We hope that this will be our last patch in the beta branch before we transfer it to the release branch. Thanks to the current patch, you can migrate the existing release branch databases and your character skills will be converted automatically. WARNING! You might lose some skillpoints, especially if you’re playing on a server with a high skillcap (3000).
You may also be interested to know that, in a few weeks from now, we plan to present a 64bit client and server version. These versions should prevent some of the client and server crashes on overloaded servers with numerous objects and trees.
Patch notes (ver. 1.1.1.3):
New features and tweaks:
Implemented fully automatic skill conversion from the older skill tree to the new one. You can load your old worlds in the beta branch now and your character skills will be converted
Added some missing inventory item icons
Added scrollbar to the Skill book
Adjusted some sound event occurrences and added some new sounds
Adjusted starting skills in the character creation dialogue
Bug fixes:
<*> Fixed a ground substance dupe exploit via herbalism abilities
<*> Fixed inadequate durability damage while parrying with some weapons
<*> Fixed a terrain texture glitch that appeared in some cases
Beta branch update #inb4MMO (1.1.0.1)
Hey everyone,
Firstly, we want to thank you for your patience while we ensure the latest patch is stable. We have one or two little things we need to do but have decided that we can release today under the beta branch - so obviously please keep in mind that it’s still in a WiP state - (check out the link here to find out how to switch to beta) for those who are eager to try it out!
You will have to start a new server in the beta branch!
Next week we are going to release another small patch, which will enable automatic migration of your existing worlds.
Once we have ironed out any remaining bugs, and ensured the gameplay is stable and balanced we will apply the current patch on the main branch (so everyone can join in) later on!
Patch notes (ver. 1.1.0.1):
New features and tweaks:
Implemented guild Heraldry. Guild leaders can now design their own heraldry symbols via the Guild monument menu. Tabards can now be crafted via Tailoring skill. Tabards and shields are painted automatically with the heraldry of player wielding them
Completely reworked Crafting and Combat skill trees. We’ve changed them to be more adequate in terms of logical progression
Pikes and lances have had their firing timer increased. This means that it will be easier to hit with these weapons now, since their active state (couched, when it can deal damage) will last longer
Pikes should now properly stop horses if hit
Fixed parrying view vector calculations. You should parry more effectively now if you’re facing the direction of a blow
Shields now absorb all damage if you’re in an active block and facing your opponent
It is easier to hit with a warcry now, since it affects the target closest to your crosshair in a small sector
Added triplanar texturing for terrain. You should notice some terrain texture quality increases. We’re still working on the quality of terrain textures
Added more animations for some crafting abilities
Added a glow in the health and stamina bars when they change their values
Bug fixes:
<*> Fixed some rampant client crashes
<*> Fixed a bug, which caused some trees and objects to become invisible on the client side
<*> Finally fixed the blinking sky visual bug on all video cards
<*> Created a proper warning when trying to launch the client on a DirectX 11 incompatible video card
<*> Optimized the trees collision model. It should demand less calculations both on server and client side
<*> All mouse buttons can now be bound properly
<*> Fixed a couple of rendering bugs
<*> Fixed antialiasing settings in video settings menu
<*> Fixed a video memory leak
We’d also like to take this time to let you know that the MMO Beta tests are currently running internally. Since game development never seems to run smoothly, we’ve run into some issues, but we are devoting a lot of the team - and time - to overcoming that.
We’re hoping to start the first wave of tests later in April. The original Alpha testers, and the devoted supporters who’ve been a big help in our development are the ones who will be taking part in this wave of testing.
After that, all LiF:YO owners get to be a part of the second wave of testing!
P.S. You will only be able to see beta servers while in the beta branch!
Thank you for your continued support,
-The Bitbox Ltd. team
Heraldry, MMO and another MMO
We’re expecting the heraldry patch to drop early next week - expect lots of balancing and gameplay revamping in preparation for the upcoming MMO
With heraldry, you and your guild can personalize your look, which may prove important when identifying friend or foe during battle!
Once the patch is out, to enable the changes, you guys will have to switch to ‘beta branch’ on Steam - we’ll be giving you more information, and instructions on how to do this, closer to the time
On top of this, the internal tests are drawing to a close for our MMO; our alpha testers are on standby to get involved in the closed beta of the MMO commencing the beginning of April (they were the original MMO alpha testers back in 2014 - you can recognise them by their gold usernames on our site forum) - stay tuned for information!
In other news,
Check out the upcoming - and highly anticipated - MMO, Crowfall by ArtCraft Entertainment.
Described as a “Throne War Simulator”, Crowfall is an upcoming massively multiplayer online role-playing game, which aims to be a fusion of action MMORPGs and real-time strategy games.
Like us, Art Craft’s goal is to create a new type of online experience, so we’re super excited to share their game with you! Keep up to date with their progress at http://crowfall.com
Fixes and optimization - it can never be enough (1.0.7.3)
This collection of bugfixes and optimization makes up our latest patch - it should make your experience within our game smoother and a bit less frustrating. We hope you enjoy it!
Patch notes (ver. 1.0.7.3):
New features and tweaks:
Added some environmental and character jumping sounds
Added alchemy ingredients inventory tooltips. You can now see what effects are unlocked for your character not only via alchemy screen
Slightly Increased war stance sprinting speed
Tweaked ranged weaponry and bombs a little
Bug fixes:
<*> Greatly reduced “morning lag”, which mostly happened to trees growth calculations. Stay tuned for our new trees growth algorithm that should eliminate necessity for server admins to reduce trees amount in their worlds manually.
<*> Fixed a server crash related with wild animals AI
<*> Eliminated sky flickering, which happened on some hardware
<*> Fixed some GUI disappearance bugs
<*> Fixed a bug that prevented the ability to place furniture on the higher floors of your buildings
<*> Fixed a bug where you could “overrepair” your weapons with “Maintain” ability
P.S. Stay tuned for an upcoming heraldry patch, which should be dropping next week! :)
‘Slowfix’ for some recent issues (1.0.6.6)
This ‘slowfix’ should fix the server issues, where players could gather large amounts of herbs from herbal gardens, as well as some problems with trees and crop growth.
Unfortunately, some minor rendering bugs on video cards still persists. We are continuing to work hard on a solution - thank you for your patience and understanding!
Quickfix of some rendering issues (1.0.6.4)
This quickfix patch should eliminate ‘soapy’ textures appearing randomly during gameplay and minimize the occurrence of colored sky on ATI video cards.
Proper seasons and a herbalist’s garden (1.0.6.3 (420))
Before we reveal the contents of the current patch, we’d like to make a short announcement:
There is no MMO beta test going on at the moment! We will make a separate announcement once we have started the beta test, and once LiF:YO owners are able to join that test. Thank you for your attention!
Additionally, with the current patch we are releasing Steam trading cards! We hope you will like them!
This patch contains the art for all four seasons, you can check out some of the visual changes here.
One particular problem that many of our players have experienced was the inability to quickly find, and gather, desired herbs for alchemy. This is why we have implemented a herbalist’s garden in this patch. Feel free to experiment with different types of fertilizer to achieve the highest yields.
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
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
P.S. We have changed AI animals passability map format. This may cause a prolonged start time the first time you run an existing server with a lot of terraforming changes. The second time - and any time after that - will be significantly faster.
Requiem for client crashes (extended edition) (1.0.4.4)
Despite extensive local QA tests, one particular crash circumstance was not detected and leaked into the recent patch. This current hotfix should fix that issue.
Sorry for the inconvenience and thank you for understanding!
Requiem for client crashes (1.0.4.3)
After literally months of bug hunting, debugging and code rewriting, we’ve managed to fix the cause of the most rampant client-side crashes we’ve had so far! It definitely won’t fix all crashes at once, but we expect that at least 60% of crashes should disappear. Please do not hesitate to send an automatic crash report if you experience a client-side crash during your gameplay session - it’s a big help!
Patch notes (ver. 1.0.4.3):
New features and tweaks:
Boosted formations, increasing their size. Bonuses in a full 10 man unit can be up to +50%!
Lowered bleeding rates
Boosted almost all one-handed weapons damage rates
Maul attack speed animation reduced (mauls will be slower now)
Added sorting in crafting and building/objects construction dialogues
Guild name and title are now shown in a character screen (P)
Implemented borderless fullscreen video option
Some crafting actions now check ingredients prerequisites before actually starting crafting ability
Sling maximum accuracy slightly tweaked
Unsuccessful taming ability still increases your skill
Added Polish localization
Bug fixes:
<*> Fixed stacking luck bonuses bugs
<*> Numerous GUI appearance and logic fixes
<*> Fixed the rare occasion of some characters being unable to join the game, and crashing server during attempt
<*> Fixed a bug that showed some of campfires as “broken”
<*> Fixed music soundtrack switching rules
<*> Ctrl + Click can now be used again to move items to barter window
<*> GUI windows that are outside of the game screen will be shown back on the screen
Development Information Update
Hello everyone!
The team has been busy preparing the next patch and you are busy waiting for it while playing LiF :)), we’d like to take a couple of minutes to answer a few of most common questions.
Q: Will there be any roadmap for 2016, many players are waiting for it?
A: We're waiting for it too :) Seriously, so far we're consumed by MMO tests preparation, bug fixes and optimization along with better implementation of weather/seasons effects and animals pulling carts. We may be able to draft some kind of detailed roadmap after we will receive first data from MMO tests, so we can plan how many of us will be dedicated to bug fixes and how many will have time to implement features.
Q: You have implemented one of the two most voted features: weather/season effects. When will the second one: Animal pulling carts be available?
A: We're working on it, hopefully it will be implemented before MMO beta tests (March 2016)
Q: Will there be any changes in the skill tree system?
A: Yes, we have some plans to make shorter skill lines and make them more logical, while preserving combat and crafting diversity balance.
Q: When will furniture become usable?
A: Hopefully this one will be another implemented user voted feature after we are done with seasons and animals pulling carts - sometime in the middle of this year.
Q: Are you going to improve ingame VOIP quality?
A: Currently we're using Steam library and infrastructure for VOIP features and can not do anything with this, unfortunately. For the MMO we plan to implement our own solution, that will be of a better quality, hopefully.
Q: Will Sawmills be functional in LiF:YO or it is only MMORPG functionality?
A: Sawmills will be working in LiF:YO. They will be overhauled to be wind driven and will be presented later this year.
Q: Are you working on performance optimizations for LiF?
A: Always. Constantly. Without rest.
Q: When we may expect Life is feudal: MMORPG to be available for testing?
A: Closed beta will be starting up this March. The original alpha testers from the first time around (approximately 700 people who donated at a certain tier), will be invited to start the testing. Then, depending on the results of that testing, after a couple of weeks or so, the servers will be opened up to admit the masses.