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Life is Feudal: MMO News

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

Announcement #149 Another Bunch of Fixes and Tweaks (0.11.16.0)

We’ve been working super hard, but sadly were not quite able to properly test, and finalize, the Per Object rules management system this week, and have therefore decided to postpone it to next week. But we are really close! In the meantime, please enjoy our alignment/criminal, healing and other system tweaks.


Patch Notes (ver. 0.11.16.0):


New Features and Tweaks:
  • Warnings while looting graves should work properly now and warn you ONLY if you really will lose the alignment if you loot
  • You should no longer get criminal status when attacking friendly or vassal guild’s members
  • You can attack anyone without alignment loss or getting criminal on your guild’s territory, ally’s territory, friend’s territory or enemy(war standing) territory
  • Ground landslide effect particles are back
  • Ability ‘Treat Patient’: amount of healed HardHP now only depends on the maximum HardHP of patient and healer's skill level - the current HardHP of the patient is not taken into account
  • Abilities ‘Treat Wounds’, ‘Treat Fractures’, ‘Treat Severe Injuries’: the duration of ‘Bed Rest’ decreased by 4x, approximate values at 100 skill: 6 minutes for the worst wound and 12 minutes for the worst fracture - all of these abilities as well as ‘Treat Patient’ now require a Bandage to perform
  • Ability 'Simple Construction': decreased amount of building groups, in some recipes of 0-30 ability level softwood and hardwood billets are combined and now you can use both of them, also in some recipes nails were replaced by a simple rope;
  • Ability 'Furniture': most of the recipes changed and now you can use any types of boards and billets, recipes at level 0-30 become much easier;
  • Substances should now be dropped in the grave upon death
  • Implemented Javelin mass production - you can now make 5 Javelins at once
  • Private monuments are now less resistant to damage (which can be dealt only during JH and if a private monument is covered by an influence zone of a guild)
  • Floor Lamp is back on the list of recipes
  • Wooden gates are fixed and do not block the extra 2 tiles in front of them
  • Tweaked the Newbie Islands filling algorithm, which should place players more tightly for more player to player interaction
  • Horses’ stamina should be properly saved between packing and unpacking it from a deed
  • Premium decorations are now movable objects; all decoration crafting has been moved to the General Actions skill



Bug Fixes and Optimizations:
  • IB primetime window bug is fixed, where some battles could start 1 hour later than the prime time window
  • Fixed a bug where criminal status was not visible if player reconnects to the game
  • Fixed height change bugs caused by some abilities interacting with a terrain surface (planting, plowing, fertilizing etc)
  • Possible bug with disappearing Guild Monuments is fixed
  • Implemented better logging for incorrect materials loading on the client side
  • Fixed a bug where a horse would turn sideways if ‘turn’ key was held when mounting/unmounting


— The team

Announcement #148 Saturday Morning Quickfixes (0.11.14.0)

Patch Notes (ver. 0.11.14.0):


New Features and Tweaks:
  • Fixed Premium Decorations to be movable objects so you can actually put them inside the buildings
  • You can now drop items and open containers on the starting village land on the newbie islands



Bug Fixes and Optimizations:
  • Fixed some bugs that prevented bartering of containers and items inside those containers
  • Fixed a crash that occurred while connecting to the IB server
  • Fixed a server crash that occurred during certain transactions with inventory containers


— The team