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LIF:MMO Official Updates

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Asid:
Judgment Hour Dangers and Fixes! (0.20.6.2)
1 Mar - Life is Feudal (Bobik)


One of the most important changes in this version is that we’ve managed to find and fix the bug that was making JH raids almost useless, because nothing could be done on the enemy fief. We’ve fixed this bug and did some fine tuning to the original list of abilities that can be performed by attackers on the defenders’ fief during JH. During ANY normal JH, you will NOT need a “burning” lvl 3 outpost nearby to be able to do the things listed. You can see the full list here


Patch Notes (ver. 0.20.6.2):

New Features and Tweaks:
•   Properly implemented the abilities that can be used by enemies while raiding fiefs with JH active
•   Added spawn and despawn animations for natives
•   Fixed a bug where natives could not hit players that were sitting or surrendering
•   Animals should be easier to find with the tracking ability now
•   Made Trade Posts more easily available in the early stages of the game by changing the recipe for them - Gate module changed to the Door module
•   Tweaked speed multipliers for moving objects: carts - 0.95, plough - 0.7, carrying on back - 0.85
•   Changed skill requirements for the following Tailoring recipes:
 * Linen Cloth: 30 -> 0
 * Tabard: 30 -> 0
 * Leather strips: 0 -> 30
 * Banner: 30 -> 0
•   Changed Weaponsmithing recipes:
 * Bec de Corbin: Toughened Bars 1 -> 2
 * Pollaxe: Case-hardened Bars 1 -> 3
 * Bardiche: Case-hardened Bars 1 -> 3
 * Partisan: Toughened Bars 1 -> 3
 * Battle Axe: Case-hardened Bars 3 -> 2
 * War Axe: Common Bars 3 -> 2
 * Lance: Toughened Bars 1 -> 2
•   Removed movable snowball recipes to prevent their usage during sieges/JH
•   Changed regional building logs to regional boards in all outpost building recipes that contained logs
•   Soft wool icon is fixed
•   Decorated clothing: silk removed from recipe, wool cloth x3 -> x6
•   Decreased the price of Gold Ore and Silver Ore for the guild rating calculations. That means that guilds that had hoarded a lot of precious ore will still not be considered as a super advanced high rank guilds.
•   Removed “auto repeat” icon for the Flatten abilities
•   Added possibility to smelt new type of bars from ingots and ingots from bars (Case-hardened and Toughened)
•   Fixed Armorsmithing 60 description
•   Added new angle wall with the gallery section
•   Changed visual look of: Heavy Crossbow, GrossMesser, Maul
•   Knool's (natives) weapon names changed according to the lore. They should be less effective in the PvP now too.
•   Church renamed to “Sanctum of the Sleeper”
•   Changed the way many incomplete buildings look

Bug Fixes and Optimizations:
•   Fixed an issue where some characters could not level up 2 skills simultaneously even when they had a premium subscription active
•   Fixed multiple connection issues
•   Fixed a bug where the quality of a crafted item was incorrectly capped due to the new metals in its recipe
•   Old legacy Trade Posts on Epleland should not longer be destroyed when building an outpost on those fiefs
•   Fixed mining bug where some rare drops (gems) were not appearing correctly
•   Fixed JH now/JH soon icons to be properly displayed on all fiefs on the map
•   Prime time changing should not glitch now if the guild that made it has changed its leader
•   Fixed a ranking calculation issue where some guilds would get incorrect rank if they are near the servers borders
•   Fixed an exploit that in some cases could result in a damage to the private claims that are not far from the protectorate borders
•   Fixed a server crash related to the usage of a weapon when its skill was downgraded by an offline skills leveling system
•   Fixed incorrect luck attribute values on some of the characters that were transferred from Epleland to Godenland
•   Fixed an issue where premium boosters would disappear after crossing server borders
•   Random bug where player would suddenly start hearing sounds as if he is submerged under the water is fixed now
•   Multiple system processes and internal system optimizations
— The Team

Asid:
NOT 0.2.5 time yet. But it is time to go after the provinces! (0.20.10.1)
15 MAR @ 6:14PM - LIFE IS FEUDAL (BOBIK)


As it often happens we’ve stumbled upon some bugs in new systems that we have been developing for the LiF:MMO 0.2.5 update. This will forces us to delay its release for next week. The good news is, that this patch contains a lot of good fixes and effectively unlocks the province rush. IB totems now costs “only” 10 Gold Coins instead of 50 as it was before! Go grab some provinces to get taxes coming in and start generating a return on your expenses!

Patch Notes (ver. 0.20.10.1):

New Features and Tweaks:
•   Instanced Battle Totem cost significantly reduced to only 10 Gold Coins (from 50)
•   All Jewelry can now be sold to the Crown
•   Added guilds JH schedule page in the guild dashboard that can be accessed by everyone to see when guilds will have active JHs
•   Added confirmation messages before the initiation of outpost upgrades to avoid accidental outpost upgrades
•   Updated Instanced Battle informational messages, who sees them and when
•   Enemies and everyone who does not have “Can build” access rights should no longer be able to initiate the upgrade of your outposts. Though they are still allowed to manage it and steal the production from it.
•   Fixed usability of **Improper Honey** recipe. It can be cooked in the kitchen now.

Bug Fixes and Optimizations:
•   Fixed fief and objects access rules messed up after crossing server node borders
•   Fixed many issues that appeared upon reconnection and some server node crossing bugs.
•   Fixed commission calculation bugs in the Market interface
•   Fixed claim rules management for Trade Posts
•   Outpost max support points visual text should be correct now and show the actual amount of max support points that can be added to it
•   Gems should now drop properly when mining ores
•   Fixed proper skill calculations when not using an active premium subscription
•   Server node border crossings should not cause visual skill raise bugs anymore
•   Fixed the seeding and harvest of Cultural Onions bug
•   Both types of Grape harvests should work properly now

— The Team

Asid:
Update 0.2.5 is Out! (0.25.0.5)
22 MAR - LIFE IS FEUDAL (BOBIK)


Well, the title says it all - update 0.2.5 is here at last! We expect this update should make getting started and beginning your adventures much easier, adding more immersion and also unlocking majestic town patterns for architects! Make sure to read all the information in the patch notes below!

Patch Notes (ver. 0.25.0.5):

New Features and Tweaks:
•   You can now sacrifice your combat and crafting experience to the gods via idols and altars. This sacrifice will also add to your points in the rankings for the god you’ve sacrificed your XP to. If you happen to be in the top 100 players for the god when Makthrid elections start - you will get a blessing that will increase the speed of skill increases for the skills that current god governs!
•   You can now increase a fief with your guild monument and all fiefs that neighbor this fief. Fief increase will increase its size by 1 tile in all directions. This means that once you increase 2 neighboring fiefs you will remove the stripe of neutral tiles between them effectively connecting those two fiefs for your construction desires!
•   New type of outpost implemented - Military Outpost. These outposts can be used as Rally bind points and can be built on any unclaimed fief, no matter where the guild’s monument and its other fiefs are located. We plan to add NPC archers to these outposts in following patches.
•   Implemented climbing! If you approach terrain or objects that are too steep to traverse normally, your character will start climbing automatically. You need to make sure that you’re in a peaceful stance and facing the slope with your character. Works for the surfaces angled between 45 and 75 degrees. Anything vertical or close to be vertical cannot be climbed.
•   Siege ladders and siege platforms are implemented. Only these types of objects can be constructed, moved and dropped on enemy fiefs during JH. Combined with the new climbing system this should create more realistic looking raids and sieges! Siege ladders, siege platform and sapper charges can now be dropped on the ground without them turning into a bag the way as it was working before.
•   You can now use God’s Coins to pay for your monuments and outposts maintenance.
•   You can use God’s Coins to support your outposts (or any other guild outpost if you were given the right to) remotely via the Guild Monument ability.
•   Outpost and monument maintenance base price has been decreased (from 0.2 copper coins per tile per in-game day to 0.15)
•   Multipliers for higher level outposts and monuments have been significantly decreased:
Lvl 3 outpost and monument - multiplier changed from x10 to x8
Lvl 4 monument - multiplier changed from x24 to x16
•   Significantly boosted Natives’ loot. There's a much higher probability for them to drop unique loot items that can be sold to the Crown.
•   Added the Hour of Inspiration booster that can be bought in the Premium shop to get a temporary Inspired Work effect (abilities can be performed 20% faster)
•   Animals in stables, barns, and coops should no longer die for any reason unless they contract disease caused by the lack of hygiene (stables are dirty) or simply of an old age. There should be no random unexpected deaths to other reasons.
•   Plants will no longer lose their quality due to improper crop rotation
•   A month of the free Inspired Work boost from the Pioneer's amulet has passed. Pioneer’s amulets are no longer providing any special bonuses.
•   Added visually different textures for whitewood and amberwood logs

Bug Fixes and Optimizations:
•   Fixed some rare server node crashes
•   Fixed a bug with per object rules overriding “can build” access for players making some abilities inaccessible. That should make it possible to upgrade some outposts that were not upgradable before.
•   Trading Post support points should now show correct values
•   Fixed Cultural Onion, both types of grapes, some grains and some vegetables that were not working correctly in some cases
•   Fixed Cultural flax harvested quantity
•   Weaver’s Toolkits can now be repaired
•   Fixed Thick leather recipes. Any Thick or Thin leather should be available in the simple recipes list.
•   Fixed a bug where you could become a student of your own school.
•   Brewed Honey should now be available in the kitchen cooking recipes

— The Team

Asid:
Fixes and Tweaks (Tome #1) (0.25.2.0)
29 MAR - LIFE IS FEUDAL (BOBIK)


In this patch and in a few of the following ones new features will be put on the back burner as we focus on a huge amount of bug fixes and gameplay tweaks. We hope you’ll like it!


Patch Notes (ver. 0.25.2.0):

New Features and Tweaks:
•   Climbing now consumes stamina and stamina regeneration is slowed when you’re climbing. Slightly improved and tweaked climbing algorithms.
•   Zweihaender hit nodes fixed. Its reach should be adequate and equal to its visual model.
•   Removed the force field from Private claims. Owners of private claims can use Trespassers! Ability to forcibly remove trespassers from their private claim.
•   White meat, beef and pork can now be sold to the Crown
•   Siege ladders can now be constructed with any type of hammer
•   Ability "Create Warfare Construction" now available at level 30 of the Warfare Engineering skill
•   You can dig natural snow (snow that was on the map initially) and build tunnels in it
•   "Repeat"/"Do once" buttons are now available for the “Dig a tunnel" ability
•   Only leader and minor leader can now initiate an outpost and monument upgrade for their guild
•   Updated level 2 and level 3 Military Outpost visuals
•   Blade Stand decoration visuals updated
•   Natives should no longer drop Irregular Alloy
•   Added cooldown for Claim Outpost ability. Now at least 24 hours must pass since it was last used on an outpost before it can be used there again.
•   Added cooldown for Outpost Upgrades. Now 3 real days must pass between consecutive outpost upgrades.

Bug Fixes and Optimizations:
•   Fixed a problem with some IBs where some players were spawned at wrong coordinates rendering them unable to participate
•   Fixed a bug where outposts that were undergoing upgrades could not be claimed. Claiming these outposts will now reset the upgrade process, thus be careful and upgrade your outposts ASAP and protect them during the process!
•   Expanded fiefs that were suddenly shrinking should be fixed now and the cause of this behavior is fixed
•   Objects and buildings that are standing on former fief border lines should not decay. Now the expanded fiefs should not suffer from walls and buildings decaying on their newly claimed tiles.
•   Guilds can now be properly deleted
•   Fixed some outposts being usable from far distances making it easier to stop their claiming process
•   Fixed some problems with fief access rights management when reconnecting to a server node
•   Tanning tubs, drying racks should no longer be bugged after the server restart and should work properly now
•   Fixed an issue where Carpenter's Outfits were consuming all their ingredients during crafting and not producing an outfit as a result
•   Skill progression is fixed now so it stops at 30, 60, 90 level of skill (as it used to and as it is supposed to)
•   Fixed Wooden School construction recipe
•   Fixed some broken descriptions for Natives’ Trinkets

— The Team

Asid:
Fixes and Tweaks (Tome #2. Outposts) (0.25.3.1)
05.04.2019


We have determined that outposts should not completely replace the extraction of resources, but should simplify the gathering of regional items, or the gathering of resources that are difficult to reach in a particular area, such as sand and clay by increasing production rates for these resources.

Patch Notes (ver. 0.25.3.1):

New Features and Tweaks:
•   Any object that is placed outside of claimed areas on the Green (protectorate) zones decays, and can now be damaged and destroyed by anyone
•   Tweaked Outpost production rates. Following production rates are given for a 100 quality outpost (with only an Overseer in it). Each additional Slave of 100 quality will add the same amount of production to the total.

---Mine Shaft---
All levels now produce regional ores, amount of charcoal has been increased.
•   Level 1: 5 Copper Ore (regional) or 5 Iron Ore (regional) or 20 Charcoal
•   Level 2: 10 Copper Ore (regional) or 10 Iron Ore (regional) or 40 Charcoal
•   Level 3: 20 Copper Ore (regional) or 20 Iron Ore (regional) or 80 Charcoal

---Herbalist's Hut---
Amount of herbs has been slightly increased.
•   Level 1: 12 Herbs (of any type)
•   Level 2: 24 Herbs (of any type)
•   Level 3: 48 Herbs (of any type)

---Lumber Mill---
All levels now produce regional boards, which amounts have been increased.
•   Level 1: 2 Hardwood Board (regional) or 2 Softwood Board (regional)
•   Level 2: 4 Hardwood Board (regional) or 4 Softwood Board (regional)
•   Level 3: 8 Hardwood Board (regional) or 8 Softwood Board (regional)

---Quarry---
Amount of clay and sand has been significantly increased.
•   Level 1: 40 Clay or 40 Sand
•   Level 2: 80 Clay or 80 Sand
•   Level 3: 160 Clay or 160 Sand

---Forager's Hut---
Amount of plant fiber, mushrooms and berries have been increased.
•   Level 1: 20 Plant Fiber or 10 Mushrooms or 15 Berries
•   Level 2: 40 Plant Fiber or 20 Mushrooms or 30 Berries
•   Level 3: 80 Plant Fiber or 40 Mushrooms or 60 Berries

---Mill---
Amount of crops has been increased.
•   Level 1: 10 Crops (of any type)
•   Level 2: 20 Crops (of any type)
•   Level 3: 40 Crops (of any type)

---Knackery---
All levels now produce regional leather and meat, which amount has been increased.
•   Level 1: 2 Thin Leather (regional) or 2 Thick Leather (regional) or 10 Game Meat (regional)
•   Level 2: 4 Thin Leather (regional) or 4 Thick Leather (regional) or 20 Game Meat (regional)
•   Level 3: 8 Thin Leather (regional) or 8 Thick Leather (regional) or 40 Game Meat (regional)

---Geognosy Pit---
Amount of baromsag has been increased. Friendly reminder, that baromsag can be used to improve the quality of substances such as ores, soils, and rocks. As an example, you can improve the quality of 80 pieces of soil from 10 to 100 with 10 pieces of 80 quality baromsag.
•   Level 1: 2 Baromsag
•   Level 2: 4 Baromsag
•   Level 3: 8 Baromsag

---Slave Camp---
No changes
•   Outposts' containers are the same capacity now (10000 stones), Trading Posts still remain 1000 stones
•   Fixed the problem with the ability to drop siege ladders in mid-air
•   Fixed Pack of Throwing Knives missing from the Forge → Weapons recipe list
•   Fixed heavy and royal padded armor recipes ("Cloth processed materials" changed to "Hank of Wool (any)")
•   Sinner's Head excluded from the list of items that can be sold to the crown
•   You can now equip your weapons, shields, and tools by dropping them on the first 4 hotbar slots
•   You can add a good amount of XP into you Minor experience pool by using the Lift ability. Do you even lift, bro? :)
•   Fixed Apple Tree collisions so they can no longer be used as walls if planted in a row
•   Planted crops can now be shoveled and plowed (terraformed)
•   Packed shader, localization and EULA files into packs to prevent their alteration on the client side. Including the removal of fog. BOOM!

Bug Fixes and Optimizations:
•   Food Preparation ability used without the tool should no longer take long amounts of time to complete
•   Skill bonuses from different effects (for instance effects from Outfits) should be properly calculated and displayed now
•   Chieftain is no longer dropping a Lump of Irregular Alloy that cannot be smelted. It is dropping Irregular Alloy instead, that CAN be smelted. The Witch drops regular Wool Cloth instead of useless regional.


— The Team

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