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		<title><![CDATA[Zealite.net forums - News]]></title>
		<link>https://forum.zealite.net/</link>
		<description><![CDATA[Zealite.net forums - https://forum.zealite.net]]></description>
		<pubDate>Sun, 03 May 2026 09:11:41 +0000</pubDate>
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			<title><![CDATA[Life is Feudal 1.1.7.0 BETA Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=2654</link>
			<pubDate>Sat, 26 Nov 2016 15:54:36 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=2654</guid>
			<description><![CDATA[Hey everyone,<br />
<br />
We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other. <br />
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.<br />
<br />
Patch notes (ver. 1.1.7.0):<br />
<br />
New features and tweaks:<ul>
<li>Falling damage has been re-enabled. Take care jumping now!</li>
<li>Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed</li>
<li>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</li>
<li>Melee attacks with insufficient skill are 25% slower now (instead of 50%)</li>
<li>Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season</li>
<li>Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"</li>
<li>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 </li>
<li>Fixed Shield block animation </li>
<li>The speed that you raise your shield is now dependent on shield weight</li>
<li>Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.</li>
<li>Tweaked throwing weaponry projectile speeds to result in more realistic trajectories</li>
<li>New training field model added and tweaked recipes for it</li>
<li>Reworked alchemy herbs so they are now easier to spot and target in grass</li>
<li>Critical equipment weight is now dependent on Constitution</li>
<li>Critical equipped weapon weight is now dependent on Strength</li>
<li>Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.</li>
<li>Added the ability to fight with a spear and shield (Both appropriate skills are required)</li>
<li>Added regions and the ability to craft with regional resources has been introduced</li>
<li>Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor</li>
<li>Inventory no longer has magical healing properties for horses</li>
<li>Some weapons now have a chance to stun or knockout an enemy</li>
<li>Stun resistance is now dependent on Willpower</li>
<li>Each point of Intelligence now gives 2 skill points</li>
<li>The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.</li>
<li>Changes made to some building and item recipes</li>
<li>Sleeper’s moon night has been removed. Maybe we’ll see it again …someday<br />
</li></ul>
<br />
Bug fixes:<ul>
<li>Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates</li>
<li>Multiple chat window related fixes and tweaks</li>
<li>Fixed incorrect wild animal AI calculations that have caused excessive lag on servers</li>
<li>Fixed a bug with incorrect weight calculation when moving containers inside your inventory</li>
<li>Fixed a rare network related crash</li>
<li>Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable. </li>
<li>“Pour on ground” ability will only work in a hostile claim area during Judgement Hour</li>
<li>Client runs more smoothly when launching and added a splash screen while the client is loading<br />
</li></ul>
<a href="http://steamcommunity.com/app/290080/discussions/0/152390014786726260/" target="_blank">http://steamcommunity.com/app/290080/discussions/0/152390014786726260/</a>]]></description>
			<content:encoded><![CDATA[Hey everyone,<br />
<br />
We’ve introduced some major physics refactoring, which has removed the “pit of death” collision issues. This has allowed us to re-enable falling damage for greater immersion and realism. Please do be careful now if jumping from your house roof or while slamming at high speed into each other. <br />
As for tree growth speed, it is intended to be slow for enhanced realism. As a result, we have implemented a new server setting that allows you to tweak this if the default setting is a little too painful.<br />
<br />
Patch notes (ver. 1.1.7.0):<br />
<br />
New features and tweaks:<ul>
<li>Falling damage has been re-enabled. Take care jumping now!</li>
<li>Added a barefoot effect. You need to wear any type of boots in order to reach fully intended character speed</li>
<li>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</li>
<li>Melee attacks with insufficient skill are 25% slower now (instead of 50%)</li>
<li>Crops, trees and livestock growth now strictly depends on weather, which in turn depends on the season</li>
<li>Added a bunch of new ingredients and items for armor crafting abilities: "Make Armor" and "Leatherworking"</li>
<li>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 </li>
<li>Fixed Shield block animation </li>
<li>The speed that you raise your shield is now dependent on shield weight</li>
<li>Crossbows should work more adequately now (reload, shooting, aiming). Crossbow bolts can now be equipped in lower slots.</li>
<li>Tweaked throwing weaponry projectile speeds to result in more realistic trajectories</li>
<li>New training field model added and tweaked recipes for it</li>
<li>Reworked alchemy herbs so they are now easier to spot and target in grass</li>
<li>Critical equipment weight is now dependent on Constitution</li>
<li>Critical equipped weapon weight is now dependent on Strength</li>
<li>Changed parry mechanics. Parrying has a limited duration and stagger chance depending on a weapon’s weight now.</li>
<li>Added the ability to fight with a spear and shield (Both appropriate skills are required)</li>
<li>Added regions and the ability to craft with regional resources has been introduced</li>
<li>Veteran and Royal armors are now crafted with blueprints, you can acquire these blueprints by crafting regular armor</li>
<li>Inventory no longer has magical healing properties for horses</li>
<li>Some weapons now have a chance to stun or knockout an enemy</li>
<li>Stun resistance is now dependent on Willpower</li>
<li>Each point of Intelligence now gives 2 skill points</li>
<li>The quality of metal items is now dependent on metal type. The highest quality weapon is now possible only using Vostaskus steel.</li>
<li>Changes made to some building and item recipes</li>
<li>Sleeper’s moon night has been removed. Maybe we’ll see it again …someday<br />
</li></ul>
<br />
Bug fixes:<ul>
<li>Fixed multiple collision related exploits, where players were able to squeeze themselves through closed doors and gates</li>
<li>Multiple chat window related fixes and tweaks</li>
<li>Fixed incorrect wild animal AI calculations that have caused excessive lag on servers</li>
<li>Fixed a bug with incorrect weight calculation when moving containers inside your inventory</li>
<li>Fixed a rare network related crash</li>
<li>Implemented new webkit support. We expect that ingame tutorials should work properly and be faster and more stable. </li>
<li>“Pour on ground” ability will only work in a hostile claim area during Judgement Hour</li>
<li>Client runs more smoothly when launching and added a splash screen while the client is loading<br />
</li></ul>
<a href="http://steamcommunity.com/app/290080/discussions/0/152390014786726260/" target="_blank">http://steamcommunity.com/app/290080/discussions/0/152390014786726260/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 1.0.2.3 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=1587</link>
			<pubDate>Fri, 25 Dec 2015 22:50:26 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=1587</guid>
			<description><![CDATA[New features and tweaks:<br />
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. <br />
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. <br />
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! <br />
Added motion capture animations of movements with different types of weapons and some other war stance movements <br />
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! <br />
Tweaked ballistics of some ranged weaponry, including fire arrows damage versus stone buildings <br />
Added mass production recipes for charcoal, glass and linen <br />
You can now rotate the camera while sitting, resting or yielding by holding the “V” button <br />
Tracking now provides visible footsteps. You can now distinguish by the track the type of animal you are going to find. <br />
Updated multiple art assets and added craftable snowballs and snowmen that can be used for fun or to craft snow fortresses! <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
 <br />
Bug fixes:<br />
Fixed multiple client side crashes (expect more fixes coming out “soon™”) <br />
Fixed 1st and 3rd person camera view behavior in some situations <br />
Fixed network code related bugs where you could see horses and players rubberbanding and jittering for no apparent reason <br />
Multiple render and visualization related bug fixes <br />
Fixed some Guild Monument interaction bugs <br />
Prayer of home return should no longer spawn you on the roof if you have a bed inside the house <br />
Warhorses can now be properly acquired via GM commands. Horses now breed in stables properly. <br />
Fixed a bug where some dialogue windows disappeared while still waiting for user action <br />
You no longer need to manually return to a war stance after you have ran out of breath while in combat <br />
Fixed terraforming related dupe bug <br />
Fixed selection targeting issues mostly related with trees selection/highlight]]></description>
			<content:encoded><![CDATA[New features and tweaks:<br />
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. <br />
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. <br />
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! <br />
Added motion capture animations of movements with different types of weapons and some other war stance movements <br />
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! <br />
Tweaked ballistics of some ranged weaponry, including fire arrows damage versus stone buildings <br />
Added mass production recipes for charcoal, glass and linen <br />
You can now rotate the camera while sitting, resting or yielding by holding the “V” button <br />
Tracking now provides visible footsteps. You can now distinguish by the track the type of animal you are going to find. <br />
Updated multiple art assets and added craftable snowballs and snowmen that can be used for fun or to craft snow fortresses! <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /><br />
 <br />
Bug fixes:<br />
Fixed multiple client side crashes (expect more fixes coming out “soon™”) <br />
Fixed 1st and 3rd person camera view behavior in some situations <br />
Fixed network code related bugs where you could see horses and players rubberbanding and jittering for no apparent reason <br />
Multiple render and visualization related bug fixes <br />
Fixed some Guild Monument interaction bugs <br />
Prayer of home return should no longer spawn you on the roof if you have a bed inside the house <br />
Warhorses can now be properly acquired via GM commands. Horses now breed in stables properly. <br />
Fixed a bug where some dialogue windows disappeared while still waiting for user action <br />
You no longer need to manually return to a war stance after you have ran out of breath while in combat <br />
Fixed terraforming related dupe bug <br />
Fixed selection targeting issues mostly related with trees selection/highlight]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.6.1.3 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=1148</link>
			<pubDate>Thu, 06 Aug 2015 05:06:12 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=1148</guid>
			<description><![CDATA[Patch notes (ver. 0.6.1.3):<br />
New features:<ul>
<li>Partially implemented Character customization system, including female models and reworked male models. Unfortunately, there is no customization available for existing characters. You can create new characters with customization and ask your server admin to copy “appearance” column data from the new character onto the existing one in the server’s Database.</li>
<li>Added bow and crossbow special powers. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Primary combat skill - War cries. Inspect your Skill book for details and corresponding abilities</li>
<li>Added multiple mounted and unmounted abilities and functionality. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Secondary combat skill - Equipment maintain. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Secondary combat skill - Battle Survival. Inspect your Skill book for details and corresponding abilities</li>
<li>Fully implemented Secondary crafting skill - Piety. Inspect your Skill book for details and corresponding abilities. All Pope/Cardinal related mechanics will be developed later after release of LiF:YO.</li>
<li>After 3 consecutive knockouts you will receive an option to refuse fighting for your life and die. Implemented that feature as a counter to a knockout “rez-killing”</li>
<li>“Floating log” problem is solved. Server admin can tweak new server setting in world configuration file: movableMaxDropHeightMeters It allows you to restrict the ability of players to hang logs, furniture and other movable objects in the air</li>
<li>Different types of animals can now be found in different biomes (wolves in woods, horses on grasslands etc.)</li>
<li>Destroyed unmovable objects leave ruins now. Players need to clean/remove them if they want to use that land again. Ruins decay slower that normal buildings.</li>
<li>You can now save, load and create new GUI presets via “Controls” option of a menu</li>
<li>Horse weight now affect its trample power, speed and other attributes</li>
<li>You can no longer use throwable weaponry while mounted</li>
<li>Naphtha Pots now require 90 Throwing skill in order to use them</li>
<li>Closing gatehouse gates can now kill mounted, dismounted players and their horses if they are not careful <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> <br />
</li></ul>
<br />
Bug fixes:<ul>
<li>Fixed a serious bug that prevented creation/loading of local worlds</li>
<li>Fixed client crash upon exit that left client process to hang indefinitely. Some other crashes are possible, but should appear less often</li>
<li>Fixed multiple client side crashes</li>
<li>Fixed an exploit that allowed multiple players to harvest crops from the same field simultaneously and receive double or triple yields</li>
<li>Animals should no longer appear under water</li>
<li>You can no longer train warhorses out of any domesticated animals (including hares and chicks <img src="https://forum.zealite.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> )</li>
<li>Ctrl+Click on equipped item no longer causes a crash</li>
<li>Hotbar with equipment bound to them no longer resets that equipment</li>
<li>Fixed bug where effects were not properly stripped after being dead</li>
<li>Added some missing sounds</li>
<li>You can no longer place items into Evil tombstones</li>
<li>Fixed a bug that used the wrong tool while crafting something in a Blacksmith’s shop</li>
<li>Fixed incorrect display of ore amounts while melting something in Bloomeries and other similar situations</li>
<li>Getting hit while blocking with certain weapons will no longer cause you take extremely high damage</li>
<li>You no longer will be endlessly stunned in some situations</li>
<li>You can no longer level up your skills on unconscious players. Training dummies and archery range implementation is coming soon.</li>
<li>Left thigh/shin reporting wrong hit locations is fixed</li>
<li>Fixed multiple horse related crashes and bugs</li>
<li>You can no longer loot yourself while knocked out or dead</li>
<li>Fixed bug where different armor types on feet and legs gave the wrong skill type raise when hit</li>
<li>Fixed bug where parrying weapons with zero skill caused big damage</li>
<li>“Do not show this message” checkbox should save its properties properly now</li>
<li>Server now properly cleans up previous versions of passability maps for AI<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/</a>]]></description>
			<content:encoded><![CDATA[Patch notes (ver. 0.6.1.3):<br />
New features:<ul>
<li>Partially implemented Character customization system, including female models and reworked male models. Unfortunately, there is no customization available for existing characters. You can create new characters with customization and ask your server admin to copy “appearance” column data from the new character onto the existing one in the server’s Database.</li>
<li>Added bow and crossbow special powers. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Primary combat skill - War cries. Inspect your Skill book for details and corresponding abilities</li>
<li>Added multiple mounted and unmounted abilities and functionality. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Secondary combat skill - Equipment maintain. Inspect your Skill book for details and corresponding abilities</li>
<li>Implemented Secondary combat skill - Battle Survival. Inspect your Skill book for details and corresponding abilities</li>
<li>Fully implemented Secondary crafting skill - Piety. Inspect your Skill book for details and corresponding abilities. All Pope/Cardinal related mechanics will be developed later after release of LiF:YO.</li>
<li>After 3 consecutive knockouts you will receive an option to refuse fighting for your life and die. Implemented that feature as a counter to a knockout “rez-killing”</li>
<li>“Floating log” problem is solved. Server admin can tweak new server setting in world configuration file: movableMaxDropHeightMeters It allows you to restrict the ability of players to hang logs, furniture and other movable objects in the air</li>
<li>Different types of animals can now be found in different biomes (wolves in woods, horses on grasslands etc.)</li>
<li>Destroyed unmovable objects leave ruins now. Players need to clean/remove them if they want to use that land again. Ruins decay slower that normal buildings.</li>
<li>You can now save, load and create new GUI presets via “Controls” option of a menu</li>
<li>Horse weight now affect its trample power, speed and other attributes</li>
<li>You can no longer use throwable weaponry while mounted</li>
<li>Naphtha Pots now require 90 Throwing skill in order to use them</li>
<li>Closing gatehouse gates can now kill mounted, dismounted players and their horses if they are not careful <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> <br />
</li></ul>
<br />
Bug fixes:<ul>
<li>Fixed a serious bug that prevented creation/loading of local worlds</li>
<li>Fixed client crash upon exit that left client process to hang indefinitely. Some other crashes are possible, but should appear less often</li>
<li>Fixed multiple client side crashes</li>
<li>Fixed an exploit that allowed multiple players to harvest crops from the same field simultaneously and receive double or triple yields</li>
<li>Animals should no longer appear under water</li>
<li>You can no longer train warhorses out of any domesticated animals (including hares and chicks <img src="https://forum.zealite.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> )</li>
<li>Ctrl+Click on equipped item no longer causes a crash</li>
<li>Hotbar with equipment bound to them no longer resets that equipment</li>
<li>Fixed bug where effects were not properly stripped after being dead</li>
<li>Added some missing sounds</li>
<li>You can no longer place items into Evil tombstones</li>
<li>Fixed a bug that used the wrong tool while crafting something in a Blacksmith’s shop</li>
<li>Fixed incorrect display of ore amounts while melting something in Bloomeries and other similar situations</li>
<li>Getting hit while blocking with certain weapons will no longer cause you take extremely high damage</li>
<li>You no longer will be endlessly stunned in some situations</li>
<li>You can no longer level up your skills on unconscious players. Training dummies and archery range implementation is coming soon.</li>
<li>Left thigh/shin reporting wrong hit locations is fixed</li>
<li>Fixed multiple horse related crashes and bugs</li>
<li>You can no longer loot yourself while knocked out or dead</li>
<li>Fixed bug where different armor types on feet and legs gave the wrong skill type raise when hit</li>
<li>Fixed bug where parrying weapons with zero skill caused big damage</li>
<li>“Do not show this message” checkbox should save its properties properly now</li>
<li>Server now properly cleans up previous versions of passability maps for AI<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.5.5.2 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=1050</link>
			<pubDate>Fri, 03 Jul 2015 13:49:27 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=1050</guid>
			<description><![CDATA[<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. <img src="https://forum.zealite.net/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_8" /> We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP! </span><br />
</span><br />
<span style="font-family: Arial, Helvetica, Verdana, sans-serif;"><span style="color: #333333;">Nevertheless, now we </span></span><span style="font-style: italic;"><span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">almost</span></span></span><span style="font-family: Arial, Helvetica, Verdana, sans-serif;"><span style="color: #333333;"> have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it! </span></span><br />
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Patch notes (ver. 0.5.5.1):</span><br />
</span><ul>
New features:</li>
<li>Mounted combat is implemented. You can use any one handed or Hand-and-a-half weaponry while mounted to slash your foes! </li>
<li>Lancing is implemented. Lance is the only two handed weapon that can be used while mounted. In order to properly use your lance, you have to coach it by reaching a galloping speed of your horse and holding the Attack button (Left Mouse Button by default). Make sure to release your attack button just before an impact of your lance with your enemy to actually couch it with a full force for a short period of time. </li>
<li>Pike and polearm weapons now have more stopping power vs mounted players forcing their horses rear on their hind legs. That can cause a forced dismount of a rider </li>
<li>Added tooltips for abilities in the Skill book and Hotbar </li>
<li>Unarmed combat mode is activated instantly after depleting all throwable weapons ammo </li>
<li>Ctrl+click in inventory will transfer a targeted item in your previously opened container. For instance, open your Inventory, open your warehouse, Ctrl + click a couple of items in the warehouse - and they will be moved to your inventory. No drag’n’drop is required. We will disable that functionality for loot bags and gravestones in next patches in order to make combat looting and quick loot longer and harder. </li>
<li>Alt+click on an item in container will autostack all similar items into one pile <span style="font-weight: bold;">only</span> inside that container </li>
<li>Player velocity is now taken in account for throwing and ranged weaponry. For instance Javelin will fly further if you run forward while throwing it <br />
<br />
Bug fixes</li>
<li>Fixed a client side crash that prevented users from training warhorses </li>
<li>Visible terrain seams should no longer be that visible anymore </li>
<li>Knocked down characters now drop movable objects that they were carrying on their backs </li>
<li>Inventory and Character GUI windows are now properly updated if any values are dynamically changed during gameplay </li>
<li>Health and Stamina rates of players that you are inviting to a unit are not visible anymore, until they actually accept that invitation </li>
<li>Watching someone attacking shortly after drawing weapon now doesn't result in playing a bunch of draw animations </li>
<li>Sounds should no longer loop infinitely at random places </li>
<li>Fixed and added a couple of sounds for different action </li>
<li>Fixed incorrect doubling of weight, when moving whole containers (bag, sack, pouch etc.) in inventory </li>
<li>Fixed a bug when you could parry with ranged weapons </li>
<li>Some more minor bug fixes </li>
<li>Fixed some serious client side crashes <br />
</li></ul>
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">P.S. All mounted combat and lancing mechanics will be balanced, debugged and tweaked in a next few months. We are always glad to hear your suggestions and ideas on that matter!</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Dear Players! Efforts of our development and art teams have resulted in long work days with a strong focus on new player models, DX11 implementation and seamless integration of all of that into LiF. You can see a small glimpse of what's coming in our E3 trailer. Together with continuing bug-hunts, overall fixes and tweaks to gameplay mechanics it takes a lot of time. That unfortunately has postponed character customization and female models in our game. <img src="https://forum.zealite.net/images/smilies/sad.png" alt="Sad" title="Sad" class="smilie smilie_8" /> We know that a huge part of our community, especially the female players are waiting for it desperately. We are very sorry for the inconvenience and will do everything possible to put female models in the game ASAP! </span><br />
</span><br />
<span style="font-family: Arial, Helvetica, Verdana, sans-serif;"><span style="color: #333333;">Nevertheless, now we </span></span><span style="font-style: italic;"><span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">almost</span></span></span><span style="font-family: Arial, Helvetica, Verdana, sans-serif;"><span style="color: #333333;"> have properly implemented mounted combat mechanics with lancing and a HUGE amount of different bugs and crash fixes in this patch! You are definitely going to like it! </span></span><br />
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Patch notes (ver. 0.5.5.1):</span><br />
</span><ul>
New features:</li>
<li>Mounted combat is implemented. You can use any one handed or Hand-and-a-half weaponry while mounted to slash your foes! </li>
<li>Lancing is implemented. Lance is the only two handed weapon that can be used while mounted. In order to properly use your lance, you have to coach it by reaching a galloping speed of your horse and holding the Attack button (Left Mouse Button by default). Make sure to release your attack button just before an impact of your lance with your enemy to actually couch it with a full force for a short period of time. </li>
<li>Pike and polearm weapons now have more stopping power vs mounted players forcing their horses rear on their hind legs. That can cause a forced dismount of a rider </li>
<li>Added tooltips for abilities in the Skill book and Hotbar </li>
<li>Unarmed combat mode is activated instantly after depleting all throwable weapons ammo </li>
<li>Ctrl+click in inventory will transfer a targeted item in your previously opened container. For instance, open your Inventory, open your warehouse, Ctrl + click a couple of items in the warehouse - and they will be moved to your inventory. No drag’n’drop is required. We will disable that functionality for loot bags and gravestones in next patches in order to make combat looting and quick loot longer and harder. </li>
<li>Alt+click on an item in container will autostack all similar items into one pile <span style="font-weight: bold;">only</span> inside that container </li>
<li>Player velocity is now taken in account for throwing and ranged weaponry. For instance Javelin will fly further if you run forward while throwing it <br />
<br />
Bug fixes</li>
<li>Fixed a client side crash that prevented users from training warhorses </li>
<li>Visible terrain seams should no longer be that visible anymore </li>
<li>Knocked down characters now drop movable objects that they were carrying on their backs </li>
<li>Inventory and Character GUI windows are now properly updated if any values are dynamically changed during gameplay </li>
<li>Health and Stamina rates of players that you are inviting to a unit are not visible anymore, until they actually accept that invitation </li>
<li>Watching someone attacking shortly after drawing weapon now doesn't result in playing a bunch of draw animations </li>
<li>Sounds should no longer loop infinitely at random places </li>
<li>Fixed and added a couple of sounds for different action </li>
<li>Fixed incorrect doubling of weight, when moving whole containers (bag, sack, pouch etc.) in inventory </li>
<li>Fixed a bug when you could parry with ranged weapons </li>
<li>Some more minor bug fixes </li>
<li>Fixed some serious client side crashes <br />
</li></ul>
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">P.S. All mounted combat and lancing mechanics will be balanced, debugged and tweaked in a next few months. We are always glad to hear your suggestions and ideas on that matter!</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Modifications at monument's sacrifice list]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=1003</link>
			<pubDate>Fri, 19 Jun 2015 04:47:09 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=1003</guid>
			<description><![CDATA[The list of sacrifises for the monument added five-component food, gems and fire arrows.]]></description>
			<content:encoded><![CDATA[The list of sacrifises for the monument added five-component food, gems and fire arrows.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.5.1.0 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=979</link>
			<pubDate>Fri, 12 Jun 2015 09:21:26 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=979</guid>
			<description><![CDATA[<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> </span></span><br />
<br />
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Patch notes (ver. 0.5.1.0): </span><br />
</span><br />
<ul>
New features:</li>
<li>Added player arm hit detection system that works while performing swings with any weapons </li>
<li>Added beehives mechanics. Honey can now be extracted from beehives every morning. More about beehives: <a href="https://steamcommunity.com/linkfilter/?url=http://lifeisfeudal.gamepedia.com/Beehive(new)" target="_blank">http://lifeisfeudal.gamepedia.com/Beehive(new)</a> </li>
<li>Implemented mead alcohol production </li>
<li>Repair ability no longer decreases Maximum durability of buildings and objects </li>
<li>Any 2 handed pole weapon can now be disarmed with unarmed combat </li>
<li>Changed camera behavior on horses, on foot and in “overlook mode” (hold V) <br />
<br />
Bug fixes:</li>
<li>Provided a fix for random crashes while connecting and loading other worlds </li>
<li>Fixed bleeding wounds blood loss speed to more adequate levels </li>
<li>Horses should properly execute walking and running animations now </li>
<li>Fixed client crash related with invitation to guild </li>
<li>Horse sounds should no longer loop after its death<br />
</li></ul>
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">More horse related bugfixes and features are incoming!</span></span>]]></description>
			<content:encoded><![CDATA[<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">This patch is mostly devoted to fixing several old and new bugs in Life is Feudal. We have also implemented collision detection of your hands with your victim - so if you swing your two-handed sword against your enemy at a point blank range, you will hit them slightly with your hands, rather than missing completely and performing a full swing into nothing. Clinching some two-handed weaponry is a more viable tactic now <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> </span></span><br />
<br />
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">Patch notes (ver. 0.5.1.0): </span><br />
</span><br />
<ul>
New features:</li>
<li>Added player arm hit detection system that works while performing swings with any weapons </li>
<li>Added beehives mechanics. Honey can now be extracted from beehives every morning. More about beehives: <a href="https://steamcommunity.com/linkfilter/?url=http://lifeisfeudal.gamepedia.com/Beehive(new)" target="_blank">http://lifeisfeudal.gamepedia.com/Beehive(new)</a> </li>
<li>Implemented mead alcohol production </li>
<li>Repair ability no longer decreases Maximum durability of buildings and objects </li>
<li>Any 2 handed pole weapon can now be disarmed with unarmed combat </li>
<li>Changed camera behavior on horses, on foot and in “overlook mode” (hold V) <br />
<br />
Bug fixes:</li>
<li>Provided a fix for random crashes while connecting and loading other worlds </li>
<li>Fixed bleeding wounds blood loss speed to more adequate levels </li>
<li>Horses should properly execute walking and running animations now </li>
<li>Fixed client crash related with invitation to guild </li>
<li>Horse sounds should no longer loop after its death<br />
</li></ul>
<br />
<span style="color: #333333;"><span style="font-family: Arial, Helvetica, Verdana, sans-serif;">More horse related bugfixes and features are incoming!</span></span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.4.1.2 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=953</link>
			<pubDate>Fri, 05 Jun 2015 07:06:53 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=953</guid>
			<description><![CDATA[Dear players! According to your responses votes we are releasing a slightly unfinished version of basic horse mechanics. They are stable and you should not have any serious issues with them - still, it is Early Alpha after all, so be prepared for anything. We have warned you! <br />
<br />
Along with horses, we are presenting alcohol brewing (mead and honey making will be introduced later). Alcohol is a necessary ingredient in alchemy and excessive use of spiced alcohol will result in certain effects for your character <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> We all know that a large amount of alcohol might lead to some bar brawls, that is why we have implemented unarmed combat: a good way to solve your disputes without killing someone accidentally! <br />
<br />
Alchemy potions are now in fact alcoholic cocktails, which can provide you with a set of positive or negative effects. These can also be used to poison melee weapons! <br />
<br />
Jewelry now provides you with an increased “Luck” effect, and affects almost EVERY action that you perform in your world. Now is a good time for you to level up your Jewelsmith skill! <br />
<br />
Oh, and we have a weeklong -40% discount for our game. This could be the last chance to get a HUGE discount on our game before we have our full release launch. Make sure to let your friends know! <br />
<br />
Patch notes (ver. 0.5.0.1): <br />
New features:<br />
Horses mechanics are partially released. You can tame and breed horses and use a new building to train them into warhorses for riding <br />
Unarmed combat is implemented. It is available for everyone, but it can only be somewhat effective with a high level of Unarmed skill. Disarming of polearm weapons with unarmed parrying has been implemented <br />
Alcohol brewing crafting chain is implemented. Look out for new Brewing tank object in your construction menu <br />
The wine press can now be used to squash apples and grapes to produce raw materials for a Brewing Tank <br />
The cooking pot can be used to produce malt for further beer brewing in a Brewing tank <br />
You need any bottle of alcohol now to finish creation of your alchemy potion. Alchemy potions are now called “cocktails” <br />
Cocktails (ex. potions) will now give positive or negative effects upon drinking and can be used to poison your melee weapons <br />
Placeholder alcohol intoxication (“Full”) visual effect implemented <br />
Some crafting outfits now provide a significant bonus to several crafting skill values <br />
Luck now can be increased by wearing jewelry. Luck affects almost all crafting and combat abilities and actions now <br />
Tamable wild horses now appear in the wilderness <br />
Bug fixes: <br />
Fixed a recent bug with some terrain textures appearing black and some fields becoming paved roads and vice versa. Server maintenance must be performed to have these textures fixed <br />
Fixed bug that allowed you to stack unit formation bonuses that resulted in an imbalanced amount of positive effects <br />
Fixed camera bobbing in some cases, especially during melee combat <br />
Fixed some cases where you were unable to see the blocking/parrying animation of your enemy properly <br />
Numerous minor fixes<br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235657770064206917" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235657770064206917</a>]]></description>
			<content:encoded><![CDATA[Dear players! According to your responses votes we are releasing a slightly unfinished version of basic horse mechanics. They are stable and you should not have any serious issues with them - still, it is Early Alpha after all, so be prepared for anything. We have warned you! <br />
<br />
Along with horses, we are presenting alcohol brewing (mead and honey making will be introduced later). Alcohol is a necessary ingredient in alchemy and excessive use of spiced alcohol will result in certain effects for your character <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> We all know that a large amount of alcohol might lead to some bar brawls, that is why we have implemented unarmed combat: a good way to solve your disputes without killing someone accidentally! <br />
<br />
Alchemy potions are now in fact alcoholic cocktails, which can provide you with a set of positive or negative effects. These can also be used to poison melee weapons! <br />
<br />
Jewelry now provides you with an increased “Luck” effect, and affects almost EVERY action that you perform in your world. Now is a good time for you to level up your Jewelsmith skill! <br />
<br />
Oh, and we have a weeklong -40% discount for our game. This could be the last chance to get a HUGE discount on our game before we have our full release launch. Make sure to let your friends know! <br />
<br />
Patch notes (ver. 0.5.0.1): <br />
New features:<br />
Horses mechanics are partially released. You can tame and breed horses and use a new building to train them into warhorses for riding <br />
Unarmed combat is implemented. It is available for everyone, but it can only be somewhat effective with a high level of Unarmed skill. Disarming of polearm weapons with unarmed parrying has been implemented <br />
Alcohol brewing crafting chain is implemented. Look out for new Brewing tank object in your construction menu <br />
The wine press can now be used to squash apples and grapes to produce raw materials for a Brewing Tank <br />
The cooking pot can be used to produce malt for further beer brewing in a Brewing tank <br />
You need any bottle of alcohol now to finish creation of your alchemy potion. Alchemy potions are now called “cocktails” <br />
Cocktails (ex. potions) will now give positive or negative effects upon drinking and can be used to poison your melee weapons <br />
Placeholder alcohol intoxication (“Full”) visual effect implemented <br />
Some crafting outfits now provide a significant bonus to several crafting skill values <br />
Luck now can be increased by wearing jewelry. Luck affects almost all crafting and combat abilities and actions now <br />
Tamable wild horses now appear in the wilderness <br />
Bug fixes: <br />
Fixed a recent bug with some terrain textures appearing black and some fields becoming paved roads and vice versa. Server maintenance must be performed to have these textures fixed <br />
Fixed bug that allowed you to stack unit formation bonuses that resulted in an imbalanced amount of positive effects <br />
Fixed camera bobbing in some cases, especially during melee combat <br />
Fixed some cases where you were unable to see the blocking/parrying animation of your enemy properly <br />
Numerous minor fixes<br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235657770064206917" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235657770064206917</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.4.1.2 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=913</link>
			<pubDate>Sat, 23 May 2015 06:14:40 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=913</guid>
			<description><![CDATA[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! <br />
Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in. <br />
<br />
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 <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> 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! <br />
<br />
Patch notes (ver. 0.4.1.2): <ul>
<li>Implemented a proper (proper for LiF:YO scale) patching system. Client loading times should decrease significantly, and rely more now on internet connection speed</li>
<li>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</li>
<li>Shields should now properly absorb damage and crack faster under axe-like weapon blows</li>
<li>Active blocking and parrying should properly slow the player now</li>
<li>Pounce (jump on shield) can now be activated only if you are wielding 2-handed axes or polearms</li>
<li>Implemented proper stamina consumption for shield bash, parry and blocking</li>
<li>Shield bash can now be performed only with Shield Mastery lvl 60 and higher</li>
<li>Shield bash now prevents character from moving, can not be performed while jumping</li>
<li>Some minor fixes for the trebuchet interface and operation</li>
<li>All crafting activities drop their results on the floor if your character is overburdened, instead of consuming resources and producing nothing</li>
<li>Wild hares and domesticated rabbits now drop proper amounts of ingredients upon being slaughtered</li>
<li>You can no longer heal already dead characters <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /></li>
<li>Fixed a bug that occasionally removed some tree collisions</li>
<li>Fixed the scale of some arrows and throwable projectiles</li>
<li>Numerous other minor bugfixes<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235656499657750102" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235656499657750102</a>]]></description>
			<content:encoded><![CDATA[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! <br />
Keep in mind that at least one ingame midnight maintenance should pass in your world in order for our patching system to kick in. <br />
<br />
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 <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /> 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! <br />
<br />
Patch notes (ver. 0.4.1.2): <ul>
<li>Implemented a proper (proper for LiF:YO scale) patching system. Client loading times should decrease significantly, and rely more now on internet connection speed</li>
<li>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</li>
<li>Shields should now properly absorb damage and crack faster under axe-like weapon blows</li>
<li>Active blocking and parrying should properly slow the player now</li>
<li>Pounce (jump on shield) can now be activated only if you are wielding 2-handed axes or polearms</li>
<li>Implemented proper stamina consumption for shield bash, parry and blocking</li>
<li>Shield bash can now be performed only with Shield Mastery lvl 60 and higher</li>
<li>Shield bash now prevents character from moving, can not be performed while jumping</li>
<li>Some minor fixes for the trebuchet interface and operation</li>
<li>All crafting activities drop their results on the floor if your character is overburdened, instead of consuming resources and producing nothing</li>
<li>Wild hares and domesticated rabbits now drop proper amounts of ingredients upon being slaughtered</li>
<li>You can no longer heal already dead characters <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /></li>
<li>Fixed a bug that occasionally removed some tree collisions</li>
<li>Fixed the scale of some arrows and throwable projectiles</li>
<li>Numerous other minor bugfixes<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235656499657750102" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235656499657750102</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.7.2 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=857</link>
			<pubDate>Fri, 01 May 2015 05:16:26 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=857</guid>
			<description><![CDATA[Dear players! Unfortunately this April patch does not contain all of the initially planned features. We have had to postpone the World loading optimizations feature because it affects very sensitive core program mechanics and we want to spend more time on polishing and testing. <br />
<br />
On the brighter side, throwing weaponry and trebuchets are here! Later in May we plan to implement explosive naphtha grenades and explosive trebuchet charges - our first AoE (Area of Effect) weapons! <br />
<br />
Patch notes (ver. 0.3.7.2): <ul>
<li>Implemented the first siege weapon - Trebuchet. Make sure you have at least 50 Intelligence in order to use it effectively <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /></li>
<li>Implemented throwing weapons: knives, axes and javelins.</li>
<li>Bugfix: Mallet now loses durability while being used for pavement</li>
<li>Bugfix: All crafting devices are now properly damaged while using them</li>
<li>Bugfix: Smelting steel without a crucible and tongs is no longer allowed</li>
<li>Bugfix: Crafting of Metal Bands should no longer consume metal if you don’t have a blacksmith’s Hammer equipped</li>
<li>Bugfix: “Melt” and “Recycle” buttons are only active when there is something to melt or recycle</li>
<li>Bugfix: Wild animal skinning ingredients are no longer capped at 50 Quality</li>
<li>Bugfix: All crafting results are now capped by a Real skill Value of a corresponding crafting skill</li>
<li>Bugfix: Already completed objects no longer use their contents if completed again in GM mode<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235654595885759394" target="_blank">original</a>]]></description>
			<content:encoded><![CDATA[Dear players! Unfortunately this April patch does not contain all of the initially planned features. We have had to postpone the World loading optimizations feature because it affects very sensitive core program mechanics and we want to spend more time on polishing and testing. <br />
<br />
On the brighter side, throwing weaponry and trebuchets are here! Later in May we plan to implement explosive naphtha grenades and explosive trebuchet charges - our first AoE (Area of Effect) weapons! <br />
<br />
Patch notes (ver. 0.3.7.2): <ul>
<li>Implemented the first siege weapon - Trebuchet. Make sure you have at least 50 Intelligence in order to use it effectively <img src="https://forum.zealite.net/images/smilies/wink.png" alt="Wink" title="Wink" class="smilie smilie_2" /></li>
<li>Implemented throwing weapons: knives, axes and javelins.</li>
<li>Bugfix: Mallet now loses durability while being used for pavement</li>
<li>Bugfix: All crafting devices are now properly damaged while using them</li>
<li>Bugfix: Smelting steel without a crucible and tongs is no longer allowed</li>
<li>Bugfix: Crafting of Metal Bands should no longer consume metal if you don’t have a blacksmith’s Hammer equipped</li>
<li>Bugfix: “Melt” and “Recycle” buttons are only active when there is something to melt or recycle</li>
<li>Bugfix: Wild animal skinning ingredients are no longer capped at 50 Quality</li>
<li>Bugfix: All crafting results are now capped by a Real skill Value of a corresponding crafting skill</li>
<li>Bugfix: Already completed objects no longer use their contents if completed again in GM mode<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/235654595885759394" target="_blank">original</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.6.0 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=820</link>
			<pubDate>Tue, 21 Apr 2015 05:49:11 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=820</guid>
			<description><![CDATA[Dear players! This small patch is dedicated solely to bugfixes and addressing different server and client stability issues. More to go! <br />
<br />
Patch notes (ver. 0.3.6.0): <ul>
<li>Increased server stability by fixing a couple of critical bugs</li>
<li>Reworked different objects prices for sacrifice and some linen recipes</li>
<li>Numerous gameplay related bugfixes<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/234527530300691094" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/234527530300691094</a>]]></description>
			<content:encoded><![CDATA[Dear players! This small patch is dedicated solely to bugfixes and addressing different server and client stability issues. More to go! <br />
<br />
Patch notes (ver. 0.3.6.0): <ul>
<li>Increased server stability by fixing a couple of critical bugs</li>
<li>Reworked different objects prices for sacrifice and some linen recipes</li>
<li>Numerous gameplay related bugfixes<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/234527530300691094" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/234527530300691094</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.5.0 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=774</link>
			<pubDate>Sat, 11 Apr 2015 02:19:27 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=774</guid>
			<description><![CDATA[Patch notes (ver. 0.3.5.0): <br />
<ul>
<li>Fixed a major bug in the objects states subsystem. Tanning tubs and other objects should work smooth and correctly now. Don’t tell us otherwise, please! </li>
<li>Added a bunch of new GM Mode commands </li>
<li>Fixed a bug that had caused some player animations not to play properly or be interrupted </li>
<li>You should no longer see render bugs on some animals (headless wolves, bear legs only etc.) </li>
<li>Multiple craft related bugs fixed </li>
<li>Multiple other minor bug fixes and minor correction of gameplay formulas<br />
</li></ul>
]]></description>
			<content:encoded><![CDATA[Patch notes (ver. 0.3.5.0): <br />
<ul>
<li>Fixed a major bug in the objects states subsystem. Tanning tubs and other objects should work smooth and correctly now. Don’t tell us otherwise, please! </li>
<li>Added a bunch of new GM Mode commands </li>
<li>Fixed a bug that had caused some player animations not to play properly or be interrupted </li>
<li>You should no longer see render bugs on some animals (headless wolves, bear legs only etc.) </li>
<li>Multiple craft related bugs fixed </li>
<li>Multiple other minor bug fixes and minor correction of gameplay formulas<br />
</li></ul>
]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[We are looking for game server moderators]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=749</link>
			<pubDate>Sat, 04 Apr 2015 07:07:51 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=749</guid>
			<description><![CDATA[We are looking for game server moderators<br />
<br />
Requirements:<br />
<br />
* High online.<br />
* Absence violation of rules<br />
* Availability of Teamspeak.<br />
* Experience Game 1 month or more.<br />
<br />
Objectives:<br />
* Monitoring chat for violations of the rules of paragraphs 2.1 and 2.2.<br />
* Publication of screenshots in the appropriate forum section.<br />
<br />
Send your applications to admin at Teamspeak.<br />
ts.zealite.net:9990]]></description>
			<content:encoded><![CDATA[We are looking for game server moderators<br />
<br />
Requirements:<br />
<br />
* High online.<br />
* Absence violation of rules<br />
* Availability of Teamspeak.<br />
* Experience Game 1 month or more.<br />
<br />
Objectives:<br />
* Monitoring chat for violations of the rules of paragraphs 2.1 and 2.2.<br />
* Publication of screenshots in the appropriate forum section.<br />
<br />
Send your applications to admin at Teamspeak.<br />
ts.zealite.net:9990]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.4.0 Patch Note]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=728</link>
			<pubDate>Wed, 01 Apr 2015 20:10:36 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=728</guid>
			<description><![CDATA[After thousands of man hours and gallons of coffee we have finally achieved a MAJORbreakthrough in our graphics engine. We are proud to introduce an Improved Graphics Mode © ! Due to its experimental nature, you need to activate it manually by pressing Alt + "i" on your keyboard. <br />
<br />
Enjoy! <br />
<br />
Patch notes (seriously. ver. 0.3.4.0): <br />
<ul>
<li>Implemented Improved Graphics Mode © </li>
<li>Fixed a bug with maintenance not occurring in certain conditions (trees and crops do not grow etc.) </li>
<li>You can use kiln bellows without a Smelting skill now </li>
<li>Traps and Snares are fixed and should work properly now and not decay too quick </li>
<li>You can now select objects that lie in shallow water </li>
<li>Alignment loss for same guild/group members should no longer occur </li>
<li>Other minor bug fixes <br />
</li></ul>
P.S. To turn off Improved Graphics Mode © press Alt + “-” on your keyboard. <br />
P.P.S. We have received numerous reports that tanning tubs are not working in certain cases - we are still unable to reproduce the bug locally with our QA team so would be glad for any additional info you can provide on the matter.<br />
<br />
<a href="http://steamcommunity.com/gid/103582791436295812/announcements/detail/234526162458099591" target="_blank">http://steamcommunity.com/gid/103582791436295812/announcements/detail/234526162458099591</a>]]></description>
			<content:encoded><![CDATA[After thousands of man hours and gallons of coffee we have finally achieved a MAJORbreakthrough in our graphics engine. We are proud to introduce an Improved Graphics Mode © ! Due to its experimental nature, you need to activate it manually by pressing Alt + "i" on your keyboard. <br />
<br />
Enjoy! <br />
<br />
Patch notes (seriously. ver. 0.3.4.0): <br />
<ul>
<li>Implemented Improved Graphics Mode © </li>
<li>Fixed a bug with maintenance not occurring in certain conditions (trees and crops do not grow etc.) </li>
<li>You can use kiln bellows without a Smelting skill now </li>
<li>Traps and Snares are fixed and should work properly now and not decay too quick </li>
<li>You can now select objects that lie in shallow water </li>
<li>Alignment loss for same guild/group members should no longer occur </li>
<li>Other minor bug fixes <br />
</li></ul>
P.S. To turn off Improved Graphics Mode © press Alt + “-” on your keyboard. <br />
P.P.S. We have received numerous reports that tanning tubs are not working in certain cases - we are still unable to reproduce the bug locally with our QA team so would be glad for any additional info you can provide on the matter.<br />
<br />
<a href="http://steamcommunity.com/gid/103582791436295812/announcements/detail/234526162458099591" target="_blank">http://steamcommunity.com/gid/103582791436295812/announcements/detail/234526162458099591</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.3.3 Patch Note]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=711</link>
			<pubDate>Sat, 28 Mar 2015 05:25:15 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=711</guid>
			<description><![CDATA[We are doing everything in our power to stay true to our roadmap and provide you with both content updates AND bugfixes. The current patch is an illustration of our intentions. <br />
<br />
Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument! <br />
<br />
Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in. <br />
<br />
Patch notes (ver. 0.3.3.3): <br />
Implemented Judgment Hour gameplay feature. Do not forget to adjust its schedule on private servers and ask your server admins to do that on a dedicated ones <br />
Made a major particle system rework. In current and following patches you will notice more adequate particle effects in our game (fire, smoke, blood etc) <br />
You can now grind in our game <img src="https://forum.zealite.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> ! Quern-stone is now working and should be used as a tool to grind wheat into flour. Windmill with advanced mass grinding mechanics will be implemented later <br />
Slightly shifted camera position in War Mode. We will provide a more user friendly camera behaviour in one of the next patches <br />
Optimized network code - effect will be hardly noticeable, unless you try to gather a crowd of players <br />
Added voice chat indicator. You can move it or close it while in Interface editing mode (F10) <br />
Added Shadow distance video setting. You might want to tune it down to reduce “morning lag” that is caused by long shadow render. Shadow mechanics will be fixed in one of the following patches <br />
Added a button in your settings that will reset all “Don't pop up those messages” flags on your client <br />
Fixed private claim of objects (timer) that worked improperly under some circumstances <br />
Fixed multiple issues that appeared after a player in GM mode entered and left camera mode. (Still GM Mode is not really safe for all in game interactions.) Use it only when you actually need to do something godly and then turn it off for your and your world safety! <br />
Fixed a server crash, when you are kicking an offline guild member from a guild <br />
Fixed some damaged state assets <br />
Fixed map dialogue buttons <br />
Multiple minor bug and crash fixes<br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/</a>]]></description>
			<content:encoded><![CDATA[We are doing everything in our power to stay true to our roadmap and provide you with both content updates AND bugfixes. The current patch is an illustration of our intentions. <br />
<br />
Judgment Hour is a new setting available for your Worlds. You can set a starting and ending time and a weekly schedule of Judgment Hour in real life hours. While Judgement Hour is active ALL alignment penalties will not be active and claims protection is void. That is time for you to wage war with someone without fear of lowered alignment consequences. Otherwise, killing a member of any other guild will sacrifice some points towards progress of your own guild monument! <br />
<br />
Next month we plan to provide you with basic siege weapons, so Judgment hour will be your time to break into someone’s settlement or protect yours from others breaking in. <br />
<br />
Patch notes (ver. 0.3.3.3): <br />
Implemented Judgment Hour gameplay feature. Do not forget to adjust its schedule on private servers and ask your server admins to do that on a dedicated ones <br />
Made a major particle system rework. In current and following patches you will notice more adequate particle effects in our game (fire, smoke, blood etc) <br />
You can now grind in our game <img src="https://forum.zealite.net/images/smilies/smile.png" alt="Smile" title="Smile" class="smilie smilie_1" /> ! Quern-stone is now working and should be used as a tool to grind wheat into flour. Windmill with advanced mass grinding mechanics will be implemented later <br />
Slightly shifted camera position in War Mode. We will provide a more user friendly camera behaviour in one of the next patches <br />
Optimized network code - effect will be hardly noticeable, unless you try to gather a crowd of players <br />
Added voice chat indicator. You can move it or close it while in Interface editing mode (F10) <br />
Added Shadow distance video setting. You might want to tune it down to reduce “morning lag” that is caused by long shadow render. Shadow mechanics will be fixed in one of the following patches <br />
Added a button in your settings that will reset all “Don't pop up those messages” flags on your client <br />
Fixed private claim of objects (timer) that worked improperly under some circumstances <br />
Fixed multiple issues that appeared after a player in GM mode entered and left camera mode. (Still GM Mode is not really safe for all in game interactions.) Use it only when you actually need to do something godly and then turn it off for your and your world safety! <br />
Fixed a server crash, when you are kicking an offline guild member from a guild <br />
Fixed some damaged state assets <br />
Fixed map dialogue buttons <br />
Multiple minor bug and crash fixes<br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Changes: Formations and rules]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=684</link>
			<pubDate>Fri, 20 Mar 2015 07:32:02 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=684</guid>
			<description><![CDATA[After restart we disable formations and allow to wear novice armor as server rules.<br />
At nearest scheduled server restart we remove forest with low quality trees for increase performance at fight.]]></description>
			<content:encoded><![CDATA[After restart we disable formations and allow to wear novice armor as server rules.<br />
At nearest scheduled server restart we remove forest with low quality trees for increase performance at fight.]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.0.0 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=660</link>
			<pubDate>Sat, 14 Mar 2015 06:42:26 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=660</guid>
			<description><![CDATA[This current patch is dedicated to providing more fixes to our claims system and to client side performance in general. We have also implemented a Repair Ability, so you can now repair damaged structures and objects with different sized Repair Kits. <br />
<br />
Patch notes (ver. 0.3.2.6): <ul>
<li>Implemented a Repair Ability. Repair Kits of all sizes can now be crafted by anyone with Construction materials preparation skill.</li>
<li>Optimized claims calculation code. There should be less freezes now during claims recalculation</li>
<li>Added damaged models to different objects and buildings. Most of these models are not final!</li>
<li>Significantly lowered base decay rate for all objects</li>
<li>Fixed a serious bug that caused some objects to disappear in certain circumstances</li>
<li>Fixed and optimized network code</li>
<li>You can now Inspect objects to learn about their durability data</li>
<li>You can no longer use trash items and soil for sacrificing. They will not provide sacrifice points</li>
<li>Fixed multiple monuments and guild-related minor bugs</li>
<li>Guild member limit now works properly</li>
<li>GM mode camera speed is no longer the same for all GMs<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/app/290080/announcements" target="_blank">original news</a>]]></description>
			<content:encoded><![CDATA[This current patch is dedicated to providing more fixes to our claims system and to client side performance in general. We have also implemented a Repair Ability, so you can now repair damaged structures and objects with different sized Repair Kits. <br />
<br />
Patch notes (ver. 0.3.2.6): <ul>
<li>Implemented a Repair Ability. Repair Kits of all sizes can now be crafted by anyone with Construction materials preparation skill.</li>
<li>Optimized claims calculation code. There should be less freezes now during claims recalculation</li>
<li>Added damaged models to different objects and buildings. Most of these models are not final!</li>
<li>Significantly lowered base decay rate for all objects</li>
<li>Fixed a serious bug that caused some objects to disappear in certain circumstances</li>
<li>Fixed and optimized network code</li>
<li>You can now Inspect objects to learn about their durability data</li>
<li>You can no longer use trash items and soil for sacrificing. They will not provide sacrifice points</li>
<li>Fixed multiple monuments and guild-related minor bugs</li>
<li>Guild member limit now works properly</li>
<li>GM mode camera speed is no longer the same for all GMs<br />
</li></ul>
<br />
<a href="http://steamcommunity.com/app/290080/announcements" target="_blank">original news</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Distribution of God's Favor]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=627</link>
			<pubDate>Thu, 05 Mar 2015 07:51:41 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=627</guid>
			<description><![CDATA[To install the monument you need God's Favor, which is issued on request for installation <span style="color: #ff3333;">only in your settlement</span>.<br />
One settlement can have one monument.<br />
<br />
Totem has 4 stages.<br />
1 stage - 30 max. cells in diamener<br />
2 stage - 50 max. cells in diamener<br />
3 stage - 100 max. cells in diamener<br />
4 stage - 150 max. cells in diamener<br />
<br />
Each stage has a certain maximum area of claim zone. The larger claim area consume more points per game day.<br />
<span style="color: #ff3333;">It is not recommended</span> to upgrade to the next step if you are not sure that you can keep claim.<br />
<br />
For maintenance of the monument is required to sacrifice different things.<br />
List of items:<br />
steel ingot<br />
<br />
A little later, a list of items to be expanded.<br />
<br />
For example:<br />
<br />
claim of the monument with a radius of 30 has an area of 709 tiles.<br />
<br />
Totem uses items obtained by sacrifice items monument, every game day.<br />
The duration of the game day is 3 hours so one real day = 8 game days.<br />
709 * 8 = 5672 points in the real one day.<br />
1 steel ingot with quality 50 brings 800 points.<br />
1 Flux with quality 100 brings about 2000 points.<br />
<br />
Consequently, for the maintenance of the monument claim with 300 tiles in one real day, you need 7 steel ingot with the quality of 50 or 2 steel ingot with the quality of 100.<br />
<br />
<span style="color: #ff3333;">These values are in the process will be adjusted and are indicative only.<br />
<br />
Issue of God's Favor will be made only to a large settlements with 5 or more players.<br />
Issue will be made in the presence of all participants of settlement in the game or teamspeak.</span>]]></description>
			<content:encoded><![CDATA[To install the monument you need God's Favor, which is issued on request for installation <span style="color: #ff3333;">only in your settlement</span>.<br />
One settlement can have one monument.<br />
<br />
Totem has 4 stages.<br />
1 stage - 30 max. cells in diamener<br />
2 stage - 50 max. cells in diamener<br />
3 stage - 100 max. cells in diamener<br />
4 stage - 150 max. cells in diamener<br />
<br />
Each stage has a certain maximum area of claim zone. The larger claim area consume more points per game day.<br />
<span style="color: #ff3333;">It is not recommended</span> to upgrade to the next step if you are not sure that you can keep claim.<br />
<br />
For maintenance of the monument is required to sacrifice different things.<br />
List of items:<br />
steel ingot<br />
<br />
A little later, a list of items to be expanded.<br />
<br />
For example:<br />
<br />
claim of the monument with a radius of 30 has an area of 709 tiles.<br />
<br />
Totem uses items obtained by sacrifice items monument, every game day.<br />
The duration of the game day is 3 hours so one real day = 8 game days.<br />
709 * 8 = 5672 points in the real one day.<br />
1 steel ingot with quality 50 brings 800 points.<br />
1 Flux with quality 100 brings about 2000 points.<br />
<br />
Consequently, for the maintenance of the monument claim with 300 tiles in one real day, you need 7 steel ingot with the quality of 50 or 2 steel ingot with the quality of 100.<br />
<br />
<span style="color: #ff3333;">These values are in the process will be adjusted and are indicative only.<br />
<br />
Issue of God's Favor will be made only to a large settlements with 5 or more players.<br />
Issue will be made in the presence of all participants of settlement in the game or teamspeak.</span>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Life is Feudal 0.3.0.0 Patch Notes]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=601</link>
			<pubDate>Sun, 01 Mar 2015 05:26:04 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=601</guid>
			<description><![CDATA[We are glad that we have finally achieved a rather stable implementation of the guilds and claims system! From now on, you will be able to build, and later upgrade, a special monument, which will create your guild and will claim an area around it to protect anything that is built there from EVERYONE except members of that guild.<br />
<br />
To learn more about claims mechanics, we suggest you to take a look at the updated wiki page here: <a href="http://lifeisfeudal.gamepedia.com/Claim" target="_blank">http://lifeisfeudal.gamepedia.com/Claim</a><br />
<br />
The decay system has been improved to take claims into account. If your building is FULLY covered by your guilds claim, it will be completely protected from decay. However, if ANY of the building cells are outside the claim, your building will start to decay and eventually will disappear in 2-3 in-game days. However, decay rate setting is set to 0 (no decay) by default on all servers, so it is up to you to change it or not.<br />
<br />
Nightime should be a BIT more comfortable since you can properly equip a torch now and even fight with it. In one of the following patches we will teach wild animals to be afraid of fire and run away.<br />
<br />
P.S. We RECOMMEND to server owners to wipe your servers. It is NOT required, but recommended, since gameplay has changed significantly with guilds and claims mechanics and a fresh start will take those changes into account.<br />
<br />
P.P.S. Roadmap updated.<br />
<br />
Patch notes (ver. 0.3.0.0):<br />
<br />
    Added guilds, guild claims and guild monuments management mechanics<br />
    Added “Trespassers!” ability, which will allow you to spot trespassers on your guild claim, thus marking them as criminals<br />
    Added a new server setting, which changes rate of object decay outside of claims (0 by default)<br />
    Added an equippable torch as a source of light and an improvised weak weapon<br />
    Fixed a nasty exploit, where you could pass thin walls and doors with certain conditions<br />
    Fixed randomly occurring weird animation twists and bugs<br />
    Fixed some client crashes<br />
    Numerous client side bug fixes<br />
    Updated flax stem-fibers conversion. Flax production should not be so tedious now. <br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112925808995356872" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112925808995356872</a>]]></description>
			<content:encoded><![CDATA[We are glad that we have finally achieved a rather stable implementation of the guilds and claims system! From now on, you will be able to build, and later upgrade, a special monument, which will create your guild and will claim an area around it to protect anything that is built there from EVERYONE except members of that guild.<br />
<br />
To learn more about claims mechanics, we suggest you to take a look at the updated wiki page here: <a href="http://lifeisfeudal.gamepedia.com/Claim" target="_blank">http://lifeisfeudal.gamepedia.com/Claim</a><br />
<br />
The decay system has been improved to take claims into account. If your building is FULLY covered by your guilds claim, it will be completely protected from decay. However, if ANY of the building cells are outside the claim, your building will start to decay and eventually will disappear in 2-3 in-game days. However, decay rate setting is set to 0 (no decay) by default on all servers, so it is up to you to change it or not.<br />
<br />
Nightime should be a BIT more comfortable since you can properly equip a torch now and even fight with it. In one of the following patches we will teach wild animals to be afraid of fire and run away.<br />
<br />
P.S. We RECOMMEND to server owners to wipe your servers. It is NOT required, but recommended, since gameplay has changed significantly with guilds and claims mechanics and a fresh start will take those changes into account.<br />
<br />
P.P.S. Roadmap updated.<br />
<br />
Patch notes (ver. 0.3.0.0):<br />
<br />
    Added guilds, guild claims and guild monuments management mechanics<br />
    Added “Trespassers!” ability, which will allow you to spot trespassers on your guild claim, thus marking them as criminals<br />
    Added a new server setting, which changes rate of object decay outside of claims (0 by default)<br />
    Added an equippable torch as a source of light and an improvised weak weapon<br />
    Fixed a nasty exploit, where you could pass thin walls and doors with certain conditions<br />
    Fixed randomly occurring weird animation twists and bugs<br />
    Fixed some client crashes<br />
    Numerous client side bug fixes<br />
    Updated flax stem-fibers conversion. Flax production should not be so tedious now. <br />
<br />
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112925808995356872" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112925808995356872</a>]]></content:encoded>
		</item>
		<item>
			<title><![CDATA[Patch notes (0.2.11.4)]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=393</link>
			<pubDate>Fri, 30 Jan 2015 03:08:50 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=393</guid>
			<description><![CDATA[Dear players! Sorry for the long patch delay. We are mostly consumed with bug fixes and the new claims system development along with all the PAXSouth-related rush. But we are working hard to stay true to our Roadmap and provide you with gameplay updates along with bug fixes and optimizations in a timely manner! <br />
<br />
P.S Roadmap updated. <br />
<br />
Patch notes (ver. 0.2.11.4): <br />
<ul>
<li>Small pits that are dug on terrain surfaces will mend back into a smooth terrain after 1 in game day. That is our first step towards a proper decay system and countermeasure against griefers that have dug random pits inside your castle to prevent further building </li>
<li>Implemented untrained weapon usage. If your weapon skill is lower than 30, your attacks will be 2 times slower and will inflict less damage because of that </li>
<li>Fixed a notorious rendering bug, when paved roads and some crop fields were rendered in black in a certain circumstances </li>
<li>Some bag recipes are fixed and should work properly now </li>
<li>Fixed numerous minor bugs and provided some optimizations <br />
</li></ul>
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112923269181811914" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112923269181811914</a>]]></description>
			<content:encoded><![CDATA[Dear players! Sorry for the long patch delay. We are mostly consumed with bug fixes and the new claims system development along with all the PAXSouth-related rush. But we are working hard to stay true to our Roadmap and provide you with gameplay updates along with bug fixes and optimizations in a timely manner! <br />
<br />
P.S Roadmap updated. <br />
<br />
Patch notes (ver. 0.2.11.4): <br />
<ul>
<li>Small pits that are dug on terrain surfaces will mend back into a smooth terrain after 1 in game day. That is our first step towards a proper decay system and countermeasure against griefers that have dug random pits inside your castle to prevent further building </li>
<li>Implemented untrained weapon usage. If your weapon skill is lower than 30, your attacks will be 2 times slower and will inflict less damage because of that </li>
<li>Fixed a notorious rendering bug, when paved roads and some crop fields were rendered in black in a certain circumstances </li>
<li>Some bag recipes are fixed and should work properly now </li>
<li>Fixed numerous minor bugs and provided some optimizations <br />
</li></ul>
<a href="http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112923269181811914" target="_blank">http://steamcommunity.com/games/lifeisfeudal/announcements/detail/112923269181811914</a>]]></content:encoded>
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			<title><![CDATA[Lifting logs disabled]]></title>
			<link>https://forum.zealite.net/showthread.php?tid=197</link>
			<pubDate>Tue, 06 Jan 2015 14:52:56 +0800</pubDate>
			<guid isPermaLink="false">https://forum.zealite.net/showthread.php?tid=197</guid>
			<description><![CDATA[Due to the frequent use of logs for violation paragraph 2.4 of the rules agreed disable the ability to move them. We hope it somehow change the situation and the players just coming to the server, did not immediately able to break the rules unknowingly and receive appropriate punishment.]]></description>
			<content:encoded><![CDATA[Due to the frequent use of logs for violation paragraph 2.4 of the rules agreed disable the ability to move them. We hope it somehow change the situation and the players just coming to the server, did not immediately able to break the rules unknowingly and receive appropriate punishment.]]></content:encoded>
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