Life is Feudal: Your Own cover
Life is Feudal: Your Own screenshot
PC Steam Gog
Genre: Role-playing (RPG), Simulator, Adventure, Indie

Life is Feudal: Your Own

Thanks for your reports! (1.1.2.7)

Hey everyone,

Firstly, we’d like to thank everyone who has reported serious bugs, dangerous dupes and any exploits that still existed in our game, until this current patch!
Now, we are happy to say that they are all fixed (at least, we hope so!). Thank you for your patience and attention to detail!

Patch notes (ver. 1.1.2.7):



Bug fixes:


<*> Fixed terraforming related tunneling dupe
<*> Fixed substance dupe when using fertilizer
<*> Fixed rendering of particles when the particles’ source is moving
<*> Fixed some objects that were impossible to place/drop if they were damaged
<*> Server should no longer crash when trying to destroy your own building on your guild’s claim
<*> You can rotate the trebuchet properly now
<*> Fixed damaged sapper charge not to blow up with enormous power
<*> You can upgrade all guild monuments properly now

Quickfix (1.1.2.2)

This current quickfix is dedicated to the moveable objects self blocking problem, where you could insert one object into another, which resulted in both objects becoming blocked from movement.

Bees from beehives now collect honey from almost all types of grown up fields.

Long live LiF:YO! (1.1.2.1)

Hey everyone,

It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!

Patch notes (ver. 1.1.2.1):


New features and tweaks:



  • Implemented a physics model approximation for movable objects. You can no longer hang them in the air or place inside other objects or walls. Objects without collisions (decorations mostly) do not follow these rules and still can be hung in the air. Objects in destroyed buildings will still hang in the air. We will properly make fall/destruction of such objects in the next patch
  • Implemented new rolling wind feature (Video) along with multiple groundcover (grass, rocks and crops) optimization
  • Every building now has siege damage resistance, depending on its type. Fortifications, for example, have higher resistance than civilian buildings
  • Decreased all abilities progress multipliers (20/30/45/60 percent for 1/2/3/4 tier skills). Demolition skill rises faster now
  • Updated prices and weights of different objects
  • Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay anymore
  • Tweaked repair kit prices and repair kits prices during repair process. Repair kit quality now affects repair process speed
  • Updated wheelbarrows and carts movement speeds accordingly
  • Reworked and optimized particles system for better quality and performance
  • Herbal garden harvest decreased(40->10). Herbal garden progress no longer resets after server restart
  • Beehives no longer collect honey from loosened soils (which have no grass or flowers)
  • Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
  • Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
  • Reworked terrain textures (more details and better quality)
  • Added GM Robe (ID=1379)



Bug fixes:


<*> Fixed antidote mechanics. It now properly removes poisons and provides poison immunity depending on poison and antidote magnitudes. Maximum poison duration is now 10 seconds
<*> Fixed bug with incorrect poison magnitude calculation while stacking them in inventory
<*> Poled melee weapons now properly track shaft and blade hitting nodes simultaneously
<*> Fixed melee weapons passing and damaging through walls
<*> Fixed a bug, which allowed a player to change guild’s heraldry multiple times while in game
<*> When leader of a guild changes, roles are set properly now both for new leader and old one
<*> Fixed sudden death while jumping on a gatehouse
<*> Piercing bolt and stopping power crossbow abilities can no longer be applied on the same bolt
<*> Working tanning tubs and drying racks can now react properly on abilities
<*> Abilities can now be interrupted by a successful shield bash
<*> Fixed arrows getting stuck in the water
<*> Fixed a couple of bugs, where tools would not lose their durability
<*> Soil and other terrain substances can now be properly dropped outside of inventory, ignoring other windows on HUD
<*> Fixed a server crash while blessing other player that disconnects during the process
<*> Ctrl + H no longer resets font size settings in GUIs
<*> God’s mercy blessing will not be removed when logging back in after a disconnect
<*> Optimized video memory usage
<*> Fixed crash during client disconnect


P.S. since we’ve had a large patch today, we’ve decided to move this week’s Devblog update to Monday!

First steps as a publisher...

We are proud to introduce you to the first title of the Life is Feudal franchise, which is being developed by a team of fellow indie developers who call themselves Mindillusion!

We hope you will like the original mixture of innovative features and the Life is Feudal flavor in a city building simulator!

Looking forward to your support!

Check Life is Feudal: Forest Village on Steam Greenlight.

P.S. We expect a LiF:YO patch next week or the following week.
P.P.S. Beta wave#0 is in progress at full speed. We expect that it wil llast for a couple of weeks more before we will start beta wave#1.

Moving Studios

Hey everyone,
today’s update isn’t a game dev announcement, just proof that we’re alive and doing something to benefit our continued function as a business!



As you all know, we are gearing up for testing to begin so we really wanted to improve the services we have available for the development team. Therefore, we decided to move to a new office, which is better suited for our needs - hence our quietness the past week!

Obviously, just before the MMO testing does seem an odd time to move - and we agree! Unfortunately for us, our plans to change office was moved up on the list when our landlord upped the rent: money we would, of course, rather be putting into our game!

The new location is a big quality of life improvement for the team - especially since we keep them chained to their desks! We also have improved internet and network performance, which will provide a huge bonus during the testing and development phase.

As always, thanks everyone for your patience and continued support!

P.S. We're 99.99% sure that Beta Wave #0 will start next week.


MMO servers are up - Beta tests incoming!


MMO servers are UP!
See for yourself here: https://lifeisfeudal.com/billing/status.php

Don’t start cheering just yet! Currently, we won’t be opening the beta servers up to anyone outside of our studio for now - but we will soon!

If you’re interested in the MMO version of Life is Feudal, please read the following information carefully:

Beta Wave #0


Who is eligible: Our original backers/testers (golden nicknames on our forum boards)
Start date (aprox.): This week or early next week
Duration (aprox.): A few days/up to a couple of weeks
Wipe at the end?: Yes
Map resources shuffle?: No

Beta Wave #1


Who is eligible: All our original backers/testers + some new ones (more info about eligibility will be provided later)
Start date (aprox.): In a few days after the end of Beta Wave #0
Duration (aprox.): A few months
Wipe at the end?: Yes
Map resources shuffle?: Yes

Beta Wave #2


Who is eligible: Everyone who has Life is Feudal: Your Own in their Steam library
Start date (aprox.): In a few days after the end of Beta Wave #1
Duration (aprox.): 0.5 - One year
Wipe at the end?: Yes
Map resources shuffle?: Yes

Release!


Who is eligible: Everyone
Start date (aprox.): A few days after the end of Beta Wave #2
Duration (aprox.): Infinite!
Wipe at the end?: No
Map resources shuffle?: No

We would also like to inform you that, after much deliberation, we have decided to shut down our official LiF:YO servers this week. After all, 'your own' means your world, your rules and your personal play style; you guys should take the reigns and create your ultimate feudal world! We will, however, have official GM support for the MMO during the later waves of testing, and after the full launch!

In the current thread, we will answer the most frequent questions about the upcoming LiF:MMO beta tests.

Keep your fingers crossed and we hope to see you in LiF:MMO world!
P.S. One of the 49 squares on the map is equal to the whole LiF:YO map!

Some fixes (1.1.1.15)

Hey everyone,

While we’re working super hard on LiF:MMO, we are still supporting LiF:YO version, of course! This current patch is dedicated to a few rare client crash fixes.

In MMO news:



We’re currently reworking, and improving, the central starting town, as well as stabilizing integration with our new launcher.

On top of this, we’re also developing a new forest growth algorithm (which will be implemented in both games) and improving our minigame system - as well as the usual, and continued, support for LiF:YO!

Upd. Hotfix for character selection error is out.

A couple of fixes (1.1.1.12)

Hey everyone,

We’ve released a relatively small patch, which should fix a major amount of client side crashes. Thanks for your patience and believing in us! MMO Beta is actually getting closer and closer, stay tuned for the news next week! :)

Achievements and release branch update (1.1.1.11)

Hey everyone,

After 1+ month of testing all our features in the Steam beta branch, we’re finally releasing it to the main branch! This means that everyone can enjoy the content of our previous patches. Those who are using beta branch in Steam are encouraged to move back to the release branch.

We have also updated Steam achievements to match the new skill tree.

Patch notes (ver. 1.1.1.11):


New features and tweaks:



  • Updated Steam achievements to match new skill tree
  • Lowered damage for some OP weapons and tools
  • Updated some textures


Previous Beta patch notes can be found here:
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/626373163242226066
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/622996262206014877
http://steamcommunity.com/games/lifeisfeudal/announcements/detail/618493545614074073

Update. Some of you might have troubles with Steam not installing C++redistr 2015 files automatically. Feel free to install it manually via this download: https://go.microsoft.com/fwlink/?LinkId=615459
OR
you can proceed to your Steam Library folder and launch installers manually in this folder:
SteamApps\common\Life is Feudal Your Own\_CommonRedist\vcredist\2015

Sit down and wait for the MMO Beta …please! (1.1.1.8)

Hey everyone,

We know we said it last time, but this should hopefully be our last patch in the beta branch before we transfer it to the release branch - phew!

We’ve implemented proper sitting mechanics and animation for all you RP lovers in LiF!

We are still working on some issues in the MMORPG build, which is delaying the start of the first phase of Closed Beta tests, so unfortunately, we are unable to give an ETA at the moment - but we will keep you updated! :(

Patch notes (ver. 1.1.1.8):


New features and tweaks:



  • Implemented an ability, which allows you to sit on chairs, benches, thrones and other ‘sittable’ objects
  • Added some more sounds for different actions


Bug fixes:


<*> Fixed server crashes, which were caused by animal traps, gatehouse doors and death in water
<*> Fixed brewing exceptional chance calculation formula
<*> Fixed a bug, which manipulated the quality of items from Coops and other harvestable/cleanable items