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Life is Feudal: MMO News

Life is Feudal: MMO on Unreal Engine 5 – It’s our universe?

[previewyoutube][/previewyoutube]

What if Life is Feudal: MMO had a client running on Unreal Engine 5?

We are considering the possibility of porting Life is Feudal: MMO to Unreal Engine 5. However, we want to consult our community before we fully commit to this move. Today, we aim to provide a detailed explanation of how the Life is Feudal: MMO client would work on Unreal Engine 5.

This new client promises to bring substantial enhancements to the game's graphics, performance, and overall player experience, without changing the core mechanics. This ensures that your gameplay experience will be significantly improved while remaining familiar.

Key Features of the New Client:


[h2]Enhanced Graphics:[/h2]

  • Visual Overhaul: Unreal Engine 5 offers hugely improved graphics capabilities, greatly improving the detail found in the game. For example, the improved textures and dynamic lighting would make the forests a lot more immersive, water effects can be a lot more realistic, and, excitingly, the amount of detail across all actors (all elements from grass to characters and buildings are referred to as actors) in the game can be greatly improved.
  • Character Models: Player and NPC models will be more detailed and realistic.
  • Special Effects: Modern visual effects like realistic shadows, reflections, and weather conditions that enhance the immersive experience!
  • User Interface: The UI will not only receive a visual upgrade, but will also become more user-friendly and intuitive.


[h2]Improved Performance:[/h2]

  • Optimization: UE5 is designed to run efficiently on a variety of hardware. Players with high-end systems will enjoy ultra-high graphics settings, while those with lower-end systems will benefit from better performance and stability.
  • Smoother Gameplay: The transition to UE5 promises reduced load times and smoother frame rates, resulting in a more fluid and enjoyable gaming experience.
  • Better Compatibility: The new client will be more adaptable to different system configurations, ensuring that more players can enjoy the game without compromising on quality.


[h2]Unchanged Core Mechanics:[/h2]

  • Servers: The server-side of Life is Feudal: MMO will continue to operate as it is now. This ensures that the core mechanics, such as game logic, physics, and network systems, remain unchanged. Your gameplay experience will be consistent and as stable as the current one.
  • Gameplay Integrity: All the core game mechanics, such as combat, crafting, and building, will remain intact. The transition to UE5 is purely for visual and performance enhancements.


All of this allows us to develop the new client in a way that would work directly with the existing server infrastructure. This is important as it means that there would be no loss of progress or disruptions to your current gameplay experience.



We also want to assure you that even if we start full development on the UE5 client, this does not mean we will stop working on the current version. All planned game changes and new content will be released as scheduled.

Visual and Performance Comparison: To illustrate the improvements, we've prepared a comparison video and several screenshots. These visuals highlight the dramatic enhancements in graphics that Unreal Engine 5 brings to Life is Feudal: MMO.

Check out the comparison video and screenshots below to see the difference between the current game and our UE5 prototype!

[previewyoutube][/previewyoutube]

As this would be a big project, your feedback will be vital in deciding whether we fully transition Life is Feudal: MMO to Unreal Engine 5 or not. So please take part in our surveys on Discord and within the game to share your thoughts, this is your chance to really help shape the future of the game.



Why Your Feedback Matters:


  • Make or Break Decision: We need to understand your opinion on such a significant and labor-intensive change to make a final decision on whether to proceed with or abandon this idea.
  • Player-Centric Development: Our primary focus is on developing the game for you, so we need to know what you, the players, feel about and envision this change.


Open poll in our Discord
Survey for active players is taking place right now in the game.


Our team is dedicated to continuously enhancing Life is Feudal: MMO. We are working hard on various improvements and are excited to share our progress with you.



Watch Development Diary Episode 5 to get an inside look at our latest updates and future plans!

[previewyoutube][/previewyoutube]

Join us in this exciting journey and help us decide the fate of Life is Feudal: MMO on Unreal Engine 5. Your voice matters – together, we can build a more immersive and enjoyable game experience.

Feudal Mayhem is back!



Feudals!

Have you been longing for glorious battles and valuable prizes? This event offers both!

[h2]Event mechanics and rewards[/h2]

The event will run from July 31 to August 14. Just like before, you’ll need to complete special tasks, earn event points, and claim rewards. Each day, a new event level will unlock, offering increasingly better rewards!



[h2]Quests[/h2]

We've covered the rewards, now let's dive into the quests. Get ready for some epic battles!



[h2]Hall of Fame[/h2]

At the end of the event, we will tally the results. The three fastest players to reach the maximum event level will be immortalized in the new Hall of Fame channel on our official Discord server. Their nicknames will forever be etched into the history of Life is Feudal: MMO.




Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:

Durability Hotfix and Maintenance - July 18



Feudalists,

Tomorrow, July 18, at 8:00 AM UTC, we will conduct technical maintenance to install a hotfix. The maintenance will take approximately 1 hour, and the game will be unavailable during this period.

Planned Hotfix Changes:
  • Disabling the loss of maximum durability when using repair kits and repairing jewellery.
  • Restoring the Construction Cast Time to pre-patch 0.26.1.20 values, except for premium decorations.
  • Disabling lag compensation in IB. We received some positive feedback from the community after disabling lag compensation in arenas and are now extending the test to IB.


Thank you for your patience, understanding and support.

Celebrating Life is Feudal: MMO Anniversary with Gifts and Competitions!

[h2]Welcome to the celebration of Life is Feudal: MMO anniversary![/h2]



For this occasion, we've prepared a special 2 weeks of surprise birthday gifts for you all!
How do you claim these gifts? Simply log into the game every day from July 16 to July 30 to claim your gift! That's not all, we'll be giving out a lot of goodies via our Discord server, so make sure to join!

Finally, don't forget our birthday greeting competition on our Social Media channels, simply reply with a post, share some art, or a video, while using the hashtag #LiFMMO1Year and you'll be entered into the prize draw! Let's celebrate LiF:MMO's birthday together!

We've got to end this post with a real thank you to everyone for the support that you've shown us over the year, it's really thanks to you that we've been able to get this far. We are here with Life is Feudal: MMO for the long run and we're going to keep on improving this great game!




Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms:

Life is Feudal: MMO - 0.26.1.20 Patch Notes



Well met Feudalists,

The latest update to Life is Feudal: MMO is a big one, bringing you new group arenas, guild chat, improved weapons balance, and much much more! So read on to learn more!

[h2]New Group Arenas:[/h2]
Group Arenas 2vs2 and 5vs5 have been added to the game. Here, teamwork will be much more important than individual skill.

Winners are determined at the end of the match by comparing the total points from both teams. Points are awarded in a manner similar to the classic arena system; you will not receive points for killing allies, so stabbing your teammates in the back is not recommended.

Important:
Only the group leader can register the team for the group arena.
The launch of the group arenas is in a test format, so rewards are temporarily disabled.

We hope you enjoy this arena format and look forward to your feedback!

[h2]New Features:[/h2]
  • Guild Chat: A dedicated chat for guild members is now automatically available upon joining a guild.
  • Main Menu Enhancements: Added new buttons for Discord, the game Wiki, and the game Dashboard to the main menu for better accessibility.
  • Durability Loss on Repair: Items and jewellery now have a chance to lose maximum durability when repaired using repair kits and through the Equipment Maintain skill. The chance to repair an item without reducing its maximum durability depends on the Luck attribute.
  • Item Quality Display Button: Added a new button in the inventory to enable the numerical display of the item's quality. The button has multiple modes for convenience.

[h2]Fixes:[/h2]
  • Spawn Points: Corrected the incorrect spawn locations in the green zone.
  • View Mode in Combat Stance: Re-enabled the free view mode in combat stance.
  • Militia 90: Corrected the functionality to disarm opponents, it sends the player’s weapon into their inventory upon success. This skill is now available in the arena again.
  • Inventory Quality Display: Fixed the issue where the quality display button state was not saved after closing and reopening the inventory.
  • Sorting Settings: Fixed the issue where sorting and separator settings were not saved per character.
  • Localization Texts: Made corrections to some localization texts.


[h2]Improvements:[/h2]
We have encountered some players using the ownership timer to obstruct construction on neutral territory. To address this, the construction time will be longer, and the ownership timer for certain types of buildings will be reduced.
  • Construction Cooldown: Reduced the ownership timer of premium buildings.
  • Construction Cast Time: Increased the cast time for placing buildings. Premium decorations now take 30 seconds (up from 5 seconds) and other buildings take 25 seconds (up from 15 seconds).


[h2]Balance[/h2]
Siege Torch Modifier: Added a special damage modifier for objects to the Siege Torch, allowing it to be used more effectively to destroy objects like barricades and furniture.

[h3]Important[/h3]
With this change, the rule prohibiting barricades has been cancelled.

Long-range weapons:
  • Long Bow: Stamina rate usage per shoot reduced from 50 to 45
  • Bolt Damage (Slashing): reduced by 8%
  • Heavy Bolt Damage (Piercing): reduced by 8%
  • Throwing Knife Damage (Slashing): increased by 8%
  • Throwing Javelin Damage (Piercing): increased by 8%
  • Throwing Axe Damage (Chopping): increased by 8%
  • Naphtha Pot Damage (Siege): increased by 10%


[h2]Horses:[/h2]
  • Simple Warhorse: HP Regen increased from 0.012 to 0.014, Stamina Regen increased from 1 to 1.1
  • Hardy Warhorse: HP Regen increased from 0.015 to 0.017, Stamina Regen increased from 1 to 1.1
  • Spirited Warhorse: HP Regen increased from 0.008 to 0.01, Stamina Regen increased from 1 to 1.1
  • Heavy Warhorse: HP Regen increased from 0.016 to 0.018, Stamina Regen increased from 1 to 1.1
  • Royal Warhorse: HP Regen increased from 0.016 to 0.018, Stamina Regen increased from 1 to 1.1


[h2]Weapons:[/h2]
Apart from their damage, the current set of weapons are very similar. To address this, we have decided to make the differences between the weapons more noticeable, even within the same weapon type.

This way, different weapons of the same type will deal different types of damage, making it easier for you to choose the most effective way to defeat your opponent.

As always, these changes are not set in stone, and we will be monitoring your feedback and overall game statistics to make future adjustments if needed.

[h2]Piercing Damage[/h2]
  • Nordic Sword: decreased by 15%
  • Knight Sword: decreased by 11%
  • Light Saber: increased by 21%
  • Scimitar: decreased by 6%
  • GrossMesser: increased by 24%
  • Claymore: decreased by 11%
  • Zweihaender: increased by 44%
  • Flamberge: increased by 13%


[h2]Slashing Damage[/h2]
  • Nordic Sword: decreased by 44%. The piercing damage of the Nordic Sword has always been its main strength, and with this change to its slashing damage, we aim to make it less versatile.
  • Knight Sword: decreased by 11%
  • Light Saber: decreased by 7%
  • Scimitar: decreased by 3%
  • Falchion: increased by 23%
  • Battle Axe: increased by 4%
  • Nordic Axe: increased by 4%
  • Claymore: increased by 19%. The increase in slashing damage combined with the decrease in piercing damage is intended to enhance the uniqueness of this weapon.
  • Zweihaender: decreased by 32%. The reduction in slashing damage combined with the increase in piercing damage is intended to enhance the uniqueness of this weapon.
  • Flamberge: increased by 1%


[h2]Armors:[/h2]
  • T2 Armors bonus effects (8% buff)
  • T3 Armors bonus effects (15% buff)
  • T4 Armors bonus effects (25% buff)
  • Slightly reduced the weight of T1 leather armor to increase mobility


[h2]Weapon animation changes:[/h2]

Nordic Sword
  • Base Fire animation time: 1.05s -> 1.15s
  • Base Recoil animation time: 1.05s -> 1.3s


Light Saber
  • Base Prefire animation time: 0.7s -> 0.6s
  • Base Fire animation time: 0.75s -> 0.7s


Scimitar
  • Base Prefire animation time: 0.9s -> 0.8s
  • Base Fire animation time: 1.1s -> 0.9s
  • Base Recoil animation time: 0.8s -> 0.7s


Falchion
  • Base Prefire animation time: 1.1s -> 1s


Gross Messer
  • Base Prefire animation time: 1.05s -> 1s
  • Base Fire animation time: 1.05s -> 1.1s
  • Base Recoil animation time: 1.1s -> 0.9s


War Axe
  • Base Prefire animation time: 1s -> 0.9s
  • Base Fire animation time: 1.1s -> 1s
  • Base Recoil animation time: 1s -> 0.9s


Battle Axe
  • Base Prefire animation time: 1s -> 0.9s
  • Base Fire animation time: 1.1s -> 1s
  • Base Recoil animation time: 1.1s -> 1s


Nordic Axe
  • Base Prefire animation time: 1.1s -> 1s
  • Base Fire animation time: 1.1s -> 1s
  • Base Recoil animation time: 1.1s -> 1s


Claymore
  • BaseFireanimationTime: 1.2s -> 1.1s
  • Base Recoil animation time: 1.2s -> 1.1s


Zweihaender
  • Base Prefire animation time: 1.2s -> 1.3s
  • Base Fire animation time: 1.2s -> 1.3s
  • Base Recoil animation time: 1.15s -> 1.3s


Flamberge
  • Base Prefire animation time: 1.3s -> 1.2s
  • Base Fire animation time: 1.3s -> 1.2s
  • Base Recoil animation time: 1.3s -> 1.2s


Spear
  • Base Prefire animation time: 0.8s -> 0.88s
  • Base Fire animation time: 0.7s -> 0.77s
  • Base Recoil animation time: 0.9s -> 0.99s


Boar Spear
  • Base Prefire animation time: 0.7s -> 0.77s
  • Base Fire animation time: 0.6s -> 0.66s
  • Base Recoil animation time: 1s -> 1.1s


[h2]Skills:[/h2]
  • You are mine! (Berseker 90)
  • Stamina Required reduced from 30 to 25
  • Cooldown increased from 60 to 90


We are continuing to work on making combat more dynamic by experimenting with animations.
One of our focuses is combating the use of macros, and other methods, used to skip attack animations.

We hope today's changes will enhance your gaming experience, and we look forward to your feedback. More game changes are coming!

Make sure to become part of the Life is Feudal: MMO community by joining and following us on our official platforms: