Dogs Of War Vu

Sim/Strategy/War => Games Discussion => Life Is Feudal => Topic started by: Asid on January 20, 2016, 09:09:19 PM

Title: LIF:YO Official Updates
Post by: Asid 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.

Title: Re: Official Updates
Post by: Asid 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
Title: Re: Official Updates
Post by: Asid 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.

Title: Re: Official Updates
Post by: Asid 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.
Title: Re: Official Updates
Post by: Asid 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!
Title: Re: Official Updates
Post by: Asid 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! :)

Title: Re: Official Updates
Post by: Asid 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
Title: Re: Official Updates
Post by: Asid 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
Title: Re: Official Updates
Post by: Asid 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! :)
Title: Re: Official Updates
Post by: Asid 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!
Title: Long live LiF:YO! (1.1.2.1)
Post by: Asid 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.


(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/6774404/45dcfa524794fa9e2306cf1eb6728fd369ccca08.png)
Title: Re: Official Updates
Post by: Asid 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.
Title: Re: Official Updates
Post by: Asid 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
Title: Re: Official Updates
Post by: Asid 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!

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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!

(http://images.akamai.steamusercontent.com/ugc/224445064271766926/F8FE64DB7AB2A303920CD79A9D342582CA5B0907/)

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!
Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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
Title: Re: LIF:YO Official Updates
Post by: Asid 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!

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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)

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid 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

Title: Re: LIF:YO Official Updates
Post by: Asid on June 12, 2017, 11:37:02 PM
Easter is coming! (1.3.0.8)
Life is Feudal: Your Own - Life is Feudal (Bobik)

(http://cdn.akamai.steamstatic.com/steamcommunity/public/images/clans/6774404/197bf5636f5527fe019a76ceeb33b39930babd2e.png)

Hey everyone,

Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…

And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!

Send in your Easter screenshots or tag us using #FeudalEaster

Patch notes (ver. 1.3.0.8):

New features and tweaks:
   Added Easter eggs and bunnies in game for the Easter weekend and the following week. The bunnies have a unique ability to lay easter eggs in coops!

We hope you all have a great weekend!

-The team
Title: Re: LIF:YO Official Updates
Post by: Asid on June 12, 2017, 11:38:28 PM
Minor patch (1.3.1.0)
Life is Feudal: Your Own - Life is Feudal (Bobik)

Hey everyone,

We have talked our bunnies into behaving like proper rabbits, so no more eggs from them. The bunnies have also told us how to fix a few issues, the complete list is below!

Patch notes (ver. 1.3.1.0):

Bug fixes:
•   You can build on unflattened terrain tiles in GM mode now
•   You can dig a tunnel near flattened tiles now
•   No more unknown damage type, correct type of received damage (impact damage) is properly indicated now
•   No more dying from falling on respawn. We have implemented a new spawn algorithm.
•   Melee damage to movable objects works as intended now
•   No more infinite stun when being knocked down while riding a horse
•   Terrain quality setting is preserved after the game restarts now
•   Death resets food quality multiplier to default value now
•   Rope was not a realistic item for higher tier monuments and does not contain enough value. More appropriately valued items will be needed to increase claims at higher tiers.


-The team
Title: Re: LIF:YO Official Updates
Post by: Asid on June 12, 2017, 11:40:51 PM
Nowhere to hide (or logout in combat) (1.3.2.2)
Life is Feudal: Your Own - Life is Feudal (Bobik)

Hey everyone,

Along with some other features, bugfixes and tweaks we’re glad to introduce the 30 sec logoff timer. There is no way for your enemy to disappear right before death, because they logged off instantly.

P.S. Check out our new company logo ;)
Patch notes (ver. 1.3.2.2):

New features and tweaks:
•   Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
•   Honorable Death - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
•   Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
•   Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
•   You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
•   You can now place all tamed animals into carts and warehouses
•   "Sow Flax" ability now requires 30 skill level
•   You can erect a monument on paved tiles now
•   You can now eat preparations while mounted
•   “Slow” effect can now be removed by an “Arghh!” ability
•   Optimized server to database communication
•   Slightly optimized netcode
•   Added a new Bitbox logo intro
•   Armor textures slightly tweaked and renewed
•   In GM mode you can speed growth of crops in the targeted cell by typing /growcrops in the console
•   Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
•   Grossmesser damage reduced
•   Siege tent decay speed has been reduced
•   New, improved Inspect skill

Bug fixes:
•   Removed a /stuck exploit that allowed you to get inside houses while relogging on their roof
•   Fixed several coop issues, both mechanics and GUI
•   Removed a client side deadlock
•   Fixed some of the problems with terraforming without a tool in your hands
•   Primitive tools no longer stack bonuses of better equipment
•   Rare alchemy/herbalism crash fixed
•   Fixed a gameplay bug where you could cook on a broken campfire indefinitely
•   Fixed improper birch log durability
•   Homecoming cooldown can no longer be refreshed by relogging
•   You can no longer flatten an already flat tile for additional skill gain
•   Mining time for copper vs iron has been tweaked
•   Chances to find rare minerals and gems at level 60 and 90 of Mining skill are as intended now
•   Blacksmith outfit now grants a proper bonus to the skill
•   Trebuchet max fire distance adjusted
•   You can no longer track other player’s activity via the console
•   Armorsmith and Ranger skills trivia updated to correctly describe the skills
•   World selection button removed from the character selection screen
Title: Re: LIF:YO Official Updates
Post by: Asid on June 12, 2017, 11:42:11 PM
A few hotfixes have arrived (1.3.2.4)
Life is Feudal: Your Own - Life is Feudal (Bobik)

Hey everyone,

We have located and executed a few nasty bugs that managed to get into our release build. Releasing those fixes now.

Patch notes (ver. 1.3.2.4):

Bug fixes:
•   Fixed a bug that showed blocked cells as green (unblocked)
•   Reenabled bind of “V” button to look at your character
•   Fixed 0 quality dung
•   Fixed bugs that kept your body in the world, after you’ve performed a suicide
•   Provided fixes of multiple issues with stables and other buildings construction processes
•   You can perform a suicide only with bladed weapons. Text was changed accordingly.
•   Tweaked mining skill descriptions in the skill book

-The team
Title: Re: LIF:YO Official Updates
Post by: Asid on September 02, 2017, 12:05:59 AM
Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1)
31 AUGUST - LIFE IS FEUDAL (BOBIK)

Hey everyone,

In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!

Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:
•   Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
•   Implemented ‘Personal Claim’ system
•   Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
•   Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
•   New tooltips system implemented - you can now see detailed information about items, character stats and active effects
•   Claim radius is now shown in tiles (1 tile side = 2 meters)
•   Guild claim rendering distance is lowered
•   Guild land maintenance price decreased
•   Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
•   Special attack damage multipliers boosted
•   Removed ignore parry on 90 lvl Spearman
•   90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
•   Lancers can’t attack on low speed anymore
•   Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
•   You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
•   Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
•   Armor effects now properly scale with the armor quality
•   Archer Stand and Defensive Fence now set up immediately in a complete state
•   Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
•   A bunch of crafting recipe tweaks

Bug fixes and optimizations:
•   Slightly optimized netcode
•   Optimized guild lands drawing algorithm
•   Optimized server to database communication
•   Fixed client crash on claim removal
•   Fixed inability to use Sacrifice when a monument is being upgraded
•   A few server crash issues have been addressed
•   Optimized collision models of some objects. This should boost servers performance slightly.
•   Fixed an exploit making some players invulnerable
•   Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
•   Now renaming, opening and dropping bags and similar containers is working properly
•   Ranger skill abuse with pavise fixed
•   Fixed ability to draw a spear on horseback
•   Fixed terraforming related substance dupe
•   You can no longer add fuel to damaged devices
•   Fixed the quality cap on metal types in the case of chainmail armor crafting
•   Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
•   Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
•   You can gather silkworm cocoons from medium mulberry trees


In order to check it out, you will need to switch to the beta branch. Full instructions are  available here. (https://docs.google.com/document/d/1pE0FQ_dUt9Hnv_RskAFVOCrgYtwFEXn-F5Pc36m8BnQ/edit#heading=h.p5j5swieasnn)

Title: Re: LIF:YO Official Updates
Post by: Attila on September 23, 2017, 07:20:07 AM
Thank you for the info Asid.
Title: Re: LIF:YO Official Updates
Post by: Asid on September 23, 2017, 10:00:03 PM
A lot has changed in LIF:YO since we last played it.
Title: Re: LIF:YO Official Updates
Post by: Asid on September 29, 2017, 07:34:28 PM
Horse-drawn Carts and New Walls - AT LAST! (1.3.4.5)
Life is Feudal: Your Own - Life is Feudal (Bobik)

FINALLY!

After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!
Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)

Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.

We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here!

Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:

Patch notes (ver. 1.3.4.5):

New features and tweaks:
•   Horse-drawn carts have been added. You can build a cart, place a riding horse nearby, harness it to the cart. Inventory items AND movable objects can be put inside and pulled out via the context menu options
•   Optimized and reworked the guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. The political and a Rights system is currently shown via console commands only. Please, take a look here, if you want some politics on your server!
•   Implemented ‘Personal Claim’ system
•   Tuned Volley ability to be easier to use and be more effective (especially against tight formations). Volley ability can be used only if the strength of player is more than `STR need` parameter of a bow
•   Implemented impact damage that is caused by a horse that tramples a player
•   Critical weight influence on hit, parry and shield animation speed changed
•   Armor durability damage buffed. 0.1->1. weaponDurabilityDamage buffed 0.1->0.3 weapon_fracture_min__in_durability_damage 0.1->0.3
•   Berserker skill abilities now raise the skill faster
•   Added new type of resource — 'Simple Cloth'. Novice armors require simple cloth instead of linen now. Added new recipes to “Nature's Lore” skill: 'Wristbands', 'Primitive Boots'. 'Bandage' now craft with simple cloth.
•   Hunters (skill lvl 60) now can craft a hat from fur
•   All clothes now provide a small amount of damage mitigation
•   1h and 2h sword combos work with one-and-a-half swords now
•   Tweaked almost all special attacks' damage scale. Nerfed some overpowered special attacks (which were found in the beta branch)
•   "Another Hole" combo sequence changed to less spammable (OH-R(L)S-OH instead of OH-OH-OH)
•   Increased the number of bind slots in houses and keeps
•   3 story plaster house now uses the same number of tiles as the wooden version
•   Capacity of the 'Warehouse' is now the same as the capacity of Wooden 'Warehouse' (5000 stones)
•   Added hudless screenshot key in global key map
•   Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
•   Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
•   New tooltips system implemented - you can now see detailed information about items, character stats and active effects
•   Claim radius is now shown in tiles (1 tile side = 2 meters)
•   Guild claim rendering distance has been lowered
•   Guild land maintenance price has decreased
•   Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
•   Removed ignore parry on 90 lvl Spearman
•   90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
•   Lancers can’t attack on low speed anymore
•   Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
•   You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
•   Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
•   Armor effects now properly scale with the armor quality
•   Archer Stand and Defensive Fence now set up immediately in a complete state
•   Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
•   A bunch of crafting recipe tweaks

Bug fixes and optimizations:
•   Fixed geo substance duplicating via inventory overweight
•   Player collision capsule is disabled when a player is dead
•   Fixed multiple messages here and there in order to better explain the situation and what is happening
•   Slightly optimized netcode
•   Optimized guild lands drawing algorithm
•   Optimized server to database communication
•   Fixed client crash on claim removal
•   Fixed inability to use Sacrifice when a monument is being upgraded
•   A few server crash issues have been addressed
•   Optimized collision models of some objects. This should boost servers performance slightly.
•   Fixed an exploit making some players invulnerable
•   Fixed a situation where a character was dismounted from a horse after stun. Now a dismount will only happen if a character is knocked dow.
•   Now renaming, opening and dropping bags and similar containers is working properly
•   Ranger skill abuse with pavise fixed
•   Fixed ability to draw a spear on horseback
•   Fixed terraforming related substance dupe
•   You can no longer add fuel to damaged devices
•   Fixed the quality cap on metal types in the case of chainmail armor crafting
•   Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
•   Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
•   You can gather silkworm cocoons from medium mulberry trees
Title: Re: LIF:YO Official Updates
Post by: Asid on October 13, 2017, 09:28:31 PM
Dupe quickfix (1.3.5.0)
Life is Feudal: Your Own - Life is Feudal (Bobik)

This patch is devoted to a fix for the recently discovered dupe while harnessing a horse to a trade cart. We’ve included some more changes and fixes into this patch too! ːcool_lifː

Patch notes (ver. 1.3.5.0):

New features and tweaks:
•   All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
•   Implemented a heraldry change cooldown to prevent in combat heraldry mimic
•   Combat update (overall damage balance update, durability losses, stun probabilities)
•   Forestry abilities levels change
•   Magic with fields and crops fixed(no more different aging speed of different tiles)
•   Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:
•   Fixed an inventory dupe with a trader cart
•   Fixed a server crash caused by a /claimrule command
•   Players should now properly appear on their beds after homecoming
•   Fixed sudden death while jumping on the top of the drawbridge

-The team
Title: Re: LIF:YO Official Updates
Post by: Asid on October 17, 2017, 06:18:16 PM
Fix and balancing (1.3.6.0)
Life is Feudal: Your Own - Life is Feudal (Bobik)

Today’s patch is here to fix the client side crash when re-entering the game near a newly constructed, fancy Castle Gatehouse with Drawbridge! There is also fine tuning of the combat system balance - you can find a detailed description of the changes below.
Patch notes (ver. 1.3.6.0):

New features and tweaks:
•   You can no longer ‘Apply a poison’ to 1.5H swords(56)
•   Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
•   Horses also receive damage from impact
•   Cavalryman 90 level bonus from unsaddling is working properly now
•   Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
•   Added duration (2 seconds) for ‘Inspect’ ability (id=208)
•   Marble and Slate roads can now be terraformed

Horses:
•   Riding Horse and Female Riding Horse
Impact damage multiplier increased from 0.3 to 1.0
HP regeneration rate (per sec) reduced from 0.48 to 0.13
•   Simple Warhorse
HP regeneration rate (per sec) reduced from 0.64 to 0.26
•   Spirited Warhorse
Impact damage multiplier increased from 0.3 to 1.0
HP regeneration rate (per sec) reduced from 0.64 to 0.16
•   Hardy Warhorse
Mass reduced from 900 to 800
HP regeneration rate (per sec) reduced from 0.8 to 0.32
•   Heavy Warhorse and Royal Warhorse
HP regeneration rate (per sec) reduced from 0.8 to 0.38

Ranged
•   Sling
Accuracy reduced from 1.4 to 1.9 (less is better)
•   Sling Stone
Damage multiplier reduced from 3.7 to 3.4

Melee
•   Nordic Sword
Thrust damage multiplier increased from 1.92 to 2.25
BasePrefireAnimTime increased from 0.8 to 1.0
•   Knight Sword
Thrust damage multiplier increased from 2.2 to 2.3
Swing damage multiplier increased from 1.78 to 1.9
•   Light Sabre
Thrust damage multiplier increased from 1.1 to 1.16
BasePrefireAnimTime increased from 0.8 to 0.9
BaseFireireAnimTime increased from 0.8 to 0.9
BaseRecoilAnimTime increased from 0.5 to 0.65
•   Scimitar
Thrust damage multiplier increased from 1.3 to 1.35
•   Falchion
Thrust damage multiplier increased from 0.92 to 0.98
•   Bastard Sword
Thrust damage multiplier increased from 2.4 to 2.51
Swing damage multiplier increased from 1.4 to 1.7
•   Big Falchion
Thrust damage multiplier increased from 1.0 to 1.1
Swing damage multiplier increased from 1.5 to 1.8
•   Gross Messer
Thrust damage multiplier increased from 1.1 to 1.17
Swing damage multiplier increased from 1.4 to 1.75
•   War Axe
Swing damage multiplier decreased from 2.16 to 1.94
BaseRecoilAnimTime increased from 1.0 to 1.1
•   Battle Axe
Swing damage multiplier decreased from 2.24 to 2.05
BaseRecoilAnimTime increased from 1.0 to 1.1
•   Nordic Axe
BaseRecoilAnimTime increased from 1.0 to 1.1
•   War Pick
Swing damage multiplier decreased from 1.2 to 1.31
•   Zweihaender
BasePrefireAnimTime decreased from 1.3 to 1.2
BaseRecoilAnimTime decreased from 1.3 to 1.1
•   Flamberge
BaseRecoilAnimTime decreased from 1.2 to 1.1
•   Bardiche
Swing damage multiplier increased from 1.28 to 1.5
•   Broad Axe
Swing damage multiplier increased from 1.36 to 1.6
•   Glaive
BasePrefireAnimTime decreased from 1.3 to 1.2
•   Guisarme
Swing damage multiplier increased from 1.12 to 1.3
BasePrefireAnimTime decreased from 1.2 to 1.1
•   War Scythe
Swing damage multiplier increased from 1.36 to 1.41
•   Bec de Corbin
BasePrefireAnimTime decreased from 1.2 to 1.0
•   Spear
BaseRecoilAnimTime increased from 0.8 to 0.95
•   Boar Spear
BaseFireAnimTime increased from 0.7 to 0.8
•   Lance
Damage multiplier increased from 1.8 to 2.0
•   Jousting Lance
Damage multiplier increased from 2.4 to 2.65
•   Decorated Jousting Lance
Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:
Minor visual fixes
Title: Re: LIF:YO Official Updates
Post by: Asid on September 04, 2018, 12:30:14 AM
The long awaited Life is Feudal: Your Own update, and Franchise Sale on Steam!
Life is Feudal: Your Own - Life is Feudal (Bobik)

Yes, you read the title right! We are so excited to announce our latest Life is Feudal: Your Own update has dropped, filled with new features and tweaks, reworked luck mechanics and battle survival skill tweaks.

To celebrate the occasion, grab 50% off on all items in our two day full franchise sale on Steam in appreciation of your awesome support of Life is Feudal!

Patch Notes (ver. 1.4.0.1):

Important features and tweaks
•   Player owned horses that are left unattended in the world now take longer to decay (2 hours)
•   Reworked three gathering abilities (Search for something Edible, Search for Materials, Search for Herbs). All of these abilities work the same way as the original gathering of alchemy ingredients worked. ‘Targeting’ the tile triggers the visibility of corresponding plants in the area, which you now manually gather
•   Luck effects from different types of sources (jewelry, blessings and 5 ingredient foods) now have separate effect slots and stack separately
•   Movable objects can now be damaged by projectiles without a siege damage attribute
•   You can now rename unmovable objects
•   You can now give names to movable objects on your claimed lands - making your guild items management easier for everyone
•   Movable objects placed inside unmovable objects (warehouses, houses, keeps etc) can no longer be opened, looted or moved during JH raids. We’ve implemented this feature to prevent different types of exploits, which allowed players to squeeze into the warehouses and loot them while defenders were fighting elsewhere.
•   Incomplete buildings and objects now take significantly longer to decay and disappear. You can use the ‘Inspect’ ability on incomplete buildings to see their durability and how soon they will decay and disappear.
•   Reworked all shield visual geometry
•   Players should slip and fall down when they step on top of other players or horses
•   Minimum criminal status duration is now 10 seconds, giving you some time to hit the offender once or twice - make sure not to overdo it!
•   5-ingredient food is now boosted. Eating complex foods like this will grant you an ‘Inspired work’ and ‘Luck’ effect and the duration of the effects depends on the quality of the food.
•   Resurrection sickness is now twice as long and healing effect duration is shorter, making it better to heal yourself now rather than dying
•   Warnings while looting graves should now work properly and warn you only if you really will lose the alignment upon looting

--- Luck mechanics reworked---
•   Max luck on a character is now capped at 100 (originally 12)
•   Luck bonus on jewelry is increased 5x- this will only work on newly crafted jewelry
•   Luck bonus from skills at lvl 100 of training are increased up to 10
•   ‘Bless with a God's Love’ luck buff is increased to 8.5 (up to 10 on 100 lvl of the Piety skill)
•   5-ingredient foods now provide up to 10 luck
•   The chance to craft an exceptional item has increased from 0.01% to 0.1%
•   Updated mature oak tree collisions so they can no longer form an impassable wall
•   Added FoV and Particle Settings to the Video Options of the game
•   Poisons tweaked so that they last longer (2 to 4 minutes) and the overall damage is also higher
•   Weapon tooltips slightly improved
•   Personal timers on horses are now properly ignored during JH

--- ‘Battle Survival’ skill tweaks ---
•   Added a 60 second cooldown after ‘Fatal Hp Conversion’ proc
•   Skill raise from the ‘Fatal Hp Conversion’ ability was significantly increased
•   Luck now properly affects the chance of doubling the amount of fatal Hard HP damage that is transformed into Soft HP
•   Added a system message when the ‘Fatal Hp Conversion’ is triggered containing the information how luck affected this proc
•   Shields on the back should now properly lose durability upon being hit

--- Beta Branch---
•   You can now choose between versions of YO that you want to play. If you want to stick to the latest update version, or choose the older one if you prefer. This can be done by right clicking on ‘Life is Feudal’- Properties - Beta.

Title: Re: LIF:YO Official Updates
Post by: Asid on September 19, 2018, 04:58:22 PM
LiF:Your Own 4 Year Anniversary! (1.4.4.4)
19 SEPTEMBER - LIFE IS FEUDAL (BOBIK)

(https://steamcdn-a.akamaihd.net/steamcommunity/public/images/clans/6774404/1356601094ee1e7d9a70cdd01b6077a4b6d434db.png)

Feudalists, we want to celebrate with you - our players - the 4 year anniversary of Life is Feudal Your Own! Exactly four years ago, in September 2014, we pushed the ‘Release’ button on the first game ever developed by Bitbox Ltd. It was five of us sitting day and night in a tiny apartment, preparing the game of our dreams to be presented to you - our players. We want to thank you for staying with us all of this time with 40% off on all ingame skins!

A few words about the patch itself: we have addressed some recent issues that came up with the release of the previous patch, as well as including a working per object access rights setup feature. It is still a little rough around the edges and a bit difficult to use for now, so you can read about how to use it correctly in Your Own here  https://steamcommunity.com/app/290080/discussions/0/1732087824984675590/

Patch Notes (ver. 1.4.4.4):

New Features and Tweaks:
•   Added the ability to setup unmovable object rights
•   You can now reset your keybindings to the default state
•   All newly created worlds are now running ‘Red’ rules by default
•   Players that have entered the Town Claim or Outpost Claim outside of the JH period will be booted out to the border of those claims if they log in during the JH period
•   Default ability preset now depends on the mount state of the player - this means players can have different default abilities while they’re riding the horse, driving the Trader’s Cart or walking
•   Tweaked Flamberge default skin and added some premium skins

Bug Fixes and Optimizations:
•   Shader caching is now working as intended, which should reduce the second (and the following times) of entering the world
•   Fixed shrinking of guild claim on guild monument upgrade
•   Fixed partial invulnerability and inability to act after being knocked down (trampled by enemy, unsaddled while riding the horse etc)
•   Fixed client crash related to the inventory GUI
•   Updated the offset of drop bags so they no longer disappear in heavily terraformed terrain

— The Team