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Offline Asid

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LIF:YO Official Updates
« on: January 20, 2016, 09:09:19 PM »
Development Information Update
14 Jan 2016


Hello everyone!

The team has been busy preparing the next patch and you are busy waiting for it while playing LiF :)), we’d like to take a couple of minutes to answer a few of most common questions.

Q: Will there be any roadmap for 2016, many players are waiting for it?
A: We're waiting for it too :) Seriously, so far we're consumed by MMO tests preparation, bug fixes and optimization along with better implementation of weather/seasons effects and animals pulling carts. We may be able to draft some kind of detailed roadmap after we will receive first data from MMO tests, so we can plan how many of us will be dedicated to bug fixes and how many will have time to implement features.

Q: You have implemented one of the two most voted features: weather/season effects. When will the second one: Animal pulling carts be available?
A: We're working on it, hopefully it will be implemented before MMO beta tests (March 2016)

Q: Will there be any changes in the skill tree system?
A: Yes, we have some plans to make shorter skill lines and make them more logical, while preserving combat and crafting diversity balance.

Q: When will furniture become usable?
A: Hopefully this one will be another implemented user voted feature after we are done with seasons and animals pulling carts - sometime in the middle of this year.

Q: Are you going to improve ingame VOIP quality?
A: Currently we're using Steam library and infrastructure for VOIP features and can not do anything with this, unfortunately. For the MMO we plan to implement our own solution, that will be of a better quality, hopefully.

Q: Will Sawmills be functional in LiF:YO or it is only MMORPG functionality?
A: Sawmills will be working in LiF:YO. They will be overhauled to be wind driven and will be presented later this year.

Q: Are you working on performance optimizations for LiF?
A: Always. Constantly. Without rest.

Q: When we may expect Life is feudal: MMORPG to be available for testing?
A: Closed beta will be starting up this March. The original alpha testers from the first time around (approximately 700 people who donated at a certain tier), will be invited to start the testing. Then, depending on the results of that testing, after a couple of weeks or so, the servers will be opened up to admit the masses.

« Last Edit: May 10, 2018, 05:01:23 PM by Asid »
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Offline Asid

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Re: Official Updates
« Reply #1 on: January 28, 2016, 03:42:13 PM »
Requiem for a client crashes (1.0.4.3)

After literally months of bug hunting, debugging and code rewriting, we’ve managed to fix the cause of the most rampant client-side crashes we’ve had so far! It definitely won’t fix all crashes at once, but we expect that at least 60% of crashes should disappear. Please do not hesitate to send an automatic crash report if you experience a client-side crash during your gameplay session - it’s a big help!

Patch notes (ver. 1.0.4.3):

New features and tweaks:
•   Boosted formations, increasing their size. Bonuses in a full 10 man unit can be up to +50%!
•   Lowered bleeding rates
•   Boosted almost all one-handed weapons damage rates
•   Maul attack speed animation reduced (mauls will be slower now)
•   Added sorting in crafting and building/objects construction dialogues
•   Guild name and title are now shown in a character screen (P)
•   Implemented borderless fullscreen video option
•   Some crafting actions now check ingredients prerequisites before actually starting crafting ability
•   Sling maximum accuracy slightly tweaked
•   Unsuccessful taming ability still increases your skill
•   Added Polish localization

Bug fixes:
•   Fixed stacking luck bonuses bugs
•   Numerous GUI appearance and logic fixes
•   Fixed the rare occasion of some characters being unable to join the game, and crashing server during attempt
•   Fixed a bug that showed some of campfires as “broken”
•   Fixed music soundtrack switching rules
•   Ctrl + Click can now be used again to move items to barter window
•   GUI windows that are outside of the game screen will be shown back on the screen
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Offline Asid

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Re: Official Updates
« Reply #2 on: February 20, 2016, 01:49:34 PM »
Proper seasons and a herbalist’s garden (1.0.6.3 (420))
20 February - Life is Feudal (Bobik)

Before we reveal the contents of the current patch, we’d like to make a short announcement:

There is no MMO beta test going on at the moment! We will make a separate announcement once we have started the beta test, and once LiF:YO owners are able to join that test. Thank you for your attention!

Additionally, with the current patch we are releasing Steam trading cards! We hope you will like them!

This patch contains the art for all four seasons, you can check out some of the visual changes here.

One particular problem that many of our players have experienced was the inability to quickly find, and gather, desired herbs for alchemy. This is why we have implemented a herbalist’s garden in this patch. Feel free to experiment with different types of fertilizer to achieve the highest yields.

Patch notes (ver. 1.0.6.3):

New features and tweaks:
•   Added visible changes for all four in-game seasons
•   Added many decorative objects that can be used to increase the beauty of your settlement
•   Added a herbal garden, which can be used to grow certain types of herbs
•   Implemented auto-repeat functionality in most crafting abilities. You can modify a certain tag (autocraft - possible/always/none) in skill_types.xml
•   Provided more rendering optimization (mostly forest related)
•   Added more visually appealing wind effects on trees
•   You can unequip an item with a double click
•   Tweaked the amount of white meat gained from rabbits and chicken
•   Updated multiple architecture models (Kitchen, Carpenter’s Shop, Warehouse etc.)
•   You can now move items quickly in Alchemy window via Ctrl+Click
•   Minor weapons tweaks

Bug fixes:
•   Particles now use GPU instead of CPU. This should provide a significant boost of frame rates in most cases
•   Significantly optimized horse collision detection model. This should provide a significant performance boost on servers and clients
•   Fixed tunnel materials generation bug
•   Fixed tunnel selection functionality (when holding Right Mouse button and targeting a tunnel wall)
•   Object demolition that results in ruins should no longer significantly freeze a server
•   Horse movement should look smooth now
•   Piercing bolt ability does no longer allow to shoot through obstacles
•   Volley ability AoE area is now correctly displayed (arrows will actually hit that area now)
•   Fixed alchemy achievement (Herbalist-Chemist) incorrect calculations. Players are able to properly unlock that achievement now
•   Multiple GUI fixes
•   Fixed inventory icon positions being shifted in certain conditions
•   A proper message will appear if you don’t have enough arrows while triggering Volley ability
•   Weight limit no longer applies on players in GM mode
•   An unfinished Monument will no longer decay at a fast rate

P.S. We have changed AI animals passability map format. This may cause a prolonged start time the first time you run an existing server with a lot of terraforming changes. The second time - and any time after that - will be significantly faster.

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Offline Asid

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Re: Official Updates
« Reply #3 on: February 20, 2016, 07:05:56 PM »
(Hotfix) Quickfix of some rendering issues (1.0.6.4)

This quickfix patch should eliminate ‘soapy’ textures appearing randomly during gameplay and minimize the occurrence of colored sky on ATI video cards.
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Offline Asid

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Re: Official Updates
« Reply #4 on: February 25, 2016, 05:07:51 PM »
(Hotfix) ‘Slowfix’ for some recent issues (1.0.6.6)

This quickfix should fix the server issues, where players could gather large amounts of herbs from herbal gardens, as well as some problems with trees and crop growth.

Unfortunately, ‘soapy’ textures appearing randomly during gameplay, and some other minor rendering bugs on ATI video cards still persists. We are continuing to work hard on a solution - thank you for your patience and understanding!
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Offline Asid

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Re: Official Updates
« Reply #5 on: March 16, 2016, 04:30:43 PM »
Fixes and optimization - it can never be enough (1.0.7.3)

This collection of bugfixes and optimization makes up our latest patch - it should make your experience within our game smoother and a bit less frustrating. We hope you enjoy it!

Patch notes (ver. 1.0.7.3):

New features and tweaks:
•   Added some environmental and character jumping sounds
•   Added alchemy ingredients inventory tooltips. You can now see what effects are unlocked for your character not only via alchemy screen
•   Slightly Increased war stance sprinting speed
•   Tweaked ranged weaponry and bombs a little

Bug fixes:
•   Greatly reduced “morning lag”, which mostly happened to trees growth calculations. Stay tuned for our new trees growth algorithm that should eliminate necessity for server admins to reduce trees amount in their worlds manually.
•   Fixed a server crash related with wild animals AI
•   Eliminated sky flickering, which happened on some hardware
•   Fixed some GUI disappearance bugs
•   Fixed a bug that prevented the ability to place furniture on the higher floors of your buildings
•   Fixed a bug where you could “overrepair” your weapons with “Maintain” ability


P.S. Stay tuned for an upcoming heraldry patch, which should be dropping next week! :)

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Offline Asid

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Re: Official Updates
« Reply #6 on: April 27, 2016, 02:25:30 PM »
Updated today

No details yet

It was V 1.1.1.8
http://dogsofwarvu.com/forum/index.php/topic,2099.0.html
« Last Edit: April 28, 2016, 12:19:55 AM by Asid »
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Offline Asid

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Re: Official Updates
« Reply #7 on: April 29, 2016, 01:26:05 PM »
Achievements and release branch update (1.1.1.10) (145.2MB)
29 April

Community Announcements - Saxxon
Hey everyone,

After 1+ month of testing all our features in the Steam beta branch, we’re finally releasing it to the main branch! This means that everyone can enjoy the content of our previous patches. Those who are using beta branch in Steam are encouraged to move back to the release branch.

We have also updated Steam achievements to match the new skill tree.

Patch notes (ver. 1.1.1.10):
New features and tweaks:
Updated Steam achievements to match new skill tree
Lowered damage for some OP weapons and tools
Updated some textures

Previous Beta patch notes can be found here:
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/626373163242226066
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/622996262206014877
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/618493545614074073
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Offline Asid

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Re: Official Updates
« Reply #8 on: May 06, 2016, 01:48:03 PM »
A couple of fixes (1.1.1.12)
6 May

Hey everyone,

We’ve released a relatively small patch, which should fix a major amount of client side crashes. Thanks for your patience and believing in us! MMO Beta is actually getting closer and closer, stay tuned for the news next week! :)
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Offline Asid

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Re: Official Updates
« Reply #9 on: May 18, 2016, 03:41:21 PM »
Some fixes (1.1.1.14)
Community Announcements - Life is Feudal (Bobik)
Hey everyone,

While we’re working super hard on LiF:MMO, we are still supporting LiF:YO version, of course! This current patch is dedicated to a few rare client crash fixes.

In MMO news:

We’re currently reworking, and improving, the central starting town, as well as stabilizing integration with our new launcher.

On top of this, we’re also developing a new forest growth algorithm (which will be implemented in both games) and improving our minigame system - as well as the usual, and continued, support for LiF:YO!
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Offline Asid

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Long live LiF:YO! (1.1.2.1)
« Reply #10 on: July 22, 2016, 07:57:05 PM »
Long live LiF:YO! (1.1.2.1)

Community Announcements - Life is Feudal (Bobik)
Hey everyone,

It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!

Patch notes (ver. 1.1.2.1):
New features and tweaks:

•   Implemented a physics model approximation for movable objects. You can no longer hang them in the air or place inside other objects or walls. Objects without collisions (decorations mostly) do not follow these rules and still can be hung in the air. Objects in destroyed buildings will still hang in the air. We will properly make fall/destruction of such objects in the next patch
•   Implemented new rolling wind feature (Video) along with multiple groundcover (grass, rocks and crops) optimization
•   Every building now has siege damage resistance, depending on its type. Fortifications, for example, have higher resistance than civilian buildings
•   Decreased all abilities progress multipliers (20/30/45/60 percent for 1/2/3/4 tier skills). Demolition skill rises faster now
•   Updated prices and weights of different objects
•   Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay anymore
•   Tweaked repair kit prices and repair kits prices during repair process. Repair kit quality now affects repair process speed
•   Updated wheelbarrows and carts movement speeds accordingly
•   Reworked and optimized particles system for better quality and performance
•   Herbal garden harvest decreased(40->10). Herbal garden progress no longer resets after server restart
•   Beehives no longer collect honey from loosened soils (which have no grass or flowers)
•   Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
•   Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
•   Reworked terrain textures (more details and better quality)
•   Added GM Robe (ID=1379)

Bug fixes:
•   Fixed antidote mechanics. It now properly removes poisons and provides poison immunity depending on poison and antidote magnitudes. Maximum poison duration is now 10 seconds
•   Fixed bug with incorrect poison magnitude calculation while stacking them in inventory
•   Poled melee weapons now properly track shaft and blade hitting nodes simultaneously
•   Fixed melee weapons passing and damaging through walls
•   Fixed a bug, which allowed a player to change guild’s heraldry multiple times while in game
•   When leader of a guild changes, roles are set properly now both for new leader and old one
•   Fixed sudden death while jumping on a gatehouse
•   Piercing bolt and stopping power crossbow abilities can no longer be applied on the same bolt
•   Working tanning tubs and drying racks can now react properly on abilities
•   Abilities can now be interrupted by a successful shield bash
•   Fixed arrows getting stuck in the water
•   Fixed a couple of bugs, where tools would not lose their durability
•   Soil and other terrain substances can now be properly dropped outside of inventory, ignoring other windows on HUD
•   Fixed a server crash while blessing other player that disconnects during the process
•   Ctrl + H no longer resets font size settings in GUIs
•   God’s mercy blessing will not be removed when logging back in after a disconnect
•   Optimized video memory usage
•   Fixed crash during client disconnect

P.S. since we’ve had a large patch today, we’ve decided to move this week’s Devblog update to Monday!


Quickfix (1.1.2.2)
Community Announcements - Life is Feudal (Bobik)

This current quickfix is dedicated to the moveable objects self blocking problem, where you could insert one object into another, which resulted in both objects becoming blocked from movement.

Bees from beehives now collect honey from almost all types of grown up fields.


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Offline Asid

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Re: Official Updates
« Reply #11 on: July 23, 2016, 01:38:59 AM »
Quickfix.(1.1.2.3) to patch Long Live LiF:YO for connectivity issues

This hotfix should resolve the connectivity issues for those who couldn't connect their own servers.
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Offline Asid

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Re: Official Updates
« Reply #12 on: July 29, 2016, 04:20:30 PM »
Thanks for your reports! (1.1.2.7)
Community Announcements - Life is Feudal (Bobik)


Hey everyone,

Firstly, we’d like to thank everyone who has reported serious bugs, dangerous dupes and any exploits that still existed in our game, until this current patch!
Now, we are happy to say that they are all fixed (at least, we hope so!). Thank you for your patience and attention to detail!

Patch notes (ver. 1.1.2.7):

Bug fixes:
•   Fixed terraforming related tunneling dupe
•   Fixed substance dupe when using fertilizer
•   Fixed rendering of particles when the particles’ source is moving
•   Fixed some objects that were impossible to place/drop if they were damaged
•   Server should no longer crash when trying to destroy your own building on your guild’s claim
•   You can rotate the trebuchet properly now
•   Fixed damaged sapper charge to now blow up with enormous power
•   You can upgrade all guild monuments properly now
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Offline Asid

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Re: Official Updates
« Reply #13 on: August 18, 2016, 04:45:26 PM »
A LOT of server and client optimizations in before the next MMO beta wave (1.1.3.1)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

Once again we want to thank our community for helping us to develop our game! Due to recent load tests that were performed along with our community members, we’ve managed to find some code that was not optimal. Fixing these code parts resulted in a significant server performance boost that can vary from 10% to 25%!

We’ve also implemented one of the highly-requested features by our community - an observe mode that can be used while running.

Patch notes (ver. 1.1.3.1):
New features and tweaks:
•   Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
•   Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
•   Server admins can now setup telnet remote connection to their server console by typingtelnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
•   Updated wooden keep model

Bug fixes:
•   Managed to achieve a significant server side performance boost
•   Fixed a couple of model collision meshes to be more adequate
•   Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
•   Creating screenshots should no longer slightly freeze your client

P.S. We’re still working hard with MMO bugs and fixes along with a new Guilds system that took us a bit longer than we’ve expected, to make it work properly. We hope that in a few weeks we will be ready to start wave #1 of the beta tests. Thanks for your patience and support!

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Offline Asid

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Re: LIF:YO Official Updates
« Reply #14 on: August 19, 2016, 04:47:30 PM »
Quickfix ...as usual (1.1.3.2)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

We are true to our customs and as usual we release a quickfix patch right after major patch. This day is not an exception, so here is our quickfix patch! :)

Patch notes (ver. 1.1.3.2):
New features and tweaks:
•   Increased speed of Maul and Sledge Hammer slightly
•   Slightly increased damage of Nordic Sword
•   Slightly nerfed damage of the following weapons: Battle Axe, Nordic Axe, War Axe, Cudgel, Flanged Mace, Morning Star, War Piсk, Light Sabre, Falchion

Bug fixes:
•   Armor can now be properly crafted
•   Fixed one of the frequent crashes
•   Piercing weapons combos fixed
•   F3 button should be properly bind now by default

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