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The maintenance has been successfully completed, and with it we’ve applied a major update, bringing you several new features, fixes, and improvements that will massively enhance Life is Feudal: MMO.
Group Arenas 2vs2 and 5vs5 have been added to the game. Here, teamwork will be much more important than individual skill.
Winners are determined at the end of the match by comparing the total points from both teams. Points are awarded in a manner similar to the classic arena system; you will not receive points for killing allies, so stabbing your teammates in the back is not recommended.
Important:
Only the group leader can register the team for the group arena.
The launch of the group arenas is in a test format, so rewards are temporarily disabled.
We hope you enjoy this arena format and look forward to your feedback!
Guild Chat: A dedicated chat for guild members is now automatically available upon joining a guild.
Main Menu Enhancements: Added new buttons for Discord, the game Wiki, and the game Dashboard to the main menu for better accessibility.
Durability Loss on Repair: Items and jewellery now have a chance to lose maximum durability when repaired using repair kits and through the Equipment Maintain skill. The chance to repair an item without reducing its maximum durability depends on the Luck attribute.
Item Quality Display Button: Added a new button in the inventory to enable the numerical display of the item's quality. The button has multiple modes for convenience.
Spawn Points: Corrected the incorrect spawn locations in the green zone.
View Mode in Combat Stance: Re-enabled the free view mode in combat stance.
Militia 90: Corrected the functionality to disarm opponents, it sends the player’s weapon into their inventory upon success. This skill is now available in the arena again.
Inventory Quality Display: Fixed the issue where the quality display button state was not saved after closing and reopening the inventory.
Sorting Settings: Fixed the issue where sorting and separator settings were not saved per character.
Localization Texts: Made corrections to some localization texts.
We have encountered some players using the ownership timer to obstruct construction on neutral territory. To address this, the construction time will be longer, and the ownership timer for certain types of buildings will be reduced.
Construction Cooldown: Reduced the ownership timer of premium buildings.
Construction Cast Time: Increased the cast time for placing buildings. Premium decorations now take 30 seconds (up from 5 seconds) and other buildings take 25 seconds (up from 15 seconds).
Siege Torch Modifier: Added a special damage modifier for objects to the Siege Torch, allowing it to be used more effectively to destroy objects like barricades and furniture. With this change, the rule prohibiting barricades has been cancelled.
Long Bow: Stamina rate usage per shoot reduced from 50 to 45
Bolt Damage (Slashing): reduced by 8%
Heavy Bolt Damage (Piercing): reduced by 8%
Throwing Knife Damage (Slashing): increased by 8%
Throwing Javelin Damage (Piercing): increased by 8%
Throwing Axe Damage (Chopping): increased by 8%
Naphtha Pot Damage (Siege): increased by 10%
Simple Warhorse: HP Regen increased from 0.012 to 0.014, Stamina Regen increased from 1 to 1.1
Hardy Warhorse: HP Regen increased from 0.015 to 0.017, Stamina Regen increased from 1 to 1.1
Spirited Warhorse: HP Regen increased from 0.008 to 0.01, Stamina Regen increased from 1 to 1.1
Heavy Warhorse: HP Regen increased from 0.016 to 0.018, Stamina Regen increased from 1 to 1.1
Royal Warhorse: HP Regen increased from 0.016 to 0.018, Stamina Regen increased from 1 to 1.1
Apart from their damage, the current set of weapons are very similar. To address this, we have decided to make the differences between the weapons more noticeable, even within the same weapon type.
This way, different weapons of the same type will deal different types of damage, making it easier for you to choose the most effective way to defeat your opponent.
As always, these changes are not set in stone, and we will be monitoring your feedback and overall game statistics to make future adjustments if needed.
Nordic Sword: decreased by 15%
Knight Sword: decreased by 11%
Light Saber: increased by 21%
Scimitar: decreased by 6%
GrossMesser: increased by 24%
Claymore: decreased by 11%
Zweihaender: increased by 44%
Flamberge: increased by 13%
Nordic Sword: decreased by 44%. The piercing damage of the Nordic Sword has always been its main strength, and with this change to its slashing damage, we aim to make it less versatile.
Knight Sword: decreased by 11%
Light Saber: decreased by 7%
Scimitar: decreased by 3%
Falchion: increased by 23%
Battle Axe: increased by 4%
Nordic Axe: increased by 4%
Claymore: increased by 19%. The increase in slashing damage combined with the decrease in piercing damage is intended to enhance the uniqueness of this weapon.
Zweihaender: decreased by 32%. The reduction in slashing damage combined with the increase in piercing damage is intended to enhance the uniqueness of this weapon.
Flamberge: increased by 1%
T2 Armors bonus effects (8% buff)
T3 Armors bonus effects (15% buff)
T4 Armors bonus effects (25% buff)
Slightly reduced the weight of T1 leather armor to increase mobility
Nordic Sword
Base Fire animation time: 1.05s -> 1.15s
Base Recoil animation time: 1.05s -> 1.3s
Light Saber
Base Prefire animation time: 0.7s -> 0.6s
Base Fire animation time: 0.75s -> 0.7s
Scimitar
Base Prefire animation time: 0.9s -> 0.8s
Base Fire animation time: 1.1s -> 0.9s
Base Recoil animation time: 0.8s -> 0.7s
Falchion
Base Prefire animation time: 1.1s -> 1s
Gross Messer
Base Prefire animation time: 1.05s -> 1s
Base Fire animation time: 1.05s -> 1.1s
Base Recoil animation time: 1.1s -> 0.9s
War Axe
Base Prefire animation time: 1s -> 0.9s
Base Fire animation time: 1.1s -> 1s
Base Recoil animation time: 1s -> 0.9s
Battle Axe
Base Prefire animation time: 1s -> 0.9s
Base Fire animation time: 1.1s -> 1s
Base Recoil animation time: 1.1s -> 1s
Nordic Axe
Base Prefire animation time: 1.1s -> 1s
Base Fire animation time: 1.1s -> 1s
Base Recoil animation time: 1.1s -> 1s
Claymore
BaseFireanimationTime: 1.2s -> 1.1s
Base Recoil animation time: 1.2s -> 1.1s
Zweihaender
Base Prefire animation time: 1.2s -> 1.3s
Base Fire animation time: 1.2s -> 1.3s
Base Recoil animation time: 1.15s -> 1.3s
Flamberge
Base Prefire animation time: 1.3s -> 1.2s
Base Fire animation time: 1.3s -> 1.2s
Base Recoil animation time: 1.3s -> 1.2s
Spear
Base Prefire animation time: 0.8s -> 0.88s
Base Fire animation time: 0.7s -> 0.77s
Base Recoil animation time: 0.9s -> 0.99s
Boar Spear
Base Prefire animation time: 0.7s -> 0.77s
Base Fire animation time: 0.6s -> 0.66s
Base Recoil animation time: 1s -> 1.1s
You are mine! (Berseker 90)
Stamina Required reduced from 30 to 25
Cooldown increased from 60 to 90
We are continuing to work on making combat more dynamic by experimenting with animations.
One of our focuses is combating the use of macros, and other methods, used to skip attack animations.
We hope today's changes will enhance your gaming experience, and we look forward to your feedback. More game changes are coming!
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