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LIF:YO Official Updates

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Asid:
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.

Asid:
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

Asid:
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.

Asid:
(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.

Asid:
(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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