1. Life is Feudal: MMO
  2. News

Life is Feudal: MMO News

Announcement #146 Guild Influence Zones, Unit and Heraldry Banners and More! (0.11.12.2)

We’re implementing a long-awaited Influence Zone system!
In short, this means that Tier 3 and Tier 4 Guild Monuments will have an increased zone of influence around monuments. All Private claims, and even Tier 1 monuments, can be destroyed during JH if they are within an Influence Zone. This mechanic was designed primarily to combat troll Tier 1 claims and Private claims.

A Lesser Instanced Battle Totem is also introduced in this patch - It is cheaper, battle size is limited to 50 vs 50 players per battle and the losing side will only lose 5 tiles of Realm claim radius if defeated.

We have also implemented a solution for those who want to show off their cool looking premium armor skins and also be easily identifiable as a friend or foe on the battlefield. This solution is a Banner that you can now equip in the tabard slot in your equipment! Make sure to check premium skin options - unit leaders will be more visible for their unit members to see so there will be a tiny bit less chaos and confusion on the battlefield.

Patch Notes (ver. 0.11.12.2):


New Features and Tweaks:
  • Implemented Guild Influence zone
  • Implemented a Lesser Battle Totem
  • Losing an instanced battle will now inflict a 10 tiles radius loss (5 for a mini/lesser IB)
  • Implemented new type of tabard - a Heraldry banner
  • Repair kits are 2x more effective on buildings and 4x more effective on crafting buildings
  • Resurrection sickness is now twice as long. Healing effect duration is shorter now. It is better to heal yourself now rather than dying.
  • Trade Posts are available to everyone now. If you want to restrict the usage of the Trade Post - surround it with gates and walls.
  • Demolition skill should no longer level up while shooting at Archery Target with non-siege damaging projectiles
  • Removed excessive additional damage dealt to training targets
  • Skill will no longer raise if a Gathering attempt fails. Implemented to counter certain exploits near the server nodes borders.
  • Horses will suffer from falling damage now
  • Added working recipes for Naphtha barrel trebuchet ammo and tweaked its damage
  • Workshops and Kitchen buildings should give a 20% bonus to the quality of items crafted. Maximum quality that can be achieved this way is capped by the real value of the skill of the crafter.
  • “Destroy” ability should no longer be the default/first selected ability in the context menu. This should minimize the amount of accidental deletion of buildings. In order for this change to take effect you should delete the \game\%region%\data\DefaultAbilities.xml file. Though it will remove all your previously set default actions.
  • Fixed and tweaked names and availability of Platemail premium skins
  • Added missing Novice Padded Helm skin
  • Corrected door frames inside the Big Plaster House model
  • Moved some ground tile abilities of the context menu into a submenu “Look for”


Bug Fixes and Optimizations:
  • Fixed all known issues of terrain that had rips/holes
  • A client side crash involving server border crossings is fixed
  • Fixed an incorrect display of horses’ maturity
  • Fixed a server node crossing bug that would reduce a cart’s durability to zero, making it vulnerable to destruction


— The team

(Dev News #93) PVP Improvements and New Battle Challenges



Hey, Feudalists!

Get ready for a patch we’re really excited about and are planning to release next week, which we believe will really turn up the heat in PvP! Across all the continents in Life is Feudal, the consequence of potential asset destruction in Instanced Battles should certainly keep you on your toes.

Check out what we plan to introduce:

An increased penalty for losing an IB - 10 tile reduction of the Guild monument Realm claim radius
A ‘Lesser’ IB Totem - It will be 2x cheaper, limited to 50 vs 50 people per battle, the losing side will only lose 5 tiles of Realm claim radius if defeated
Influence Zones - which you may remember seeing in our previous devblog here

Roll up your sleeves and prepare for action, incoming IB challenges and potential asset destruction - especially if the assets are too close to the influential Tier 3/Tier 4 Guild monuments!

– The team

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