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Life is Feudal: MMO News

(Dev News #98) Crime and Punishment, AMA and Shooting Art!



Hey, Feudalists!

It’s finally Friday, and, as usual, we’re sharing what our team have been busy with during the week!

First of all, we would like to thank you for all the hilarious screenshots of Easter and April Fools’ easter eggs that you’ve shared with us. We’re really glad you enjoyed it and hope you’ve had some laughs riding horses with bunny ears and taming moose!

Moving on to a more serious topic: as you know, fair play and your safety is our number one priority. Please remember that whenever you make an unauthorized purchase, you compromise your account, or even allow your personal information to be stolen. There is no guarantee that you will get what you paid for and the scammers can simply run away as soon as you pay them.
Since it’s would be an unauthorized purchase, we will sadly not be able to help the scammers’ victims.

If we find out that an account or in-game items have been - or are being - sold, we reserve the right to ban seller’s and buyer’s game accounts permanently, and we are doing our best to detect and eliminate these crooks as soon as we can (we have already banned a number of scammers and resellers), but please mind that your safety is in your own hands in this case. We sincerely hope for and hugely appreciate your understanding and cooperation.

As for other things we’ve been busy with — we would also like to let you know in advance that there may not be a patch next week. We have reached a major stage in development that will allow us to run our backend servers in a more stable environment with improved network performance. It will also decrease server lag in overpopulated areas and provide a smoother gameplay experience overall. Our focus will be getting this implemented in the upcoming update.

Meanwhile, our art department has been focusing on creating new decorations and skins. We couldn’t resist sharing some art with you.



Last — but definitely not least — don’t forget to tune in to our upcoming global AMA with Bobik tomorrow at 17:00 UTC (1:00 PM EST) here -> https://www.twitch.tv/diddlydale


— The team

Announcement #151 Nothing Interesting Here, Just Fixes - Move Along :) (0.11.18.0)

Well, the title says it all - this patch is dedicated mostly to fixes for gameplay, art and technical issues. We were also able to add some optimizations here and there (slight ones) as well!

Patch Notes (ver. 0.11.18.0):
New Features and Tweaks:
  • You can no longer sacrifice additional items if your Private claim monument already has the maximum amount of support points
  • Central City now has an adequate no damage zone added, which is visible by pressing f4 (white area instead of invisible terrain borders)
  • You can now drop inventory items in the Central City and open containers that are laying on the ground
  • Many basic/starter abilities are now allowed in the Starter Village on the Newbie island
  • Removed April 1st related stuff (bunny ears on horses and alignment cleaning in an outhouse)
  • Some minor art fixes and updates
Bug Fixes and Optimizations:
  • Potential fix for the Horse server node crossing bugs - added more logs in case if there are still some issues remaining
  • Broadaxe grip node fixed - your character will now grip the broadaxe further from the blade and will return the reach of the broadaxe to the normal value
  • Private monument access issues are fixed
  • Couple of fixes for premium subscription related bugs
  • Fixed a number of premium skin issues
  • Outhouse should no longer generate ruins and resources upon destruction
  • Optimized and stabilized code that works with the database


— The team

Announcement #150 Holidays, Combat Tweaks and a FOV Fix (0.11.17.3)

April the first is the day of two holidays in the western world. We decided to give a nod to them by adding a little of our own feel of them in-game! :)

We’ve added a long-awaited fix for the horse stamina system, along with a few tweaks to the horses’ combat mechanics along with combat mechanics in general.

The FOV console/mod exploit is no more, so you can no longer expect to get sniped from a couple of -ahem- not-so-favorable players.

Oh! We’ve also patched in the ability to rename unmovable objects on your base. That is the basis for our upcoming update, which should introduce per object rules management system to you guys!

Patch Notes (ver. 0.11.17.3):


Holidays Additions:
  • You can now tame a moose and use it as a simple horse (ride and harness it to a trade cart)
  • Added an outhouse, during the Fools Day it can be used to flush your negative alignment a bit ;)
  • Horses now seem to be exhibiting some bunny-like features...
New Features and Tweaks:
  • Horses’ stamina has no consumption and regenerates at walking speed. Stamina does not regenerate during a gallop and drains completely in 2-3 minutes (depending on horse type and Q)
  • You can rename unmovable objects now
  • Massive claim rules and central city access rules refactoring, rules of who can access to what on what types of claims during or after JH should be more adequate now
  • You can apply new awesome shovel skins on your Shovel and Believer’s Shovel!
  • Added new Premium Decorations:
    - Roadside Hangman
    - Gottlung Hanging Column
    - Gates of the Hanged Man
    - Oak Belfry
    - Bronze Belfry
  • Dismantle ability for decorations now requires ‘can destroy’ rights instead of just ‘can use’
  • Wooden Wall with Stairs recipe lowered required amount of Simple Ropes from 40 to 10
  • Wooden Gate recipe lowered required amount of Simple Ropes from 50 to 20
  • Bandages recipe now gives 10 items instead of 1
  • Newbie Island players can change Newbie Island instance (server number) via the Escape menu
  • Private Monument no longer requires coin for construction
  • Battles: added Draw battle outcome when no one shows up from either side - History entry is removed and no claim penalties are applied in this case
Combat Tweaks:
  • Shin damage multiplier decreased from 1.0 to 0.9
  • Thigh damage multiplier decreased from 1.1 to 0.9
  • Parrying slow decreased from 0.25 to 0.1
  • Successful parry now mitigates at least 60% of damage
    --- Weapons ---
  • Nordic Axe thrust damage multiplier increased from 1.92 to 2.24
  • Pollaxe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
  • Guisarme prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better), fire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
  • War Scythe prefire animation speedmultiplier decreased from 1.2 to 1.1(less=better), fire animation speedmultiplier decreased from 1.2 to 1.1(less=better). Postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better)
  • Partisan prefire animation speedmultiplier decreased from 1.1 to 1.0(less=better). Fire animation speedmultiplier decreased from 1.1 to 1.0(less=better), postfire animation speedmultiplier decreased from 1.3 to 1.1(less=better)
  • Bec de Corbin postfire animation speedmultiplier decreased from 1.1 to 1.0(less=better)
  • Medium Pike prefire animation speedmultiplier decreased from 1.0 to 0.85(less=better)
  • Long Pike prefire animation speedmultiplier decreased from 1.2 to 1.0(less=better)
    --- Horses---
  • Player trampling by a horse velocity decreased
  • Minimal speed loss during player trampling increased from 2.0 to 5.0
  • Maximum damage to horse from falling capped to 60
  • There is a chance for a horse to recoil on its hind legs in reaction to an explosion - the higher the horse’s speed and quality, the less likely it is to happen (does not depend on amount of damage)
  • Riding Horse HP increased from 120 to 150
  • Simple Warhorse HP increased from 180 to 220
  • Spirited Warhorse HP increased from 150 to 180 - turning speed increased from 90 to 100
  • Hardy Warhorse HP increased from 240 to 290 - changed speeds for different modes of running (walk, trot, gallop etc)
  • Heavy Warhorse HP increased from 300 to 420, MaxAcceleration increased from 10 to 12, turning speed decreased from 60 to 55 - changed speeds for different modes of running (walk, trot, gallop)
  • Heavy Royal Warhorse HP increased from 300 to 450, MaxAcceleration increased from 10 to 12 - changed speeds for different modes of running (walk, trot, gallop etc)
Bug Fixes and Optimizations:
  • Camera FOV values are limited in a range of 60 to 120 - this means that zooming with scripts/mods should no longer be possible
  • Fixed a bug where crossbow could be used for a volley ability
  • Fixed a number of tools and cooking recipes that weren’t working properly
  • Harvest result quality is no longer rounded down
  • Fixed a problem with decoration construction, where improper positioning would turn the screen black
  • Fixed breeding server tick to occur upon every server start - the issue made some nodes recovering from a crash to breed and feed some animals more often than normal
  • Whistling ‘Trespassers’ ability should no longer put a penalty on your guildmates


— The team

(Dev News #97) New Region, Easter & April Fools Additions and Decorations!



Hey, Feudalists!

Happy Easter, and happy April Fools’! Spread the joy, and don’t let pranks get in your way.

It’s been another busy week, and, as usual, we would like to share what we’ve been up to.

An Easter (and April Fools’) patch is incoming so keep an eye out! We’re implementing a couple of fun easter eggs for you to enjoy - make sure to check them out while they last! (Especially the outhouse with your sound on.)

We’re also adding a bunch of new premium decorations to the store, along with some top-notch shovel skins that we know some of you have been looking forward to!

Lastly - but certainly not least - we’ve opened a whole new region and world this week - Iriy, located in and targeted towards the CIS region. We’re aware of the fact that some of you are afraid that this might lower the EU servers’ population, and this might be true at first. We are expecting that this region, along with localized channeling and marketing efforts both of our own and our partners’, to bring even more players to the game overall.

Have a great Easter weekend!

— The team

(Dev News #96) New Worlds and Exciting Plans!



Hey, Feudalists!

In this devblog we would like to share our global plans for the near (and not-so-distant) future.

We are super close to opening, and launching, new CIS countries Worlds. We’re partnering with local gaming platforms and advertisement companies in order to provide sufficient marketing support for this launch so keep a look out for info!.
We believe that opening a new world will provide our CIS countries players with a more fair primetime window, so that JHs and IBs will not take place during late night hours for them.

There have been numerous questions regarding the opening of this region, thus we plan to address them in detail in a separate post - but that doesn’t mean we can’t share some definitive information with you guys for now:

There will be no character transfers to this region at least until the new world has been running for a minimum of 3 months. This applies to all new worlds that we’ve created and will create - pioneers of the new worlds should not be harmed by maxed out characters transferring from older lands.

We plan to organize a couple of ticket giveaways among the current CIS countries player base.

While on the topic of new worlds and regions, we would like to inform our players that we’re getting closer to securing a publishing agreement for the Asian region, which should make it possible for us, and our partners, to open new servers in this area.

The opening of new regions and servers should not - and will not - stall the development of the game itself.
In fact, in May of this year, we are planning to release an exciting, major update for our game, which should entice some of our older players to check back - while simultaneously appealing as friendlier to newcomers!

Stay tuned for more details!

– The team