Hey everyone,
It has been some time since our last patch - some of you may have even started to believe the one or two doomsayers proclaiming that we’ve abandoned the development of LiF:YO for the sake of the MMO - yikes. We think the best way to prove them wrong is by taking action! So behold our latest patch!
Patch notes (ver. 1.1.2.1):
New features and tweaks:
- Implemented a physics model approximation for movable objects. You can no longer hang them in the air or place inside other objects or walls. Objects without collisions (decorations mostly) do not follow these rules and still can be hung in the air. Objects in destroyed buildings will still hang in the air. We will properly make fall/destruction of such objects in the next patch
- Implemented new rolling wind feature (Video) along with multiple groundcover (grass, rocks and crops) optimization
- Every building now has siege damage resistance, depending on its type. Fortifications, for example, have higher resistance than civilian buildings
- Decreased all abilities progress multipliers (20/30/45/60 percent for 1/2/3/4 tier skills). Demolition skill rises faster now
- Updated prices and weights of different objects
- Clay has a lower height difference coefficient now. You will not be able to terraform steep terrain walls with clay anymore
- Tweaked repair kit prices and repair kits prices during repair process. Repair kit quality now affects repair process speed
- Updated wheelbarrows and carts movement speeds accordingly
- Reworked and optimized particles system for better quality and performance
- Herbal garden harvest decreased(40->10). Herbal garden progress no longer resets after server restart
- Beehives no longer collect honey from loosened soils (which have no grass or flowers)
- Added new objects: Wooden wall square, Wooden wall defences, Wooden wall 45degL, Wooden wall 45degr, Walls with loopholes
- Updated old objects: Wooden barbacan, Wooden gate, Wooden wall
- Reworked terrain textures (more details and better quality)
- Added GM Robe (ID=1379)
Bug fixes:
P.S. since we’ve had a large patch today, we’ve decided to move this week’s Devblog update to Monday!