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Author Topic: LIF:YO Official Updates  (Read 2415 times)

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Re: LIF:YO Official Updates
« Reply #15 on: September 13, 2016, 03:48:40 PM »
Some visual improvements (1.1.4.4)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

If you follow our development blogs, you’ll probably have seen that we’ve announced some visual changes in our game! If not, don’t worry - you can take a quick glance at those here. https://steamcommunity.com/linkfilter/?url=http://lifeisfeudal.com/screenshots-comparison-2

This current patch brings those visual changes live to your PCs!

Patch notes (ver. 1.1.4.4):
New features and tweaks:
•   Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
•   Nights have become darker now. Be sure to wield a torch before you go for a wander
•   Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
•   Ambient lighting has been tweaked to provide better visual quality in shaded areas
•   Added some more minor visual effects and improvements
•   Increased warehouses window size for easier inventory management
•   Repair ability duration changed from 5 seconds to 10-8 seconds
•   Fortifications are harder to repair now
•   Large repair kits are now 10x more effective than the small one
•   Added new trophies (boar, wolf, bull)
•   Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house

Bug fixes:
•   Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
•   Some potential/rare crashes have been fixed
•   Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
•   Short Pike and Long Pike "wall of pikes" attacks now works as intended



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Re: LIF:YO Official Updates
« Reply #16 on: October 10, 2016, 06:54:43 PM »
Beta testing branch changes (1.1.5.1 - BETA)    7 Oct

In this beta patch, we’re proud to introduce to you two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms. You may come across some small bugs and glitches here and there, as it is the first time we’ll be testing these new systems on a massive scale with real players, so don’t worry!

Patch notes (ver. 1.1.5.1 - BETA):

New features and tweaks:
•   Implemented completely new AI behavior and spawn algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
•   Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be better now. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
•   Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
•   Added new ability - gathering nuts, which will appear as an inventory item
•   Primitive cooking recipes now available on the big cauldron and kitchen

Bug fixes:
•   Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This might also fix similar bugs with campfires and other objects that have lengthy crafting processes
•   Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
•   Multiple fixes for improper movable objects positioning/drop
•   Traps no longer disable invulnerable players (just spawned on the trap)
•   Fixed mine for copper ability duration
•   Some other minor fixes

We want to warn you that migration from the current branch to the beta branch should be smooth, but you may have some issues migrating existing beta worlds back into the current release state. With this in mind, please save and backup your worlds before you switch from beta back to release!

If you would like to continue to help us with beta testing the new version and new features, please activate the beta using this password: sandboxLUV4evah1



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Re: LIF:YO Official Updates
« Reply #17 on: October 31, 2016, 07:33:00 PM »
(Patch) Halloween ...is when the beta is released! (1.1.5.7)

The Sleeper’s bloody moon, burning heads on sticks and infernal animals is a sure sign that Halloween has come to Life is Feudal!



Plus, in this patch, we are finally releasing a long tested beta branch with two systems, which have been completely rewritten from scratch: animal AI and forest growth algorithms with new bushes.

Patch notes (ver. 1.1.5.7):

New features and tweaks:
•   Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
•   Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
•   Cells blocked by buildings/tunnels/forest visualizations are now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
•   Added burning heads on sticks
•   Added Sleeper’s moon visuals. Wolves have demonic eyes now too
•   Added new ability - gathering nuts, which will appear as an inventory item
•   Primitive cooking recipes now available for the big cauldron and kitchen
•   Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels

Bug fixes:
•   Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
•   Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
•   Multiple fixes for improper movable objects positioning/drop
•   Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
•   Fixed mines for copper ability duration
•   Some other minor fixes

P.S. A note to server admins is that on some over-terraformed servers the new navmesh for animals could take up to 30 mins to generate properly.


Happy Halloween!


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Re: LIF:YO Official Updates
« Reply #18 on: November 26, 2016, 03:40:18 AM »
Fall in! (1.1.7.0 (BETA))
25 NOVEMBER - LIFE IS FEUDAL

Hey everyone,

We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other.
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.

Patch notes (ver. 1.1.7.0):
New features and tweaks:
•   Falling damage has been re-enabled. Take care jumping now!
•   Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
•   Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld
•   Melee attacks with insufficient skill are 25% slower now (instead of 50%)
•   Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
•   Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
•   Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
•   Fixed Shield block animation
•   The speed that you raise your shield is now dependent on shield weight
•   Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
•   Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
•   New training field model added and tweaked recipes for it
•   Reworked alchemy herbs so they are now easier to spot and target in grass
•   Critical equipment weight is now dependent on Constitution
•   Critical equipped weapon weight is now dependent on Strength
•   Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
•   Added the ability to fight with a spear and shield (Both appropriate skills are required)
•   Added regions and the ability to craft with regional resources has been introduced
•   Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
•   Inventory no longer has magical healing properties for horses
•   Some weapons now have a chance to stun or knockout an enemy
•   Stun resistance is now dependent on Willpower
•   Each point of Intelligence now gives 2 skill points
•   The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
•   Changes made to some building and item recipes
•   Sleeper’s moon night has been removed. Maybe we’ll see it again …someday

Bug fixes:
•   Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
•   Multiple chat window related fixes and tweaks
•   Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
•   Fixed a bug with incorrect weight calculation when moving containers inside your inventory
•   Fixed a rare network related crash
•   Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
•   “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
•   Client runs more smoothly when launching and added a splash screen while the client is loading



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Re: LIF:YO Official Updates
« Reply #19 on: December 01, 2016, 08:34:23 PM »
Fall in, now! (1.1.7.4) Update
Community Announcements

Hey everyone,


We’re releasing the changes you may have seen in our announcement of the BETA branch patch notes. Now all of these changes are being released along with some few minor adjustments and fixes. Full patch notes below:

Patch notes (ver. 1.1.7.4):

New features and tweaks:
•   Falling damage has been re-enabled. Take care jumping now!
•   To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
•   Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
•   Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
•   Melee attacks with insufficient skill are 25% slower now (instead of 50%)
•   Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
•   Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
•   Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
•   Fixed Shield block animation
•   The speed that you raise your shield is now dependent on shield weight
•   Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
•   Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
•   New training field model added with tweaked recipes for it
•   Reworked alchemy herbs so they are now easier to spot and target in grass
•   Critical equipment weight is now dependent on Constitution
•   Critical equipped weapon weight is now dependent on Strength
•   Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
•   Added the ability to fight with a spear and shield (Both appropriate skills are required)
•   Added regions and the ability to craft with regional resources has been introduced
•   Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
•   Inventory no longer has magical healing properties for horses
•   Some weapons now have a chance to stun or knockout an enemy
•   Stun resistance is now dependent on Willpower
•   Each point of Intelligence now gives 2 skill points
•   The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
•   Changes made to some building and item recipes
•   WIld animals now walk and turn properly on terrain with proper animations
•   copper ingots, bars, lumps excluded from Common metals group
•   specific metal in some recipes changed to Common metals
•   quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
•   Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday

Bug fixes:
•   Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
•   Multiple chat window related fixes and tweaks
•   Recycling of metals now should provide more adequate results
•   Fixed incorrect wild animal AI calculations that caused excessive lag on servers
•   Wild animals’ tracks now correctly lead you to the wild animal
•   Fixed a bug with incorrect weight calculation when moving containers inside your inventory
•   Fixed a rare network related crash
•   Fixed a rare shadows bug, when observing terrain from a high elevation
•   Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
•   “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
•   Client runs more smoothly when launching and added a splash screen while the client is loading

-The team


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Re: LIF:YO Official Updates
« Reply #20 on: December 23, 2016, 08:51:28 PM »
Merry Feudalism! (1.1.8.0)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

With the release of the current patch we have tried to create a Christmas mood in the game. The main news is that we've added holiday hats, boots and mittens in this patch! Put them on and wear them with pleasure. Let Santa know, that Life Is Feudal should be the next place for him to come visit!

To create your hats and other items, you must have linen as well as wool or silk cloth. The required materials depend on the type of item you desire. Sew it with the Weaver's Toolkit. For boots and mittens you need just one linen cloth for each item.

Patch notes (ver. 1.1.8.0):

New features and tweaks:
•   Added Christmas is feudal special set of craftable items - hats, boots and gloves
•   You can now bind yourself to siege tents and keeps. Resurrecting there will significantly decrease your resurrection sickness. Recommended to do only for important warriors in an events involving sieges/raids.
•   Implemented a shiny new GM robe, old GM robe is called "Believer Robe" now.
•   Torch can now be easily made out of basic materials and does not require naphtha. It does not require Demolition skill and deals VERY low siege damage
•   Added new weapon item "Siege Torch". Made with Warfare Engineering from naphtha, required Demolition skill, has normal siege damage
•   Added a loosen snow substance to avoid steep hills being created with snow
•   Added sow, cow and hind wild animals to the game
•   Decreased wild animals chance to inflict wound/fracture/stun
•   Removed ability to block with a pike
•   Defensive fence: damage now dependent on actual durability instead of objects weight
•   Boar and moose attacks damaging sector/reach increased
•   Wild animals should be properly animated on steep terrain tiles
•   Entities: loot, dropped objects, tombstones, corpses are excluded from "Inspect Object" ability
•   Shape ability is now back in Material preparation skill.
•   Mortar and pestle can now be crafted with a branch as other primitive tools
•   Implemented GM log in Database. May be handy for admins to monitor GMs activity
•   Implemented /JT GM command that allows a GM to jump on certain parts of any terrain. Also implemented /invul command, that grants invulnerability to a GM
•   Players should have a proper invulnerability buff, after log in and recall to home. Effect disappears as soon as player starts movement.
•   Adding support of Czech and Korean languages.

Bug fixes:
•   Players that have fallen under the terrain should be returned back to the surface automatically
•   Fixed rare crashes on tooltips
•   Fixed formations related bug that could result in a huge defense bonus making player almost invulnerable
•   Fixed GM camera jittering while flying in it
•   Fixed permanently sliding/hanging horses
•   Optimized wild animals navmesh. That should improve performance during maintenance, but might increase new world creation time
•   Fixed emotes sounds

We hope you enjoy today's patch!
Merry Christmas and happy holidays!



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Re: LIF:YO Official Updates
« Reply #21 on: December 27, 2016, 04:18:30 PM »
Crops Growth Fix (1.1.8.1)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).

So let’s say that you have had the following weather in the last two weeks in game:
•   Day 1: Sunny
•   Day 2: Shower (+1 growth)
•   Day 3: Shower
•   Day 4: Sunny (+1 growth)
•   Day 5: Shower (+1 growth)
•   Day 6: Cloudy
•   Day 7: Cloudy
•   Day 8: Shower
•   Day 9: Sunny (+1 growth, you’ll see green sprouts)
•   Day 10: Shower (+1 growth)
•   Day 11: Shower
•   Day 12: Cloudy
•   Day 13: Sunny (+1 growth)
•   Day 14: Shower (+1 growth)
•   Day 15: Sunny (+1 growth, you’ll see fully grown crops that can be harvested)

After three more growth increments, fully grown crops will rot and disappear. So, as you can see, you need an ideal balance of sun and rain for your crops to grow faster. Spring and early Summer are the best seasons for crop growth, of course!

Plus, after this fix, crops should grow significantly faster now.
P.S. There are some minor tweaks to the skills progression speeds and stamina they spend.

-The team



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Re: LIF:YO Official Updates
« Reply #22 on: February 02, 2017, 03:18:22 PM »
64bit Client and Server Released! (1.2.64.5)
Community Announcements - Life is Feudal (Bobik)

Hey everyone,

After approximately one week of public beta testing, we’re happy to announce that our 64bit client and server application are stable enough for release! Here are the patch notes covering changes since the previous 1.1.8.1 version patch.

Patch notes (ver. 1.2.64.5):


New features and tweaks:
•   64 bit client and server applications released
•   Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
•   Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
•   Removed ability ‘Create’(id=101)
•   Corrected tabs in building list
•   Recipes: Floor lamp, Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
•   Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
•   Palisade Wall required Construction=20 (instead of 60)
•   Wooden Wall required Construction=30 (instead of 65)
•   Small Stable required Construction=60 (instead of 90)
•   Stone Wall required Masonry=0 (instead of 30)
•   Other minor recipes changes
•   Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
•   Included some render optimizations
•   Hunger meter is set to 100 after respawn now
•   ‘Dry a Hide’ ability moved from 60 to 30 skill
•   ‘Use Tanning Tub’ ability moved from 60 to 0
•   ‘Pick Up’ ability moved from 60 to 0
•   ‘Pick up a Hide’ ability moved from 60 to 30
•   ‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
•   ‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30

Bug fixes:
•   Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
•   You can sit on a chair inside buildings now
•   Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
•   Normalized the video intro sound volume
•   Fixed a black screen bug that caused loading problems on some hardware specs
•   Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
•   Fixed particle lighting issues
•   Fixed some issues with Invulnerability effect mechanics
•   Fixed a couple of memory leaks that have caused unstable behavior of the application

Please keep in mind that crashes are still possible, so we want to thank you in advance for reporting them here, providing comments while reporting and especially for your patience and understanding!

We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!

-The team



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Re: LIF:YO Official Updates
« Reply #23 on: April 14, 2017, 12:09:32 AM »
Time for a Your Own update (1.3.0.1)
Community Announcements - Life is Feudal

Hey everyone,

After some extensive work we’ve completed, we’re finally glad to announce that all of the major changes, which some of you noticed in Life is Feudal:MMO, have been by adopted, and patched to, Life is Feudal: Your Own.

Enjoy!

Patch notes (ver. 1.3.0.1):

New features and tweaks:
•   Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
•   Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
•   Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
•   Implemented parallax effect on terrain textures
•   Added ‘Maximized window’ display mode
•   You can change language in Game settings menu now, as well as guid invites, groups and barter requests
•   All types of damage affect movable objects now
•   Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
•   Rebalanced all types of armor. Armor now has a bonus effects according to required skill
•   Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
•   Increased blueprints probability to be dropped during crafting actions from 1% to 5%
•   Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
•   Doubled velocity multiplier in thrust attack speed bonus calculation
•   Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
•   All trebuchet related actions require 60 Demolition skill now
•   You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
•   Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
•   All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
•   Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
•   Hit damage type transforms to blunt when hit is blocked by a shield
•   Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
•   New ‘Siege Torch’ weapon
•   Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
•   Nerfed lances damage multiplier
•   Tweaked unit weight of polearms
•   Partisan weapon is shorter now
•   Increased speed of overhead attacks with two-handed pole weapons
•   Swamps and snow now affect horses speed
•   You can flatten paved tiles now to build structures on them
•   Day cycle min to max range changed to 1- 24 (real life hours per in game day)

Bug fixes:
•   Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
•   Pines and spruces have proper collisions now at all growth stages
•   Iron Grip ability should no longer switch player to a peaceful stance
•   Royal horse in an unstoppable gallop state should work properly now
•   Fixed an issue with cooldowns of disabled abilities
•   Fixed a server crash with the barter window
•   Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
•   Fixed incorrect tiles blocking while terraforming
•   Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
•   ‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
•   Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
•   Fixed ‘jump to the sky on a tunnel edge’ bug
•   Autocraft ends when the tool reaches 0 durability
•   Multiple combat mechanics-related bugfixes
•   Fixed some minor chat and chat window related bugs
•   Some other server and client side crash fixes and optimizations

-The Team
•   (UPDATE) Due to the implementation of the new blocked tile determination method, some players may encounter certain sections of their existing walls to be aligned in the wrong direction. The new method we are using is overall better, however, if you encounter this “wall problem” we suggest you to remove the affected wall section, flatten the terrain tile and build a new section with desired orientation. (We believe your server GMs will gladly assist you in doing so)



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Re: LIF:YO Official Updates
« Reply #24 on: April 14, 2017, 12:11:10 AM »
Time for a Your Own quick fix update (1.3.0.3)
Community Announcements - Life is Feudal

Hey everyone,

Fortunately, we are staying true to the good old game dev tradition of providing a quickfix patch to the recent major patch. Here are couple of issues that we’ve fixed with the current update.

Patch notes (ver. 1.3.0.3):

Bug fixes:
•   patch.sql script was fixed. This should resolve issues on these dedicated servers. They had no root rights while executing scripts in the database. That lead to numerous different bugs - skills lock/unlock, inability to see dropped objects, animals not producing corpses, trees not producing logs after being chopped down, crashes when taking resources from Drying racks and Tanning tubs etc
•   Fixed an issue that prevented some wall and fence construction from being completed when they were adjacent to other walls, fences or unmovable objects
•   Fixed a bug with improper damage calculations inflicted by arrows and bolts to buildings

Dear LiF:YO servers owners, if you are still experiencing problems with your server’s patching/initialization, please send your server logs and DB dumps with a problem description straight to us: helpme@lifeisfeudal.com.

Note: We've implemented separate skillcap (crafting, combat, minor) server setting. Dedicated servers' skillcaps can not be reconfigured automatically. Server admins will have to change 'world.xml' files manually to configure different caps to:

<skillcap>
<group id="1" value="400" />
<group id="2" value="400" />
<group id="3" value="400" />
</skillcap>

For further information please contact us via the email above.

-The team



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Re: LIF:YO Official Updates
« Reply #25 on: April 14, 2017, 12:12:12 AM »
Moderately quick fix Your Own update (1.3.0.5)
Community Announcements - Life is Feudal

Hey everyone,

Tradition is a feudal must, so here is another fix for the latest game update.

Patch notes (ver. 1.3.0.5):

Bug fixes:
•   Fixed an issue that caused improper skillcap calculation, which didn’t take intellect into account
•   Proper conversion of old single skillcap settings to the new crafting/combat/minor skillcap for existing dedicated servers
•   Only the thrusting spear attack can not be parried at 90 Spearman skill. Overhead and slashing attacks will be properly parried now
•   You now can not attack with bec-de-corbin while mounted
•   Skillcap information in the server browser is now indicated properly

-The team



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