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Full Steam announcements and update articles for this title.
Feudals,
Please see below a mini-patch the team introduced during today's maintenance.
“Repair” and “Destroy” abilities are no longer available for:
Siege Ladder
Small Siege Ladder
Big Siege Ladder
Large Siege Ladder
Simple Siege Ladder
We are happy to announce that the team has completed the adjustments to server connectivity protocols, which should re-enable stable entry for certain world locations, i.a. the CIS. However, this change should also contribute to the overall connectivity for players who used to struggle with entering the servers.
❗ This is our first step in this direction, and the team will continue to work on speed and stability. Please be informed that the first entries may take longer than usual, with subsequent entries being faster.
❗ You may also encounter "time-out" messages, but they should not prevent you from entering the game. The team plans to work on these notifications to make them more informative.
Feudals, We invite you to take part in a music survey: http://usabi.li/do/kjdld1tdfo93/wqawzb
”Life is Feudal” is a game where each feudal forges their own saga, and each saga deserves its very own music. We might have just the tool to make this a reality! 🎶
In order to further enhance the gaming experience, the team has partnered with a service that provides “Adaptive music” technology. A third-party solution allows us to introduce a new feature without expending development resources. This technology allows the game to create a dynamic, highly personalized soundtrack where background music can change in real time depending on player actions, movement, or in-game events! ⚔️
”Adaptive music” is a highly experimental system which will require finetuning to make the perfect fit for “Life is Feudal”. For this initiative to succeed, knowledge of your music preferences is essential, as they will quite literary shape the “sound” of the feudal world! 🏰
We invite you to participate in a two-step test
an online survey that will help us learn about your favorite music: http://usabi.li/do/kjdld1tdfo93/wqawzb
a beta-test of the technology - those who confirm interest will be invited to the next stage of testing!
Players who complete the survey will receive an in-game reward of 500 God's Coins as a thank-you! N.B. To claim the reward you will need to tell us your character’s full name. Please double-check the spelling!
The more detailed and honest the answers, the better the technology will be on release. We would love to hear what feudals have in their playlists. The planes of Abella are waiting for your melodies! Let’s help them emerge!
LTG team
Feudals, today's patch is aimed at improving connection between the game and its web services. This should fix some bugs related to "rights" system, trade, and update the Dashboard space.
Fixed: the team has restored full functionality of granting access to structures on private claims.
Fixed: the Dashboard character page now shows the correct size of personal claim.
New: the Dashboard character page now has a dedicated section showing “Skills” info.
Fixed: the team fixed a situation which could cause error 500 (blank page) on the character screen in Dashboard.
Fixed: we restored the ability to sell new food recipes and “Food rations” to the Crown. The new recipes no longer cost 0, but have a dynamic price, like other items.
Fixed: we resolved the issue that corrupted the icons for "Large Work Ration" and "Medium Work Ration" being displayed in the trade post interface. "Small Work Ration" no longer shows a white background.
Fixed: when a player tried to sell items to the “Buy order” with exact quality range (80-80, 100-100) and partial purchase/sale was enabled, they could receive a non-descriptive 816 error. As an interim solution, when a player creates a new buy order: a) If partial purchase is allowed; b) quality is set as exact (minimum quality = maximum quality, any value) - the system automatically widens the range by 1 before saving:
Example: player sets (Q100-100) -> system saves (Q99-100)
N.B: This rule does not apply retroactively. If you had put a “Buy order” with the abovementioned parameters, we suggest that you change it accordingly, otherwise it will most likely fail to proceed.
Fixed: when a player creates a “Buy order”, the text in the window no longer blurs.
Fixed: we have restored functionality for “Buy orders” for regional resources.
The team has made multiple improvements/fixes to the in-game map, i.a.:
the map is now centered when a player opens the window.
the letterboxing is reduced.
the map won’t center on a player without pressing the corresponding button.
when enabling a “guild” layer, a player will see occupied fiefs show colors of the guild they belong to.
when hovering over a monument or an outpost, the text will no longer show vertically.
the icons of monuments and outposts no longer duplicate.
the zoom buttons were replaced with a slider.
hints and pop-ups will now disappear on their own without the need to click on an empty map space.
info about a private claim now fully fits in a corresponding UI box.
if a trading post had not been renamed by the player, it was displayed on the map as «Local Trading Post» instead of its unique sequential name (e.g., «tradepost 246»). This made it impossible for players to locate a specific trading post on the map, as all unnamed posts appeared identical. This issue is now resolved: upon construction, a tradepost is automatically assigned a number.
“View on map" function for locating tradeposts has been restored.
personal claims are displayed for all characters of the account.
both trade post and travel idols are displayed on the map.
New: the boards will now display information about the “Guild size”:
Small (1-15 members)
Medium (16-25 members)
Large (26+ members)
Changed: we have split the functionality of the "Guild Members" page into two separate pages: one for managing guild member roles, and another for recruiting (guild invitations).
Fixed: we have added the section which automatically assigns a guild rank when a group builds a monument. According to the rules, rank is updated once a day.
Fixed: we have restored full functionality of changing roles for guild members, and also assigning role permissions to structures.
Fixed: when adding a role to an object's permissions, players could encounter an error: “Error sending request!”. This issue has been solved.
Fixed: some objects on guild territory did not appear in the dashboard, therefore players could not assign rights to them. This issue is now resolved.
Fixed: we have restored the ability to invite a character to a guild using in-game web interface.
Fixed: we have restored the option to grant/revoke rights in the "Manage access rights to monument" tab, including removing the rights to roles.
New: the team has added a new visual indicator to the in-game map that displays the current IB (Instanced Battle) cooldown for each province. The indicator shows the real-time countdown for when the next IB (totem placement) is possible in that province.
Changed: as non-seasonal “Arden” has no IBs, we removed the “Battle Chronicles” tab from the dashboard for “orange” zone guilds.
Fixed: if a guild were to choose a wrong outpost or a monument when choosing a province to IB, the system would bug out, and they won’t be able to choose the right province to attack. This issue has been resolved
Fixed: when players install a guild monument, they choose two options for their JH prime time. However, there was an issue that, despite choosing different options, only one of them would save in Dashboard. This issue has been resolved.
Fixed: when a player tried to access a guild’s JH times, sometimes they would get an “N/G” message without any times, or the times may differ by one hour. This issue has been resolved.
Fixed: P2P-option no longer causes a “torrent”-error when updating the “Newbie Island” world.
Changed: the game would download full world data every time a player logs in. Now it will do so only if necessary. This should reduce the time players had spend waiting for a map update while on character selection screen.
New: the team has introduced a profanity filter for player names, guild names, building names, horse names, etc (what @#!%$ buzzkills! 🙄 🤬 )
The Dashboard is a space directly connected to the game, where you can look up info about the server status, perform trade actions, manage "rights", manage guilds and etc. We hope that with today's patch it will become even more viable, while the related systems benefit from much-anticipated update.
Feudals, Thank you for your patience! With the Age 4 out of the gate, we can finally return with the answers to the questions you sent us for the Q&A. Let's not dwell much further, and jump right into action!
❓ The last couple of patches did not apply well - prolonged maintenance time, additional follow-up fixes do not help build trust with the community. What measures are you going to take to prevent similar situations in the future?
We understand the frustration around the recent updates, especially when issues appear after extended maintenance. This is not the experience we want players to have, and we apologize for the disruption it caused.
Some issues only become visible under real live-server conditions, with many players interacting with systems in ways that are impossible to fully reproduce during internal testing. That does not remove our responsibility, but it is one of the reasons why not every bug can be caught before release.
To reduce the risk of similar situations in the future, we are adjusting our release process. Where possible, we will separate technical changes from content updates, give QA more time to review changes before deployment, and perform a clearer risk assessment before each patch. We also want to better prepare the GM and Support teams in advance, so they have mitigation tools and instructions ready if something goes wrong.
Our goal is to improve both stability of updates and speed of our response when problems appear.
❓ There have been voices calling for the dev.team to pivot back to Godenland. Do you have any comments on that?
When we compare MMO and Arden, those two games are designed to provide different experiences. Godenland remains the "classical", perpetual feudal world, while Arden is designed to be a fast-paced "vehicle of change" that allows for faster iteration within the "seasonal" model. We remain committed to this division. Those two experiences can co-exist simultaneously, and players can choose one or another based on their preferences.
Naturally, any forward motion is bound to meet obstacles, yet we believe that persistence will help development in the long run. Performance, crashes, and technical issues are serious concerns, and improving stability remains one of our main priorities. For now, our focus is on stabilizing Arden, improving the update process, fixing the most harmful issues, and making sure future changes are introduced in a more controlled way.
❓ What was the thought process behind the “Food Rations” mechanic? Some players are underwhelmed that the novelty builds upon the already existing things - outposts and knools.
The main goal behind this feature was to create more reasons for players to leave their claims, interact with the open world, and create more points of activity on the map. One of the recurring challenges for game design in LiF is that many important gameplay loops can become too isolated. “Food Rations” are meant to connect PvE production, open-world activity, and potential PvP encounters.
This is also why the feature was connected to knool camps. They already exist as open-world points of interest, so using them allowed us to introduce the system faster and test how players interact with it before considering deeper changes. That does not mean knool camps must remain the only source of “Food rations” forever, or that the current implementation is final.
We also agree that POIs should not feel like a mandatory chore. We have already received some amazing suggestions from the community, including alternative sources of "rations", random chest spawns, universal timers, alternative uses for player-produced food, or changing "rations" into a production boost instead of a hard requirement. All of those ideas are currently being reviewed by the game design team.
The work does not stop after the feature is introduced - drop rates, rare loot chances, the possible effect of luck, the size of knool camp areas - all those things are also being reviewed. The feature may be adjusted based on live data and player feedback.
Inflating PvE elements for "Seasonal Arden" was never our intention. The goal is to create a healthier loop where PvE supports PvP, while PvP creates reasons to control the open world, and open-world activity matters more than it did before.
❓ Many players state that the new mechanic only adds PvE grind, it does not facilitate PvP. What is your perspective on this?
In Life is Feudal, PvE and PvP are strongly connected. Production, logistics, equipment, and territory control all affect the outcome of PvP. The purpose of this mechanic is to create more reasons for players to move through the open world and compete over specific points of activity, instead of keeping most progression fully isolated inside claims.
This being said, we understand that players' perception is an important factor for any new mechanic, as it defines how players will interact with it. Adding more PvE was not the focus of this mechanic. We are reviewing the balance, drop rates, and overall impact of “Food Rations” to make sure the system supports PvP interaction instead of inhibiting it.
❓ Why were the profession-specific outfits moved to “Household” skill? Given that the resources you receive from fighting knools are based on RNG, what if I never see the drop for the outfit I need? Is there any RNG insurance that I eventually get the necessary resource?
Outfits were relocated to “Household” skill to compensate for the effort in looting items to craft them.
Outfits provide a significant production bonus. When combined with workshops, they can make it possible to craft high-quality items even when using lower-quality resources. Because of that, outfits have a strong impact on the economy and progression, so they cannot be treated as a common or easily guaranteed item from day one.
At the same time, we understand the concern about outfits being fully dependent on RNG. In the current version, rare drops are the main way to obtain them, but we agree that a system based only on luck can feel frustrating, especially if a player keeps receiving duplicates or never gets the specific outfit they want.
We are reviewing possible improvements, such as duplicate protection, exchange options, or another form of RNG insurance. We cannot confirm the exact solution yet, but the concern is valid and we do not want long-term rewards to feel impossible or unfair to obtain.
❓ Do "green" zone players have to fight knools to get the new resources for outfits?
No. “Green” zone players are not required to fight knools to obtain the new outfit-related resources.
❓ “Food rations” changes should just be for orange/greenzone, grindy gameplay is not what we want on “Seasonal Arden”. Clue is in the name of the server - "PVP".
We understand that some players may be feeling confused about the direction of “Seasonal Arden” and how recent features connect to the original idea of a more PvP-focused world. This is fair feedback, and we need to communicate the bigger picture more clearly.
Our vision for “Seasonal Arden” goes beyond the notion of “more fights”. We hope to create a world where territory, logistics, production, resources, and open-world activity matter more, because all of these systems eventually support PvP. A healthy PvP world needs reasons for players to move, compete, prepare, take risks, and control important parts of the map. Some of the recent mechanics were designed with that long-term goal in mind.
We also agree that players need better visibility on what is coming. We want to improve how we announce new features, explain why they are being added, and what stage of development they are in. This should make it easier for the community to follow the game's evolution.
❓ Can developers host a poll about the upcoming features?
There are a lot of things that together make the game design process. It goes without saying that community feedback is always taken into account during the design phase. Apart from that, we need to consider long-term balance, technical limitations, and the overall direction of the project. Unfortunately, not every design or technical decision leaves enough space for a poll or a vote. However, we agree that players should have clearer opportunities to give feedback before major changes are introduced.
We believe that every system in the game, including PvE elements, must provide an adequate level of challenge. If new systems create too much extra work or frustration, they require revision and adjustment. The same applies to the “seasonal” structure: We will continue collecting feedback and improving the system. The iterative nature of the "seasons" lets us improve with every cycle.
❓ Why are you adding things mid-season? Last time didn't go well, this time didn't go well, there had better not be a next time!
As for adding things mid-season, we understand why this can feel disruptive. In general, we try to be careful with changes that strongly affect progression during an active “Season”. When possible, larger changes must be introduced in a way that gives players time to prepare. At the same time, some mid-season changes may still be necessary when they address balance issues, technical problems, or sub-optimal parts of the gameplay loop.
Our main takeaway is that we need to be more transparent and proactive in communication. Players should better understand what we are building, why we are building it, and how each feature supports the future of “Seasonal Arden”.
❓ Let's talk about the journey so far. Which changes do you think are working well, and which changes you won't take with you to Season 2?
The season is still ongoing, so we do not want to make final conclusions too early. We are collecting feedback, watching how the systems work in practice, and we will make a deeper review closer to the end of the season.
The things we will be taking a particularly close look into are the duration of a “Season”, the “Ages” system, and the anti-zerg mechanics. These were introduced to give the world a clearer progression structure, reduce early snowballing, and make long-term competition more manageable. Some parts may stay close to the current version, while others may need adjustments before “Season 2”. Reworking the tutorial and wiki is also an important development direction.
We want to keep things that work, polish elements that create unnecessary friction, and remove or redesign parts that do not support the intended gameplay.
❓ Which big changes around siege and territory control do you plan to introduce in “Season 2”?
Work on the siege system has already started, but we are not ready to confirm the full “Season 2” territory control changes just yet. The current “Season” is still ongoing, and we want to base the final decisions on live data, player feedback, and a proper end-of-season review.
That said, siege and territory control are one of the main areas we want to review before “Season 2”. We are looking at how claims, provinces, Judgment Hour, Instanced Battles, outposts, and anti-zerg mechanics work together and how they reflect actual players’ interactions.
❓ Will Wiki get an overhaul? It is full of outdated info, the games are different now, or will Arden have its own Wiki?
Indeed, it is high time the Wiki was updated. We know that many pages contain outdated information. New mechanics introduced with Arden add to the confusion.
Work on this aspect of the game has already started. We're building new tools and processes to make wiki updates a regular part of how we prepare and ship content. This is not only a content task, but also a structure task. We want the Wiki to become more reliable, easier to navigate, and better connected to current game systems. It will take time, yet necessity is the mother of innovation.
Our goal is also to improve the Wiki so players can clearly understand which information applies to “Seasonal Arden”, non-seasonal “Arden”, and which applies to Godenland. This may be done through separate Arden-specific sections, or clearer labels inside existing pages. The wiki overhaul runs alongside our tutorial rework, though they are separate tracks.
❓ Has anyone tried to reach out to any major streamer to get some blood back in the pot here?
Creator and streamer outreach is important, and it is something we want to do more actively.
At the same time, timing is of the essence. Our focus is to improve stability, update tutorials and knowledge base, prepare clearer messaging; once it is done, subsequent outreach can be done in a more structured way. We want to invite not only major streamers, but also smaller creators who already understand the genre and the Life is Feudal community.
Furthermore, feudals are creative, and there is always a chance that a guild video can flourish into something bigger!
❓ What is the status of UE5 transition?
We continue working in the direction we announced before regarding Unreal Engine 5. This is still an active long-term track for the project, but it is not something that can be delivered quickly.
Moving Life is Feudal to UE5 is a very complex technical process, so no ETA can be given in advance. We are also in contact with Epic on this matter, which helps us better understand the available options and requirements.
❓ In the last AMA we reported that the probability to have the new gems was ridiculously low. Why are you making it even harder?
The search for the new gems can be frustrating if the drop rate is on the lower end. If players feel that the situation became even harder after the latest changes, then it is something we need to review carefully.
❓ Any revision on the vostaskus and the ridiculously weird method of smelting it?
Vostakus production had already been reviewed and adjusted: vostaskus smelting process now requires around 50% fewer resources than before. We understand that the original version felt too demanding and unintuitive, so the recipe was simplified.
No further changes planned for this aspect of the game.
❓ Will we ever get more character slots on Arden?
At the moment, we do not plan to increase the number of character slots on Arden.
Feudals,
We are happy to welcome you to the 4th Age of “Seasonal Arden” - the “Age of Reckoning”! As always, the transition brings new modifiers to the “seasonal” world:
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.
Changed: starting from Age 4, players receive a hunters-focused bonus called the “Hunter’s Bonus”, which will add custom loot to wild-spawned aggressive animals. With this patch, we reduce the chance to obtain such loot by 50%.
Changed: regular potatoes can now be put into “Grain stockpiles”.
New: 20 new 5-component dishes have been added to the game! The new recipes will be available for those proficient in “Cooking” skill. When consumed, food will give temporary bonuses to particular skill or stat. Duration and Magnitude of a bonus depend on the Quality of food consumed. The bonuses to stats are capped at +10.
Chicken Broth (Kilning, Forging)
Wild Mushroom Soup (Carpentry, Bowcraft, Warfare Enginnering )
Bigos (Herbalism, Healing, Alchemy )
Stuffed Cabbage Rolls (Farming, Cooking )
Red Cabbage Soup (Procuration, Animal Lore )
Sour Rye Soup (Warhorse Training )
Dumplings (Construction, Masonry, Architecture )
Hunter’s sausage (Hunting)
Potato Pancakes (Forestry )
Schabowy with Potatoes (Armorsmithing )
Blood Sausage (Weaponsmithing )
Cheesecake (Mining )
Beef Rolls with Stuffing (Materials processing, Precious prospecting, Jewelery )
Pork Goulash (Tailoring )
Olivier Salad (STR, AGI, CON, INT, WILL )
Ashlyamfu (CON )
Adjaruli (INT )
Chicken with potatoes and mushrooms (AGI )
Cream Cake (STR )
Noodles with cheese and bacon (WIll)
If a player consumes the same food while already having an active effect, it will be replaced with the fresh one. Duration and Magnitude of the renewed effect will depend on the Quality of the last eaten food. For example:
A player ate Chicken Broth Q25 and received bonus with Magnitude 1. If they then eat Chicken Broth 50Q, the Magnitude will rise to 2. Reverse is also true.
If a player eats several portions of the same food one after the other, Duration does not stack.
If a player eats Olivier Salad (STR+AGI+CON+INT+WILL, +1 each) and then eats Cream Cake (STR, +3), the result stats they would have are STR+3, AGI+1, CON+1, INT+1, WILL+1.
Players have a chance of obtaining a recipe of “skill” food as they cook Delicious (T5) food (a blueprint will drop to your inventory). On creating “skill” food player gets a chance to obtain “stat” food, on “stat” food - Olivier salad recipe, a "complex" food with all 5 stats bonuses.
Changed: The base price of “Work Rations” when selling them to the Crown has been increased.
Fixed: There was an issue when players changed guilds, feudals could not interact with the structures in the new guild despite having the right permissions. The dev team concluded that this situation happened because a player could enter a new guild without exiting the last one. We have made the necessary adjustments to prevent similar issues in the future.
Changed: the team has received numerous messages about players using some of the crafting structures as fortifications due to their high durability. This is not the practice we want to support. With this patch, we reduce protection of “Stockpile”, “Drying frame”, “Compost heap” and “Rabbit cage”.
Fixed: we have restored the ability to gather loot from totems after an IB.
With this patch, we will be disabling the in-game voice chat. The team has reasons to believe that this step will contribute to better overall performance.
We have restored full functionality of the “Large barn” for non-seasonal “Arden”: players can use the “Manage” action, “Slaughter” action, clear dung, rename the building.
We have improved localization for various in-game items, especially the recently introduced ones.
We have updated the crafting and recipe UI to better display the quantity of items produced per recipe.
We have also polished the “seasonal” UI so that it better reflects the recipes available at each Age.
Some important fixes did not make it in this patch. The team hopes to introduce a follow-up patch next Wednesday (01.07.2026). Among other things, it will include:
measures to solve the issue with incomplete JH duration
fix to the situation when the new food cost is 0
We also tracked an issue that herbs do not show the effects in the inventory UI. You can still see them in Herbalist shop menu. The ream is already working on a fix.
We are approaching the final chapters of “Season One”. It is time to check the “seasonal” leaderboard!
please see below the fixes introduced today during the maintenance:
Changed: we have received several reports from feudals that the weapons dropping from “treasure chests” can hardly be called a treasure due to sometimes low quality (and, subsequently, low damage). Upon inspection the team agrees with this argument, therefore we have increased the min.quality of weapons one can get from the chests:
min.quality for “Medium treasure chest” drops - 30q
min.quality for “Large treasure chest” drops - 41q
min.quality for “Epic treasure chest” drops - 60q
Fixed: many feudals have reported that the outpost production has significantly dropped with the last patch. This is not an intended game design choice, and it is not a part of the "food rations" update. With this hotfix, the outpost production is restored to its previous values.
Changed: the team has been monitoring community feedback regarding the changes introduced to the permissions system as a part of the "seasonal" changes. While we believe that the restrictions on "friendly/ally" permissions was a step in the right direction, we also see that a complete ban on any perms has distorted the standings system and birthed the "butler" gameplay, which is not particularly exciting.We do not see the situation when “enemies” potentially have more “rights” during JH on defender’s claim than “allies” healthy. Smaller guilds also could not fully tap into ally’s help and struggled during prolonged sieges. Therefore we made a decision to enable the options to “open/close doors” and “open/close gates” for guilds with “Friendly” standings. The change only affect those two rights, no further perm expansions are planned for short- to mid-term.
As we have mentioned in our \, reworking legacy code is an important part of LiF development. Unfortunately, the process of refactoring has introduced disruptions in the part of the game that is responsible for “states” of the structures (“blueprint”, “completed”, “damaged”), resulting in the following situations:
when an outpost transitions from the "damaged" state, it does not revert to the "complete" state
the building transitions to the "Complete" state upon any repair, regardless of its durability
it is impossible to interact with partially destroyed buildings (thus players cannot feed their monuments/outposts)
the blueprints “auto-completed” on their own with each in-game cycle, but the building was rendered unusable with no interaction options
The team has eliminated the disruptions and restored internal interdependencies. Players should no longer suffer from abovementioned issues.
Fixed: many guilds encountered a situation when, even if a guild successfully interrupts a cap, an outpost still loses a level, or several (depending on the number of attempts). This issue has now been fixed.
during the maintenance today, the team has introduced a minor hotfix:
Full functionality of the Jeweler’s Workshop has been restored, the recipes are once again available for players.
The team has improved functionality of the torrent system, represented by the P2P button. It should not cause any more errors for "Arden" and "Seasonal Arden" worlds. In case of "Newbie island", rare cases might still linger, they will be addressed in future updates. In case you encounter a "torrent..." type of error, the following actions are advised:
delete the conflicting file from the game folder (following the path listed in the error);
disable P2P tick at the bottom right corner of the character selection screen and try downloading an update without it;
use the imbedded "Repair" option (at the top right of the character selection screen).
The team continues the work on the most pending bugs. We will keep you updated on the progress.
with this hotfix we want to address the most critical issues that emerged after the recent patch:
Players encountered a situation when the game client would crash if they attempted to “Repair” an item using a Workbench. This issue is now fixed.
The fixes to the “Oil press” recipe and the “Mass produce” option did not reach non-seasonal “Arden”. With this hotfix, we patch this loophole.
We would like to correct one inconsistency in the previous patch notes:
For "Seasonal Arden" - "Food rations" are available only in the "Treasure chests"
For "orange" zome - "Food rations" drop from roaming knools and knools in the camp
Many of the players have encountered a situation when the newly put blueprints come as complete buildings which are inert and offer no interaction options. Although the hotfix does not act retrospectively, it prevents new bugged buildings from appearing. The team is considering the options to move forward. We hope to deal with the remaining corrupted buildings in the coming days.
Age 3 brought new features that could greatly affect how players interact with the world and what decisions they make. We believe that it is the right moment to launch a new AMA session and reflect on the "seasonal" journey so far, as well as take a glance into the ether of tomorrow. We invite you to leave your questions to the dev.team in the comments to this post. The submissions are accepted till May 21th.
this patch marks the transition of “Seasonal Arden” to Age 3! Let’s revise which modifiers will become active in the “seasonal” world:
Starting from Age 3, players will receive a seasonal modifier called Blacksmith’s bonus, which will speed up all blacksmith actions.
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%.
Along with the “Age” change, the patch includes some completely new features which we teased in our previous updates, during the dev.talks and AMAs. Many in the community mentioned that they wish the game would give more reasons to venture beyond the walls of guild strongholds, make the world feel more responsive and facilitate engagement between players through competition over points-of-interest (POI). With today’s expansion, we strive to make the first step in answering that call.
This update introduced a new feature to the “Seasonal Arden” - “Treasure chests”! The chests are designed to be an important source of valuable resources, thus becoming a new POI on the map. There will be several different kind of chests:
Small treasure Chest
Medium Treasure Chest
Large Treasure Chest
Epic Treasure Chest
To claim the treasure, players must venture into the big knoll camps on s82 or s52.
Come prepared! The chests are protected by a new kind of knools - the “brutes”. Those are the toughest of warriors charged with protection of the natives’ valuables. They won’t venture too far away from their post.
A player won’t be able to claim rewards until all defenders of a chest are defeated. Upon using the ability to “Open chest”, the game will add a reward to your character’s inventory. Mind the weight, or you risk being overburdened! After the reward is collected, a player won’t be able to interact with the treasure chest for a while. The cooldown is player-specific, not chest-specific, meaning a player can interact with a chest right after another player, but only once over a set period of time:
Small Treasure Chest - once every 3 hours
Medium Treasure Chest - once every 6 hours
Large Treasure Chest - once every 12 hours
Epic Treasure Chest - once every 24 hours
We are excited to finally deliver this feature into the game! Apart from serving as a new POI, it provides a strong foundation for further mechanics that can be built around the chests - some of them you will see below. We will closely monitor how the feature blends into the LiF gameplay, and we will try to be prompt to address any shortcomings. “Treasure chests” will first come to “Seasonal Arden”, and we plan to introduce them to regular “Arden” in our future updates.
Guild outposts have proven to be reliable production facilities for otherwise finite map resources. Perhaps, too reliable…Such structures strip players of incentives to venture beyond guild claim and risk foraging for much-needed wood or steel. We intend to challenge the status-quo by introducing a resource unique to “Treasure chest” and necessary to make the outposts run effectively - Work Rations! Outposts now require “Food Points” to produce resources. During each maintenance cycle (in-game day change), the game will check whether an outpost has enough “Food points” to generate associated resources. The “Food points’” consumption depends on the level of an outpost and the number of slaves assigned to it. The fuel is represented by:
Basic Work Ration (10 Food points)
Medium Work Ration (20 Food points)
Reinforced Work Ration (30 Food points)
Where can one obtain "Food rations"?
For "Seasonal Arden" - "Food rations" are available only in the "Treasure chests".
For "orange" zone - "Food rations" drop from roaming knools and knools in the camp.
Mind you that the outposts have the max.number of "Food points" they can keep at a time:
T1 - 100 Food points max
T2 - 200 Food points max
T3 - 300 Food points max
Base Consumption per Level:
T1 - 1 Food point per cycle
T2 - 2 Food points per cycle
T3 - 3 Food points per cycle
Food consumption is multiplied by the number of slaves currently assigned to an outpost. This means that a T3 outpost with 5 slaves will need 3x5=15 "Food points" per cycle to operate.
The new mechanic applies to the following outposts:
Mine Shaft
Herbalist's Hut
Lumber Mill
Quarry
Forager's Hut
Mill
Knackery
Geognosy Pit
Slave Camp
Military outpost
If an outpost does not have enough “Food points”, it won’t generate any resources. In the case of the Military outpost, no NPC archers will spawn on the tower to help during an attack.
Outposts’ UI was reworked to incorporate the new “Food points” mechanic: an outpost menu will show the current “Food points” value, while the new “Add food” button will open a corresponding menu.
The idea of “Food points” addresses several aspects of the game we wish to further develop. First of all, it further raises the importance of “Treasure chests” as an important POI, thus incentivising players to go outside the guild claims. Moreover, the new “outpost fuel system” is aimed to further enhance the strategic level of the game. We want players to actively make choices depending on the situation in the game and shifting priorities. “Which resource do we need more of right now? Which resources will we need to attack/protect this position?” Outposts management becomes an integral part of this decision-making process.
“Treasure chests” come with new crafting resources, which will now be required to create profession-specific outfits. All the resources below are exclusive to the “Treasure chests”:
For Blacksmith's outfit - Blacksmith's Precision Tools
For Carpenter's outfit - Carpenter's Precision Measuring Set
For Herbalist's Outfit - Herbalist's Distillation Set
For Engineer's outfit - Engineer's Precision Blueprint Tools
For Cook's outfit - Cook's Professional Kitchenware
For Stonecutter's outfit - Stonecutter's Precision Chiseling Set
For Breeder's outfit - Breeder's Animal Husbandry Kit
Skill level requirement to equip an outfit is reduced from 60 to 30 for all outfits. All outfits have been moved to the Household skill.
New: the team has introduced a new dynamic crafting system interface. Previously when a player attempted to craft an item, the game presented 5 resource slots regardless of the recipe’s complexity and the number of required resources. Now the interface will present the number of slots corresponding to the number of different components.
Fixed: we have corrected the “Oil press” recipe so that it reflects the appropriate input of each crafting element to the final quality result.
Fixed: “Oil press” now has the “Mass produce” option for “Linen oil”.
New: introducing new building - “Large barn”! The structure becomes available at Masonry 90. It has the following specs:
Animal cap: 60
Feeding box cap: 800
Breeding pens: 4
New: in Age 1 we noticed that certain player groups adopted a new practice of attacking enemy fields to dwindle their resources. As such, the practice was deemed acceptable. However, the players did so by using an exploit that allowed “Lowering ground” on fields by performing a certain sequence of actions.
Starting this patch, we adjusted permissions in a way that allows players to “Lower ground” level on crop fields during JH/HJH on enemy claims on “Seasonal Arden”. It will only be possible on crops that are in stage 1 (just planted) and stage 2 (medium grown) of their growth cycle.
Changed: in our previous patches, “Destroy” ability was put in dependence on whether there was an enemy MOP on an adjacent fief. We further specify this mechanic by tweaking the rule:
“Destroy” ability allowed out of Judgment Hour (JH) with enemy MOP on adjacent fiefs.
Changed: hitbox for “Bec De Corbin” has been corrected.
Fixed: there was a situation when a character could keep accumulating their luck stat when travelling between “Arden” and “Seasonal Arden” thanks to the bonus items (ex. jewelry). This problem has now been fixed.
Fixed: the game will now keep UI/video settings between sessions.
Fixed: Power hour(combat) now provides the correct exp.bonus.
Localization for certain items have been improved.
The team continues to implement additional tools to research the ways to improve performance. With this patch, we implement a profiler aimed at providing in-depth analysis of traffic and net-related parameters. This data will help us better locate the points of growth and potential optimization bottlenecks.
Today the game received new features that could greatly affect how players interact with the world and what decisions they make. Although we are excited to introduce new content into the game, we understand that there is always a period of learning, and sometimes it can be confusing getting to know the new mechanics.
Therefore, we believe that it is the right moment to launch a new AMA session and hear players' thoughts about the latest developments. We invite you to leave your questions in the designated post. The submissions are accepted till May 20th.
It is now time to check the guild leaderboard. There were some changes! Capybaras de la Tormenta did not manage to keep the leadership they had achieved at the beginning of Age 2. In the “Most points” category, Spanish Inquisition now occupies the top placement on the leaderboard! At the same time, The Varangian Guard snatched the title of the “Most wealthy" guild in the “seasonal” world.
Age 2 saw the introduction of Instance Battles (IBs), which now lets us define the guild with the “Most provinces”. As of now, Spanish Inquisition has stretched across the most number of provinces (how historically accurate!...)!
Age 3 showed that nobody can remain too confident at the top of the leaderboard. Yesterday’s kings can be dethroned today and executed tomorrow. What new twists will the next Ages bring?
The leaderboard hints - something that “nobody expects”...
Date: May 6th, 2026 19:00 UTC
Location: "Seasonal Arden"
Format: Elimination Tournament
Registration Closes: May 5th, 2026 17:00 UTC
Bracket Announcement: evening of May 5th, 2026
ladies and lords of Abella are no strangers to hard labour. Callused hands and sun-kissed faces are the mark of those who paid their dues at the fields digging trenches and plowing fields that stretch to the horizon. A trusty shovel is all a worker needs to completely transform the landscape. However, make no mistake - when push comes to shove, the same shovel may become a dangerous weapon...
The International Labor day seems like a perfect opportunity to pay homage to the weapon of the working feudal class. We are bringing back King of the Hill - a much beloved event that sets apart NPC peasants and true shovel whisperers!
Date: May 2nd, 2026, 13:00 UTC
Location: "Seasonal Arden"
Format: Elimination Tournament
Registration Closes: May 1st, 2026, 17:00 UTC
Bracket Announcement: evening of May 1st, 2026
A player's goal is to be the first to climb the hill and sit on the throne. Players can use shovels to knock down other competitors!
No late entry - you must be at the venue when event starts. Depending on the attendance participants may be divided into groups, each group will be invited to their respective lobby.
Binding spot will be provided on the venue.
No stones in pockets! - remove ALL gear from your character (equipped and from inventory). Rags and shovels are the only things allowed. Shovels will be provided by administration at the venue.
No violence wasted! - players MUST NOT fight in the lobby. In the lobby, players wait for a signal from the host.
When all players have been checked and equipped with a shovel, the host gives a signal to start the event. The moment the doors to the hill open, it's shovel time!
When one of the players sits on the throne, a round ends. Depending on the attendance:
if divided by groups: the winner of a group advances to the next round tournament-style.
if all participants in one group: the winner is decided in the first round; after that, participants return to the lobby, 2nd and 3rd places are decided in round 2 and 3 respectively.
In case of rule violations, a GM will remove your character with no chance of returning to the contest.
No looting defeated opponents allowed.
100 Quality Weapon/Armor of Choice
100 Quality Shovel + a shovel skin of choice
30 Golden Coins
2x Novice Decorator's Kit
2x Apprentice Decorator's Kit
2x Master Decorator's Kit
Exclusive Title: Shovel-whisperer (in Discord 😁 )
80 Quality Weapon/Armor of Choice
100 Quality Shovel
20 Golden Coins
1x Novice Decorator's Kit
1x Apprentice Decorator's Kit
1x Master Decorator's Kit
100 Quality Shovel
10 Golden Coins
1x Novice Decorator's Kit
1x Apprentice Decorator's Kit
1x Master Decorator's Kit
By submitting the form you agree to the rules of the tournament listed above.
today's mini-patch addresses some burning issues and also acts as a starting point for our second "performance intervention":
Fixed: seasonal UI was amended to correctly reflect the “Ages” duration.
Changed: now players can “Deconstruct” “Stone fence” blueprints during JH.
Fixed: we restored functionality of UI for IBs. Players can now swap sides and be excluded from an IB.
Fixed: we restored the ability to “Destroy” a trade post for players on non-seasonal “Arden”.
We appreciate community feedback regarding our ongoing optimization interventions. Each and every log sent by players after huge PvP battles help us get to the crux of the matter. To those of you who sent logs after intense PvP last week - thank you!
Today we launch the test of our second intervention which aimed to reduce lag and packet loss. We welcome any feedback on how performance will change, it will greatly help us with further fine tuning.
Unfortunately, there have repeatedly been discrepancies in "seasonal" UI regarding the duration of the "Ages". We would like to extend our apologies for this one, as w understand that it is extremely frustrating when you have to change plans last minute. Therefore, let us put the official dates for Ages 3-5 and the end of "Season 1":
start of Age 3 - May 13th,
start of Age 4 - June 24th,
start of Age 5 - August 26th,
end of "Season 1" - October 28th
please see below our Age 2 patch for Life is Feudal:Arden. We are also happy to share some info on the upcoming features at the bottom of the patch notes.
In Age 2, we revert the quality decrease for weapons dropping from knools:
Chieftain Sword: quality 1 - 50 -> 1- 100
Knool’s Axe: quality 1 - 50 -> 1 - 100
Fixed: the team has fixed the bug that prevented characters who changed a guild from interacting with assets of the new guild regardless of the role (until after a maintenance).
Fixed: after the transition to 4-day JH schedule (Tue-Fri-Sat-Sun), non-European time zones encountered a situation when the Judgement Hours in their zone won’t start despite the schedule. We have made the necessary adjustments to fix this issue and restore JH functionality for the non-EU servers. We are deeply sorry about the inconvenience this bug has caused to the non-EU guilds.
New: During the pre-season, we encountered a situation when a guild would fill their IBs with mercenaries, with the actual guild members being the minority of the participants. To tackle this practice, we introduce limits for max number of mercenaries in IBs:
25v25: max 10 mercenaries (for each side)
50v50: max 20 mercenaries (for each side)
If the number of participants with mercenaries exceeds max cap for an IB (ex.: 21 guild members and 8 mercenaries for 25v25), priority will be given to guild members. Mercenaries will be able to join by “first come first served” principle until the cap is reached.
Changed: We have improved the way by which containers load items. It should improve optimization, the game won’t be freezing when you “Look into Inventory” of a particularly full warehouse. Before the last patch was rolled back, there was a brief period during which this feature worked in the game. We have taken your feedback into account and improved our approach to the task. This feature makes inventory load in portions, thus reducing overall strain. When tested on a container with 2000 stacks of items, the new approach reaches full loadout 10% slower than the old one; however, you can interact with an inventory while it is loading: put items in, take them out - and not necessary wait for the whole inventory to load at all! When tested on containers with less than 200 stacks of items, the differences are unregistrable.
Fixed: the team restored Kite shield and Tower shield - they now successfully perform blocks and show guild heraldry.
Fixed: we fixed the visual bug that could occasionally make equipped items invisible after relogging into the game (or teleporting to IB, Arena etc.).
Fixed: there were certain discrepancies with the items with “no-drop” status (mainly store-bought items). After the correction:
a player can no longer stack “no-drop” items with regular items (and risk losing the “no-drop” status);
players can no longer exchange “no-drop” items through “Barter”;
“no-drop” items no longer appear in a loot bag after character’s death.
Fixed: some players were having troubles with receiving the necessary decorator’s kits after purchasing items such as “Sanctum of the Sleeper” and “Rider in Regular Chainmail Armor”. We have revisited the shop items and fixed potential discrepancies.
We greatly appreciate you taking time to fill in our community survey. Player feedback is very important to us, and we read and analyzed each comment. The results clearly say that you see performance as one of the most (if not the most) significant blockers hindering the game. Performance improvement remains at the top of our agenda. We extend our gratitude to all players who send us logs for research - it greatly helps us analyze the situation. We continue our work in this direction, apart from other things we have created new tools for in-depth monitoring and performance benchmarking. A new expanded toolkit will help our continuous work on optimization.
Each patch the team has to navigate a difficult decision of distributing the limited resources between addressing the current issues and investing in development of the new features. While the bugs are always a part of conversation, we would also like to share with you some info on what is currently in the works regarding the features:
New mechanic: Food Consumption for Outpost Production
Outposts will require feeding slaves with a special food rations in order to generate resources.
Treasure Chests (new POI)
This feature is already known to the feudal community. Although we encountered certain difficulties with implementation, treasure chests should be introduced in the game with the upcoming updates.
New type of outpost: War Camp
War Camp will function similarly to a Military Outpost, but without the ability to initiate HJH or PJH, providing a PvP-focused location as a safe fief without the need for a full siege. It will serve as a place to host houses and warehouses, a backbone for siege without abilities to attack. It is also intended to serve as a potential everyday PvP location, with no need for a siege.
The release of these features has been delayed due to ongoing work on several high-priority bugs to ensure game stability. We hope to deliver the new features to the game in the nearest future.
word has reached the nearest settlements that the land of "Seasonal Arden" will be visited by a famous merchant!
He had been sending letters all around Abella to advertise his wares. According to the list attached to the latest proclamation, his caravan is full of tools and weapons:
2x "Longbow" - 5 gold coins each
2x "Arbalest" - 5 gold coins each
1x "Heavy crossbow" - 7 gold coins
3x "Falchion" - 3 gold coins each
3x "Flamberge" - 5 gold coins each
3x "Boar spear" - 5 gold coins each
2x "Morningstar" - 7 gold coins each
3x "Building kit" - 20 gold coins each
15x cookies - 1 gold coin each
His stock is limited, so remember the principle: "first come, first served"! Find him, speak to him before others do! However, if a rival feudal outpaced you, there are many ways to eliminate the competition...
The caravan is set to open business at the following times and coordinates:
Server 52: March 12, 2026 10:00 AM UTC
Server 88: March 12, 2026 19:00 UTC
N.B.: The Merchant is a busy man, so he will only be there for 45 min! 🕘
But beware: the scouts say that the knools has recently been especially feral in these areas. Reaching the merchant may prove more of a challenge than it seems...Additional troop was dispatched to survey the area. The next report will come on Thursday!
First, let us recap the changes that had already been done since the Season 1 launch:
Exp.gain per action was increased by 300% for “Season Arden” world;
Exp.gain per action was increased by 200% for non-seasonal “Arden” world;
Naked players no longer receive x2 damage on Arena;
We have altered admin.lands (blue territories) for "Seasonal Arden" - now they should not forcibly dismount players without an opportunity to recover a horse;
Knool spawn points in knool camps were fixed. Now the outer circle respawns after being killed;
We have added 1 more forest maintenance tick every in-game day (at the beginning of in-game day) for both non-seasonal “Arden” and “Seasonal Arden” worlds.
Now, let's move to the fixes and changes included in today's patch:
Fixed: minor corrections in UI - Age duration is now displayed correctly; guild cap is 70 unique accounts.
Fixed: we have improved teleportation points and descriptions on “Seasonal Arden”, so now players can better control their destination.
Fixed: we have restored teleportation from “green” and “orange” zone to “Seasonal Arden”.
Fixed: we have introduced a solution which enables stable offline levelling and re-specking when the skillcap is reached.
Changed: “Flax Oil” was renamed to “Linen Oil”.
Fixed: “Noodles” and “Linen Oil” icons are now visible in inventory.
Changed: “Linen Oil” is now included in the following recipes:
Thick dried hide - 1 unit
Thin dried hide - 1 unit
Rough Thick Dried Hide - 1 unit
Soft Thick Dried Hide - 1 unit
Rough Thin Dried Hide - 1 unit
Rough Thin Dried Hide - 1 unit
Pack of Thick dried hide - 1 unit
Pack of Thin dried hide - 1 unit
Pack of Rough Thick Dried Hide - 10 units
Pack of Soft Thick Dried Hide - 10 units
Pack of Rough Thin Dried Hide - 10 units
Pack of Soft Thin Dried Hide - 10 units
Changed: many feudals have already noticed that the trees once again has a chance to die before growing. However, the morbidity rate was rather steep. We have decreased the chance of tree death to 15%.
Changed: the following recipes were temporarily removed from the game (encountered bugs, fix pending, need a little bit more time):
Olivier Salad
Ashlyamfu
Adjaruli
Chicken with potatoes and mushrooms
Noodles with cheese and bacon
Cream cake
Fixed: some recipes got too “exotic”. We have changed the ingredients to those everybody has in their kitchen 😉
Fixed: we have added the missing icons for certain food recipes.
Fixed: we have restored "Blueprint" and "Recipes" tabs in "Kitchen" and "Big Cauldron".
All new food recipes are considered "Delicious food” and give the appropriate food multiplier bonus.
Fixed: we have improved translation of artistic description for new jewelry recipes on various languages.
Fixed: we have made the necessary changes to fix the JH announcements in the game - now they will happen according to the effective schedule (Tue-Fri-Sat-Sun).
Fixed: the plough no longer burns when in use (although it looked kinda cool…).
These are all fixes for today. The next patch is already on the way, feudals can expect more fixes and QoL updates very soon!
With the Valentine Day drawing near, we want to inspire feudals to say the words secret yet all-revealing. And what’s a better way to boost one’s confidence than…with boosters gifts! Log in daily to collect all the rewards and add a splash of crimson to your fights!
The event will be active from 12.02.2026 till 25.02.2026.
Day 1: Boosters pack, My Lovely Ex (skin)
Day 2: Boosters pack
Day 3: Boosters pack, either of: a) Snazzy Hatchet; b) Copper Head; c) Sleeping Kelle (skins)
Day 4: Boosters pack
Day 5: Boosters pack, the Guise
Day 6: Boosters pack
Day 7: Boosters pack, Novice Decorator’s Kit x5
To claim the items, please go to Esc->Rewards->Crimson Vows. After you claim an item, it will appear in your Esc->Account Inventory.
XOXO,
Life is Feudal team
"Orange" and "green" zones are unavailable due to stability issues with the "Arden" world. Access to non-seasonal "Arden" is restricted to "team only", our tech.colleagues are currently investigating the reasons behind yesterday's malfunction. We believe that by the end of today we will have the solution to the problem. As a next step, on February 12, 2026 8:00 AM UTC we plan to do an extra maintenance (duration TBD) and apply the solution, which will allow us to restore access to the "Arden" world for the players.
Issue with Week 1 reward of "Season pass" (14-days premium) was resolved, the item was delivered to players' "Accounts Inventory". If you encounter any issues with a shop-bought item not being delivered - please contact our support team via the online form: https://support.ltg.com/hc/en-us/requests/new. Colleagues will help you with your purchase.
Further info will be published in the Community hub ("Error after the "seasonal" update: what to do"). We also invite you to follow our Discord server - that is the fastest way to learn the ongoing news.
please see below the changes included in today’s "Season 1 release" patch. Some of the changes are closely linked to the patches that the team rolled out during the "pre-season". We recommend that you take a look through them - this way, you are more likely to get the whole picture. We are also happy to announce that with this patch we introduce weekly rewards! Players will be able to collect them as the week progresses.
Changed: when a character teleports to “Seasonal Arden”, additional restriction will apply:
Alignment reset to 0;
Learned alchemy hash (combinations from mixing herbs) reset and randomized for the character.
Changed: we have made some adjustments to available recipes for each Age:
Now available from Age 1:
Cheese
Berries in Honey
Fish Patty
Fried Eggs
Meat Patty
Potato with Mushrooms
Crispy Chicken
Sausage
Meat Stew
Now available from Age 2:
Lance and sharpened, perfect variant
Decorated Jousting Lance and sharpened, perfect variant
Now available from Age 3:
Trebuchet
New: all players who participated in the “pre-season” received the title of “Seasonal Pathfinder”.
New: to commemorate the guild which took the lead during the "pre-season", we introduced “Capybaras de la Tormenta” painting in the game. It is now available to craft.
Changed: we have decreased the drop rate and max quality for “Chieftain Sword” and “Knool’s Axe” for Age 1.
Changed: following the end of the testing phase, experience gain on “Seasonal Arden” was reduced to align with our intended longer-term progression and overall MMO pacing.
Changed: players can no longer burn soil, and it is no longer possible to throw out less than 15 units of soil.
Changed։ we have rebalanced action speed for the majority of abilities in the game. As a general rule, actions will be slower when the skill level is low, and it will gradually accelerate as a character approaches a higher level in a skill.
Terraforming-related actions will be faster on “Seasonal Arden” compared to the “orange” and “green” zones due to different playstyles designed for each world.
Changed: we made adjustments to the following recipes:
“Leather strips” recipe added to Tailor’s workshop
Changed recipe requirements:
Horse cart
Whitewood Board 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
Horse cart (no tent)
Amberwood Board 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
Wooden Horse-Draw Cart
Boards 30 -> Hardwood Board 50
Linen Rope 10 -> Linen Rope 15
New: new structures were added to the game:
Castle Wall Corner with Hoarding (no butress) (Architecture 30)
Oil Press (1x1) (Construction 60)
with the new “Press” ability feudals will be able to extract “Flax oil” necessary for new food recipes.
Jeweler's Workshop (3x4) (Masonry 90)
a new crafting building made specifically to help players create all kinds of jewelry.
Changed: Locked tiles of Military Outpost have been increased from 8x8 to 14x14
Changed: recipe requirements:
Palisade Wall
Billets 15 → Building Logs 5
Wooden Wall
Billets 15 → Building Logs 5
Wooden Wall with Stairs
Billets 20 → Building Logs 7
Palisade Wall (diagonal)
Billets 15 → Building Logs 5
Wooden Wall (diagonal)
Billets 15 → Building Logs 5
Wooden Wall Defenses
Billets 20 → Building Logs 7
Wooden Wall Square
Billets 15 → Building Logs 5
Wooden Wall (loophole)
Billets 15 → Building Logs 5
Wooden Wall (diagonal, loophole)
Billets 15 → Building Logs 5
Wooden Wall with Stairs (loophole)
Billets 15 → Building Logs 5
Wooden Wall Corner
Billets 15 → Building Logs 5
Wooden Wall Corner (loophole)
Billets 15 → Building Logs 5
Changed: we reverse the amount of wood given by all kinds of trees to standard values for “Seasonal Arden” (compared to increased values during the “pre-season”).
Fixed: horses will now keep their name even after going through pregnancy.
Changed: The formula for snare trapping has been adjusted. The maximum quality of chickens and rabbits that can be caught using a snare trap is now capped at 60q (previously 100q), even when using a 100q snare trap, 100q skill, and 100q soil under the trap.
New: we introduce new jewelry and new gems to the game:
Ring of the Iron Spur: cavalry weapons mastery bonus effect
Amulet of Oath-Bound Steel: spurs bonus effect
Ring of the Silent Wind: ranged weapons mastery bonus effect
Amulet of the Watchful Hawk: faster reload bonus effect
Ring of the Northern Oath: infantry weapons mastery bonus effect
Amulet of Shielded Blood: increased protection bonus effect
Ring of the Red Howl: heavy weapons mastery bonus effect
Amulet of Shattered Chains: tightly fitted armor bonus effect
Ring of the Stalwart Line: polearms mastery bonus effect
Amulet of the Lineguard: impact mitigation bonus effect
Bone ring: luck bonus effect
Bone amulet: luck bonus effect
Copper ring: luck bonus effect
Copper amulet: luck bonus effect
Carnelian - source: Rough Gem
Onyx - source: Rough Gem
Topaz - source: Rough Gem
Aquamarine - source: Raw Gem
Jasper - source: Raw Gem
Changed: resources on “Seasonal Arden” and “orange” zone were regenerated and redistributed. We also made certain adjustments:
iron, copper, gold and silver amount and quality reduced;
brimstone and rock salt amount reduced;
the underground rock layer was moved deeper and now further from the surface.
Fixed: we have improved the map zoom function (sometimes at maximum zoom it became black).
New: new knool camps have been added to “Seasonal Arden”, “orange” zone and “green” zone:
“Seasonal Arden”: Servers 88, 52
“Orange” zone: Server 64
“Green” zone: Servers 94, 71, 57
Fixed: sometimes a player could encounter a situation in which they put the wares in a trade post, but when they tried to sell the items to the Crown, an error popped up: "You do not have any items in your trade post inventory". This issue has been resolved.
Change: we have significantly reduced base price for the following items if sold to the Crown:
Targe shield
Heater shield
Kite shield
Tower shield
Fixed: trade posts now show regionality of each resource.
Changed: minimum characters required to place a monument:
for “Seasonal Arden” - min.5 characters, 3 of them with premium subscription;
for “orange” zone - min.5 characters, 2 of them with premium subscription.
Changed: (only for "orange" zone) players receive 90% protection bonuses while on the territory of their guild claim.
New: (only for "orange" zone) guilds can build outposts only on fiefs adjacent to their monument’s fief.
Changed: in Season 1, JH will happen on Tuesdays, Fridays, Saturdays and Sundays:
only prime time on Tuesdays and Fridays for all guild ranks;
prime and secondary time on Saturdays and Sundays (depending on the guild rank).
Changed: time zones for “Season 1” were reshuffled - please see the map below.
Changed: the upgrade cooldown after an outpost was downgraded was increased to 96h in order to counterbalance the new JH schedule.
Changed: (only for “Seasonal Arden”) to prevent strategic abuse of the “Destroy” ability, such as players wiping structures or claims immediately before or during an active siege, we are introducing a new restriction. The “Destroy” ability should work under the following conditions:
Allowed - out of Judgement Hour (JH) without enemy MOP on adjacent fiefs;
Disabled - out of Judgment Hour (JH) with enemy MOP on adjacent fiefs;
Disabled - during HJ/HJH (as it is by current mechanics).
If a player will try to use the “Destroy” ability on a fief with an adjacent enemy MOP, they will receive a notification: “You can’t destroy the object because an enemy Military Outpost is nearby“.
Changed: ability to initiate PJH was moved from the outpost building itself to the outpost totem.
Fixed: when a guild initiated HJH or PJH towards an enemy MOP of level 1 or 2, it did not have the option to “claim” the outpost if the attack was successful. Now this issue has been resolved.
New: we have added a new visual indicator to the in-game map that displays the current IB (Instanced Battle) cooldown for each province. This will allow players to make informed strategic decisions by knowing exactly when a province becomes eligible for conquest.
Changed: we have been receiving reports from players drawing out attention to noticeable and abrupt loss of protection when armor durability drops below 50%.Following your feedback, we have modified the armor durability scaling formula so that armor effectiveness (damage resistance) scales linearly between defined minimum and maximum values, with a hard lower clamp at 25% durability. Armor effectiveness reaches its 50% value only when durability falls to 25% of the original durability - and it stays that way. This means that armor resistance will gradually diminish from 100% to 25% durability, and when it reaches 25%, it will stay half of the original resistance.
Fixed: players can no longer loot “Big tanning tubs” outside the JH.
Changed: we have increased durability of tools available in the web-shop.
Now we have 3 distinct worlds for players with different PvP-tolerance: “Seasonal Arden” (full PvP), “orange” zone (partial PvP), and “green” zone” (no PvP). As the name suggests, “green” zone is an area intended for safe interaction and peaceful activity. However, we have repeatedly observed the cases of griefing and disruptive behavior exercised by some players to bully their peers. Therefore, from now on actions that disrupt or diminish other players’ experience in the “green” zone are considered a violation. We will be expanding the game rules with “Griefing and Intentional Disturbance in the “green” zone” clause. This includes, but is not limited to:
Intentionally damaging or altering the terrain, environment, or structures around another player’s claim;
Blocking or obstructing access to claims, passageways, or driveways;
Repeatedly harassing, stalking, or following players to disrupt their gameplay;
Any other conduct clearly aimed at frustrating or inconveniencing other players without legitimate gameplay reason.
Players found engaging in disruptive behavior will receive a warning or penalty, including account suspension, depending on severity and intent.
When we first announced the idea of "Seasons" in 2025, the community was apprehensive. We were well aware that a "seasonal" model is a departure from the usual LiF experience. However, that makes the subsequent support of the "pre-season" even more precious. Your feedback was instrumental to polishing and improving the "seasonal" gameplay. Trust is not something we take for granted, and we are beyond thankful for those of you who were willing to take this risk with us! However, "Season 1" is not the end-point, it is only the beginning. "Seasons" are meant to be a vehicle of change for the "feudal" world, and we are committed to pushing forward. The preparatory work we did throughout these years start to bear fruit, and we are excited to bring you new mechanics, new content, and, ultimately, new experiences and new memories of questing together. Raise your heads, Feudals! "Season" 1 is here! LTG team
Feudals,
following the yesterday's AMA, please read below the written answers to the questions you had submitted. Thank you all for coming for the event, we greatly appreciate it!
When we think about the "seasonal" model for Life is Feudal, three words come to mind: predictability, variety and change.
Arden Seasonal is designed as a PvP-focused cycle that will be interesting and challenging throughout its duration for both day-one players and late joiners. We strive to enhance the inherently "feudal" traits - combat and sieges, guild rivalry and socialization, - while introducing new elements in a controllable manner. The world progresses through 'Ages" on a schedule, the rules and available content evolve over time, and then the world resets.
For players, this model will be predictable - you will know exactly how long a season will last, and which new elements were introduced. No spontaneous wipes, no changes that come completely out of the blue. At the same time, seasons bring variety: this time we introduced the "Ages" mechanic, but we have more ideas on how to enhance the experience for the seasons to come.
Also, "seasonal" model enables us to analyze gameplay in a controlled, time-bound environment. The changes that enrich the experience will be kept in the game, while the ones hindering it will be abandoned. "Seasons" are meant to be a vehicle of change for Life is Feudal, improving the game with each cycle.
We’re not planning to pivot LiF into a Rust/DayZ-style survival server model. Life is Feudal MMO/Arden has its own core identity (terraforming, guild politics, long progression), and we want to build on this strong foundation rather than replace it.
Live games constantly change and evolve, and the fact that Life is Feudal does not quite resemble itself from years ago means that the game is alive and capable of change.
It is hardly possible to satisfy all groups as each player has their own opinion, but finding common ground is what we try to achieve. As in any MMO, a player will meet many people who they do not see eye to eye with, but, in a way, it is a part of the MMO experience.
We’ve discussed options closer to the YO model (including more flexible server formats), but right now our focus is making the official experience healthy for "Season 1". We are aware of such ideas.
Compared to "pre-season", "Season 1" will be tuned for a longer full cycle: progression will be reverted to standard speed, points-of-interest(POI)/layout (resources on the map, trade posts, knool areas) will be redistributed.
Players can expect new food and jewelry recipes, and new buildings. Another huge production change is that we disabled the way to burn soil, and players won't be able to drop less than 15 units of soil at a time. Although it became a “legal exploit,” after carefully weighing all the pros and cons, we decided that removing these functions would be better for the long-term health of the game.
We have updated the Judgement Hours schedule for it to be more player-friendly.
Also, "Season 1" will feature a Season Pass with weekly rewards!
"Season 1" will be 37 weeks long, starting from Febrary 10th, 2026 till the end of October.
Early "Ages" will be around 1.5 months each, with later "Ages" being around 2 months. We’ll publish the exact "Age" timeline when "Season 1" launches so everyone can plan accordingly.
We’re not convinced there’s a single “perfect” season length for LiF. With slower progression and fixed terraforming exploits, a very short cycle can feel rushed and unhealthy. We’ll track activity across "Season 1" and adjust the duration for future seasons based on real data and feedback.
When the "Seasonal Arden" wipe happens, characters in this world will be deleted as a part of the reset. If you want to keep a character, you should transfer it to the non-seasonal (regular) Arden before the shutdown (February 3rd). Use ability "Sail to another world" available at any guild monument to teleport. On February 10th, all characters on regular "Arden" will be teleported to the "green" zone; they can choose their further destination from there. After the wipe, any teleportation to "Seasonal Arden"/"Orange" zone will follow the usual rules (including skill/stat resets where applicable).
"Orange" zone is a guild space with limited PvP. What does this mean?
in the "orange" zone, JHs, IBs, and sieges are disabled;
players receive 90% protection bonus while on thier guild territory;
a guild can only expand to the fiefs adjacent to their monument fief (no MOPs).
Meanwhile, open-world PvP received no restrictions and remains a viable option for the feudals who want some action.
The map size for the "orange" zone will be reduced, please see attached picture.
Yes future "Seasons" will have new maps.
Yes, we’re planning to redistribute resources across the already familiar "red zone" map for "Season 1" to encourage exploration.
We understand the “empty world” concern, but the map also needs enough space for building and long-term politics. With additional POIs and activity drivers, we believe the current scale is the right balance for now. We’ll keep evaluating as population changes.
For now, we have no plans of altering production inside bases and resources gathering rate. We agree that the game would benefit from more player mobility, but we plan to achieve it through other means. However, adding requirements for stable outpost production ("fuel" gathered in the open world) is something we're willing to explore in the future.
Yes, we’re open to testing different guild size limits across seasons.
"Season 1" starts with the current cap of 70 members, and we’ll closely monitor the situation to decide what to test next.
Small-group play is important. The "orange" zone is specifically intended to be a place where smaller groups can build and play with much lower risk of total destruction, while still having PvP opportunities. Seasonal PvP will remain the higher-stakes option for groups that want full siege gameplay.
Yes, we will release the exact sizes and placement footprints of the new buildings in the nearest future.
Yes, we are definitely exploring the ways to refresh the JH experience. Right now, we are analyzing and discussing the idea of enabling a certain degree of destruction during JHs. The idea is to let players destroy walls completely during JHs, and up to 50% of structures on the JH(ed) outpost (on 50% durability the doors open, and you can loot the buildings). This change is still in pre-development and will not be active at the start of the "Season 1".
Time zones are always a compromise. This situation led to us completely changing our approach to JH time zones.
For "Season 1", JH will happen on Tuesdays, Fridays, Saturdays and Sundays. We’re simplifying Judgement Hours by removing secondary JH time during weekdays, so guilds can choose a single prime time. The duration of JH has also been altered for different guild ranks.
We will most likely allow guilds to change prime-time during summer-winter time transition, so they can adjust the prime-time depending on guilds situation.
Another change to align with specific JH days is that we increased the cooldown for upgrading an outpost after capture to 96 hours, so defender/attacker wont upgrade it back before next JH. We understand this is a major change. We made this decision after many requests from the community to reduce the need for constant daily play and to make the game easier to enjoy alongside real life. We will monitor the situation to evaluate the results of this change.
Yes, we plan to shuffle the time zones across the map so that players can explore different locations. We’ll also publish an updated map/timezone layout closer to launch so everyone can plan around the real schedule.
For now, we have not yet learned to bend space-time in a way that would enable us to provide JHs for Europe and America simultaneously.
We agree the game can feel like a second job when all the fun is locked behind a narrow window. That’s why we’re planning more regular events/activities on days without Judgement Hours, so there’s meaningful PvP and progression without constant all-in sieges.
We recognize the "siege burnout" problem. For now, we made minor adjustments to the system here and there, but we are not satisfied with the end-result.
We want to keep LiF’s hardcore stakes, but we’re looking at the ways to reduce “all or nothing” outcomes and make the lead-up and aftermath healthier. One of the possible ways is to add more instanced activities that don't touch or non-directly touch open world buildings. We’ll share more concrete siege changes once they’re ready.
Yes, we do want to expand IBs and Arena as repeatable content with more maps that feature complex terrain, pre-built structures and objects. This will enable tactics and will require a thoughtful planning from the guilds: which classes and which items to bring. Events may include open-world “carry the totem”, instanced "battle royale" and "hunger games".
For now, we have no plans that target arenas specifically, and performance improvements will apply for the whole game. However, it is possible that arenas will receive updates to accomodates new, non-JH PvP activities.
"Friendly” IBs (no territory impact, just for PvP practice/fun) is a good idea and relatively straightforward to implement.
Combat balance is something we’ll keep iterating on. Parry is a high-skill mechanic and we want it to feel rewarding, but not without counterplay. We’ll monitor "Season 1" meta closely and adjust if it becomes dominant (including options like partial damage or stamina tradeoffs).
We see knools as a promising element of the game that can provide adequate challenges and gatekeep valuable resources and POI. The natives have been consistenly receiving new functions and AI improvements that boost their combat prowess. In "Season 1" you’ll see more reasons to visit them, as they will be guarding treasure chests - a new point of attraction for potential PvP encounters.
All knool settlements, including the central knool “cities”, are always GM-built and hand-placed.
We agree that admin lands can be very restrictive in terms of guild placements. We’re adjusting knool placement for "Season 1", but there are hard constraints: each camp/city needs protected admin.land around it, and too many locations would remove too much buildable space. Moreover, as players cannot build tradeposts on "Seasonal Arden", some of them took places of knool camps. The plan is fewer but more meaningful knool hubs (and fixes for missing spawns where needed).
When we approach the size of the admin.lands protecting the camps, we always aim for optimal size that would not deprive players of too much space, but will also ensure that no guild can monopolize the location. It is a hard balance, but we always value players' feedback and try to adjust accordingly.
Yes. We’re experimenting with more POIs: trade posts, knool hubs, and new open-world treasure chest activities to pull people out of their bases and create conflict points across the map.
Yes, we're exploring various options to add variety and levels to the LiF experience. Our plan is to add more activities which do not require an “all-or-nothing” and "high doorstep" approach, while keeping the overall hardcore identity of LiF intact.
I believe a "mentorship" system or dynamic tutorials within the main map would greatly help keep new players active and engaged with existing communities from day one.
Up until now, our main focus was on restoring and polishing the existing core game mechanics aimed at players who are already familiar with the game. One of the major shifts in our short- to mid-term priorities is to make the game more approachable for new players. This includes improving onboarding process. We’re working on a more modern tutorial flow and an updated knowledge base so players can learn core systems. We’re also open to ideas like mentorship/community guidance, but we want to establish the foundation (tutorial + knowledge base) first.
In a way, we believe that LiF's "hard to learn, hard to master" quality makes it stand out against other survival experiences. However, the entrance barrier should not as steep as it is now.
We agree with the core problem: late-joiners need a better path into the action, and PvP servers need a steady flow of new players. For "Season 1" our immediate focus is better onboarding (tutorial + knowledge base) and making the "seasonal" loop clearer and more predictable. Catch-up/migration incentives are something we can evaluate once the "Season 1" ecosystem stabilizes, so we can avoid creating abuse cases.
We absolutely recommend joining Discord because LiF is a social game, but we don’t plan to make Discord linking mandatory for core progression. Instead, we’re focusing on improving in-game onboarding and surfacing community resources (guides, recruitment, trade) in a more player-friendly way.
The UE5 transition is currently on hold. It’s a huge undertaking, and right now our priority is delivering gameplay/content updates and improving the live experience.
Life is Feudal employs a custom Torque-3D modification with unique properties. Upgrading the underlying engine branch of Torque 3D or doing a major engine modernization would take a very large chunk of time and would effectively pause content development. Although we agree on the importance of this task, right now we’re prioritizing content and live-service improvements over a deep engine upgrade.
Believe us when we say - we don't like it, either...
We’ve investigated options like region-splitting servers within one world, technically it's almost impossible to do this without players taking experince damage. For now we’re focusing on optimizations we can deliver within the current infrastructure, but we plan to revisit the regional approach in the future.
Yes, we plan to do targeted QoL/UI improvements where feasible.
Right now we are preparing tradepost and map updates right after Ardens update, but it’s mostly about fixes and QOL features like which server is offline.
Most of our effort is focused on Arden and the "seasonal" transition. Godenland is still online, but we don’t want to promise major new feature drops there while we’re concentrating on "Season 1". We’ll communicate any decisions about its future as soon as we have something final.
Porting new Arden buildings to Godenland will require additional adaptation due to technical differences and how the project evolved. For now, all our resources are poured into the "seasonal" transition for Arden, so we can’t give a firm date.
We understand the frustration with long-rotating rewards. At the moment our development focus is on "seasonal" transition, which limits how much new content we can safely bring to Godenland. We’ll share an update on what changes (rewards/benefits) we can deliver, and when.
This is being improved. We’re adding clearer in-game map information so you can see which servers are offline / not passable (and other useful layer info).
Dev.Diaries take a lot of coordinated effort (script approvals, capturing fresh high-quality footage, editing, etc.). We haven’t been able to sustain them consistently. We’ll continue with written updates and will bring back more video content when we can produce it at the quality you expect.
At the same time, we continue to scale up our communication efforts with regular AMAs, dev.talks and proactive community engagement.
We plan marketing around meaningful milestones. Right now, we believe that the biggest push makes sense when onboarding is improved (tutorial + knowledge base), so new players stick instead of bouncing. For "Season 1" you can expect trailers, creator/community outreach, announcements, and we’ll scale up as the new-player experience improves.
We’re not setting a single “success number.” We look at a mix of metrics: retention across the season, activity levels, and how healthy the server/guild ecosystem is. Either way, we already have confirmed plans beyond "Season 1".
The overall "seasonal" model cannot fail as we need to wipe the "red" map sometimes anyway. If "Season 1" has issues, the plan B is "Season 2" with fixes and adjustments. "Pre-season" results and feedback so far are encouraging, and the project is not planned to end with "Season 1".
What we can say is that it’s a smaller dedicated team than in the original development era, focused on live operations and targeted feature work.
The team contains at least one hamster...🐹
Our long-term vision for Life is Feudal is to keep it a hardcore, slow-paced medieval MMO built around player-driven conflict, cooperation, and meaningful consequences.
At its core, LiF is about territory, social dynamics, and risk vs reward - not theme-park or disposable content.
Going forward, we want to expand the range of activities available to players, including new open-world and instanced content, and continue developing future Seasons with new features. Our goal is to move toward a game that is not defined solely by sieges, but also offers meaningful gameplay for smaller groups and individual players, while still feeding into the larger MMO world.
The main reason we’ve avoided a “date-by-date” roadmap is that our estimates move as soon as we hit technical risks, urgent tasks cause - it’s a live sandbox, and we don’t want to repeatedly miss dates. We can do better on transparency: we’re preparing an “intentions / focus” roadmap (without hard dates) and we’ll keep it updated alongside release notes and dev. posts.
This marks the end of our AMA. Thank you all for submitting your questions and attending the streams! Once again, we congratulate Capybaras de la Tormenta for acing the "pre-season" (hope you like the picture!). We will see you all on February 10th, the launch date for "Season 1"! "Pre-season" done, "Season 1" - just around the corner, and many more to come!
Feudals,
we are happy to welcome you to the year 2026! Hope everybody survived the holiday fever😉
January is the time to reflect on the past year and make plans for the year to come. So, what better way to kick the year off than...with a Q&A session? With pre-season coming to an end, and the Season 1 release just around the corner, we would love to hear your impressions on the current state of the project and tell you more about what is to come! Leave your questions in the comments, and we will answer them during the AMA session planned for January 23rd!
Season 1 release date will be revealed during the AMA! 🥳
Feudals, the team would like to thank all of you for continuous support! This year has been quite eventful for “Life is Feudal”, and we have no intention of slowing down!
Today, let’s take a moment to appreciate all good that came to our life in 2025, and wish to double it in 2026! May your sword be sharp, and your shovel strong! Happy New Year!
Feudals, gather ‘round!
The night is cold and snowy, but the mead is strong and our hearts are warm! Pass the chalice, keep your Sparks hot to burn through Jodenande’s bedsheets right into the Svefni’s forge!
Winter festivities are coming to the feudal world! Make a wish, note your resolutions, and join the Feast of Renewal! It’s like an advent calendar, but with a feudal twist! Log in daily to collect all the rewards and add some warmth to your wardrobe.
And fireworks. Everybody likes fireworks!
The event will be active from 25.12.2025 till 13.01.2026.
Life is Feudal:Arden rewards
Day 1: Booster pack + Winter Festival mittens / Copper head skin (axe)
Day 2: Booster pack
Day 3: Booster pack + Felt Boots (Slavard style) / Raider’s Boots (Gottlung style) / Riding Boots (Khoors style)
Day 4: Booster pack
Day 5: Booster pack + Firework Pot х10
Day 6: Booster Pack
Day 7: Booster pack + Winter Festival Cap of choice
( / = choose one)
Life is Feudal:MMO rewards
Day 1: Hour of Inspiration Booster x3 + Winter Festival mittens / Copper head skin (axe)
Day 2: Crafting Experience Gain booster x3 + Novice Decorator’s Kit x5
Day 3: Combat Experience Gain booster x3 + Felt Boots (Slavard style) / Raider’s Boots (Gottlung style) / Riding Boots (Khoors style)
Day 4: Hour of Inspiration Booster x3 + Apprentice Decorator’s Kit x5
Day 5: Crafting Experience Gain booster x3 + Firework Pot х10
Day 6: Combat Experience Gain booster x3 + Master Decorator’s Kit x1
Day 7: Hour of Inspiration Booster x3 + Winter Festival Cap of choice
( / = choose one)
To claim the items, please go to Esc->Rewards->Feast of Renewal. After you claim an item, it will appear in your Esc->Account Inventory.
The team would like to thank all the feudals for your continuous support! This year has been eventful for “Life is Feudal”, and we have no intention of slowing down! But for now, let’s take a moment and share our warmth - together!
the team continues the work on polishing game mechanics, fixing bugs and improving overall QoL. We have heard your feedback and dove deeper into combat balancing - as a result, some weapons have received significant changes in speed and damage output (yes, the Awl Pike is getting nerfed!). Some fundamental game mechanics, such as the INT stat, were reworked to better suit the state of the game. The recently introduced "Stack" button was further improved to take into account the "regionality" or resources. Please read below for further details:
New: in our attempts to further balance guilds based on their membership number, we introduce a new multiplicator that will increase the overall base upkeep for a guild’s monument by 5.7% for each unique account above 50.
We've redesigned the combat state system to make combat feel more dynamic.
We also continue our work on combat balancing:
Changed: weapons of the Pike category currently allow players to jump and perform an attack while in mid-air. This behavior is being abused, as it enables players to close distances unnaturally fast and gain unintended mobility advantages in combat.
As a part of our work to further balance the weapons, we blocked the ability to perform any attack during jump animation when using the following weapons:Fixed: we have restored the ability to cancel a lance attack.
Changed:
Changed: when stamina runs out in combat stance (trying to move without stamina), we brought back a “catching breath” animation to indicate recovery. During this time, movement or parry are disabled. This is the first step of implementing the out-stam mechanic, we will be monitoring how it influences PVP, and we will also possibly add out-stam on performing hits without enough stamina later.
Changed: according to the players’ feedback, resistance of “castle”-type fortifications was too low and did not provide defence proportionate to the amount of resources spent. We made the decision to increase the resistance for the “castle”-type fortifications for better balance and as an incentive for continuous improvement of the walls throughout the season.Changed: we noticed that during HJH players replace structures destroyed by siege damage way too fast, thus rendering the work of attackers ineffective. Therefore, we decided to increase the duration of abilities “Build a Simple Construction”, “Build Construction”, and “Build Complex Construction” to 30s during JH/HJH/PJH.
Changed: currently we observe a situation when a player could use regular or premium decorations to block a particular tile and limit siege mechanics for attackers. This is not a strategy we want to support. Therefore we set owner timeout on premium and regular decoration to 60s, so other players can remove them after that time.
Changed: During the JH/HJH/PJH, the following actions will take 1s:
Fixed: we have detected a disturbing practice where players could manually edit client configs, i.a. network connection settings, and thus decrease performance for the players around them. We have made the necessary adjustments to revert the settings to default and block the means of altering them.
Fixed: due to permission restrictions allied guilds could not use the ability “Enlist to battle” on a friendly guild monument and sign up for an IB. We fix this situation by allowing the players from “friendly” guilds to perform the following actions (and also some extra):
Fixed: we fixed the situation when character's stats could display incorrectly in the character selection menu.
Fixed: we have eliminated the majority of situations which provoked swift camera rotation after completion of action and subsequent start of movement.
Fixed: the recently introduced “Stack” button had an unpleasant effect of stacking regional and non-regional resources of the same quality, with the former losing their regionality in the process. Now the “Stack” button will create two stacks of the same quality resource, keeping regional resources separate.
Fixed: the team eliminated the bug that caused the game to crash when a player attempted to delete a character.
We have updated the P2P system, now it should work more stable.
Changed: we have enlarged the inventory window for Military outpost (T2 and T3).
New: players can now enable/disable crosshair in third person view in “Settings->Video”.Starting today, Christmas ceasefire is in full effect:
ceasefire will be active from December 23rd till January 13th
JHs and IBs will remain without changes
guild monuments will no longer require support points
animal food consumption and breeding rate will be x5 slower
This way, players will still be able to jump in and enjoy the rivalry whenever they want throughout the holidays, but they won't have the pressure of providing upkeep.
This year has been very eventful for the feudal community. We hope that the upcoming one will bring more battles, more friendships and more conquests! "Season 1" is almost here, and we can't wait to see you enjoy the new content!
Feudals,
we are happy to announce that today we introduce a new shop feature - "Gifting"! 🎁
If you’re enjoying your time in Life is Feudal: Arden and want to bring a friend along for the journey, gifting is a great way to do it. It’s a perfect opportunity to share the adventure and strengthen your connection in the game world.
First, launch the game using your game account. Once you're in the game, press "ESC" and select "Shop" option from the menu. Click the gift icon next to the price under the item. You can pay for the gift with either real money of God's Favor.
If the payment is successful, the system will generate a gift code. Click on "My Gift Codes" at the top of the page. You’ll see a list of "Redeemed" and "Not Redeemed" codes. Click "Copy" next to a code and send it to your friend.
You’ll also receive an email confirming a successful gift purchase. It contains a code as well, so you can forward it to your friend directly from letter.
N.B.: each gift code can only be activated once. Do not share the same code with multiple players.
Your friend should launch the game and press "ESC", then select "Shop". At the top of the page, they need to click "Redeem Code". Paste the received code in the field and confirm by clicking "Redeem Code".
After redeeming the code, a confirmation message will appear on the screen.
The gifted item will appear in "Account Inventory".
We hope these gifts will bring value to your experience and make your journey in Life is Feudal:Arden even more enjoyable! 💝
Feudals,
during the maintenance today we have implemented some minor fixes.
We are currently working on an issue where players are unable to cancel lance attacks while mounted. The fix is more complex than initially expected, as the bug is a side effect of removing parry in V-look. We will do our best to resolve it as soon as possible.
Feudals,
we are excited to bring you these much anticipated fixed and new quality-of-life features!
Fixed: we enabled teleportation from the “orange” zone to “Seasonal Arden” via guild monuments.
Changed: We improved the “seasonal” recipe interface to hide the recipes that were duplicated from different sources and Ages.
Fixed: we have fixed the bug that would cap the exp.pool at 500k for Premium members.,
This bug was sometimes accompanied by a situation when a character would receive an indeterminate amount of experience (ex. “You have received 4.000079e+23 amount of crafting experience” (message in chat)). If you ever encounter this type of error again, please contact support and tell them name of your character, time and server # on which the situation occurred.
Fixed: the team has fixed the bug that made personal claims lose durability even with active premium subscription (which makes it so that a personal monument does not require any upkeep payments).
Changed: the age-related restrictions call for changes in regional requirements for certain resources to promote “wooden” architecture:
“Wooden Warehouse”: Whitewood Building Log → Building Log
“Wooden Barn”: Whitewood Building Log → Building Log
“Wooden School”: Amberwood Building log → Building Log
“Wooden House”: Amberwood Building Log → Building Log
Fixed: we increased base quality for wild barley, wild oat, wild rye to 1-50q - now players can gather wild seeds of these grains of up to 50 quality.
Changed: the following objects were added to the list of items players can put in the “Compost heap”:
small onion
carrot
cabbage
apple
nut
Fixed: "Plough" no longer hovers while being in use.
Changed: we have increased the amount of forest ticks for natural-planted (wild trees) to grow, to match it with the player-planted ones. This change is aimed at improving the balance and providing players with more resources, especially in the early stages.
Changed: in order to facilitate early development and improve the game’s balance, we will be increasing the amount of wood given by all kinds of trees by 25%.
Changed: we have increased the forest density for all biomes by 30%.
Changed: following the implementation of the "off-season breeding" mechanics for animals, there has been an overpopulation of chickens and rabbits, which negatively impacts game balance. To address this situation, we adjusted the breeding mechanics by reducing the base breeding chance of chickens and rabbits.
Fixed: the “hardy warhorses” no longer lose their given names after being put in armor.
Changed: we have decreased durability consumption of crafting abilities “Mix a Preparation” and “Mix a Cocktail” for “Herbalist’s Shop” from 30 to 5 per action.
New: ability “Transmute into gold” was changed to “Transmute into vostaskus” - now players can make vostaskus from iron.
Changed: with “Treat Patient (Bed rest)” ability relocated to “Battle Survival” 0, it became necessary to rebalance the “Healing” skill and to lower skill level requirements for abilities to so that players can level it up faster:
Relocated “Treat : wounds” ability from level 30 to level 0
Relocated “Treat: fractures” ability from level 60 to level 30
Relocated “Treat: severe Injuries” ability from level 90 to level 60
Fixed: guilds in “Friendly” standing can no longer assign permissions to manage guild claims. However permissions on friendly standing which were assigned before the patch are still active. It takes additional coding to disable them, this action will be performed during one of the upcoming maintenances.
Changed: the team has finetuned the ranking points for the in-game items to improve the functionality of the guild-ranking formula:
all items in movable containers on guild claim has increased in “relative weight”
territorial acquisitions were decreased in “relative weight”
guild ranks calculations will be rounded-up
New: with this patch, we introduce a new feature - inventory compartment for the Military outpost! Mind you that all the contents will disappear if the level of the MOP is decreased by enemies or increased by upgrading (players will see a corresponding message before the upgrade)!
Change: HJH and PJH duration is set to 90min.
New: players can now open/close doors on enemy claims during JH / HJH. This change is mainly aimed to tackle a situation when players use buildings and premium buildings (like Church) to hide inside and open/close doors to bait others. With this change players can open all doors on a claim, but containers inside the buildings are still secured.
Fixed: the previously bound keys for Alternative Hit Direction are no longer operational.
Changed: we have reduced the knockdown chance for the following combos:
“Dismember!” knockdown chance: reduced from 0.5 to 0.05
“Kneel Before Me!” knockdown chance: reduced from 0.6 to 0.1
“Point of Vulnerability!” knockdown chance: reduced from 0.75 to 0.15
Change: "Sapper Charge" now has a 60s cooldown during which it cannot be picked by players (other than the owner).
Changed: we currently observe a situation when players can abuse the resurrection mechanic by placing a bed inside the outposts and respawn continuously, thus impeding successful capture by the attacking side. This is not the tactic we want to support, therefore we made it impossible to respawn on beds in the outposts. Also, if a person is bound to a MOP, they will no longer respawn on the roof of the building, but on one of the “red” tiles (occupied by the corresponding building).
Changed: we have received a lot of complaints from players about the ability to parry attacks using the “free look” mode. This mechanic allowed parrying hits, even if a character had their back turned to the enemy. With this patch we disable the possibility to parry in V-look mode.
Changed: currently, players create tunnels around the walls of their claims to make certain PvP mechanics impossible. We consider such behavior a form of abuse, therefore we are adjusting terrain-related actions by allowing to perform “Break Reinforce” ability and “Collapse” ability on claims:
during JH
during HJH/PJH (as it is by current mechanics)
Changed: for "seasonal" Arden the "Brake Reinforce" ability's duration to set to 1s.
IBs are enabled from Age 3.
To enlist for a battle, a player must come to attacking or defending friendly guilds monument and use the new ability “Battle Enlistment" (interaction with a monument), which will open a list of available battles (only for that guild).
Players can no longer make IB battles “private". There is also no option to “enlist” remotely - instead players will see the coordinates of the guild monuments for each of the parties.
“Battle Enlistment” ability is available only for the guild members and guild members of friendly guilds. If a player wants to enlist for another battle, they must use “Battle Enlistment” ability one more time.
Players now have the option to filter active IBs by “friendly guilds” (option “Show friendly guilds”).
Currently, when a character dies during IB, a player has to click “Revive” to respawn. With this patch we introduce a 30-second respawn timer, which will automatically respawn a character after depletion, even if a player does not click the button. This change also addresses the situation when dead ("not respawned") players could be counted as “active” and thus prevent opponents from winning.
Fixed: "Guisarme" and "Kite Shield" visuals have been fixed, the weapons were reintroduced in the game.
Fixed: we have restored attack functionality for all pikes and lances. At the same time, these weapons have lost an ability to parry, which was never intended for them.
Fixed: after the recent combat rebalance patch, the spear-like weapons were reworked to only do thrusting hits regardless of the hit direction. While the rework has been successful, the left/right/overhead swings directions still registered as blunt damage. We have fixed this bug, so now the spear-like weapons only do piercing damage.
Changed: we have reworked the "Royal Full Plate" armor (and its variations) recipe for it to reflect the regional requirements for included resources.
Fixed: the team has fixed the issue that caused the game to crash when players tried to check recipes for particular skills.
Fixed: we have fixed the loot that dropped from knolls (no more 659 units of gate modules!).
Changed: upon completion of the “Newbie island”, players received an amulet as a bonus. However, amulet from Illa-Newydd could not be removed from the inventory after its durability drops to 0, as it could not be repaired and had a “no drop” property. This is no longer the case, players can now discard the amulet and other items with “no drop” effect at any time (this irreversible action will require a confirmation in the pop-up box).
Fixed: the “Tailor’s workshop’s” sign texture is fixed.
Fixed: there was a bug that allowed players to create more than 2 characters for “pre-seasonal” world. This discrepancy has now been fixed.
New: players often end up with multiple split stacks of the same item and same quality in their inventory, which leads to unnecessary clutter and micromanagement. Therefore we decided to implement a new inventory option that allows players to automatically stack all items of the same type and quality into single stacks - without mixing items of different qualities.
We have improved the localization of “World rules” and particular abilities for a variety of languages.
You can now disable the messages about the leaderboard changes for god worshippers in the game’s settings. No more pop-ups during combat!
If an account already has a guild in a world, the "Create guild" button will not be displayed for a player in the dashboard.
This patch also marks the transition to Age 3 in the "pre-seasonal" world! We are very thankful for all feudals that continue supporting the game.
Stay tuned for the more!
Feudals,
the upcoming "seasons" will not only bring new progression system to Arden - we have a whole bunch of community events planned for you!
On the second though - why wait so long?
This Friday (November 7th), at 6 pm UTC, Event island awaits the challengers! No pre-registration needed: come bare as you are, only the knuckles and a prayer (preferably to Sofapek...). Explore the village, find the weapons (or pry them from the cold hands of your enemies) and fight your way to the ultimate prize!
Teleport to the venue:
Players can reach the arena by using a teleportation totem. It will only be possible to teleport from the "pre-seasonal" world. The totems will be added to players' account inventories prior to the event. It is a one-use item.
No Outside Gear:
Trying to sneak a knife to a fight? We'll send you packing! All players must enter the arena without any items or equipment. The only items you can use are the ones you loot found inside the arena. Everyone starts equally – naked and empty-handed.
Loot to Survive:
Weapons, tools, and supplies will be hidden in chests scattered around the battlefield. Only Age 1 items will be available – use them wisely!
Event Duration:
The event lasts 1 hour from the official start.
No Late Entry:
Once the event has officially started and the gates to the village are opened - no new entries allowed. Feudals can start teleporting to the "lobby" 30 minutes before the launch. Make sure you are ready before the countdown ends!
No Early Fighting:
Combat before the official start signal is strictly forbidden. Any player who attacks early will be disqualified.
Teaming up is not allowed:
We come to this event alone and leave the same way! Forming alliances is forbidden - we will watch, and we will know...
Final Showdown:
When the time runs out, a Knool raid will begin. The chaos will decide the final moments – and the last survivor will be crowned the Champion of the Hunger Games!
Rule Violations:
Breaking any of the above rules will result in immediate disqualification and exclusion from the event.
Return to Claim:
After the event, returning to your claim is only possible through in-game death. Don’t forget to bind yourself to a house before joining the event!
1x Large Decorator Kit
2x Medium Decorator Kit
3x Small Decorator Kit
10 Gold Coins
1x Weapon of Choice (100 Quality)
The winner’s reward will be delivered directly after the event by the organizers.
Hungry for a win? Glory is the dish best served raw. The Gods, lords and ladies of the feudal world await their champion!
Rewards for Life is Feudal: Arden
Day 1: Boosters pack, Gathering Tools Pack
Day 2: Boosters pack
Day 3: Boosters pack, Novice Decorator's Kit x1 Day 4: Boosters pack
Day 5: Boosters pack, The Guise
Day 6: Boosters pack
Day 7: Boosters pack, Non-Profession Outfit
Rewards for Life is Feudal: MMODay 1: Boosters pack Novice Decorator's Kit x5Day 2: Boosters pack Day 3: Boosters pack Apprentice Decorator's Kit x3Day 4: Boosters pack Day 5: Boosters pack Master Decorator's Kit x1Day 6: Boosters pack Day 7: Boosters pack Choice: Tier 3 Weapon SkinTo collect the items, go “Esc -> Rewards”: they will then be transferred to your “Account inventory”. It is like a ghost trap - but for rewards!All treats-no tricks! The night is dark and full of terrors, but with items like these you might just make it till daylight. May your Spark burn bright with courage, feudal!
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.
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.
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.
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.
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.
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.
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.“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.
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)!
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!
Feudals,
combat is an integral part of the feudal worlds. It is ruthless, it is challenging, it is fun! LiF has seen many names and many banners rise on the battlefield, glorified by their combat prowess. Every feudal knows that the only way to etch their name in history is with a sword, a spear, or an axe, guided by a resolute hand. This is exactly why we are excited to share with you the combat rebalance changes!
Combo trigger chains rework
We adjusted combo trigger chains for weapons to make initiating combos easier and more consistent. If a combo is not executed, the timeout duration remains unchanged.
Thousand Cuts! - right swing - left swing - right swing / left swing - right swing - left swing
Flurry of Blows! - right swing - left swing - thrust / left swing - right swing - thrust
Another Hole! - overhead - right swing - overhead / overhead - left swing - overhead
Power Overwhelming! - right swing - left swing - thrust / left swing - right swing - thrust
Dismember! - right swing - left swing - right swing / left swing - right swing - left swing
Execution! - right swing - left swing - overhead / left swing - right swing - overhead
Crunchy! - left swing - right swing - right swing / right swing - left swing - left swing
Kneel Before Me! - right swing - left swing - overhead / left swing - right swing - overhead
The bleeding effect now consumes Hard HP instead of Soft HP. Previously, bleeding could be easily countered through soft HP preparations, which made the effect less threatening for one-handed weapon builds.
We removed Bind to Hit Direction and Alternative Hit Direction settings. This adjustment aims to restore a more skill-based PvP combat, where advantage comes from training and player ability rather than key binding shortcuts or macro-assisted attacks.
We also updated attack logic for "Spear", "Boar spear", "Awl pike" so that all attack directions behave as a thrusting motion (downward input style) with and without active shield. This change is directly connected to the removal of Bind to Hit Direction, as players previously relied on that feature for consistent spear attacks.
Weapons with higher damage output have been moved to higher skill tiers, while shields offering greater coverage now also require higher skill levels to equip. Conversely, lower-damage weapons have had their skill requirements reduced to make them more accessible.
Heavy Heater Shield - relocated to Knight 60
Lance - relocated to Lancer 60
Battle axe - relocated to Footman 90
Scimitar - relocated to Swordsman 30
Light Saber - relocated to Swordsman 30
Nordic Sword - relocated to Swordsman 60
Falchion - relocated to Swordsman 90
Heavy Kite Shield - relocated to Swordsman 90
Heavy Targe Shield - relocated to Swordsman 90
Heavy Iron Shield - relocated to Swordsman 90
Morning Star - relocated to Huscarl 90
Tower shield - relocated to Huscarl 90
Flamberge - relocated to Assaulter 90
Chieftain sword - relocated to Assaulter 90
Broad axe - relocated to Vanguard 90
Sledge hammer - relocated to Vanguard 60
Short bow - relocated to Archer 30
Heavy crossbow - relocated to Ranger 90
Pavise - relocated to Ranger 90
Throwing axe - relocated to Thrower 30
Throwing knife - relocated to Thrower 0
Siege torch - relocated to Demolition 0
Boar spear - relocated to Spearman 60
We adjusted aim to make these weapons perform more reliably in specialized combat situations, enhancing precision and overall balance during engagements.
Weapon models hitboxes reworked:
Bec de Corbin - increased swing range hitbox
Flanged Mace - added hitbox in mid-range swing
Partisan - added hitbox for close-range swing
War Scythe - increased swing range, removed blunt hitbox for mid-range swing, increased close-range swing
Nordic Axe - increased swing range, centralized swing hitbox in mid-range
Battle Axe - increased swing range, centralized swing hitbox in mid-range
War Axe - relocated hitbox for close-range swing
We rebalanced damage and animation times for the following weapons:
War axe, Battle axe, Nordic axe - animation times reduced by ~5%
Hunter axe - animation times reduced by ~10%
Spear, Boar spear, Awl pike - animation times increased by ~8%
This change aims to promote the use of one-handed axes by making them feel faster and more responsive in combat.
At the same time, spears have received a slight animation slowdown to balance their overall performance, following the recent attack logic update that standardized their thrusting motion.
The following rebalance focuses on improving the feel of one-handed weapons. Lower-damage swords now have a greater chance to apply wound and bleeding effects (which consume Hard HP instead of Soft HP), rewarding precision and sustained attacks. Weapons with naturally higher base damage will have reduced chances to trigger these bonus effects, maintaining a fair balance between speed, impact, and status infliction.
Hunter axe - chopping damage increased by 150%, increased wound, fracture, stun multiplier by 0.1
Nordic sword - piercing damage increased by ~10%, reduced wound multiplier from 0.2 to 0.1
Light saber - slashing damage increased by ~20%, increased wound multiplier from 0.1 to 0.5
Scimitar - slashing damage increased by ~15%, increased wound multiplier from 0.2 to 0.4
Falchion - slashing damage reduced by ~10%, reduced wound multiplier from 0.2 to 0
Gross messer - slashing damage increased by ~10%, reduced wound multiplier from 0.3 to 0.2
Witch sickle - piercing damage increased by ~20%
Cudgel - blunt damage reduced by ~50%
According to feedback from one-handed sword players, shields were too heavy compared to their defensive coverage, resulting in excessive slowdown during combat. We reduced the weight of certain shields to improve mobility while keeping overall balance intact.
Weight reduced by 0.5kg for following shields:
Targe shield
Heater shield
Small kite shield
Heavy targe shield
Heavy heater shield
Heavy kite shield
Weight reduced by 1kg for following shield:
Heavy iron shield
This change follows a full review of shield weight, hitbox coverage, and overall performance. Shields have been rebalanced by providing higher bonuses and now additionally benefit from class armor bonuses.
Heavy Targe Shield
increased effect magnitude Infantry weapons mastery from 1-10 to 1-15
added effect Increased protection 1 to 5
Heavy Heater shield
increased effect magnitude Cavalry weapons mastery from 1-10 to 1-15
added effect Spurs 1 to 5
Heavy Iron Shield
increased effect magnitude Infantry weapons mastery from 1-10 to 1-15
added effect Increased protection 1 to 5
Heavy Kite Shield
added effect Increased protection 1 to 5
In the early stages of the game, most players lack proper armor, causing unbalanced combat outcomes when double damage was applied too soon.
Disabling the double-damage effect in the first two Ages creates a fairer early-game experience.
In ages 3 - 5, an unarmored (naked) players will receive double damage when hit by the following damage types: “slashing”, “chopping”, “piercing”, “blunt”.
Reintroducing it later, starting from Age 3, reinforces the importance of armor progression and discourages naked or unarmored builds in mid-to-late gameplay.
Durability loss for sharpened/reinforced and perfect/masterwork weapons and armors is decreased.
This change aims to make higher-quality equipment feel more rewarding to use and maintain. Reducing durability loss ensures that advanced weapons and armor better reflect their superior craftsmanship and longevity.
T4 armors will also no longer require blueprint to craft. However they will still require regional resources.
This change further promotes the use and accessibility of Tier 4 armors by removing the blueprint requirement while maintaining the need for regional materials. It makes T4 gear more approachable for players and guilds, encouraging broader adoption of higher-tier equipment in both warfare and general progression.
Additionally, we reduced the weight of T4 armors to be only about 5% heavier than T3 gear.
This change is intended to promote the crafting and use of T4 equipment in wars by making it more accessible and practical for players to wear.
It is now possible to place movable objects on top of each other to climb over walls and overcome fortifications (aka “barboxing”). This mechanic is available during Judgment Hour and Holy Judgment Hour/Protective Judgment Hour on guild and outpost fiefs. Players can pick up and place various furniture objects and similar movable props:
Chair, Decorated Chair, Throne, Table, Decorated Table, Bench, Simple Bed, Large Decorated Bed, Decorated Bench, Primitive Bed
Weapon Rack, Armor Stand, Chest, Wardrobe, Crate, Urn, Barrel, Bark Box, Bottle Rack, Decorated Chest, Decorated Wardrobe
Wine Press, Spinning Wheel, Loom
Wheelbarrow, Cart, Trader Cart
Objects that are enclosed inside buildings (for example: houses, warehouses) cannot be picked up or moved.
Players often use objects to block terraforming, which leads to unfair advantages and prevents proper terrain modification during open-world PVP. These objects are not typically used for legitimate decorative purposes. Therefore, we made a decision to enable players to damage and fully destroy objects that block terraforming anytime (out of JH/during JH/HJH). The list of objects:
Wooden fences
Stone fences
Wattle fences
“Manage Combat Styles” cooldown increased to 120min
Based on player feedback, the previous cooldown allowed players to swap builds too freely between Instanced Battles and open-world PvP, reducing the importance of preparation and strategic planning.
Extending the cooldown encourages players to commit to their chosen build for longer periods, reinforcing class identity and tactical decision-making in both large-scale and open-world encounters.
After discussions with the community, we wanted to make the healing role more personalized and open up opportunities for support-style gameplay.
“Treat patient” ability was relocated to Battle Survival skill, magnitude of healing will now depend on Battle Survival skill.
Added “Bed Rest (healing)” effect to “Treat patient” ability. This effect will now regenerate Hard HP over time (live):
0.1 HP per second at 0 skill level
0.5 HP per second at 100 skill level
Luck trigger increase healing per second by 20%
New effect will be cancelled when:
Player receive damage (as with normal Bed Rest)
Player mount a rideable mount
We have made several fixes to the IB mechanic. The conflicting terrains were synchronized, so they will no longer cause an IB to crush. We also addressed the situation when an IB could get stuck in a “pending” status.
We have reduced the brightness of the influence area visual effect for the “Unit” and “Formation” skill at level 100 for it to be more comfortable. Players reported that the previous effect was overly bright and distracting, especially during nighttime battles.
We are exited to bring this change to our players. The adjustments are made to breath new life in LiF combat, make it more dynamic and skill-driven. We are looking forward to hearing from the fighters on how the new combat feels!
About
This page aggregates Steam news feeds, patch notes, and developer announcements for Life is Feudal: Arden, sourced from official Steam community posts.
Major updates, balance changes, and seasonal events often correlate with player-count spikes — cross-reference announcements here with the live charts on the main Life is Feudal: Arden statistics page.
Articles link back to Steam for full changelogs. SteamScope refreshes news entries as new posts are published to the game's Steam hub.