version of the game will be the same as the LTG version. What's more, if you wish to migrate to Steam, we've prepared a system that allows you to link your accounts, so you can play on Steam with your existing account.
Anti-Cheat
This topic is going to be a bit of a "hot one" so we want to make sure that the info is out there clearly. Life is Feudal MMO will be making use of the "Easy Anti-Cheat" engine. You can learn more about it here.
Why are we doing this? Regardless of model, free-2-play / subscription, or platform, if an MMO exists people will try to cheat in it, unfortunately, that’s just a fact of gaming these days.
To prevent this, we’re adding the Easy Anti-Cheat system to the game. We know that opinion is always divided on these engines, however, they are a necessity. We’ve spent a lot of time looking into what is available to us, and Easy Anti-Cheat was the best choice for us.
Overview of Game Changes
Both PvE and PvP have been extensively re-balanced, and we’re confident that both the veteran players and the new ones will find the new system a lot better.
What's New:
Introduced 6 new structures and blueprints.
Launched monthly subscription rewards.
Organized the King of the Hill event and a series of other events with special prizes.
Added an in-game chat.
PvP Changes
Enhanced skill progression for 149 items, including weapons, shields, and armour.
Implemented a cooldown for parries and instant counters following a successful parry.
Enabled direction selection for alternative attacks post-block.
Introduced an "in combat" status, preventing Prayer for Homecoming usage.
Refined parry and counterattack dynamics.
Conducted a thorough rebalance of combat gear, affecting shields, armour, all 28 weapon types, their attacks, and even 6 warhorses. Plus, we made some additional changes guided by community feedback.
Introduced a 15% chance for equipped weapons and armour to be destroyed outside the Arena.
Enabled the destruction of any structures, decorations, and blueprints during HJH.
PvE Changes
Reviewed the pricing and capacity of certain buildings and the growth rates of over 20 plant types.
Balanced skill usage speed for 48 profession activities and experience gains for levelling.
Added the ability to track animals while mounted.
General improvements and fixes:
Rolled out 6 new structures and blueprints.
Introduced monthly subscription rewards.
Integrated voice chat.
Conducted the King of the Hill event and multiple events with prizes.
Unified game entry through a single launcher.
Enhanced the dynamic map for near-real-time updates.
Added buff indicators in green zones.
Marked local settlements on the map.
Implemented blue zones in select areas to curb exploits.
Refined localization across all supported languages.
Automated the removal of inactive characters from guilds and brand lists.
Rescued all characters trapped underground.
Compensated over 1.5 million experience points.
Optimized game servers.
On top of this, we've addressed over 100 significant bugs and numerous additional minor ones.
Here are a few tables where you can see some of the balance-related changes that we've made.
Thank you Community!
At this point, we’d like to give a huge shout-out to everyone in the community have been helping us by providing insight into what the game used to be like, what the pain points were, and what you all felt needed to be changed. It was great to see everyone from casual players to the older guild leaders and hardcore players return to help us out like this.
Become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
It’s finally Friday, and, as usual, we’re sharing what our team have been busy with during the week!
First of all, we would like to thank you for all the hilarious screenshots of Easter and April Fools’ easter eggs that you’ve shared with us. We’re really glad you enjoyed it and hope you’ve had some laughs riding horses with bunny ears and taming moose!
Moving on to a more serious topic: as you know, fair play and your safety is our number one priority. Please remember that whenever you make an unauthorized purchase, you compromise your account, or even allow your personal information to be stolen. There is no guarantee that you will get what you paid for and the scammers can simply run away as soon as you pay them. Since it’s would be an unauthorized purchase, we will sadly not be able to help the scammers’ victims.
If we find out that an account or in-game items have been - or are being - sold, we reserve the right to ban seller’s and buyer’s game accounts permanently, and we are doing our best to detect and eliminate these crooks as soon as we can (we have already banned a number of scammers and resellers), but please mind that your safety is in your own hands in this case. We sincerely hope for and hugely appreciate your understanding and cooperation.
As for other things we’ve been busy with — we would also like to let you know in advance that there may not be a patch next week. We have reached a major stage in development that will allow us to run our backend servers in a more stable environment with improved network performance. It will also decrease server lag in overpopulated areas and provide a smoother gameplay experience overall. Our focus will be getting this implemented in the upcoming update.
Meanwhile, our art department has been focusing on creating new decorations and skins. We couldn’t resist sharing some art with you.
Last — but definitely not least — don’t forget to tune in to our upcoming global AMA with Bobik tomorrow at 17:00 UTC (1:00 PM EST) here -> https://www.twitch.tv/diddlydale
Well, the title says it all - this patch is dedicated mostly to fixes for gameplay, art and technical issues. We were also able to add some optimizations here and there (slight ones) as well!
Patch Notes (ver. 0.11.18.0):
New Features and Tweaks:
You can no longer sacrifice additional items if your Private claim monument already has the maximum amount of support points
Central City now has an adequate no damage zone added, which is visible by pressing f4 (white area instead of invisible terrain borders)
You can now drop inventory items in the Central City and open containers that are laying on the ground
Many basic/starter abilities are now allowed in the Starter Village on the Newbie island
Removed April 1st related stuff (bunny ears on horses and alignment cleaning in an outhouse)
Some minor art fixes and updates
Bug Fixes and Optimizations:
Potential fix for the Horse server node crossing bugs - added more logs in case if there are still some issues remaining
Broadaxe grip node fixed - your character will now grip the broadaxe further from the blade and will return the reach of the broadaxe to the normal value
Private monument access issues are fixed
Couple of fixes for premium subscription related bugs
Fixed a number of premium skin issues
Outhouse should no longer generate ruins and resources upon destruction
Optimized and stabilized code that works with the database
April the first is the day of two holidays in the western world. We decided to give a nod to them by adding a little of our own feel of them in-game! :)
We’ve added a long-awaited fix for the horse stamina system, along with a few tweaks to the horses’ combat mechanics along with combat mechanics in general.
The FOV console/mod exploit is no more, so you can no longer expect to get sniped from a couple of -ahem- not-so-favorable players.
Oh! We’ve also patched in the ability to rename unmovable objects on your base. That is the basis for our upcoming update, which should introduce per object rules management system to you guys!
Patch Notes (ver. 0.11.17.3):
Holidays Additions:
You can now tame a moose and use it as a simple horse (ride and harness it to a trade cart)
Added an outhouse, during the Fools Day it can be used to flush your negative alignment a bit ;)
Horses now seem to be exhibiting some bunny-like features...
New Features and Tweaks:
Horses’ stamina has no consumption and regenerates at walking speed. Stamina does not regenerate during a gallop and drains completely in 2-3 minutes (depending on horse type and Q)
You can rename unmovable objects now
Massive claim rules and central city access rules refactoring, rules of who can access to what on what types of claims during or after JH should be more adequate now
You can apply new awesome shovel skins on your Shovel and Believer’s Shovel!
Added new Premium Decorations: - Roadside Hangman - Gottlung Hanging Column - Gates of the Hanged Man - Oak Belfry - Bronze Belfry
Dismantle ability for decorations now requires ‘can destroy’ rights instead of just ‘can use’
Wooden Wall with Stairs recipe lowered required amount of Simple Ropes from 40 to 10
Wooden Gate recipe lowered required amount of Simple Ropes from 50 to 20
Bandages recipe now gives 10 items instead of 1
Newbie Island players can change Newbie Island instance (server number) via the Escape menu
Private Monument no longer requires coin for construction
Battles: added Draw battle outcome when no one shows up from either side - History entry is removed and no claim penalties are applied in this case
Combat Tweaks:
Shin damage multiplier decreased from 1.0 to 0.9
Thigh damage multiplier decreased from 1.1 to 0.9
Parrying slow decreased from 0.25 to 0.1
Successful parry now mitigates at least 60% of damage --- Weapons ---
Nordic Axe thrust damage multiplier increased from 1.92 to 2.24
Pollaxe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
Guisarme prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
War Scythe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.2 to 1.1(less=better). Postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better)
Partisan prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better). Fire animation speedmultiplier decreased from 1.1 to 1.0(less=better), postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better)
Bec de Corbin postfire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
Medium Pike prefire animation speedmultiplier decreased from 1.0 to 0.85(less=better)
Long Pike prefire animation speedmultiplier decreased from 1.2 to 1.0(less=better) --- Horses---
Player trampling by a horse velocity decreased
Minimal speed loss during player trampling increased from 2.0 to 5.0
Maximum damage to horse from falling capped to 60
There is a chance for a horse to recoil on its hind legs in reaction to an explosion - the higher the horse’s speed and quality, the less likely it is to happen (does not depend on amount of damage)
Riding Horse HP increased from 120 to 150
Simple Warhorse HP increased from 180 to 220
Spirited Warhorse HP increased from 150 to 180 - turning speed increased from 90 to 100
Hardy Warhorse HP increased from 240 to 290 - changed speeds for different modes of running (walk, trot, gallop etc)
Heavy Warhorse HP increased from 300 to 420, MaxAcceleration increased from 10 to 12, turning speed decreased from 60 to 55 - changed speeds for different modes of running (walk, trot, gallop)
Heavy Royal Warhorse HP increased from 300 to 450, MaxAcceleration increased from 10 to 12 - changed speeds for different modes of running (walk, trot, gallop etc)
Bug Fixes and Optimizations:
Camera FOV values are limited in a range of 60 to 120 - this means that zooming with scripts/mods should no longer be possible
Fixed a bug where crossbow could be used for a volley ability
Fixed a number of tools and cooking recipes that weren’t working properly
Harvest result quality is no longer rounded down
Fixed a problem with decoration construction, where improper positioning would turn the screen black
Fixed breeding server tick to occur upon every server start - the issue made some nodes recovering from a crash to breed and feed some animals more often than normal
Whistling ‘Trespassers’ ability should no longer put a penalty on your guildmates
Happy Easter, and happy April Fools’! Spread the joy, and don’t let pranks get in your way.
It’s been another busy week, and, as usual, we would like to share what we’ve been up to.
An Easter (and April Fools’) patch is incoming so keep an eye out! We’re implementing a couple of fun easter eggs for you to enjoy - make sure to check them out while they last! (Especially the outhouse with your sound on.)
We’re also adding a bunch of new premium decorations to the store, along with some top-notch shovel skins that we know some of you have been looking forward to!
Lastly - but certainly not least - we’ve opened a whole new region and world this week - Iriy, located in and targeted towards the CIS region. We’re aware of the fact that some of you are afraid that this might lower the EU servers’ population, and this might be true at first. We are expecting that this region, along with localized channeling and marketing efforts both of our own and our partners’, to bring even more players to the game overall.
In this devblog we would like to share our global plans for the near (and not-so-distant) future.
We are super close to opening, and launching, new CIS countries Worlds. We’re partnering with local gaming platforms and advertisement companies in order to provide sufficient marketing support for this launch so keep a look out for info!. We believe that opening a new world will provide our CIS countries players with a more fair primetime window, so that JHs and IBs will not take place during late night hours for them.
There have been numerous questions regarding the opening of this region, thus we plan to address them in detail in a separate post - but that doesn’t mean we can’t share some definitive information with you guys for now:
There will be no character transfers to this region at least until the new world has been running for a minimum of 3 months. This applies to all new worlds that we’ve created and will create - pioneers of the new worlds should not be harmed by maxed out characters transferring from older lands.
We plan to organize a couple of ticket giveaways among the current CIS countries player base.
While on the topic of new worlds and regions, we would like to inform our players that we’re getting closer to securing a publishing agreement for the Asian region, which should make it possible for us, and our partners, to open new servers in this area.
The opening of new regions and servers should not - and will not - stall the development of the game itself. In fact, in May of this year, we are planning to release an exciting, major update for our game, which should entice some of our older players to check back - while simultaneously appealing as friendlier to newcomers!
We’ve been working super hard, but sadly were not quite able to properly test, and finalize, the Per Object rules management system this week, and have therefore decided to postpone it to next week. But we are really close! In the meantime, please enjoy our alignment/criminal, healing and other system tweaks.
Patch Notes (ver. 0.11.16.0):
New Features and Tweaks:
Warnings while looting graves should work properly now and warn you ONLY if you really will lose the alignment if you loot
You should no longer get criminal status when attacking friendly or vassal guild’s members
You can attack anyone without alignment loss or getting criminal on your guild’s territory, ally’s territory, friend’s territory or enemy(war standing) territory
Ground landslide effect particles are back
Ability ‘Treat Patient’: amount of healed HardHP now only depends on the maximum HardHP of patient and healer's skill level - the current HardHP of the patient is not taken into account
Abilities ‘Treat Wounds’, ‘Treat Fractures’, ‘Treat Severe Injuries’: the duration of ‘Bed Rest’ decreased by 4x, approximate values at 100 skill: 6 minutes for the worst wound and 12 minutes for the worst fracture - all of these abilities as well as ‘Treat Patient’ now require a Bandage to perform
Ability 'Simple Construction': decreased amount of building groups, in some recipes of 0-30 ability level softwood and hardwood billets are combined and now you can use both of them, also in some recipes nails were replaced by a simple rope;
Ability 'Furniture': most of the recipes changed and now you can use any types of boards and billets, recipes at level 0-30 become much easier;
Substances should now be dropped in the grave upon death
Implemented Javelin mass production - you can now make 5 Javelins at once
Private monuments are now less resistant to damage (which can be dealt only during JH and if a private monument is covered by an influence zone of a guild)
Floor Lamp is back on the list of recipes
Wooden gates are fixed and do not block the extra 2 tiles in front of them
Tweaked the Newbie Islands filling algorithm, which should place players more tightly for more player to player interaction
Horses’ stamina should be properly saved between packing and unpacking it from a deed
Premium decorations are now movable objects; all decoration crafting has been moved to the General Actions skill
Bug Fixes and Optimizations:
IB primetime window bug is fixed, where some battles could start 1 hour later than the prime time window
Fixed a bug where criminal status was not visible if player reconnects to the game
Fixed height change bugs caused by some abilities interacting with a terrain surface (planting, plowing, fertilizing etc)
Possible bug with disappearing Guild Monuments is fixed
Implemented better logging for incorrect materials loading on the client side
Fixed a bug where a horse would turn sideways if ‘turn’ key was held when mounting/unmounting