Life is Feudal – Patch

Traduction en cours

After countless hours of development and QA testing we have finally achieved a stable and fast patching system for LiF:YO. You should notice significant decrease in time when connecting to heavily terraformed worlds. We have extensively tested this system internally, but there will always be rare bugs that slip past the team. We will be glad for any feedback, thank you!
Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in.

Along with this long awaited functionality we have also implemented explosive naphtha in our game. So you can create special naphtha grenades to throw at your enemies or load bigger naphtha barrels to mop up larger areas 😉 Keep in mind, that our explosion tracks all fragment trajectories, so it is quite easy to hide from the explosions behind bigger trees, walls and trenches!

Patch notes (ver.
Implemented a proper (proper for LiF:YO scale) patching system. Client loading times should decrease significantly, and rely more now on internet connection speed
Implemented an accurate naphtha explosion physics model. Multiple fragments can hit multiple body parts, depending on proximity to the epicenter of explosion and cover that might block shrapnel
Shields should now properly absorb damage and crack faster under axe-like weapon blows
Active blocking and parrying should properly slow the player now
Pounce (jump on shield) can now be activated only if you are wielding 2-handed axes or polearms
Implemented proper stamina consumption for shield bash, parry and blocking
Shield bash can now be performed only with Shield Mastery lvl 60 and higher
Shield bash now prevents character from moving, can not be performed while jumping
Some minor fixes for the trebuchet interface and operation
All crafting activities drop their results on the floor if your character is overburdened, instead of consuming resources and producing nothing
Wild hares and domesticated rabbits now drop proper amounts of ingredients upon being slaughtered
You can no longer heal already dead characters 😉
Fixed a bug that occasionally removed some tree collisions
Fixed the scale of some arrows and throwable projectiles
Numerous other minor bugfixes

P.S. We are aware that animals are acting even more weird now with the new patch. We will fix this behavior in a future patch. You can still hunt some of them with your trebuchet easily:
P.P.S if you are hosting Your Own world be sure that you have at least 500Mb more free disc space.

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