Feudals, please see below the fixes introduced today during the maintenance:
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Changed: we have received several reports 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 -
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. - 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.
Technical issues
As we have mentioned in our announcement, 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.