Feudals,
since the announcement of the new "seasonal" mechanics coming to Life is Feudal:Arden, the team has been working tirelessly to deliver new and exciting content to our players. Today, we are happy to show you the progress made on this path!
The “seasonal” transition will be preceded by a "pre-season" period aimed to test the functionality of the “seasonal” adjustments. The pre-season world opened its doors on October 23th and remains accessible till early December. The team will use this time to fix the potential bugs and monitor players’ feedback on the experience.
Seasonal
During the “pre-season”, the current “red zone” will remain unchanged. With the launch of the “Season”, it will be wiped and transformed into the “Green guild Arden” (aka the “orange zone”) with the adjustments to the PvP rules and a smaller map size. More on that will be revealed in our season release article.
Neither the territory nor the buildings in the “green zone” will be affected by the upcoming reorganization.
When choosing a world, apart from “Newbie world” and “Arden” players will see a new option – “Seasonal Arden”. Players can teleport to “Seasonal Arden” by using the travel idols at the trade posts in the “green zone”, or via a guild monument in the “red zone” (new ability “Sail to another world”).
“Sail to another world” can also be used to teleport from the "red zone" to the “green zone”!
When teleporting to the “seasonal” world, a character will suffer the following skill reduction:
Attributes (stats) capped at 20 (e.g., Intelligence 35 → 20)
All general skills capped at 30
Tier 1 combat skills capped at 45 (each personality)
All Tier 2–3 combat skills reset to 0 (each personality)
Tier 1 crafting skills capped at 45
All Tier 2–4 crafting skills reset to 0
All experience pools reset to 0
This rule will not apply to teleporting to either “green” or “orange” zones. Once the "Season" commences, characters will suffer skill reduction when teleporting to “Green guild Arden” for the first time – this way, “green zone” players will keep their progress, while players coming to the “orange zone” will start on equal ground.
It is important to mention that guild leaders won’t be able to travel freely between Seasonal Arden and “orange”/”green” Arden due to code limitations. To do that, they would need to hand over the leadership or disband the guild.
Each Age will have a unique modifier:
Starting from Age 2, players will receive a seasonal modifier called Harvester’s Season, which will increase yields for both domestic and wild crops by 25%.
Starting from Age 2, players will receive a seasonal modifier called Lumberjack’s Season, which will increase the amount of wood by 25%.
Starting from Age 3, players will receive a seasonal modifier called Blacksmith’s bonus, which will speed up all blacksmith actions (10% by default)
Starting from Age 3, players will receive a mining-focused seasonal bonus called Miner’s Bonus, which boosts ore logistics and encourages active mining during mid-to-late season. It also reduces carried weight of all mined ore types by 25%.
Starting from Age 4. players will receive a breeder-focused seasonal bonus called Breeder’s Bonus, which will increase successful breeding rate by 50% during Season and off-season.
Starting from Age 4. players will receive a hunters-focused seasonal bonus called Hunter’s Bonus, which will add custom loot to wild-spawned aggressive animals.
Starting from Age 5, players will receive a +25% bonus to damage for all types of weapons (melee and ranged) including siege (trebuchet, sapper charge).
We have introduced a special seasonal UI which will tell which recipes unlock each age and which age bonuses are active. 
Character development
Currently if a character has a full exp.pool, active levelling will stop – a character’s skill won’t increase despite performing the corresponding actions. Now active levelling will continue to work even with the full exp.pool.
Crafting
Stamina usage for ability “To lower ground level” is reduced from 40 to 30.
This adjustment makes terraforming more manageable and less punishing, especially when performed while wearing crafting outfits.
Action time for ability “Break Reinforce” was reduced to 1s.
This change is part of the ongoing balance adjustments related to tunneling mechanics. The ability is frequently used not for resource extraction but for fortification and structural manipulation during combat scenarios. Reducing the action time improves responsiveness while keeping its tactical use in line with intended gameplay balance.
During the calendar season, the max quality of wild-found crop seeds (wheat, peas, cabbage, onion, carrot, flax, grape, potato, rye, barley, oat) can be as high as 50.
In the “seasonal” world, we have streamlined tree growth by removing existing bugs (trees matured too fast), and we have also finetuned tree growth by adding 2 growth ticks per in-game day (for all trees).
In order to accelerate breeding progression, we will be increasing the min-max quality of wild animals by 10.
"Prayer for Homecoming" ability will not teleport to houses with loose materials(soil, ore) in inventory.
After extensive discussions with the community, we decided to address what had effectively become a “feature-bug.” While convenient, the mechanic allowed unintended use of the teleport ability for quick material transport. This change ensures that “Prayer for Homecoming” functions as originally intended - a travel and recall ability, not a logistics shortcut.
Now “Stone stockpile” can also hold “Rocksalt”, “Brimstone”, “Limestone”, “Gypsum”.
A long-awaited and highly requested feature from the community – players can now give their horses custom names! 🦘
This small but meaningful addition enhances personalization and connection with your mounts, making each horse feel truly unique.
Map
We have added the icons of travelling idols to the map layer with trade posts. This way, it will be easier to find a totem in the “green zone” among the player-built trade posts. This change is aimed at helping new players navigate the world easier.
With the general number of knoll camps for “seasonal” Arden is lower, the spawn amount of roaming knolls in the open-world was increased. Players will now come across more roaming Knolls, creating a livelier environment and offering additional opportunities for combat, hunting, and resource gathering.
Guild
Max number of unique accounts in a guild can’t exceed 50 (100 characters).
Fine Monument blueprint no longer requires “Shaped Rock”.
Following a detailed review of how outpost count affects defensive capabilities during sieges, these adjustments aim to balance the strategic advantage gained from higher monument tiers.
The new scaling ensures that each monument level meaningfully improves a guild’s defensive potential without creating disproportionate power gaps between different tiers.
T1 - All bordering fiefs + 0 extra outposts
T2 - All bordering fiefs + 1 extra outposts (including 1 military outpost)
T3 - All bordering fiefs + 3 extra outposts (including 3 military outpost)
T4 - All bordering fiefs + 5 extra outposts (including 5 military outpost)
Recipe for “trade post” will be disabled for the players on “Seasonal Arden”.
In our view, trade posts on guild claims were too reliable of a source for feudals to make money for guild upkeep. Frequently trade posts are not used for their primary purpose. That is why we made a decision to remove a trade post from blueprints available for players on “seasonal” Arden. Now, similarly to knoll camps, trade posts will be scattered across the map, and they will serve as a point of potential conflict. In order to sell items and obtain coins, feudals will need to make a (potentially deadly) trip to a nearest trade post.

The location of trading posts can be altered in the future. We understand that it is a major change for the game, so we will closely monitor how this new mechanic affects the overall gameplay.
We analyzed the data on the new mechanic when a guild receives a shorter JH time if it has control of the province which hosts the guild monument. General feedback was that 30 minutes is too short for a JH. Therefore we made a decision to increase it to 60 minutes.
The dashboard was updated to show the guild ratings according to the new formula approach. It is these rankings that will determine the season winners among the guilds in each of 3 categories: points, wealth, provinces.
We disabled “Ally” standing and reworked permissions to be only set inside guild ranks and members.
As previously announced with the launch of the seasonal ranking system and its rewards for top guilds, this change is designed to encourage active territorial play and competition rather than the formation of large alliances.
By removing the “Ally” standing and consolidating permissions under guild management, we aim to strengthen individual guild identity, promote direct conflict, and ensure fairer progression in seasonal rankings.
It is no longer possible to assign custom permissions on:
non guild character
guilds
standing type
character from foreign guild
With this update, we introduce a new mechanic - “Protective Judgement Hour”.
Protective Judgement Hour can be launched from a non-military level 3 outposts. During PJH, the launching outpost and all bordering MOP become vulnerable. PHJ has a 24-hour cooldown. PHJ duration is 1 hour 30 minutes.
This addition expands the siege system by giving defending factions a way to respond proactively to attacks without having to wait for an HJH launch from the attackers’ Military Outpost or construct one themselves. The new PJH mechanic allows defenders to initiate localized defensive sieges, improving strategic flexibility and encouraging more dynamic territorial warfare.
During HJH and PJH a counter-capture will downgrade outpost level from level 3 to level 1 instead of transferring ownership.
We’ve received consistent feedback that launching an HJH and losing a counter-attack was overly punishing for the initiating guild. This change reduces the severity of the penalty - failed attempts will still have consequences but won’t result in a complete loss of control, encouraging more guilds to participate in siege without excessive risk.
Combat
“Simple siege ladder” and “Simple siege platform” will now behave as siege objects (possible to damage with siege damage type). We have also added an owner cooldown of 5min.
Previously, some deployable structures couldn’t be destroyed after placement and could even be picked up by defenders, leading to unintended defensive advantages. By making them destructible and adding an ownership timeout, siege equipment now functions more consistently with the rest of the siege mechanics, promoting fairer and more strategic battles during assaults.
N.B. Our recent "Combat rebalance" patch fully applies to "pre-seasonal" world. It contains substantial changes to the feudal art of war. Check it out before rushing into the battle head on (or maybe after, reading is for peasants anyway)!
Technical
We have made several fixes to the dashboard to increase stability and improve functionality.
Some players encountered a problem when they could not use certain items in the account inventory due to the “Consume” button being unresponsive. This issue has been fixed.
Newbie land quests received several fixes to make the experience smoother.
Often players found themselves in a situation when they were forcibly dismounted on admin lands without an option to “Hide” their horses or moose. Eventually an animal expired and disappeared. We addressed this issue by enabling the use of “Hide” ability on admin lands. Players will be able to collect their mounts and use them again once they left the blue zone.
UX/UI
Some players have complained about nights being too dark. The maximum brightness limit has been increased in the settings.
Please be informed that the first "Age" will continue on "pre-seasonal" Arden till November 4th. Subsequent "Ages" will last about a week each.
N.B. Teleportation between the "red zone" and "pre-seasonal" Arden is currently not fully operational. You can use the ability "Sail to another world" and teleport to the "green zone" and travel to the "pre-season" world via a travelling idol. You can check the whereabouts of the closest totem by opening the "trade" layer of the map!
With this expansion, Life is Feudal turns a page and ventures into a new direction! We are really happy to have you on board with us!
