Greetings, Feudals! The hotfix is live, tackling several crucial issues with the arena and Instanced Battles (IB) in Life is Feudal: MMO. Here’s what’s fixed:
Arena and IB Character Transfer Fix: Resolved an issue where characters would freeze during the "Transferring your character" process when starting an arena and IB.
Fix for IB Timer and Instant Completion: The IB startup has been corrected. Now, the battle preparation timer appears as intended, and the battle does not end immediately upon starting.
IB Connection Error Text: Corrected the error message text for failed character connections to IB.
Item Duplication Exploit: Fixed a game vulnerability where players could duplicate items through Instanced Battles.
Traveller's Idol Transfer Fix: Addressed an issue where characters could transfer to another server using the Traveller's Idol without losing inventory items. Now items will be lost as intended (except items with No Drop status).
Last week, we also addressed several issues with skins. They should now function as intended, but if you encounter any errors, please let us know.
Thank you for your patience and continued support as we work to enhance your gameplay experience.
As you might remember, we had to roll back the previous patch. Today's patch includes the previous changes (with fixes) as well as new additional changes.
Added a refresh button for the map as a temporary solution so you don't have to exit the game when the map freezes. We're still working on a permanent fix but hope to reduce inconvenience with this interim measure.
At the later stages of testing, we identified a bug in which the button may not work, but in most cases, there should be no problems.
New Teleportation Points:
Replaced teleportation points to improve travel and reduce inconveniences when teleporting between green zones.
"Waiting for Server" Error:
Fixed instances causing the "Waiting for Server" error. Login should now be more stable.
Server Crash Fixes:
Investigated and rectified various scenarios leading to server crashes.
New Buildings Added:
Stone Wall (corner)
Stone Wall (no merlon)
Wooden Wall (corner)
Wooden Wall (corner loophole)
Watchtower
Stone Inner Gatehouse with Drawbridge
Stone Gatehouse with Drawbridge
Weapon and Skill Balancing:
Estoc Damage Adjustments: Reduced by 20% to improve combat balance.
We see too much emphasis on the use of mines as protective structures. The following changes will help attackers quickly break down the defences of such fortresses and, among other things, will make life a little easier for ordinary miners.
Changes to Collapse and Break Reinforce Skills:
Removed the need for tools to perform collapse and break reinforce.
Reduced cast time to 8 seconds for collapse and 15 seconds for break reinforce.
Experience gain reduced to 300 for collapse and 700 for break reinforce.
Other Changes:
Lag Compensation Temporarily Disabled in Arenas:
Lag compensation has been disabled in arenas to collect your feedback and improve the quality of your gameplay experience.
Reduced the chance of items to be destroyed after the character’s death:
Now the chance is 8% instead of 15%.
Storage Box Change:
Capacity increased to 5000 and the number of renamings is now unlimited.
Breeding Structures (stables, coops, barns) now have a common timer:
This eliminates a vulnerability that was exploited to rapidly breed animals.
These updates are aimed at making your adventures in Abella smoother and more enjoyable. Thank you for your ongoing support and feedback, which helps us improve Life is Feudal: MMO. Enjoy your time in Abella!
Unfortunately, since the launch of v0.25.1.14, numerous players reported issues with the game crashing on startup.
We were able to find the source of the crash, however, preparing a fix would have taken too long. As such, we are rolling back the update.
The maintenance is scheduled to start now (15:20) and will take an additional 1 hour. All active players will receive +1 day subscription to make up for today's disrupted service.
Read on for the original announcement below for reference.
Greetings, Feudal Lords and Ladies! Patch 0.26.1.14 is now live, bringing a range of improvements and new content to Life is Feudal: MMO. Here's what's new:
🛠️ Patch changes:
We’re working on the map freeze error when applying filters: We've added a map refresh button as a temporary solution so you don't have to quit the game after the map freezes. We're still working on fixing this issue, but for now, we hope to reduce the discomfort from this bug.
New teleportation points: Changed teleportation points to enhance travel and reduce inconveniences during teleportation between the green zones.
"Waiting For Server" error: Fixed occurrences of the persistent "Waiting For Server" error. Players should now experience more reliable logins.
Servers crash fixes: Investigated and rectified various server crash scenarios.
New structures added:
Stone Wall (corner)
Stone Wall (no merlon)
Wooden Wall (corner)
Wooden Wall (corner loophole)
These updates aim to make your adventures in Abella smoother and more exciting. Thank you for your continued support and feedback as we strive to enhance Life is Feudal: MMO.
Enjoy your time in Abella!
Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:
The Mead Brawl event has concluded, and it’s time to catch our breath and look over the statistics. There was so much mead brewed it could have easily quenched the thirst of a whole city, not just a village! PvP enthusiasts were equally active, engaging in hundreds of battles in the arena. Here are your impressive achievements:
Mead brewed: 11,774
Mead consumed: 6,509
Combatants defeated in the arena: 5,343
Punches thrown in the arena: 6,591
We hope you found joy in this event. If you have ideas on how to upgrade future events, your feedback on Discord and social media is always welcome. Meanwhile, we’re already gearing up for the next event—stay tuned for more details!
The Mead Brawl event is in full swing, but do you know what the worst decision a feudal lord can make after having a few pints of mead is? Getting on the saddle of course! That's why we're excited to announce our next in-game event — the Drunk Riding Contest.
How Does it Work?
In this event, players will participate in horse races on a specially prepared track. While competing against each other, players will need to demonstrate their riding skills. This uniquely fun event is open to everyone, regardless of guild membership.
Start Date and Time
The event will take place on June 7th at 18:00 CEST. Registration closes on June 6th.
Rewards
All participants will receive 100 Mead Brawl Progress points and 12 bottles of Mead (2-six packs).
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: