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!
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.
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!
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!
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.
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.
We are glad that we have finally achieved a rather stable implementation of the guilds and claims system! From now on, you will be able to build, and later upgrade, a special monument, which will create your guild and will claim an area around it to protect anything that is built there from EVERYONE except members of that guild.
To learn more about claims mechanics, we suggest you to take a look at the updated wiki page here: http://lifeisfeudal.gamepedia.com/Claim
The decay system has been improved to take claims into account. If your building is FULLYcovered by your guilds claim, it will be completely protected from decay. However, if ANY of the building cells are outside the claim, your building will start to decay and eventually will disappear in 2-3 in-game days. However, decay rate setting is set to 0 (no decay) by default on all servers, so it is up to you to change it or not.
Nightime should be a BIT more comfortable since you can properly equip a torch now and even fight with it. In one of the following patches we will teach wild animals to be afraid of fire and run away.
P.S. We RECOMMEND to server owners to wipe your servers. It is NOT required, but recommended, since gameplay has changed significantly with guilds and claims mechanics and a fresh start will take those changes into account.