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Life is Feudal: MMO News

Announcement #145 Sharing the Beauty of Armor (0.11.11.2)

Upon receiving many requests, we have decided to make Armor skins more available to the players in the game. Along with some discounts for these skins, you can now equip them on lower tier armors as well! After inspecting the number of Tier 3 armors in the game, we have decided to make them more available to players by increasing the blueprint drop chance.
We’re also working on a carriable flag item that will still allow you to be easily identified during the battle but will not cover your awesome armor skins as the current tabard does. You can expect these flags along with the new Guild Influence zone and increased penalty for losing the IB battles in the patch next week.

Patch Notes (ver. 0.11.11.2):


New Features and Tweaks:
  • You can equip the premium skin of the next armor tier on the current armor set. For instance, you can apply Heavy Armor skins on the Regular armors and so on.
  • Make Armor, Sew and Sew Armor abilities have an increased chance of dropping an armor blueprint now (5->15%). This chance can be doubled if you have the maximum (12) Luck on your character.
  • Fixed a lack of possibility to gather 100 quality resources and removed random components in this process
  • Added a proper message for getting increased alignment from praying


Bug Fixes and Optimizations:
  • Fixed a wrong pairing algorithm in stables that resulted in an inadequate proportion of female/male species born
  • Fixed a server node border crossing and barter bugs that have caused some items to lose their regional attributes and become regular items
  • Fixed a couple of glitches/bugs with server node crossings. This should address several server crashes, horse and cart issues.
  • A couple of Barter window related fixes that eliminate Barter inventory related exploits
  • Fixed a bug that would make a horse younger after crossing server node lines
  • Fixed inventory total weight to take equipment weight into account (as it always was until the previous patch)
  • Multiple game model fixes that should slightly increase the performance of the client
  • Fixed Half-plate skin invisible torso problems. Fixed normal map issues for some premium skins.
  • Fixed cross servers damage infliction algorithm. That should lower the amount of server and client crashes.


— The team

(Dev News #92) Epleland AMA and Development Focus



Hey, Feudalists!

We want to take the opportunity to do a quick recap of what we’ve been up to this week, and keep you guys in the loop.

The combat update we discussed in our previous Devblog as dropped and is ready for you guys to try out and share your thoughts on!


We also want to thank everyone who joined in on our recent AMA, where we chatted with the concerned citizens of Epleland (RP Server). It was a very productive, constructive session and we’ve garnered a bunch of feedback and suggestions from you guys, which we’ll certainly keep in mind with future game design tweaks. Rest assured, most of these tweaks will not just be exclusive to Epleland, so do not fear if you are not a resident of this world!
You can check out a recording of the AMA here.

We love connecting with our amazing players, so you can definitely expect more interactions with the community in the future!


In other news, make sure to check out our super-awesome (if we do say so ourselves ;) ) Nordic sword skins, which are finally ready and in-game!


Last - but certainly not least - we want to inform you that our eternal development sprint is still ongoing and we are continuing to aim for at least one patch per week, packed with fixes, tweaks and even new mechanics.

We’re currently focusing on nailing all server border crossing bugs once and for all! Along with this, alignment-related bug fixes, smoothing over game design imperfections, developing the Siege system and additional stabilization of Instanced Battles in general are high on our priority list.

On the subject of Instanced Battles, we plan to increase the consequences of losing an IB soon. This is to minimize that oh-so-familiar frustration we can all relate to, where the opposition may attempt to dodge a fight.


Thank you for tuning in to today’s dev news, keep an eye out for more news and updates!

– The team

Announcement #144 Combat Tweaks and More (0.11.9.0)

We’ve provided some combat-related tweaks and corrections in today’s patch, along with other gameplay tweaks and bug fixes. Hope you like it!

Patch Notes (ver. 0.11.9.0):


New Features and Tweaks:
  • Movable objects can now be damaged by projectiles without a siege damage attribute
  • Added poisoned UI visual effect (only the one who is poisoned can see it)
  • Using pikes with Spearman level > 60 always stops horses(even with unstoppable effect, angle of attack should be within 45 degrees to moving direction of horse).
  • Movable objects now can be destroyed by projectiles with non-siege damage
  • You can open gates while riding a horse
  • Tweaked and fixed Volley bow ability making it more useful now
  • Hold - maximum Defense effect decreased to 45%
  • Charge - maximum Penetration effect decreased to 45%
  • Move - maximum Balanced Breath effect decreased to 60%
  • Spirited Warhorse Stamina increased from 120 to 160. Stamina regeneration increased from 0.05 to 0.07.
  • Combat related changes:
    --- Armor ---
  • Novice Padded Armor Blunt multiplier increased from 0.29 to 0.31. Siege multiplier increased from 0.43 to 0.59
  • Regular Padded Armor Blunt multiplier increased from 0.35 to 0.37. Siege multiplier increased from 0.52 to 0.61
  • Heavy Padded Armor Blunt multiplier increased from 0.42 to 0.45. Siege multiplier increased from 0.62 to 0.72
  • Royal Padded Armor Blunt multiplier increased from 0.44 to 0.48. Siege multiplier increased from 0.65 to 0.75
  • Light Chainmail Armor Slashing multiplier decreased from 0.45 to 0.42. Pierce multiplier decreased from 0.3 to 0.28
  • Regular Chainmail Armor Slashing multiplier decreased from 0.54 to 0.51. Pierce multiplier decreased from 0.36 to 0.34
  • Heavy Chainmail Armor Slashing multiplier decreased from 0.7 to 0.65. Pierce multiplier decreased from 0.43 to 0.41
  • Royal Chainmail Armor Slashing multiplier decreased from 0.74 to 0.7. Pierce multiplier decreased from 0.45 to 0.42
  • Iron Plate Armor Pierce multiplier decreased from 0.32 to 0.15. Blunt multiplier decreased from 0.3 to 0.26
  • Half Plate Armor Pierce multiplier decreased from 0.38 to 0.2. Blunt multiplier decreased from 0.36 to 0.31
  • Full Plate Armor Pierce multiplier decreased from 0.46 to 0.4. Blunt multiplier decreased from 0.43 to 0.39
  • Royal Plate Pierce multiplier decreased from 0.48 to 0.43. Blunt multiplier decreased from 0.45 to 0.43
    --- Melee ---
  • Knight Sword Thrust damage multiplier increased from 2.3 to 3.6. Swing and overhead damage multipliers increased from 1.9 to 2.4. Prefire time multiplier increased from 1 to 1.1.
  • Bastard Sword Swing and overhead damage multipliers increased from 1.7 to 1.8. Prefire time multiplier increased from 1 to 1.1.
  • Big Falchion Swing and overhead damage multipliers increased from 1.8 to 1.87. Prefire time multiplier increased from 1 to 1.1. Fire time multiplier decreased from 1.1 to 0.95. Postfire time multiplier increased from 0.9 to 1.2
  • Nordic Sword Thrust damage multiplier increased from 2.35 to 3.55. Swing and overhead damage multipliers increased from 1.78 to 1.79
  • Light Sabre Swing and overhead damage multipliers increased from 1.4 to 1.46
  • Scimitar Thrust damage multiplier increased from 1.8 to 2.9. Swing and overhead damage multipliers increased from 1.93 to 1.96.
  • Estoc Thrust damage multiplier increased from 3.2 to 3.7. Swing and overhead damage multipliers increased from 0.6 to 0.8
  • Claymore Thrust damage multiplier increased from 1.8 to 2.9.
  • Zweihaender Thrust damage multiplier increased from 1.9 to 1.95.
    --- Ranged ---
  • Short Bow Strength needed decreased from 30 to 20. Max Accuracy increased from 1.0 to 0.9. Max Energy increased from 2.1 to 2.3.
  • Longbow Strength needed decreased from 60 to 40. Max Energy increased from 3.5 to 3.7. Stamina per shot decreased from 35 to 30.
  • Composite Bow Strength needed decreased from 40 to 30. Max Accuracy increased from 0.9 to 0.8. Max Energy increased from 2.7 to 2.9. Stamina per shot decreased from 25 to 20.
  • Throwing Knife Damage multiplier increased from 2.6 to 3.2.
  • Javelin Damage multiplier increased from 1.75 to 2.15.
  • Throwing Axe Damage multiplier increased from 1.9 to 2.6.


Bug Fixes and Optimizations:
  • You should properly spawn on your bed once you’ve recalled back to your home or after a respawn. Of course, if you have a home and a bed ;)
  • Fixed one of the top client crashes
  • Sapper Charge (Explosive barrel) should work properly now and damage unmovable objects with a significant damage
  • Fixed list of items window functionality
  • Items from your inventory should be properly dropped on the ground if you recall home from a server border zone
  • Expel the intruders ability should work more correctly now
  • Fixed mass production with device abilities bugs
  • Minor personal claim interface corrections


— The team

(Dev News #91) More Style, more Combat Tweaks!



Hey, Feudalists!

Today we would like to say a few words about combat system tweaks, which will come to the world of Life is Feudal in one of the upcoming patches. Some of the changes are really long-awaited on

The first and the main point is the confrontation between cavalry and footmen. To balance the cavalry advantage we have fixed the bonus of 60 level pikeman horse stopping ability: Using the proper angle of attack with pike against a horse at the skill level above 60 you will stop the horse moving at any speed (even with unstoppable effect). Standing on the ground against other classes would also be a little easier thanks to increased padded armor effects.

Meanwhile, life in the cavalry will be more difficult due to a decrease of armor protection from piercing and slashing attacks. This is also a gift for archers, and it is not the last one. The strength needed for the proper use of bows will decrease for all types (except primitive), which in combination with the increased initial velocity of arrows and less stamina drain per shot (for longbow and composite bows) will make archers more effective.

That’s not all for the archers! A new iteration of the Volley ability will be available for you to try out! It has less range and arrows have less initial velocity. Up until now this sounds like a nerf, well, frankly it is, but it makes this ability useful in several in-game combat scenarios. Also, the new ballistics system increases arrow damage from heights.
To make the life of cavalry a little less miserable we will increase the damage of 1.5H swords and buff the spirited warhorse’s stamina pool as well as its regeneration rate.
There are more combat changes and updates which you will find in the corresponding patch notes.

Also, it has been a while since we shared some work in progress art with you guys. The time has come to fix that, please welcome the soon to be added addition to the customization options for your blades and a sneak peek of one of the upcoming outfits:

Stay tuned for more news!

– The team

Announcement #143 Bugs and Exploits - Begone! (0.11.8.1)

This patch is dedicated mainly to serious exploit fixes and also some other things that came along and were cooked enough to be released into the patch.

Patch Notes (ver. 0.11.8.1):


New Features and Tweaks:
  • Restyled item list window. You might notice the changes to the GUI in several places around the game


Bug Fixes and Optimizations:
  • Fixed a couple of Barter related abuses that allowed players to carry significantly more weight than characters are allowed
  • Fixed an exploit that allowed players to keep formation buffs even if they were outside of the formation
  • Collision for the new idol has been fixed (it had too much detail that affected performance)
  • Feature-bug that allowed you to gain horse speed as if you’re naked while actually wearing full sets of armor is fixed now


— The team