Life-is-Feudal.org Blog Feed en https://life-is-feudal.org/ Thu, 18 May 2023 17:00 CEST Life-is-Feudal.org is a Life is Feudal servers list. Its goal is to provide an efficient way for players to find a server that suits their needs and also for servers owners to get more players on their servers. 60 Security related fixes https://life-is-feudal.org/blog/39/security-related-fixes/ https://life-is-feudal.org/blog/39/security-related-fixes/ Thu, 18 May 2023 17:00 CEST Happy Holidays! 40% off on all Skins. Only available on Steam! https://life-is-feudal.org/blog/38/happy-holidays-40-off-on-all-skins-only-available-on-steam/ https://life-is-feudal.org/blog/38/happy-holidays-40-off-on-all-skins-only-available-on-steam/ Thu, 20 Dec 2018 16:34 CET

Treat yourself to some New Skins! These are available from December 20th until January 3rd - 40% off on all skins. Only available on Steam!

Happy Holidays!

— The team]]>
Halloween Sale - 40% off on ALL skins https://life-is-feudal.org/blog/37/halloween-sale-40-off-on-all-skins/ https://life-is-feudal.org/blog/37/halloween-sale-40-off-on-all-skins/ Tue, 30 Oct 2018 16:45 CET

Truly make Your Own your own with 40% off on ALL skins

Add a personal touch, stand out from the crowd or show off your stature with our YO exclusive skins sale. For a limited time only!

Happy Halloween!

— The team]]>
LiF:Your Own 4 Year Anniversary! (1.4.4.4) https://life-is-feudal.org/blog/36/lifyour-own-4-year-anniversary-1444/ https://life-is-feudal.org/blog/36/lifyour-own-4-year-anniversary-1444/ Wed, 19 Sep 2018 15:40 CEST
A few words about the patch itself: we have addressed some recent issues that came up with the release of the previous patch, as well as including a working per object access rights setup feature. It is still a little rough around the edges and a bit difficult to use for now, so you can read about how to use it correctly in Your Own here.
Patch Notes (ver. 1.4.4.4):

New Features and Tweaks:
  • Added the ability to setup unmovable object rights
  • You can now reset your keybindings to the default state
  • All newly created worlds are now running ‘Red’ rules by default
  • Players that have entered the Town Claim or Outpost Claim outside of the JH period will be booted out to the border of those claims if they log in during the JH period
  • Default ability preset now depends on the mount state of the player - this means players can have different default abilities while they’re riding the horse, driving the Trader’s Cart or walking
  • Tweaked Flamberge default skin and added some premium skins

Bug Fixes and Optimizations:
  • Shader caching is now working as intended, which should reduce the second (and the following times) of entering the world
  • Fixed shrinking of guild claim on guild monument upgrade
  • Fixed partial invulnerability and inability to act after being knocked down (trampled by enemy, unsaddled while riding the horse etc)
  • Fixed client crash related to the inventory GUI

  • Updated the offset of drop bags so they no longer disappear in heavily terraformed terrain

— The Team
]]>
The long awaited Life is Feudal: Your Own update, and Franchise Sale on Steam! https://life-is-feudal.org/blog/35/the-long-awaited-life-is-feudal-your-own-update-and-franchise-sale-on-steam/ https://life-is-feudal.org/blog/35/the-long-awaited-life-is-feudal-your-own-update-and-franchise-sale-on-steam/ Mon, 03 Sep 2018 19:56 CEST To celebrate the occasion, grab 50% off on all items in our two day full franchise sale on Steam in appreciation of your awesome support of Life is Feudal!

Patch Notes (ver. 1.4.0.1):
Important features and tweaks
  • Player owned horses that are left unattended in the world now take longer to decay (2 hours)
  • Reworked three gathering abilities (Search for something Edible, Search for Materials, Search for Herbs). All of these abilities work the same way as the original gathering of alchemy ingredients worked. ‘Targeting’ the tile triggers the visibility of corresponding plants in the area, which you now manually gather
  • Luck effects from different types of sources (jewelry, blessings and 5 ingredient foods) now have separate effect slots and stack separately
  • Movable objects can now be damaged by projectiles without a siege damage attribute
  • You can now rename unmovable objects
  • You can now give names to movable objects on your claimed lands - making your guild items management easier for everyone
  • Movable objects placed inside unmovable objects (warehouses, houses, keeps etc) can no longer be opened, looted or moved during JH raids. We’ve implemented this feature to prevent different types of exploits, which allowed players to squeeze into the warehouses and loot them while defenders were fighting elsewhere.
  • Incomplete buildings and objects now take significantly longer to decay and disappear. You can use the ‘Inspect’ ability on incomplete buildings to see their durability and how soon they will decay and disappear.
  • Reworked all shield visual geometry
  • Players should slip and fall down when they step on top of other players or horses
  • Minimum criminal status duration is now 10 seconds, giving you some time to hit the offender once or twice - make sure not to overdo it!
  • 5-ingredient food is now boosted. Eating complex foods like this will grant you an ‘Inspired work’ and ‘Luck’ effect and the duration of the effects depends on the quality of the food.
  • Resurrection sickness is now twice as long and healing effect duration is shorter, making it better to heal yourself now rather than dying
  • Warnings while looting graves should now work properly and warn you only if you really will lose the alignment upon looting

    --- Luck mechanics reworked---
  • Max luck on a character is now capped at 100 (originally 12)
  • Luck bonus on jewelry is increased 5x- this will only work on newly crafted jewelry
  • Luck bonus from skills at lvl 100 of training are increased up to 10
  • ‘Bless with a God's Love’ luck buff is increased to 8.5 (up to 10 on 100 lvl of the Piety skill)
  • 5-ingredient foods now provide up to 10 luck
  • The chance to craft an exceptional item has increased from 0.01% to 0.1%

  • Updated mature oak tree collisions so they can no longer form an impassable wall
  • Added FoV and Particle Settings to the Video Options of the game
  • Poisons tweaked so that they last longer (2 to 4 minutes) and the overall damage is also higher
  • Weapon tooltips slightly improved
  • Personal timers on horses are now properly ignored during JH

    --- ‘Battle Survival’ skill tweaks ---
  • Added a 60 second cooldown after ‘Fatal Hp Conversion’ proc
  • Skill raise from the ‘Fatal Hp Conversion’ ability was significantly increased
  • Luck now properly affects the chance of doubling the amount of fatal Hard HP damage that is transformed into Soft HP
  • Added a system message when the ‘Fatal Hp Conversion’ is triggered containing the information how luck affected this proc
  • Shields on the back should now properly lose durability upon being hit

    --- Beta Branch---

  • You can now choose between versions of YO that you want to play. If you want to stick to the latest update version, or choose the older one if you prefer. This can be done by right clicking on ‘Life is Feudal’- Properties - Beta.
]]>
Fix and balancing (1.3.6.0) https://life-is-feudal.org/blog/25/fix-and-balancing-1360/ https://life-is-feudal.org/blog/25/fix-and-balancing-1360/ Tue, 17 Oct 2017 19:07 CEST :cool_lif:

Patch notes (ver. 1.3.6.0):

New features and tweaks:
  • You can no longer ‘Apply a poison’ to 1.5H swords(56)
  • Horse bumping formula update, the behavior is closer to previous patch settings (which you guys love so much!)
  • Horses also receive damage from impact
  • Cavalryman 90 level bonus from unsaddling is working properly now
  • Hits in player’s head damage increased by 20% ( 1.5 -> 1.8 from basic)
  • Added duration (2 seconds) for ‘Inspect’ ability (id=208)
  • Marble and Slate roads can now be terraformed
    Horses:
  • Riding Horse and Female Riding Horse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.48 to 0.13
  • Simple Warhorse
    HP regeneration rate (per sec) reduced from 0.64 to 0.26
  • Spirited Warhorse
    Impact damage multiplier increased from 0.3 to 1.0
    HP regeneration rate (per sec) reduced from 0.64 to 0.16
  • Hardy Warhorse
    Mass reduced from 900 to 800
    HP regeneration rate (per sec) reduced from 0.8 to 0.32
  • Heavy Warhorse and Royal Warhorse
    HP regeneration rate (per sec) reduced from 0.8 to 0.38
    Ranged
  • Sling
    Accuracy reduced from 1.4 to 1.9 (less is better)
  • Sling Stone
    Damage multiplier reduced from 3.7 to 3.4
    Melee
  • Nordic Sword
    Thrust damage multiplier increased from 1.92 to 2.25
    BasePrefireAnimTime increased from 0.8 to 1.0
  • Knight Sword
    Thrust damage multiplier increased from 2.2 to 2.3
    Swing damage multiplier increased from 1.78 to 1.9
  • Light Sabre
    Thrust damage multiplier increased from 1.1 to 1.16
    BasePrefireAnimTime increased from 0.8 to 0.9
    BaseFireireAnimTime increased from 0.8 to 0.9
    BaseRecoilAnimTime increased from 0.5 to 0.65
  • Scimitar
    Thrust damage multiplier increased from 1.3 to 1.35
  • Falchion
    Thrust damage multiplier increased from 0.92 to 0.98
  • Bastard Sword
    Thrust damage multiplier increased from 2.4 to 2.51
    Swing damage multiplier increased from 1.4 to 1.7
  • Big Falchion
    Thrust damage multiplier increased from 1.0 to 1.1
    Swing damage multiplier increased from 1.5 to 1.8
  • Gross Messer
    Thrust damage multiplier increased from 1.1 to 1.17
    Swing damage multiplier increased from 1.4 to 1.75
  • War Axe
    Swing damage multiplier decreased from 2.16 to 1.94
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Battle Axe
    Swing damage multiplier decreased from 2.24 to 2.05
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • Nordic Axe
    BaseRecoilAnimTime increased from 1.0 to 1.1
  • War Pick
    Swing damage multiplier increased from 1.2 to 1.31
  • Zweihaender
    BasePrefireAnimTime decreased from 1.3 to 1.2
    BaseRecoilAnimTime decreased from 1.3 to 1.1
  • Flamberge
    BaseRecoilAnimTime decreased from 1.2 to 1.1
  • Bardiche
    Swing damage multiplier increased from 1.28 to 1.5
  • Broad Axe
    Swing damage multiplier increased from 1.36 to 1.6
  • Glaive
    BasePrefireAnimTime decreased from 1.3 to 1.2
  • Guisarme
    Swing damage multiplier increased from 1.12 to 1.3
    BasePrefireAnimTime decreased from 1.2 to 1.1
  • War Scythe
    Swing damage multiplier increased from 1.36 to 1.41
  • Bec de Corbin
    BasePrefireAnimTime decreased from 1.2 to 1.0
  • Spear
    BaseRecoilAnimTime increased from 0.8 to 0.95
  • Boar Spear
    BaseFireAnimTime increased from 0.7 to 0.8
  • Lance
    Damage multiplier increased from 1.8 to 2.0
  • Jousting Lance
    Damage multiplier increased from 2.4 to 2.65
  • Decorated Jousting Lance
    Damage multiplier increased from 2.4 to 2.65

Bug fixes and optimizations:
    Minor visual fixes

— The team]]>
Dupe quickfix (1.3.5.0) https://life-is-feudal.org/blog/26/dupe-quickfix-1350/ https://life-is-feudal.org/blog/26/dupe-quickfix-1350/ Fri, 13 Oct 2017 21:36 CEST

Patch notes (ver. 1.3.5.0):

New features and tweaks:
  • All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
  • Implemented a heraldry change cooldown to prevent in combat heraldry mimic
  • Combat update (overall damage balance update, durability losses, stun probabilities)
  • Forestry abilities levels change
  • Magic with fields and crops fixed(no more different aging speed of different tiles)
  • Trebuchet now loses durability, its accuracy depends on player intelligence

Bug fixes and optimizations:
  • Fixed an inventory dupe with a trader cart
  • Fixed a server crash caused by a /claimrule command
  • Players should now properly appear on their beds after homecoming
  • Fixed sudden death while jumping on the top of the drawbridge

-The team]]>
(Hotfix) More Fixes (1.3.4.13) https://life-is-feudal.org/blog/27/hotfix-more-fixes-13413/ https://life-is-feudal.org/blog/27/hotfix-more-fixes-13413/ Thu, 05 Oct 2017 20:27 CEST
Patch notes (ver. 1.3.4.13):

Bug fixes and optimizations:
  • Fixed a serious bug where a guild leader could leave the guild and leadership would not be properly transferred to the other guild member
  • Fixed a bug where, after harnessing and unharnessing the horse, the Trading Cart inventory visually disappeared
  • Fixed NULL guild tag issue
  • Minor art fix for the gatehouse bridge model


-The team]]>
Horse-drawn Carts and New Walls - AT LAST! (1.3.4.5) https://life-is-feudal.org/blog/28/horse-drawn-carts-and-new-walls-at-last-1345/ https://life-is-feudal.org/blog/28/horse-drawn-carts-and-new-walls-at-last-1345/ Fri, 29 Sep 2017 20:02 CEST ***(Hotfix) A small patch has been issued that should fix a bug that caused Guild Monuments to disappear after certain actions with a guild and its members.***

FINALLY!

After countless sleepless nights, frustration, desperation and strokes of hysterical laughter, we’ve managed to merge the four separate types of entities into one: a horse, a player, a cart and movable objects. The result of which has been highly anticipated by many players and is called: Horse-drawn carts!
Now you can fetch large amounts of items and certain movable objects around the map in an efficient and immersive way. Who knows, maybe you will not need a home anymore and can play as a nomad with all your stuff fitting into one cart? It is Your Own decision, after all! ;)

Also, we’ve implemented a new large set of castle wall models and new keeps! Recipes for building these are now available to you. These new walls should be more efficient and provide a wider angle of fire for the defenders’ archers. New keeps can now be built on top of your guild monument to provide an additional layer of protection for the “heart” of your guild.

We also would like to remind you that this major feature was one of the most voted features suggested by our players. We encourage you, our players, to visit this page and browse through the existing features, vote for them, discuss with others and even suggest your own ideas here[lifeisfeudal.com]!

Lastly, we’ve transferred all the current changes and features from the beta branch to the main/release branch. This means that you will be able to play with these features without a need to switch to the beta branch. The full list of features that are transferred from the beta branch and added with the current patch:

Patch notes (ver. 1.3.4.5):

New features and tweaks:
  • Horse-drawn carts have been added. You can build a cart, place a riding horse nearby, harness it to the cart. Inventory items AND movable objects can be put inside and pulled out via the context menu options
  • Optimized and reworked the guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. The political and a Rights system is currently shown via console commands only. Please, take a look here, if you want some politics on your server!
  • Implemented ‘Personal Claim’ system
  • Tuned Volley ability to be easier to use and be more effective (especially against tight formations). Volley ability can be used only if the strength of player is more than `STR need` parameter of a bow
  • Implemented impact damage that is caused by a horse that tramples a player
  • Critical weight influence on hit, parry and shield animation speed changed
  • Armor durability damage buffed. 0.1->1. weaponDurabilityDamage buffed 0.1->0.3 weapon_fracture_min__in_durability_damage 0.1->0.3
  • Berserker skill abilities now raise the skill faster
  • Added new type of resource — 'Simple Cloth'. Novice armors require simple cloth instead of linen now. Added new recipes to “Nature's Lore” skill: 'Wristbands', 'Primitive Boots'. 'Bandage' now craft with simple cloth.
  • Hunters (skill lvl 60) now can craft a hat from fur
  • All clothes now provide a small amount of damage mitigation
  • 1h and 2h sword combos work with one-and-a-half swords now
  • Tweaked almost all special attacks' damage scale. Nerfed some overpowered special attacks (which were found in the beta branch)
  • "Another Hole" combo sequence changed to less spammable (OH-R(L)S-OH instead of OH-OH-OH)
  • Increased the number of bind slots in houses and keeps
  • 3 story plaster house now uses the same number of tiles as the wooden version
  • Capacity of the 'Warehouse' is now the same as the capacity of Wooden 'Warehouse' (5000 stones)
  • Added hudless screenshot key in global key map
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance has been lowered
  • Guild land maintenance price has decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Fixed geo substance duplicating via inventory overweight
  • Player collision capsule is disabled when a player is dead
  • Fixed multiple messages here and there in order to better explain the situation and what is happening
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from a horse after stun. Now a dismount will only happen if a character is knocked dow.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees



-The team
]]>
Last Day of Summer LiF:YO Patch in Beta Branch (1.3.3.1) https://life-is-feudal.org/blog/29/last-day-of-summer-lifyo-patch-in-beta-branch-1331/ https://life-is-feudal.org/blog/29/last-day-of-summer-lifyo-patch-in-beta-branch-1331/ Thu, 31 Aug 2017 20:19 CEST
In today's patch, we want to take a second to say, 'hello!' to the small group of people who were concerned that LiF:YO had been forgotten about. Well, of course, we would never do that and are excited for today's updates. See for yourself in the patch notes or take a look on the beta test branch for more info!
Please read the end of the post if you’re unsure how to activate LiF:YO Steam beta branch.

Patch notes (ver. 1.3.3.1):

New features and tweaks:
  • Optimized and reworked guild code. Added new ‘Guilds’ button in the Character window - which is where you can now create, manage and invite new members to your guild. Political and rights system is currently exposed via console commands only. Please, take a look here, if you want some politics on your server ;)
  • Implemented ‘Personal Claim’ system
  • Implemented the ‘Horse decay’ system in order to minimize excessive server load, which was caused by hundreds of unattended horses being stashed in the attics of residential buildings. A horse without a rider or any interaction within 30 minutes will appear sleeping/laying on the ground, and after an additional 30 minutes, it will ‘run away’ and disappear completely from the gameworld. This mechanism is DISABLED by default. Server admins may to enable this setting by modifying the: $cm_config::Decay::HorsesDecayTimeMinutes preference
  • Implemented a server-side setting that gives the ability to enable or disable all inventory items being dropped on the ground when a player uses the Homecoming Prayer skill ($cm_config::HomecomingDrop = 0;)
  • New tooltips system implemented - you can now see detailed information about items, character stats and active effects
  • Claim radius is now shown in tiles (1 tile side = 2 meters)
  • Guild claim rendering distance is lowered
  • Guild land maintenance price decreased
  • Tweaked tree growth algorithm. Trees that are planted by players will now grow faster
  • Special attack damage multipliers boosted
  • Removed ignore parry on 90 lvl Spearman
  • 90 level Spearman is now required to fight with spear and shield. Also added special attack after knocking down an opponent
  • Lancers can’t attack on low speed anymore
  • Added durability checks while interacting with inventory and constructed objects. You will no longer see an ability in the context menu if durability requirements are not met
  • You can deconstruct incomplete buildings on enemy claims during Judgment Hour. Speed of deconstruction depends on the amount of resources that were invested into that particular building
  • Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
  • Armor effects now properly scale with the armor quality
  • Archer Stand and Defensive Fence now set up immediately in a complete state
  • Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
  • A bunch of crafting recipe tweaks

Bug fixes and optimizations:
  • Slightly optimized netcode
  • Optimized guild lands drawing algorithm
  • Optimized server to database communication
  • Fixed client crash on claim removal
  • Fixed inability to use Sacrifice when a monument is being upgraded
  • A few server crash issues have been addressed
  • Optimized collision models of some objects. This should boost servers performance slightly.
  • Fixed an exploit making some players invulnerable
  • Fixed a situation where a character was dismounted from horse after stun. Now a dismount will only happen if a character is knocked down.
  • Now renaming, opening and dropping bags and similar containers is working properly
  • Ranger skill abuse with pavise fixed
  • Fixed ability to draw a spear on horseback
  • Fixed terraforming related substance dupe
  • You can no longer add fuel to damaged devices
  • Fixed the quality cap on metal types in the case of chainmail armor crafting
  • Fixed /stuck exploit, which would allow players to get inside a fortified perimeter
  • Fixed incorrect food quality multiplier calculation. Now the value of the multiplier is recalculated with hunger increase
  • You can gather silkworm cocoons from medium mulberry trees


In order to check it out, you will need to switch to the beta branch. Full instructions are available here.

-The team]]>
A few hotfixes have arrived (1.3.2.4) https://life-is-feudal.org/blog/30/a-few-hotfixes-have-arrived-1324/ https://life-is-feudal.org/blog/30/a-few-hotfixes-have-arrived-1324/ Fri, 02 Jun 2017 20:01 CEST
We have located and executed a few nasty bugs that managed to get into our release build. Releasing those fixes now.

Patch notes (ver. 1.3.2.4):

Bug fixes:
  • Fixed a bug that showed blocked cells as green (unblocked)
  • Reenabled bind of “V” button to look at your character
  • Fixed 0 quality dung
  • Fixed bugs that kept your body in the world, after you’ve performed a suicide
  • Provided fixes of multiple issues with stables and other buildings construction processes
  • You can perform a suicide only with bladed weapons. Text was changed accordingly.
  • Tweaked mining skill descriptions in the skill book

-The team]]>
Nowhere to hide (or logout in combat) (1.3.2.2) https://life-is-feudal.org/blog/31/nowhere-to-hide-or-logout-in-combat-1322/ https://life-is-feudal.org/blog/31/nowhere-to-hide-or-logout-in-combat-1322/ Thu, 01 Jun 2017 14:50 CEST
Along with some other features, bugfixes and tweaks we’re glad to introduce the 30 sec logoff timer. There is no way for your enemy to disappear right before death, because they logged off instantly.

P.S. Check out our new company logo ;)

Patch notes (ver. 1.3.2.2):
New features and tweaks:
  • Implemented 30 second timer during the logoff process. During that 30 seconds your character will be in game (even if you’ve closed your game or shut off the PC).
  • Honorable Death - you can now type /suicide (or drag the appropriate icon from General Action skills to your hotbar) to kill yourself in some situations. The ability will take 10 seconds to cast and can be interrupted
  • Camera positions tweaked for different player states. In some cases 'hold to rotate camera' key may need rebinding in control settings.
  • Skinning of an animal carcass will drop all skinned results into your inventory and will remove the carcass from the world
  • You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
  • You can now place all tamed animals into carts and warehouses
  • "Sow Flax" ability now requires 30 skill level
  • You can erect a monument on paved tiles now
  • You can now eat preparations while mounted
  • “Slow” effect can now be removed by an “Arghh!” ability
  • Optimized server to database communication
  • Slightly optimized netcode
  • Added a new Bitbox logo intro
  • Armor textures slightly tweaked and renewed
  • In GM mode you can speed growth of crops in the targeted cell by typing /growcrops in the console
  • Trebuchet now has lower projectile starting velocity. Inadequate siege projectile behavior also fixed.
  • Grossmesser damage reduced
  • Siege tent decay speed has been reduced
  • New, improved Inspect skill

Bug fixes:
  • Removed a /stuck exploit that allowed you to get inside houses while relogging on their roof
  • Fixed several coop issues, both mechanics and GUI
  • Removed a client side deadlock
  • Fixed some of the problems with terraforming without a tool in your hands
  • Primitive tools no longer stack bonuses of better equipment
  • Rare alchemy/herbalism crash fixed
  • Fixed a gameplay bug where you could cook on a broken campfire indefinitely
  • Fixed improper birch log durability
  • Homecoming cooldown can no longer be refreshed by relogging
  • You can no longer flatten an already flat tile for additional skill gain
  • Mining time for copper vs iron has been tweaked
  • Chances to find rare minerals and gems at level 60 and 90 of Mining skill are as intended now
  • Blacksmith outfit now grants a proper bonus to the skill
  • Trebuchet max fire distance adjusted
  • You can no longer track other player’s activity via the console
  • Armorsmith and Ranger skills trivia updated to correctly describe the skills
  • World selection button removed from the character selection screen


-The team
]]>
Minor patch (1.3.1.0) https://life-is-feudal.org/blog/32/minor-patch-1310/ https://life-is-feudal.org/blog/32/minor-patch-1310/ Thu, 11 May 2017 19:28 CEST
We have talked our bunnies into behaving like proper rabbits, so no more eggs from them. The bunnies have also told us how to fix a few issues, the complete list is below!

Patch notes (ver. 1.3.1.0):

Bug fixes:
  • You can build on unflattened terrain tiles in GM mode now
  • You can dig a tunnel near flattened tiles now
  • No more unknown damage type, correct type of received damage (impact damage) is properly indicated now
  • No more dying from falling on respawn. We have implemented a new spawn algorithm.
  • Melee damage to movable objects works as intended now
  • No more infinite stun when being knocked down while riding a horse
  • Terrain quality setting is preserved after the game restarts now
  • Death resets food quality multiplier to default value now
  • Rope was not a realistic item for higher tier monuments and does not contain enough value. More appropriately valued items will be needed to increase claims at higher tiers.


-The team
]]>
Easter is coming! (1.3.0.8) https://life-is-feudal.org/blog/33/easter-is-coming-1308/ https://life-is-feudal.org/blog/33/easter-is-coming-1308/ Fri, 14 Apr 2017 17:04 CEST

Hey everyone,

Spring is in the air and some of the animals in the Life is Feudal world seem to have ingested something bright and rather, well, psychedelic since they are laying unusually colorful eggs…

And don’t get us started on the reports from a number of villages that fluffy little bunnies are also producing equally patterned and rainbow-esque Easter eggs! Can we get a collective, ‘aww’?!

Send in your Easter screenshots or tag us using #FeudalEaster

Patch notes (ver. 1.3.0.8):

New features and tweaks:
  • Added Easter eggs and bunnies in game for the Easter weekend and the following week. The bunnies have a unique ability to lay easter eggs in coops!

We hope you all have a great weekend!

-The team
]]>
Moderately quick fix Your Own update (1.3.0.5) https://life-is-feudal.org/blog/34/moderately-quick-fix-your-own-update-1305/ https://life-is-feudal.org/blog/34/moderately-quick-fix-your-own-update-1305/ Tue, 11 Apr 2017 14:03 CEST
Tradition is a feudal must, so here is another fix for the latest game update.

Patch notes (ver. 1.3.0.5):

Bug fixes:
  • Fixed an issue that caused improper skillcap calculation, which didn’t take intellect into account
  • Proper conversion of old single skillcap settings to the new crafting/combat/minor skillcap for existing dedicated servers
  • Only the thrusting spear attack can not be parried at 90 Spearman skill. Overhead and slashing attacks will be properly parried now
  • You now can not attack with bec-de-corbin while mounted
  • Skillcap information in the server browser is now indicated properly

-The team]]>
Life is Feudal Version 1.2.64.5 https://life-is-feudal.org/blog/24/life-is-feudal-version-12645/ https://life-is-feudal.org/blog/24/life-is-feudal-version-12645/ Thu, 02 Feb 2017 20:22 CET
New features and tweaks:
  • 64 bit client and server applications released
  • Recipes: Furnace, Big cauldron, Kiln, Tiny Shack, Plaster Tiny Shack, Sign moved from Mat. prep to Construction
  • Recipes: Quern-stone, Potter's wheel moved from Mat. prep to Carpentry
  • Removed ability ‘Create’(id=101)
  • Corrected tabs in building list
  • Recipes: Floor lamp, Archery target, Training dummy, Drying frame, Wine press, Loom, Plough, Tanning Tub moved from Construction to Carpentry
  • Recipes: Stone Stair, Beveled Stone Stair moved from Construction to Masonry
  • Palisade Wall required Construction=20 (instead of 60)
  • Wooden Wall required Construction=30 (instead of 65)
  • Small Stable required Construction=60 (instead of 90)
  • Stone Wall required Masonry=0 (instead of 30)
  • Other minor recipes changes
  • Fixed pike and lances combat technique that allowed to swing pike/lance sidewards while performing a thrusting attack to receive an inadequate amount of speed bonus
  • Included some render optimizations
  • Hunger meter is set to 100 after respawn now
  • ‘Dry a Hide’ ability moved from 60 to 30 skill
  • ‘Use Tanning Tub’ ability moved from 60 to 0
  • ‘Pick Up’ ability moved from 60 to 0
  • ‘Pick up a Hide’ ability moved from 60 to 30
  • ‘Hank of wool’ and ‘Wool cloth’ recipes moved from 30 to 60
  • ‘Thick dried hide’ and ‘Thin dried hide’ recipes moved from 60 to 30

Bug fixes:
  • Fixed a container renaming issue that caused all other containers to have the same name as a renamed one
  • You can sit on a chair inside buildings now
  • Movable objects do not disappear anymore if the unfinished unmovable object was deconstructed in the same cell
  • Normalized the video intro sound volume
  • Fixed a black screen bug that caused loading problems on some hardware specs
  • Water plane no longer moves with a mounted player’s camera mode. You will not see water changing angles when the player is mounted on a hind legged horse.
  • Fixed particle lighting issues
  • Fixed some issues with Invulnerability effect mechanics
  • Fixed a couple of memory leaks that have caused unstable behavior of the application
]]>
Life is Feudal Version 1.0.6.3 https://life-is-feudal.org/blog/23/life-is-feudal-version-1063/ https://life-is-feudal.org/blog/23/life-is-feudal-version-1063/ Sun, 21 Feb 2016 15:02 CET

Patch notes (ver. 1.0.6.3):

New features and tweaks:
  • Added visible changes for all four in-game seasons 
  • Added many decorative objects that can be used to increase the beauty of your settlement 
  • Added a herbal garden, which can be used to grow certain types of herbs 
  • Implemented auto-repeat functionality in most crafting abilities. You can modify a certain tag (autocraft - possible/always/none) in skill_types.xml 
  • Provided more rendering optimization (mostly forest related) 
  • Added more visually appealing wind effects on trees 
  • You can unequip an item with a double click 
  • Tweaked the amount of white meat gained from rabbits and chicken 
  • Updated multiple architecture models (Kitchen, Carpenter’s Shop, Warehouse etc.) 
  • You can now move items quickly in Alchemy window via Ctrl+Click 
  • Minor weapons tweaks

Bug fixes:
  • Particles now use GPU instead of CPU. This should provide a significant boost of frame rates in most cases 
  • Significantly optimized horse collision detection model. This should provide a significant performance boost on servers and clients 
  • Fixed tunnel materials generation bug 
  • Fixed tunnel selection functionality (when holding Right Mouse button and targeting a tunnel wall) 
  • Object demolition that results in ruins should no longer significantly freeze a server 
  • Horse movement should look smooth now 
  • Piercing bolt ability does no longer allow to shoot through obstacles 
  • Volley ability AoE area is now correctly displayed (arrows will actually hit that area now) 
  • Fixed alchemy achievement (Herbalist-Chemist) incorrect calculations. Players are able to properly unlock that achievement now 
  • Multiple GUI fixes 
  • Fixed inventory icon positions being shifted in certain conditions 
  • A proper message will appear if you don’t have enough arrows while triggering Volley ability 
  • Weight limit no longer applies on players in GM mode 
  • An unfinished Monument will no longer decay at a fast rate
Source]]>
No More Illegal Server https://life-is-feudal.org/blog/22/no-more-illegal-server/ https://life-is-feudal.org/blog/22/no-more-illegal-server/ Wed, 25 Nov 2015 21:29 CET
But we have been maybe too much tolerant in our moderation job. We will now try to make a better job at keeping our server list clean from illegal content.

User have now until 29th November to remove illegal server from our website and any links to website containing link for illegal version of Life is Feudal.

We also invite user to report any illegal server that we are not aware of.

Thank you for your understanding.]]>
Life is Feudal Release https://life-is-feudal.org/blog/21/life-is-feudal-release/ https://life-is-feudal.org/blog/21/life-is-feudal-release/ Tue, 17 Nov 2015 23:27 CET
To celebrate this, the game is 40% off until 20 November.




Announcement : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/55528373430482539]]>
Life is Feudal Version 0.8.2.3 https://life-is-feudal.org/blog/20/life-is-feudal-version-0823/ https://life-is-feudal.org/blog/20/life-is-feudal-version-0823/ Thu, 15 Oct 2015 16:34 CEST

Patch notes:


New features and tweaks:
  • Implemented “disconnect” button, that allows you to disconnect from a certain server in order to connect to another 
  • Resources that grow on trees (branches, apples, bark etc.) are now properly replenished every game day 
  • Quality growth while breeding animals is reduced
Bug fixes:
  • Significantly reduced visual movement lag of other players and animals 
  • Fixed local server start sequence with specified password or custom port. 
  • Added some additional logging to local server start process in order to fix issues that prevent some players to start a local world properly 
  • Guild members’ personal claims can now be overridden by a Guild Leader, if claimed objects are on the claimed land 
  • Cocktails and preparations can now be properly traded via barter dialogue without losing their effects 
  • Fixed cow/bull ratio while breeding them in stables 
  • Fixed blessings to work properly now 
  • Using a lance in combat will raise the Lancing skill now, instead of Mounted Fighting Mastery 
  • Equip maintain ability now works on throwing weapons 
  • Debug render is now allowed only for GMs 
  • Volley stamina drain fixed 
  • You can now fertilize soil tiles up to 100Q with 100Q Dung 
  • You will now receive alert messages while trespassing on a mount 
  • Kiln Bellows can now be blown by anyone 
  • Fixed an exploit that allowed players to raise Warhorse handling without spending anything 
  • Fixed bug that provided a pupil with a skill when mentor had a lower amount of that skill himself 
  • Fixed orange angel wings (2 saws with orange texture equipped on the back) 
  • Diagonal walls blocked tiles pattern changed (removed unnecessary blocked tile)

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/55525833892489331]]>
Life is Feudal Version 0.8.0.6 https://life-is-feudal.org/blog/19/life-is-feudal-version-0806/ https://life-is-feudal.org/blog/19/life-is-feudal-version-0806/ Tue, 06 Oct 2015 23:50 CEST
We have completely reworked the mechanism of local world creation and hosting. You should not notice much of a difference, but, hopefully, there will be more stability while performing the task. 
Thanks to significant help from BasilMod’s author, we have included a barter system (player to player) into our official build. 
We had also SIGNIFICANTLY reworked skill progression formula towards planned concept of fast 30, 60 lvl progression, normal 90 lvl progression and INSANELY hard progression to 100 lvl of a skill. Make sure that you have altered your server skill multipliers accordingly. Enjoy! 


Patch notes (ver. 0.8.0.6):


New features and tweaks:
  • Reworked local server start mechanism completely. You should encounter minimal problems if any at all while performing this action. If you still experience problems while starting local world, please do not hesitate to send a report, when you’re prompted to do so. 
  • Implemented a player to player direct trading(barter) system. Kudos to Basil! 
  • Boosted armor to be more effective against certain types of damage and be slightly more vulnerable against other types 
  • First and 3rd person view cameras should act properly now and avoid “inside mesh” rendering 
  • Reworked the skill progression formula towards planned concept of fast 30, 60 lvl progression, normal 90 lvl progression and INSANELY hard progression to 100 lvl of a skill. We will observe your feedback along with server side logs to tune that formula more precisely at a later stage 
  • Many melee weapons have been rebalanced 
  • Poisons and poisoned weapons nerfed significantly 
  • Empty bottles should stay in your Inventory after drinking a cocktail 
  • ‘Pour on the ground’ can now be done without a shovel, but it will take 50% more time 
  • Amount of crop yields has been doubled 
  • Added straw as an edible food in stables, removed taproot as an edible in stables. Lowered the amount of apples on trees. Added some new random player spawn points to decrease the possibility of spawning in the same spot. 
  • Non-tunneling terraforming actions are now available on claims during JH 
  • Create campfire - Create camp, ability renamed, new possibilities added 
  • Updated probability of finding wild plants 
  • Decreased growth of oak and pine trees 
  • Lowered probability of snares catching hares and grouses. We plan to fix/boost in coop breeding speed of rabbits and chickens to compensate that. 
Bug fixes:
  • Ranged weaponry now properly loses durability in combat 
  • You should no longer be able to shoot through thin walls and that also should fix pike attack damage detection 
  • maxHeight for movable objects now works properly inside houses and other buildings 
  • Hand of Boris and Hand of Ilias should no longer appear in your inventory while increasing/decreasing Unarmed Mastery skill 
  • You can interact with dead animals on the shore now 
  • You can no longer bless yourself 
  • Localized voice over sounds should work properly now 
  • Ranged weapons now drain stamina properly 
  • Multiple shield blocking related fixes 
  • Torches now deal damage to claimed buildings inside claims, while JH is active 
  • Added short timeouts to most actions, to avoid spamming on server side and other clients 
  • You can no longer shoot, if you don’t have ammo 
  • Gamepad developer binds were removed 
  • Character health is no longer 100/100 when connecting and should show a correct values

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/53272764499645660]]>
Life is Feudal Version 0.7.0.4 https://life-is-feudal.org/blog/18/life-is-feudal-version-0704/ https://life-is-feudal.org/blog/18/life-is-feudal-version-0704/ Thu, 20 Aug 2015 23:40 CEST
While we are developing multiple major features like Special attacks, the new GUI, new tunneling system, full DX11 support and so on, we must not forget about smaller - yet still important - features. Some of those features are implemented in this current patch, along with some bug and crash fixes. 
We would also like to mention that a serious bug has appeared in a recent patch, that we still can’t properly locate and fix https://lifeisfeudal.com/mantis/view.php?id=3570 . If you have any additional info about that bug, please, let us know via a comment on that page. 


Patch notes (ver. 0.7.0.4):

New features:
  • Mentoring for crafting skills and Drill for combat skills are implemented. You need to build a school that will allow one teacher to mentor/drill up to 5 students per in game day 
  • Implemented all mounted and verus mounted abilities and functionality. Inspect your Skill book for details and corresponding abilities 
  • Implemented “Coup de Grace” ability to finish off unconscious players 
  • Implemented a proper repair ability for inventory objects (weapons, armor, tools). It demands some repair kits, but does not lower Maximum Durability that much 
  • Tweaked building abilities, so you can initiate construction on a wider variety of ground types (paved road, rock fragments etc.) 
  • Implemented “Set Up” ability in the Combat Preparations skill. It allows you to place Defensive anti-cavalry fences before a fight. Galloping horses will be heavily damaged or killed if they hit this spiked fence. 
  • Tweaked “Coward!” warcry. It no longer causes a knockdown (only stagger), chance of occurrence is lowered, penalty for shooting accuracy of a victim increased. 
  • Wild animals are now spawned according to their biomes (wild horses on grasslands, predators in woods etc.) 
  • Implemented a proper “Remove Ruins”, which will allow you to remove ruins faster and salvage some materials out of them 
  • Added some sounds for different ingame events 
  • Corrected all in game messages according to proper English language rules
Bug fixes:
  • Fixed a serious GUI bug when closing dialog message with the [x] button that prevented the appearance of new dialog messages 
  • Fixed some bugged house and wicket models that prevented you from entering 
  • Multiple client side crashes fixed 
  • Wild animals should no longer be spawned in or run too deep into water 
  • Lowering Voice chat volume should no longer lower volume of in game sounds (footsteps, animals etc.) 
  • Fixed AZERTY keyboard related bug with inability to rebind some key bindings 
  • Fixed an issue with some Yes/No messages and localization 
  • Fixed some GUI window related bugs that prevented them from being properly closed 
  • Fixed beehive related bugs and minor exploits

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/61150258453099529]]>
Life is Feudal Version 0.5.5.1 https://life-is-feudal.org/blog/17/life-is-feudal-version-0551/ https://life-is-feudal.org/blog/17/life-is-feudal-version-0551/ Wed, 01 Jul 2015 22:06 CEST
Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. :( We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP! 

Nevertheless, now we almost have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it! 

Patch notes (ver. 0.5.5.1):

New features:
  • Mounted combat is implemented. You can use any one handed or Hand-and-a-half weaponry while mounted to slash your foes! 
  • Lancing is implemented. Lance is the only two handed weapon that can be used while mounted. In order to properly use your lance, you have to coach it by reaching a galloping speed of your horse and holding the Attack button (Left Mouse Button by default). Make sure to release your attack button just before an impact of your lance with your enemy to actually couch it with a full force for a short period of time. 
  • Pike and polearm weapons now have more stopping power vs mounted players forcing their horses rear on their hind legs. That can cause a forced dismount of a rider 
  • Added tooltips for abilities in the Skill book and Hotbar 
  • Unarmed combat mode is activated instantly after depleting all throwable weapons ammo 
  • Ctrl+click in inventory will transfer a targeted item in your previously opened container. For instance, open your Inventory, open your warehouse, Ctrl + click a couple of items in the warehouse - and they will be moved to your inventory. No drag’n’drop is required. We will disable that functionality for loot bags and gravestones in next patches in order to make combat looting and quick loot longer and harder. 
  • Alt+click on an item in container will autostack all similar items into one pile only inside that container 
  • Player velocity is now taken in account for throwing and ranged weaponry. For instance Javelin will fly further if you run forward while throwing it 
Bug fixes:
  • Fixed a client side crash that prevented users from training warhorses 
  • Visible terrain seams should no longer be that visible anymore 
  • Knocked down characters now drop movable objects that they were carrying on their backs 
  • Inventory and Character GUI windows are now properly updated if any values are dynamically changed during gameplay 
  • Health and Stamina rates of players that you are inviting to a unit are not visible anymore, until they actually accept that invitation 
  • Watching someone attacking shortly after drawing weapon now doesn't result in playing a bunch of draw animations 
  • Sounds should no longer loop infinitely at random places 
  • Fixed and added a couple of sounds for different action 
  • Fixed incorrect doubling of weight, when moving whole containers (bag, sack, pouch etc.) in inventory 
  • Fixed a bug when you could parry with ranged weapons 
  • Some more minor bug fixes 
  • Fixed some serious client side crashes 

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/61145822415917505]]>
Life is Feudal Version 0.5.1.0 https://life-is-feudal.org/blog/16/life-is-feudal-version-0510/ https://life-is-feudal.org/blog/16/life-is-feudal-version-0510/ Fri, 12 Jun 2015 00:40 CEST
This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now ;) 

Patch notes (ver. 0.5.1.0): 

New features:
  • Added player arm hit detection system that works while performing swings with any weapons 
  • Added beehives mechanics. Honey can now be extracted from beehives every morning. More about beehives: http://lifeisfeudal.gamepedia.com/Beehive(new) 
  • Implemented mead alcohol production 
  • Repair ability no longer decreases Maximum durability of buildings and objects 
  • Any 2 handed pole weapon can now be disarmed with unarmed combat 
  • Changed camera behavior on horses, on foot and in “overlook mode” (hold V) 
     
Bug fixes:
  • Provided a fix for random crashes while connecting and loading other worlds 
  • Fixed bleeding wounds blood loss speed to more adequate levels 
  • Horses should properly execute walking and running animations now 
  • Fixed client crash related with invitation to guild 
  • Horse sounds should no longer loop after its death

Source : http://steamcommunity.com//games/lifeisfeudal/announcements/detail/233406603887156928]]>
Life is Feudal Version 0.5.0.1 https://life-is-feudal.org/blog/15/life-is-feudal-version-0501/ https://life-is-feudal.org/blog/15/life-is-feudal-version-0501/ Fri, 05 Jun 2015 15:56 CEST
Dear players! According to your responses votes[lifeisfeudal.com] we are releasing a slightly unfinished version of basic horse mechanics. They are stable and you should not have any serious issues with them - still, it is Early Alpha after all, so be prepared for anything. We have warned you! 

Along with horses, we are presenting alcohol brewing (mead and honey making will be introduced later). Alcohol is a necessary ingredient in alchemy and excessive use of spiced alcohol will result in certain effects for your character ;) We all know that a large amount of alcohol might lead to some bar brawls, that is why we have implemented unarmed combat: a good way to solve your disputes without killing someone accidentally! 

Alchemy potions are now in fact alcoholic cocktails, which can provide you with a set of positive or negative effects. These can also be used to poison melee weapons! 

Jewelry now provides you with an increased “Luck” effect, and affects almost EVERY action that you perform in your world. Now is a good time for you to level up your Jewelsmith skill! 

Oh, and we have a weeklong -40% discount for our game. This could be the last chance to get a HUGE discount on our game before we have our full release launch. Make sure to let your friends know! 


Patch notes (ver. 0.5.0.1): 
    New features:
  • Horses mechanics are partially released. You can tame and breed horses and use a new building to train them into warhorses for riding 
  • Unarmed combat is implemented. It is available for everyone, but it can only be somewhat effective with a high level of Unarmed skill. Disarming of polearm weapons with unarmed parrying has been implemented 
  • Alcohol brewing crafting chain is implemented. Look out for new Brewing tank object in your construction menu 
  • The wine press can now be used to squash apples and grapes to produce raw materials for a Brewing Tank 
  • The cooking pot can be used to produce malt for further beer brewing in a Brewing tank 
  • You need any bottle of alcohol now to finish creation of your alchemy potion. Alchemy potions are now called “cocktails” 
  • Cocktails (ex. potions) will now give positive or negative effects upon drinking and can be used to poison your melee weapons 
  • Placeholder alcohol intoxication (“Full”) visual effect implemented 
  • Some crafting outfits now provide a significant bonus to several crafting skill values 
  • Luck now can be increased by wearing jewelry. Luck affects almost all crafting and combat abilities and actions now 
  • Tamable wild horses now appear in the wilderness 
    Bug fixes: 
  • Fixed a recent bug with some terrain textures appearing black and some fields becoming paved roads and vice versa. Server maintenance must be performed to have these textures fixed 
  • Fixed bug that allowed you to stack unit formation bonuses that resulted in an imbalanced amount of positive effects 
  • Fixed camera bobbing in some cases, especially during melee combat 
  • Fixed some cases where you were unable to see the blocking/parrying animation of your enemy properly 
  • Numerous minor fixes

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235657770064206917]]>
Life is Feudal Version 0.4.1.2 https://life-is-feudal.org/blog/14/life-is-feudal-version-0412/ https://life-is-feudal.org/blog/14/life-is-feudal-version-0412/ Sat, 23 May 2015 16:10 CEST
After countless hours of development and QA testing we have finally achieved a stable and fast patching system for LiF:YO. You should notice significant decrease in time when connecting to heavily terraformed worlds. We have extensively tested this system internally, but there will always be rare bugs that slip past the team. We will be glad for any feedback, thank you! 
Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in. 

Along with this long awaited functionality we have also implemented explosive naphtha in our game. So you can create special naphtha grenades to throw at your enemies or load bigger naphtha barrels to mop up larger areas ;) Keep in mind, that our explosion tracks all fragment trajectories, so it is quite easy to hide from the explosions behind bigger trees, walls and trenches! 

Patch notes (ver. 0.4.1.2): 
  • Implemented a proper (proper for LiF:YO scale) patching system. Client loading times should decrease significantly, and rely more now on internet connection speed 
  • Implemented an accurate naphtha explosion physics model. Multiple fragments can hit multiple body parts, depending on proximity to the epicenter of explosion and cover that might block shrapnel 
  • Shields should now properly absorb damage and crack faster under axe-like weapon blows 
  • Active blocking and parrying should properly slow the player now 
  • Pounce (jump on shield) can now be activated only if you are wielding 2-handed axes or polearms 
  • Implemented proper stamina consumption for shield bash, parry and blocking 
  • Shield bash can now be performed only with Shield Mastery lvl 60 and higher 
  • Shield bash now prevents character from moving, can not be performed while jumping 
  • Some minor fixes for the trebuchet interface and operation 
  • All crafting activities drop their results on the floor if your character is overburdened, instead of consuming resources and producing nothing 
  • Wild hares and domesticated rabbits now drop proper amounts of ingredients upon being slaughtered 
  • You can no longer heal already dead characters ;) 
  • Fixed a bug that occasionally removed some tree collisions 
  • Fixed the scale of some arrows and throwable projectiles 
  • Numerous other minor bugfixes

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235656499657750102]]>
Life is Feudal Version 0.3.7.2 https://life-is-feudal.org/blog/13/life-is-feudal-version-0372/ https://life-is-feudal.org/blog/13/life-is-feudal-version-0372/ Fri, 01 May 2015 15:21 CEST Life is Feudal : Your Own has been updated to version 0.3.7.2 on Steam.

Dear players! Unfortunately this April patch does not contain all of the initially planned features. We have had to postpone the World loading optimizations feature because it affects very sensitive core program mechanics and we want to spend more time on polishing and testing. 

On the brighter side, throwing weaponry and trebuchets are here! Later in May we plan to implement explosive naphtha grenades and explosive trebuchet charges - our first AoE (Area of Effect) weapons! 

Patch notes (ver. 0.3.7.2): 

  • Implemented the first siege weapon - Trebuchet. Make sure you have at least 50 Intelligence in order to use it effectively ;) You can read more about its mechanics on our Wiki[lifeisfeudal.gamepedia.com] 
  • Implemented throwing weapons: knives, axes and javelins. 
  • Bugfix: Mallet now loses durability while being used for pavement 
  • Bugfix: All crafting devices are now properly damaged while using them 
  • Bugfix: Smelting steel without a crucible and tongs is no longer allowed 
  • Bugfix: Crafting of Metal Bands should no longer consume metal if you don’t have a blacksmith’s Hammer equipped 
  • Bugfix: “Melt” and “Recycle” buttons are only active when there is something to melt or recycle 
  • Bugfix: Wild animal skinning ingredients are no longer capped at 50 Quality 
  • Bugfix: All crafting results are now capped by a Real skill Value of a corresponding crafting skill 
  • Bugfix: Already completed objects no longer use their contents if completed again in GM mode

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235654595885759394]]>
Life is Feudal Version 0.3.4.0 https://life-is-feudal.org/blog/12/life-is-feudal-version-0340/ https://life-is-feudal.org/blog/12/life-is-feudal-version-0340/ Wed, 01 Apr 2015 16:34 CEST
After thousands of man hours and gallons of coffee we have finally achieved a MAJORbreakthrough in our graphics engine. We are proud to introduce an Improved Graphics Mode © ! Due to its experimental nature, you need to activate it manually by pressing Alt + "i" on your keyboard. 
Enjoy! 


Patch notes: 
  • Implemented Improved Graphics Mode © 
  • Fixed a bug with maintenance not occurring in certain conditions (trees and crops do not grow etc.) 
  • You can use kiln bellows without a Smelting skill now 
  • Traps and Snares are fixed and should work properly now and not decay too quick 
  • You can now select objects that lie in shallow water 
  • Alignment loss for same guild/group members should no longer occur 
  • Other minor bug fixes 

Source : http://steamcommunity.com//games/lifeisfeudal/announcements/detail/234526162458099591]]>
Life is Feudal Version 0.3.3.3 https://life-is-feudal.org/blog/11/life-is-feudal-version-0333/ https://life-is-feudal.org/blog/11/life-is-feudal-version-0333/ Fri, 27 Mar 2015 21:48 CET
Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument! 

Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in. 


Patch notes (ver. 0.3.3.3): 
  • Implemented Judgment Hour gameplay feature. Do not forget to adjust its schedule on private servers and ask your server admins to do that on a dedicated ones 
  • Made a major particle system rework. In current and following patches you will notice more adequate particle effects in our game (fire, smoke, blood etc) 
  • You can now grind in our game :) ! Quern-stone is now working and should be used as a tool to grind wheat into flour. Windmill with advanced mass grinding mechanics will be implemented later 
  • Slightly shifted camera position in War Mode. We will provide a more user friendly camera behaviour in one of the next patches 
  • Optimized network code - effect will be hardly noticeable, unless you try to gather a crowd of players 
  • Added voice chat indicator. You can move it or close it while in Interface editing mode (F10) 
  • Added Shadow distance video setting. You might want to tune it down to reduce “morning lag” that is caused by long shadow render. Shadow mechanics will be fixed in one of the following patches 
  • Added a button in your settings that will reset all “Don't pop up those messages” flags on your client 
  • Fixed private claim of objects (timer) that worked improperly under some circumstances 
  • Fixed multiple issues that appeared after a player in GM mode entered and left camera mode. (Still GM Mode is not really safe for all in game interactions.) Use it only when you actually need to do something godly and then turn it off for your and your world safety! 
  • Fixed a server crash, when you are kicking an offline guild member from a guild 
  • Fixed some damaged state assets 
  • Fixed map dialogue buttons 
  • Multiple minor bug and crash fixes

Source : http://steamcommunity.com//games/lifeisfeudal/announcements/detail/234525530731852552]]>
Life is Feudal Version 0.3.2.6 https://life-is-feudal.org/blog/10/life-is-feudal-version-0326/ https://life-is-feudal.org/blog/10/life-is-feudal-version-0326/ Fri, 13 Mar 2015 23:26 CET
This current patch is dedicated to providing more fixes to our claims system and to client side performance in general. We have also implemented a Repair Ability, so you can now repair damaged structures and objects with different sized Repair Kits. 


Patch notes (ver. 0.3.2.6): 
  • Implemented a Repair Ability. Repair Kits of all sizes can now be crafted by anyone with Construction materials preparation skill. 
  • Optimized claims calculation code. There should be less freezes now during claims recalculation 
  • Added damaged models to different objects and buildings. Most of these models are not final! 
  • Significantly lowered base decay rate for all objects 
  • Fixed a serious bug that caused some objects to disappear in certain circumstances 
  • Fixed and optimized network code 
  • You can now Inspect objects to learn about their durability data 
  • You can no longer use trash items and soil for sacrificing. They will not provide sacrifice points 
  • Fixed multiple monuments and guild-related minor bugs 
  • Guild member limit now works properly 
  • GM mode camera speed is no longer the same for all GMs

Source : http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112927248381986655]]>