Client Version
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Client Version (Beta Branch)
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Release Date
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Content
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1.4.4.4
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20 September, 2018
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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
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1.4.0.1
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03 September, 2018
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- 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 jewellery is increased 5x- this will only work on newly crafted jewellery
- 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.
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1.3.6.0
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17 October, 2017
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Changed
- 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
- HP regeneration rate (per sec) reduced from 0.64 to 0.26
- Impact damage multiplier increased from 0.3 to 1.0
- HP regeneration rate (per sec) reduced from 0.64 to 0.16
- 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
- Accuracy reduced from 1.4 to 1.9 (less is better)
- Damage multiplier reduced from 3.7 to 3.4
- Melee
- Thrust damage multiplier increased from 1.92 to 2.25
- BasePrefireAnimTime increased from 0.8 to 1.0
- Thrust damage multiplier increased from 2.2 to 2.3
- Swing damage multiplier increased from 1.78 to 1.9
- 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
- Thrust damage multiplier increased from 1.3 to 1.35
- Thrust damage multiplier increased from 0.92 to 0.98
- Thrust damage multiplier increased from 2.4 to 2.51
- Swing damage multiplier increased from 1.4 to 1.7
- Thrust damage multiplier increased from 1.0 to 1.1
- :: Swing damage multiplier increased from 1.5 to 1.8
- Thrust damage multiplier increased from 1.1 to 1.17
- Swing damage multiplier increased from 1.4 to 1.75
- Swing damage multiplier decreased from 2.16 to 1.94
- BaseRecoilAnimTime increased from 1.0 to 1.1
- Swing damage multiplier decreased from 2.24 to 2.05
- BaseRecoilAnimTime increased from 1.0 to 1.1
- BaseRecoilAnimTime increased from 1.0 to 1.1
- Swing damage multiplier decreased from 1.2 to 1.31
- BasePrefireAnimTime decreased from 1.3 to 1.2
- BaseRecoilAnimTime decreased from 1.3 to 1.1
- BaseRecoilAnimTime decreased from 1.2 to 1.1
- Swing damage multiplier increased from 1.28 to 1.5
- Swing damage multiplier increased from 1.36 to 1.6
- BasePrefireAnimTime decreased from 1.3 to 1.2
- Swing damage multiplier increased from 1.12 to 1.3
- BasePrefireAnimTime decreased from 1.2 to 1.1
- Swing damage multiplier increased from 1.36 to 1.41
- BasePrefireAnimTime decreased from 1.2 to 1.0
- BaseRecoilAnimTime increased from 0.8 to 0.95
- BaseFireAnimTime increased from 0.7 to 0.8
- Damage multiplier increased from 1.8 to 2.0
- Damage multiplier increased from 2.4 to 2.65
- Damage multiplier increased from 2.4 to 2.65
Fixed
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1.3.5.0 (Dupe quickfix)
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05 October, 2017
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Added
- Implemented a heraldry change cooldown to prevent in combat heraldry mimic
Changed
- All damaged buildings no longer have doors/gates. You do not need to destroy a whole building in order to get inside now.
- 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
Fixed
- 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
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1.3.4.13 (Hotfix)
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05 October, 2017
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Fixed
- 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
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1.3.4.5
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28 September, 2017
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Added
- 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
- Implemented ‘Personal Claim’ system
- Implemented impact damage that is caused by a horse that tramples a player
- 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
- 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
- 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
- Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
- Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
Changed
- 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!
- 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
- 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
- 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)
- 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
- 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
- Armor effects now properly scale with the armor quality
- Archer Stand and Defensive Fence now set up immediately in a complete state
- A bunch of crafting recipe tweaks
Fixed
- 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
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1.3.3.1
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31 August, 2017
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Added
- 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
- Properly implemented the swimming skill. It can now be skilled up and allows you to swim longer distances
- Added ‘Load of Mortar’ recipe. Grants the ability to make large amounts of mortar at once, but with increased use of resources
Changed
- 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 ;)
- 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
- Armor effects now properly scale with the armor quality
- Archer Stand and Defensive Fence now set up immediately in a complete state
- A bunch of crafting recipe tweaks
- You can gather silkworm cocoons from medium mulberry trees
Fixed
- 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
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1.3.2.4 (Hotfix)
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02 June, 2017
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Fixed
- 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
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1.3.2.2
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02 June, 2017
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Added
- 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
- You will see an oxygen bar, while under water. Drowning will be more visible and easy to understand now
- “Slow” effect can now be removed by an “Arghh!” ability
- Added a new Bitbox logo intro
- 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.
- New, improved Inspect skill
Changes
- 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 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
- Optimized server to database communication
- Slightly optimized netcode
- Armor textures slightly tweaked and renewed
- Grossmesser damage reduced
- Siege tent decay speed has been reduced
Fixed
- 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
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1.3.1.0
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11 May, 2017
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Changes
- Removed Easter eggs and bunnies
Fixed
- 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
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1.3.0.8
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14 April, 2017
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Added
- 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!
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1.3.0.5
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11 April, 2017
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Fixed
- 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
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1.3.0.3
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07 April, 2017
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Fixed
- patch.sql script was fixed. This should resolve issues on these dedicated servers. They had no root rights while executing scripts in the database. That lead to numerous different bugs - skills lock/unlock, inability to see dropped objects, animals not producing corpses, trees not producing logs after being chopped down, crashes when taking resources from Drying racks and Tanning tubs etc
- Fixed an issue that prevented some wall and fence construction from being completed when they were adjacent to other walls, fences or unmovable objects
- Fixed a bug with improper damage calculations inflicted by arrows and bolts to buildings
Note
We've implemented separate skillcap (crafting, combat, minor) server setting. Dedicated servers' skillcaps can not be reconfigured automatically. Server admins will have to change 'world.xml' files manually to configure different caps to:
<skillcap>
<group id="1" value="400" />
<group id="2" value="400" />
<group id="3" value="400" />
</skillcap>
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1.3.0.1
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06 April, 2017
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Added
- Implemented a new object selection algorithm, which should increase your game performance slightly, especially in an area with a lot of objects and trees (note that inside buildings some improperly placed storage items, like crate, barrels etc., may become stuck, you will need GM assistance to get them out)
- Implemented parallax effect on terrain textures
- Added ‘Maximized window’ display mode
- Implemented ‘chopping’ type of damage for different axe-type weapons. This type of damage is more effective against small, movable objects than slashing, blunt or piercing damage
- Implemented ‘impact’ type of damage. It is inflicted by horses trampling infantry. Padded armors have increased resistance against it
- New ‘Siege Torch’ weapon
Changes
- Completely redesigned the combat skill tree. Make sure to open your skill book and spend some time familiarizing yourself with it. Note that skillcap setting will be different for crafting, combat and minor skills now
- Optimized and partially rewritten AI system. These changes may result in a slight server side performance boost, but they are mainly designed to be a foundation for Natives and horse-driven carts
- You can change language in Game settings menu now, as well as guid invites, groups and barter requests
- All types of damage affect movable objects now
- Rebalanced all types of armor. Armor now has a bonus effects according to required skill
- Royal armor skill requirement has decreased to 90. Royal armor damage mitigation has increased by 5% compared to Veteran’s armor sets
- Increased blueprints probability to be dropped during crafting actions from 1% to 5%
- Minimum speed bonus is 1.0 instead of 5.0. That means that a low speed poke with certain weapons will not cause excessive damage now
- Doubled velocity multiplier in thrust attack speed bonus calculation
- Thrusting attacks with Spears cannot be parried now (required 90 Spearman skill)
- All trebuchet related actions require 60 Demolition skill now
- You need to inflict at least 5 dmg in order to have a chance to cause a stagger or stun
- Special attacks reshuffled for the purpose of better usability in combat. Make sure to check out skill book descriptions
- All melee combat combo chains are lowered to 3 consecutive attacks (instead of 4). Make sure to check skill book for details
- Combo, special attacks and attacks with Power Strike effect properly ignore parrying now (as it was originally intended)
- Hit damage type transforms to blunt when hit is blocked by a shield
- Practice weapons do not require a linen rope now in their crafting recipes. That should make practice weapons more available at earlier stages of development
- Knight sword moved to hand-and-a-half sword group, Grossmesser moved to the one-handed group. Estoc weapon type changed to two-handed sword
- Nerfed lances damage multiplier
- Tweaked unit weight of polearms
- Partisan weapon is shorter now
- Increased speed of overhead attacks with two-handed pole weapons
- Swamps and snow now affect horses speed
- You can flatten paved tiles now to build structures on them
- Day cycle min to max range changed to 1- 24 (real life hours per in game day)
Fixed
- Multiple forest and trees related optimizations and bugfixes. We believe that everything related to the forest and individual trees should work faster
- Pines and spruces have proper collisions now at all growth stages
- Iron Grip ability should no longer switch player to a peaceful stance
- Royal horse in an unstoppable gallop state should work properly now
- Fixed an issue with cooldowns of disabled abilities
- Fixed a server crash with the barter window
- Fixed an exploit, which allowed players to shoot volley arrows when angle of sight is lower than 30 degrees to the ground plane
- Fixed incorrect tiles blocking while terraforming
- Region audio announcement is no longer sounded when entering the game or returning to already visited region (text notifications are still there)
- ‘Slaughter’ button is now visible only for players with at least 30 points of Animal Lore skill
- Fixed huge formation bonus bug. Formation will be dropped on any leader teleport
- Fixed ‘jump to the sky on a tunnel edge’ bug
- Autocraft ends when the tool reaches 0 durability
- Multiple combat mechanics-related bugfixes
- Fixed some minor chat and chat window related bugs
- Some other server and client side crash fixes and optimizations
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1.2.64.5 (64bit Release)
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02 February, 2017
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Added
- 64 bit client and server applications released
Changes
- 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
- 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
Fixed
- 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
- 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
Noteworthy
- We’re not going to officially support the 32bit version any longer. We are going to leave a legacy branch for those users that cannot switch to the 64bit version though, for whatever reason. We are sorry for any inconvenience!
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1.2.64.4 (64bit Beta)
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27 January, 2017
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Added
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1.1.8.1 (Crops Growth Fix)
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27 December, 2016
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Changes
- Minor tweaks to the skills progression speeds and stamina they spend.
Fixed
- In this patch, we’ve provided a fix to the crops growth algorithm, which was not calculating growth as intended. It now works as intended; crops receive growth increment once sunny weather changes into the shower weather and vice versa. All other types of weather are not taken into account. It takes 4 incrementations before you see the result of the growth (model change).
For more information visit the official announcement.
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1.1.8.0
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23 December, 2016
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Added
- Added Christmas is feudal special set of craftable items - hats, boots and gloves
- You can now bind yourself to siege tents and keeps. Resurrecting there will significantly decrease your resurrection sickness. Recommended to do only for important warriors in an events involving sieges/raids.
- Implemented a shiny new GM robe, old GM robe is called "Believer Robe" now.
- Added new weapon item "Siege Torch". Made with Warfare Engineering from naphtha, required Demolition skill, has normal siege damage
- Added a loosen snow substance to avoid steep hills being created with snow
- Added sow, cow and hind wild animals to the game
- Implemented GM log in Database. May be handy for admins to monitor GMs activity
- Implemented /JT GM command that allows a GM to jump on certain parts of any terrain. Also implemented /invul command, that grants invulnerability to a GM
- Adding support of Czech and Korean languages.
Changes
- Torch can now be easily made out of basic materials and does not require naphtha. It does not require Demolition skill and deals VERY low siege damage
- Decreased wild animals chance to inflict wound/fracture/stun
- Removed ability to block with a pike
- Defensive fence: damage now dependent on actual durability instead of objects weight
- Boar and moose attacks damaging sector/reach increased
- Entities: loot, dropped objects, tombstones, corpses are excluded from "Inspect Object" ability
- Shape ability is now back in Material preparation skill.
- Mortar and pestle can now be crafted with a branch as other primitive tools
- Players should have a proper invulnerability buff, after log in and recall to home. Effect disappears as soon as player starts movement.
Fixed
- Players that have fallen under the terrain should be returned back to the surface automatically
- Fixed rare crashes on tooltips
- Fixed formations related bug that could result in a huge defense bonus making player almost invulnerable
- Fixed GM camera jittering while flying in it
- Fixed permanently sliding/hanging horses
- Optimized wild animals navmesh. That should improve performance during maintenance, but might increase new world creation time
- Fixed emotes sounds
- Wild animals should be properly animated on steep terrain tiles
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1.1.7.4
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02 December, 2016
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Added
- To satisfy demands of some users we have added new attack direction bindings in the Controls section of the game. You can bind each directional attack to a separate key. Thrusting with a mouse wheel feels so goood :)
- Added barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
- Added a server setting, which can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld. It is possible to speed up forest growth via two ways:
1. by changing TreeAgingSpeed setting in cm_forest_maintenance.xml before server startup (this will be persistent between server restarts)
2. by changing script variable $ForestMaintenance::treeAgingSpeed via server console (the setting will be reset when you restart the server, may be useful for experimentation)
- Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
- Added the ability to fight with a spear and shield (Both appropriate skills are required)
- Added regions and the ability to craft with regional resources has been introduced
- Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
Changes
- Falling damage has been re-enabled. Take care jumping now!
- Melee attacks with insufficient skill are 25% slower now (instead of 50%)
- Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
- Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
- The speed that you raise your shield is now dependent on shield weight
- Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
- Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
- New training field model added with tweaked recipes for it
- Reworked alchemy herbs so they are now easier to spot and target in grass
- Critical equipment weight is now dependent on Constitution
- Critical equipped weapon weight is now dependent on Strength
- Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now
- Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
- Some weapons now have a chance to stun or knockout an enemy
- Stun resistance is now dependent on Willpower
- Each point of Intelligence now gives 2 skill points
- The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
- Changes made to some building and item recipes
- Wild animals now walk and turn properly on terrain with proper animations
- Copper ingots, bars, lumps excluded from Common metals group
- Specific metal in some recipes changed to Common metals
- Quality cap of metal items changed to 60-80-100 (iron - steel - Vostascus steel)
Fixed
- Fixed Shield block animation
- Inventory no longer has magical healing properties for horses
- Sleeper’s moon night has been removed. Perhaps we’ll see it again …someday
- Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
- Multiple chat window related fixes and tweaks
- Recycling of metals now should provide more adequate results
- Fixed incorrect wild animal AI calculations that caused excessive lag on servers
- Wild animals’ tracks now correctly lead you to the wild animal
- Fixed a bug with incorrect weight calculation when moving containers inside your inventory
- Fixed a rare network related crash
- Fixed a rare shadows bug, when observing terrain from a high elevation
- “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
- Client runs more smoothly when launching and added a splash screen while the client is loading
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1.1.7.0
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25 November, 2016
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Added
- Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed
- Added a server setting that can alter the speed of tree growth. It is intended that trees now grow slower. Also, server admins are not required to manually run scripts to remove trees stumps from the gameworld
- Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"
- Added the ability to fight with a spear and shield (Both appropriate skills are required)
- Added regions and the ability to craft with regional resources has been introduced
- Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable.
Changes
- Falling damage has been re-enabled. Take care jumping now!
- Melee attacks with insufficient skill are 25% slower now (instead of 50%)
- Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season
- Buffed passive defense to a maximum of 70% if block is active and a maximum of 50% if the shield is in hand but block is not active
- The speed that you raise your shield is now dependent on shield weight
- Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.
- Tweaked throwing weaponry projectile speeds to result in more realistic trajectories
- New training field model added and tweaked recipes for it
- Reworked alchemy herbs so they are now easier to spot and target in grass
- Critical equipment weight is now dependent on Constitution
- Critical equipped weapon weight is now dependent on Strength
- Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.
- Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor
- Some weapons now have a chance to stun or knockout an enemy
- Stun resistance is now dependent on Willpower
- Each point of Intelligence now gives 2 skill points
- The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.
- Changes made to some building and item recipes
- Sleeper’s moon night has been removed. Maybe we’ll see it again …someday
Fixed
- Fixed Shield block animation
- Inventory no longer has magical healing properties for horsesFixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates
- Multiple chat window related fixes and tweaks
- Fixed incorrect wild animal AI calculations that have caused excessive lag on servers
- Fixed a bug with incorrect weight calculation when moving containers inside your inventory
- Fixed a rare network related crash
- “Pour on ground” ability will only work in a hostile claim area during Judgement Hour
- Client runs more smoothly when launching and added a splash screen while the client is loading
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1.1.5.7
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31 October, 2016
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Added
- Implemented completely new AI behavior and spawning algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
- Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be improved. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
- Added Sleeper’s moon visuals. Wolves have demonic eyes now too
- Added new ability - gathering nuts, which will appear as an inventory item
Changes
- Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
- Primitive cooking recipes now available for the big cauldron and kitchen
- Grass will not grow under buildings, around tunnels and on cells that are blocked by construction or tunnels
Fixed
- Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This may hopefully also fix similar bugs with campfires and other objects that have lengthy crafting processes
- Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
- Multiple fixes for improper movable objects positioning/drop
- Traps no longer disable invulnerable players (I.E. spawning on top of the trap)
- Fixed mines for copper ability duration
- Some other minor fixes
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1.1.5.1
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07 October, 2016
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Added
- Implemented completely new AI behavior and spawn algorithms. Animals should be able to follow you inside buildings, not get stuck between trees, spawn better with less bugs and generally work more adequately, with better performance server side
- Implemented a new forest growth algorithm. Bush growth is taken into account and the overall performance of growing forests should be better now. The visual aspect of the growth should look better too. Overall speed of forest growth has also been significantly lowered
- Added new ability - gathering nuts, which will appear as an inventory item
- Primitive cooking recipes now available on the big cauldron and kitchen
Changes
- Cells blocked by buildings/tunnels/forest visualization is now client side only. It should increase the performance of ‘Observe Mode’ and make it more responsive
Fixed
- Fixed a notorious and elusive bug with tanning tubs and drying racks being bugged out in certain unusual circumstances. This might also fix similar bugs with campfires and other objects that have lengthy crafting processes
- Players are now spawned exactly at the same coordinates they logged off from. This is to prevent exploits, which allowed players to log out near castle walls, only to appear on top of it after logging back in
- Multiple fixes for improper movable objects positioning/drop
- Traps no longer disable invulnerable players (just spawned on the trap)
- Fixed mine for copper ability duration
- Some other minor fixes
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[1.1.4.6]
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13 September, 2016
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Fixed
- This small fix addresses issues with certain doors not working and also some castle wall collision issues.
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[1.1.4.4]
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13 September, 2016
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Added
- Added some more minor visual effects and improvements
- Added new trophies (boar, wolf, bull)
Changes
- Reworked the HDR system completely. Make sure to try playing with different settings in the Video options menu
- Nights have become darker now. Be sure to wield a torch before you go for a wander
- Eye adaptation effect has been implemented. You can see it while entering or leaving buildings or darker parts of world
- Ambient lighting has been tweaked to provide better visual quality in shaded areas
- Increased warehouses window size for easier inventory management
- Repair ability duration changed from 5 seconds to 10-8 seconds
- Fortifications are harder to repair now
- Large repair kits are now 10x more effective than the small one
- Reworked some existing models: Campfire, Forge and anvil, Potter's wheel, Quern, Deer Trophy, Masterwork vase, Vase, Winepress, Stone wall sections, Wooden wall sections, Loom, Bed, Bench, Chair, Decorated bed, Expensive bench, Table, Wall Shelf, Sleeping Bag, Throne, Wooden mill, Big Plaster house
Fixed
- Provided a couple of serious client side optimizations, which should increase your FPS in crowded areas
- Some potential/rare crashes have been fixed
- Fixed a vulnerability that allowed game servers to be crashed remotely (“Death Star” found by Alakar)
- Short Pike and Long Pike "wall of pikes" attacks now works as intended
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[1.1.3.2]
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19 August, 2016
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Changes
- Increased speed of Maul and Sledge Hammer slightly
- Slightly increased damage of Nordic Sword
- Slightly nerfed damage of the following weapons: Battle Axe, Nordic Axe, War Axe, Cudgel, Flanged Mace, Morning Star, War Piсk, Light Sabre, Falchion
Fixed
- Armor can now be properly crafted
- Fixed one of the frequent crashes
- Piercing weapons combos fixed
- F3 button should be properly bind now by default
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[1.1.3.1]
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18 August, 2016
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Added
- Implemented new Observe mode that can be enabled by hitting F3 (by default). You can now see terrain tiles altitude and block status while moving.
- Buildings that were destroyed by decay or by siege damage now destroy all movable object on/inside those buildings. Items that were inside those buildings and movable containers are being dropped into ruins, but partially lost during collapse.
- Server admins can now setup telnet remote connection to their server console by typing telnetSetParameters(#port#, "fullAccessPass", "readOnlyPass");
Changes
- Updated wooden keep model
Fixed
- Managed to achieve a significant server side performance boost
- Fixed a couple of model collision meshes to be more adequate
- Fixed an overpowered “lance-slashing” combat technique that resulted in enormous amounts of damage
- Creating screenshots should no longer slightly freeze your client
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[1.1.2.7]
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-
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29 July, 2016
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Fixed
- 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 to now blow up with enormous power
- You can upgrade all guild monuments properly now
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[1.1.2.2] (Quickfix)
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22 July, 2016
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Fixed
- Fixed moveable objects self blocking problem, where you could insert one object into another, which resulted in both objects becoming blocked from movement.
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[1.1.2.1]
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-
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22 July, 2016
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Added
- 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 a next patch
- Implemented new rolling wind feature (https://www.youtube.com/watch?v=Ra3tbjgIl_w) 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
- Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
- Added GM Robe (ID=1379)
Changes
- 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 no more
- 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)
- Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
- Reworked terrain textures (more details and better quality)
Fixed
- 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
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[1.1.1.15] (Hotfix)
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18 May, 2016
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Fixed
- Fixed character selection error
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[1.1.1.14]
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-
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18 May, 2016
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Fixed
- Fixed few rare client crash fixes
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[1.1.1.12]
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-
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06 May, 2016
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Fixed
- Fixed major amount of client side crashes
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[1.1.1.11]
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-
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29 April, 2016
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Added
- Beta patches 1.1.0.1, 1.1.1.3, and 1.1.1.8 [see relevant Version histories below for patch notes]
Changes
- Updated Steam achievements to match new skill tree
- Lowered damage for some OP weapons and tools
- Updated some textures
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[1.1.1.8]
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27 April, 2016
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Added
- Implemented an ability, which allows you to sit on chairs, benches, thrones and other ‘sittable’ objects
- Added some more sounds for different actions
Fixed
- 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
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[1.1.1.3]
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18 April, 2016
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Added
- 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
Changes
- Adjusted some sound event occurrences and added some new sounds
- Adjusted starting skills in the character creation dialogue
Fixed
- 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
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[1.1.0.1]
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8 April, 2016
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Added
- 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
- 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
Changes
- 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
- It is easier to hit with a warcry now, since it affects the target closest to your crosshair in a small sector
Fixed
- 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
- 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
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[1.0.7.3]
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16 March, 2016
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Added
- 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
Changes
- Slightly Increased war stance sprinting speed
- Tweaked ranged weaponry and bombs a little
Fixed
- 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
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[1.0.6.6] (Slow Fix)
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25 February, 2016
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Fixed
- Fixed problem where players could gather large amounts of herbs from herbal gardens
- Fixed some problems with trees and crop growth
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[1.0.6.4] (Hot Fix)
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20 February, 2016
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Fixed
- Fixed ‘soapy’ textures appearing randomly during gameplay
- Minimize the occurrence of colored sky on ATI video cards.
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[1.0.6.3] (Season Patch)
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20 February, 2016
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Added
- 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
- You can now move items quickly in Alchemy window via Ctrl+Click
Changes
- Tweaked the amount of white meat gained from rabbits and chicken
- Updated multiple architecture models (Kitchen, Carpenter’s Shop, Warehouse etc.)
- Minor weapons tweaks
- AI animals passability map format
Fixed
- 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
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[1.0.4.4] (Crash Hotfix)
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28 January, 2016
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Fixed
- Fixed one particular crash circumstance
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[1.0.4.3] (Crash Patch)
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28 January, 2016
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Added
- Added sorting in crafting and building/objects construction dialogues
- Implemented borderless fullscreen video option
- Added Polish localization
Changes
- 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)
- Guild name and title are now shown in a character screen (P)
- Some crafting actions now check ingredients prerequisites before actually starting crafting ability
- Sling maximum accuracy slightly tweaked
- Unsuccessful taming ability still increases your skill
Fixed
- 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
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[1.0.3.1] (Sprint Patch)
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30 December, 2015
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Added
- Added Polish language localization
Changes
- Sprinting cooldowns are now scaled along with Agility stat. Higher agility rates allows you to sprint longer and more often now.
- Tweaked blocking and parrying speeds slightly
Fixed
- You can now max out stats and skills completely without decimal restrictions
- Torch particle emitter works fine now after your draw your torch
- Groundcover objects (grass, crops) now properly casts shadows
- Audio settings menu no longer disables sound of rain
- Some minor art fixes and corrections
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[1.0.2.3]
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24 December, 2015
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Added
- Implemented advanced weather effects including wind affecting trees. Each season will have a certain set of different weather types and each weather type affects the growth rates of trees, cattle and farm harvesting yields. WARNING snow and rain particles can reduce FPS rates on weaker video cards - you can disable them in the Video Options menu.
- Piles of snow are now randomly created in the world during snowy weather (can be disabled via server config). They will melt away during other types of weather, or you can remove them via your terraforming abilities and use the snow as a crafting material for snowballs and snowmen!
- Added motion capture animations of movements with different types of weapons and some other war stance movements
- Implemented large animal traps. Once triggered by stepping on them, players, horses and wild animals receive a moderate amount of damage and are rooted for a short duration of time. Watch your step now!
- Added mass production recipes for charcoal, glass and linen
Changes
- Changed sprinting in war stance mechanics. Duration of sprint is now limited and there is a short cooldown before you can sprint again. From now on you should consider sprint as a short situational dash, rather than something you would constantly use in combat.
- Tweaked ballistics of some ranged weaponry, including fire arrows damage versus stone buildings
- You can now rotate the camera while sitting, resting or yielding by holding the “V” button
- Tracking now provides visible footsteps. You can now distinguish by the track the type of animal you are going to find.
- Updated multiple art assets and added craftable snowballs and snowmen that can be used for fun or to craft snow fortresses! ;)
Fixed
- Fixed multiple client side crashes (expect more fixes coming out “soon™”)
- Fixed 1st and 3rd person camera view behavior in some situations
- Fixed network code related bugs where you could see horses and players rubberbanding and jittering for no apparent reason
- Multiple render and visualization related Fixed
- Fixed some Guild Monument interaction bugs
- Prayer of home return should no longer spawn you on the roof if you have a bed inside the house
- Warhorses can now be properly acquired via GM commands. Horses now breed in stables properly.
- Fixed a bug where some dialogue windows disappeared while still waiting for user action
- You no longer need to manually return to a war stance after you have ran out of breath while in combat
- Fixed terraforming related dupe bug
- Fixed selection targeting issues mostly related with trees selection/highlight
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[1.0.0.11]
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24 November, 2015
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Fixed
- Fix for numerous client crashes
- Fix for black textures on terrain
- Numerous other small to medium Fixed
Changes
- Improvement to FPS rates in some scenes
- Quality settings of water and shadow shaders will require a client restart now in order to be applied properly
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[1.0.0.6] (Second Aid)
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19 November, 2015
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Fixed
- Fix of rendering glitches
- Fix of some of the crashes that users have experienced on some hardware
- Increased performance
- Partially fix for black terrain textures
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[1.0.0.3] (First Aid)
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-
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18 November, 2015
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Fixed
- Fix for server crashes when wild animals are enabled
- Minor Fixed
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[1.0.0.0] (Release)
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17 November, 2015
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http://lifeisfeudal.com/forum/release-t15442
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