Life Is Feudal: MMO cover
Life Is Feudal: MMO screenshot
Genre: Role-playing (RPG), Simulator, Adventure

Life Is Feudal: MMO

Invisible Tunnels and Ninja Climbing Begone! (0.13.33.0)

We are very excited as we are getting super close to being able to share some very important updates for Life is Feudal: MMO. In the meantime, we continue tweaking, optimizing, patching and addressing critical issues as we progress through development.

Patch Notes (ver. 0.13.33.0):



New Features and Tweaks:



  • Player movement history is now precisely saved. That means that /stuck and relog activities will no longer let players get on the top of walls and buildings.
  • Personal timer for movable objects does not allow you to destroy them quickly anymore
  • Dismantle ability is no longer available after 30 mins of building a decorative object. This is done to prevent the dismantling of other player’s decorations in order to recover Decoration kits.
  • You can no longer inspect a bag with a dropped movable
  • Tweaked amount of shaped granite needed for Castle Wall recipes


Bug Fixes and Optimizations:



  • Fixed a random floating bug when tunnel walls were not visible on some clients or in certain parts of the map
  • Fixed a rare server crash related to the character deletion process
  • Significantly optimized the network load that claims and renamed objects put on the network, which should increase open world performance significantly

— The Team

(Dev News #132) Optimizing and Smoothing out the Battlefield



Hey, Feudalists!

As mentioned in the previous devblog, we’ve gathered loads of data from the stress tests on Avalon. This week has been dedicated to a deep analysis of this data and working on optimization.

We have released a patch that contains bug fixes and net optimizations that should be helpful in open world battles being more smooth and comfortable for participating players. You can read more about the patch here.

Earlier today we also released a hotfix for the creation of personal claims. Thanks to everyone who quickly reported this issue.

Also, we would be very grateful if those of you who have massive open world battles planed, tell us where and when so that the dev team can check it out and see if the optimization needs more work. You can contact anyone in the LiF Team or LiF Support team on Discord, or PM us on our social media. Thanks for your cooperation!

With events and Black Friday being the scene stealers last week, we simply had no room for the Avalon poll results. Our apologies for the delay, they’re finally in:



Thanks to everyone who voted, we will take the results into consideration!

Have a great weekend!
— The team

Announcement #175



It has been a while since we posted the previous patch notes. Each one of our recent patches has brought a relatively small number of features and fixes, but cumulatively, they have all contributed considerably to the game. So today, we would like to present the summary of a few recent patches:

Patch Notes (ver. 0.13.32.2):


Bug Fixes and Optimizations:



  • Optimized the amounts of data sent by the server when loading terrain
  • Reduced the number of net events required to be sent client side when reporting changes to claims
  • Fixed an issue where movable objects could not be taken out of ruins
  • Some minor localization updates


Patch Notes (ver. 0.13.31.1):


New Features and Tweaks:



  • Made numerous sound effect tweaks and fixes
  • You can now interact with new Signs and do not need both a Hammer and Saw to construct them

Bug Fixes and Optimizations:



  • Fixed glitchy collision model of the Keep, players should no longer get stuck and slide on the top floors
  • Fixed Dispatcher server crash
  • Some Unit and Formation code fixes and optimizations


Patch Notes (ver. 0.13.30.2):


New Features and Tweaks:



  • Multiple loot totems now spawn at the end of an IB - this is done to reduce crowding around one totem and resolve issues and lag that some players encountered while opening a totem with a huge amount of items inside
  • Changed Indication emote animation
  • Added some new altar visuals
  • You can now pray and sacrifice via the new Altar of Svefnii
  • Added decorative road signs
  • Added new hatchet skins
  • Added additional log strings while entering the IB, info with the side of the IB and leaving the IB. It is done for easier parsing for logs parsing sites/tools

Bug Fixes and Optimizations:



  • Multiple Server side code fixes and optimizations
  • Fixed inability to sacrifice items on colored altars
  • Fixed different coordinate shifts for different states of Horse Carts


Patch Notes (ver. 0.13.28.1):


New Features and Tweaks:



  • Halloween event features have been removed

Bug Fixes and Optimizations:



  • Fixed the issue with guest code functionality


Patch Notes (ver. 0.13.27.1):


New Features and Tweaks:



  • Arena top score list is sorted accordingly at the end of an arena battle without counting a player’s kills and scores that quit early into account
  • Arena quitters will not get any top score positions or coins, but will get God’s points and notifications about it
  • Removed the large bear's scale that was causing unusual behavior

Bug Fixes and Optimizations:



  • Fixed a serious exploit that allowed players to appear on the top of a tombstone right after death
  • Fixed a couple of bugs related to character transfers to and from battles
  • Fixed a bug that caused a player to spawn on the roof of their house even if they had a bed in it
  • Fixed a server crash related to guild standings
  • Fixed fence constructions on the sides of tiles. Now it is not possible to build multiple fence constructions on the same side of a tile
  • A bunch of internal systems fixes and optimizations


Patch Notes (ver. 0.13.21.0):


Bug Fixes and Optimizations:



  • Multiple internal system optimizations and fixes that should slightly increase the quality of the service provided
  • Fixed the bug that allowed ammo for trebuchets
  • Fixed the most common server crash, which was related to the horse carts bumping into a 'force field' on green worlds
  • Wrong recipe information on Ranger is fixed
  • Different blacksmith quest lines on newbie islands for male and female characters fixed
  • Some minor localization updates

— The Team

(Dev News #131) Black Friday



Hey, Feudalists!

Yes, you know what day it is. And yes, we’re no exception. So let’s kick this week’s devblog with some info on our Black Friday deals on Steam so that none of you are missing out:

All Life is Feudal:MMO packs are 50% off this Friday - Both on Steam and also Life is Feudal website.

Perfect timing to try Life is Feudal: Your Own, since it’s also on sale with 60% off! And there’s more - all LiF:YO skins also have 60% discount - Here.

Plus if you’re eager to get your hands on (or give as a gift) the whole LiF franchise pack, including LiF:MMO, LiF:YO, and LiF: Forest Village, there is a great deal if you buy in bulk - with 76% off - Here.

There are also various things on sale in the MMO Premium Shop, including brand new Hatchet skins with 15% off!

Now on to other news. We’ve had a really productive week: firstly, we are happy to announce that we have transferred all the game worlds including the Newbie Islands to the *nix based server OS. As we mentioned before, this OS should improve server-side calculations and overall network performance. We have already received a bunch of brilliant feedback from you, and we’re continuing to monitor how the game performs on the new operation system.

Which brings us to the next highlight of the week. In order to test how servers would take a massive battle on the new OS, our team has decided to have another stress test this week.

We would like to thank all those who showed up and participated in the event. And we would also like to apologize for some organizational flaws, we have taken all the feedback into consideration, so hopefully we will not disappoint you next time. We are happy to tell you that the test turned out to be really successful. Our development team was monitoring it all closely, and we have gathered all the vital information that will be a great help in applying upcoming optimizations, so thank you all once again for taking part in this.

During the first event when 130 people showed up and the ping was 500+, and it was therefore, really laggy overall. During the second event (the one that happened after we moved Avalon to nix OS) we’ve had even more participants than the planned 230 of you who showed up! The ping was 150, which indicated that the server was handling it okay. However, we are aware you’ve been experiencing lag which turned out to be network lag - and now we are looking into it so that we can implement optimizations that would address this, and allow 200 player PvP to be played smoothly.

And last but not least - this week we’ve also released a weekly patch in which we’ve finally located and fixed the problem that has been causing some of our players to get stuck and slide infinitely on the top floors of the Keep, and also some other small fixes and tweaks. You can check the full patch notes here.

Have a great weekend!

— The team

(Dev News #130) LiF:MMO First Anniversary



Hey, Feudalists!

This week we’ve moved Buyan and Telmun to *nix servers, and are planning that next week the rest of the worlds are switched over. Also, on Thursday a small patch was released that addressed some issues and added some new stuff and optimized a couple of things. You can read the full patch notes here.

Speaking of optimization. Tomorrow we invite everyone to join a mass PvP stress test battle event that will take place on Avalon, server 24 at 18:00 UTC. Not only will it be a fascinating event where you can win valuable prizes, including gold, high tier horses, various weapons, and more, this will also be beneficial for testing reasons and making the game better altogether. Mark your calendars, and join the Grand Battle!

And now - to the main event! Almost one year ago on November 17 LiF:MMO OBT has started. This means that tomorrow we’re celebrating our first anniversary! We would like to thank all of you for being with us, playing the game, sending your suggestions and notes, supporting us from the early stages to this day, as we continue to improve and add something new to the game. Here’s an infographic to show what has been going on Abella throughout the year and what marks have you left:



Also tomorrow we’re launching our Anniversary contest - A year in LiF:MMO: Showcase your Journey. Share your videos, photos, stories about how it all began for you, and what you’ve achieved now! We are looking forward to seeing how marvelous your villages and cities look now and also how they looked back then. The contest will last for a week, and there will be 3 winners. Stay tuned to our social media channels tomorrow, and don’t miss the announcement and the rules.

The last but not the least - this Friday we’ve launched an poll for Avalon concerning Prime Time duration. We’ve been getting a lot of requests to make it finish 1 hour earlier (and last 1 hour just like it used to before). If you agree (or disagree) we strongly encourage you to take part in it. We also apologize for the confusion of the initial question, and we have restarted the poll so that it is now clear to everyone.

Have a great weekend!
— The team

(Dev News #129) Nix Deployment Continues



Hey, Feudalists!

This week we released a small patch on Tuesday that removed the Blood Moon features from the game and also add an important fix — the guest code fix. Thanks for your reports - we were able to localize the problem and come up with a quick fix!

With the weekly update falling on Tuesday this week, we dedicated our usual ‘Patch Day Thursday’ to something equally important. As we mentioned before, our game worlds are being moved to a *nix based OS. If you’ve missed our piece about what it means and what are the benefits, you can read here. Yesterday was Epleland’s turn to be moved.

We apologize for the rather long maintenance time, but it needed to be done so that the move runs smoothly. Other worlds will follow rather soon. Mark your calendars as Avalon and Skjultland transfer is planned to happen next Tuesday, and the NA Regions, Buyan and Telmun, will follow on Thursday. Stay tuned to our #notifications channel on Discord to hear all about ETA, timing, etc.

And that’s a wrap for today’s devblog. Have a great weekend!

— The team

(Dev News #128) Pumpkin Patches and Events



Hey, Feudalists!

First of all we would like to apologize for the issues that happened after the latest update, including ‘Initializing..’ error, launcher issues, and Epleland unavailability. Our dev team are focused on fixing them as this devblog is published, and we are terribly sorry for the inconvenience. Thank you your reports to our support team, this really helps us to find out the ways to fix this faster, and also thank you for understanding.

This week we have brought out two new patches, one on Monday and one on Thursday. Monday one had the Halloween tweaks that we have prepared just for the holiday, and we hope that most of you are enjoying. For those of you asking — the Blood Moon shall remain in the game until next Monday, so you have the whole weekend to kill and loot the Fell creatures, no time to waste!

We have received a lot of feedback and pictures from you about the Blood Moon event, thanks to everyone for that! Here are some pictures that we would like to share with you:







In another patch that was released yesterday we implemented a bunch of tweaks and fixes that would make the performance better. There were several Arena top tweaks, as well as some unpleasant crashes and bug fixes (including fence construction on tile sides), and more. You can read the full patch notes here.

For those of you hungry for player-organized events - we have some news! Klippenwacht tournament will take place tomorrow at 7 CET on Epleland. Mark your calendars and join.

Have a great weekend!

— The team

(Dev News #127) Blood Moon Rising



Hey, Feudalists!

As you might have noticed, this week turned out to be patchless. We apologize for the lack of the update, it needed some extra time to be worked on, and we are planning to roll it out on Monday. Stay tuned to the #notifications channel on LIF Discord, we will notify you about the patch and downtime. The YO patch is also a bit delayed and being worked on as well.

In the meantime, we’ve transferred Iriy to *nix OS servers this week, and are planning to transfer other worlds this Wednesday. Once again, stay tuned to the notifications channel!

While our development team is busy cooking up some tweaks and features, our GM and Events team has something to offer for the upcoming week.

With Halloween approaching, whispers tell of a Blood Moon rising over Abella. The pale light it casts make the shadows stir and Fell beasts, that once lay dormant, rise in great numbers. The Crown seeks your help in slaying these beasts, as stories speak of the treasures that can be found by laying them to rest once and for good.

Important notice: LiF:MMO JH, IB Prime Time, Rating Calculation, Cardinals list update will switch to winter time with the next patch. Please, keep that in mind. Iriy will not be switching to the winter time.

Brace yourselves, and have a great weekend!

— The team

(Dev News #126) Futures Past, Plans and Events



Hey, Feudalists!

This week we have continued polishing our current build version along with working on bigger features for Second Major Update, and have released another small patch that contains fixes for some annoying bugs. You can see the detailed description in the patch notes here.

At the beginning of the next week we are planning to fully transfer Iriy (and its battle servers) to the .nix OS servers for better performance (in case you’re wondering what this means, check our previous devblog entry about this), this will require some maintenance, and we will let you know about when it is going to be happening. In addition, we are also working on a patch for LiF:YO - animal sounds should be back with this update, and the grass won’t grow where it is not supposed to. Stay tuned to the updates next week!

Last week the LiFdamage.online event has ended and turned out to be really successful: about 580 have taken part in the event, and the best of the best have received valuable prizes.

We asked MIG, the creator of LiFdamage online, and the person behind this event initiative a couple of questions about his project and plans:

How did the idea of creating a project like lif.damage online appear?

-Frankly, there wasn’t any idea of this in the first place. It just happened on the spot and with a great help of LiF:MMO community. In the beginning the log processor was written in Excel in VBA language. I was happy with that, since my goal was to see how was I performing in battles. So, I shared with with my guild mates, and that’s how it started: ‘Can you please make this thing online? Can you please make it with ratings?’. Soon after the community tuned in, and as the project grew, the new ideas appeared that I have been implementing. This has become a very important part of the game for me.

Have you noticed any tough competition for the first places in the rating during the event? Also, did you get any feedback about the event?

-The toughest competition happened to be on Arenas. There were 3 players going on par during the week, having played like 80 Arena fights, strangely enough, they were 2 berserkers and an archer.
As for the feedback, I am really thankful to everyone for it, I’ve received a lot of gratitude as well as a lot of suggestions and ideas, including how to improve the rating calculation formula to make it more adequate. Not sure if it had something to do with the event, but I’ve also noticed an activity boost, including IBs. It was minimum 3 IBs per day, whilst less happened during the previous week.


Do you have any future plans?

Sure! This week I am finishing working on the new version of lifdagame project. The website structure is going to be totally redone, and the following will be implemented:
- Player’s personal account where they will be able to see their statistics based on the log files uploaded before;
- Guild master’s personal account where they can analyze and assess their combatants’ skills;
- Some smaller features that users are definitely gonna enjoy.


And a classic question from us - what’s your job in LiF:MMO and what do you enjoy doing the most?

-I’m a Blacksmith and a road digger. However, lately I’ve been paying less attention to PvE content of the game, I hope my guildmate from Migelia forgive me for that.

Thanks a lot to everyone who participated!

Speaking of events, let’s travel a bit back to Oktoberfest week, as we'd also like to congratulate Grelt Driftwood from Telmun for his victory in the Oktoberfest Cup! Grelt brewed an astonishing 2,902 (90q+) beer items to secure his position as this year's best brewer. Thank you to everyone who participated, this was a total blast! We hope you enjoyed it as well, please, let us know if you have any requests or ideas for the events, we would like to hear from you! As usual, contact @Paul F on discord, or hit us up in the comments or at team@lifeisfeudal.com

Have a great weekend!


— The team

(Dev News #125) Mead, Steeds & All Your Patch Needs



Hey, Feudalists!

Oktoberfest festivities, such as the Mead and Steed horse racing, and the Grand Oktoberfest Festival took place last weekend, and we would like to thank everyone who took part in it. It was a blast! We would love to share some cool photos from the event with you:









In other news, we recently dropped a new patch, which added less severe negative alignment skill loss penalties, gradual decay for damaged outposts, some cool new skins plus numerous other tweaks, features and fixes. If you missed it, you can check out the latest patch notes here.

Oh, and this weekend the LiF Damage Online event, organized by our player and enthusiast, author of website lifdamage online is coming to its conclusion. You still have some time to join and see how efficiently you’ve battled in LiF:MMO recently, and also win great prizes! More info, as well as current results, can be found here.

That’s all for this week, have a great weekend!


— The team