This update is a first step in the direction of flexible prices for the Server Market, which is undergoing some major changes. The Server Market was split in two separate tabs for buying and selling, giving the table cells more room for information.
I’ve added the option to add Reverse Auctions to the Server Market to allow for more flexible pricing. A Reverse Auction must have a finite quantity. It starts at a high initial price and moves towards a lower minimum price over time. This way, you don’t have to dictate prices necessarily. No more pondering over what could be a reasonable price for item X. You can just make it very expensive to begin with and let the price drop towards a cheap bargain over time. This creates some competition between players. Whoever is willing to pay the price before the next drop gets the items. Others will have to wait for the next sale.
The second big addition to the Mod is a global list of all guild tradepost offers. This new configurable tab summarizes all existing guild offers on the server, including their location.
To update the mod, download the new version from FeudalTools Server Manager. Overwrite the old files and restart the server. The shutdown date of the old version is not determined yet. Will probably be sometime in April.
All trading post mod components had an update today. But first of all, let me thank you for the great support, comments and improvement suggestions for this mod. It seems like it has been well-received by the YO community. Since the first public release of the first tradepost mod, almost 100,000 trades were processed and roughly 800 transactions are completed every day in average. Amongst all servers, currency worth 79,400 gold coins was distributed to characters in exchange for 1.83 million items. At the same time, 4.6 million items were sold to characters in exchange for about 9,500 gold coins.
Todays update has already been tested by a small number of servers for several weeks (thank you!). It adds ability to trade regional items, displays multiple offers of the same item in collapsable groups and makes the Server Market list editable. A number of visual enhancements and bugfixes come along the way. Scroll down to read the full changelog.
I set up a soft transition process to avoid interrupting the trading post availability on servers. A notification message was added to the old Tradepost UI informing everyone about the update and the deadline, which will be Sunday, 3rd February. This gives you almost two weeks time to schedule the mod update alongside your regular server reboot or maintenance. After February 3rd, the Tradepost UI will be accessible from the updated mod version only. Note that the only mandatory update is the server-side mod. I’ve made visual and quality-of-live improvements on the client-mod, but there’s nothing important to the function. The old client mod will still continue to work after this date.
Terrain editor, region editor, new stone bridges and a full redesign of the website. What more can I say? Welcome to FeudalTools 2.0!
The entire website has been overhauled for a fresh and modern look. The most noticable changes include the server manager and the custom map listings.
The homepage now has a newsfeed that is a a summary of LiF-related news from lifeisfeudal.com and my website. Any account-related buttons like Login, Dashboard, Account and Logout have moved to the upper right.
Dashboard & Server Manager
The display of servers in the Dashboard was changed to a box-layout rather than a table. The server manager now has an image of the server map stored, which is used in the tools that require it (i.e. the newly added Terrain Editor or the Bridge Builder). All servers added prior this update don’t have a map image yet because it was never permanently stored after map installation. You can upload the correct image for your servers anytime. New direct map deployment will auto-assign the correct image to the server, so that there is no additional effort needed.
I’m happy to announce a new LiF:YO Livemap update that is stuffed with new cool features and enhancements.
Outpost & Tradepost Icons
The new outposts were incorporated into the Livemap and can be displayed as icons on the map. Outpost type and owner is visible in the tooltip. “View outposts” is a new permission that is assignable to groups and is activated by default. If you don’t want to display outposts on the map, you can take away this permission from the visitor group any time.
Same as outposts and with their own permission flag comes the trading post icon. This can be useful on servers using the tradeposts mod, so players can see which claim has a trading post set up that might be worth visiting.
Claim-Planner Mode Extended
The new outposts have added some restrictions to where new guild monuments and outposts can be placed. The claim planner tool was updated and split in two modes: Outpost placing mode and monument placing mode, both respecting their restrictions towards minimum distances to other claims and outposts. The circle will change color and let you know in case you can’t build here. Take a look at the screenshots to get a better idea of it.
With todays FeudalTools minor update 1.9.3 all problems with the new LiF:YO patch that dropped two days ago are (hopefully) fixed. The DB Maintenance and Map Refresh tool are back in action and the Tradepost Mod was updated to work with the new YO version. Luckily, a client mod update is not required. It’s a pure server-side fix. So please download the updated server-mod from the FeudalTools Server Manager and restart your server.
In case any further issues occour, please don’t hesistate to let me know in forums or any other channel. Preferably with detailed information about the problem.
The Livemap problems with the new outposts breaking some guild detail information and tooltip visuals are still being worked on. Update: The Livemap was hotfixed. It won’t dipsplay outposts as guild claims and item distribution through Char. Management works. I will incorporate options to display outposts in the next Livemap update.
Todays FeudalTools Update introduces two new major features that people have been asking for forever: Working tradeposts and bridges.
Since the introducton of Custom Maps that include rivers, people have asked for bridges.
The new Bridge Builder tool constructs perfectly aligned bridges from existing game assets, such as platforms and pillars. Choose two locations from the game map or enter two GeoIDs and have it construct a bridge between them. It can also create an admin land around it to protect the bridge from offending players.
FeudalTools Tradeposts (Beta)
This new tradepost mod is one of the more ambitious projects and I’ve been working on it for quite a while. Now that it’s done, you can finally put the decorative buildings to some good use and turn them into actual working tradeposts. Continue reading “FeudalTools Update 1.9.0”
This version adds many new TorqueScript functions for mod development, most of which I needed myself while making an all-new mod for LiF:YO. So consider it the groundwork for the things yet to come. It’s mainly new callbacks and a new position trigger framework. The documentation page was updated accordingly.
This update also fixes the lag/sync issue cause by roads caching described here. This part was completely removed from TTmod and is now handled by the Livemap itself.
If you aren’t using a Livemap hosted by feudal.tools and are hosting it on your own webserver, make sure to update to the latest 2.6.3 Livemap before you update to TTmod 1.3. Older Livemap versions are not compatible.
If you have used the database table “nyu_online_players” in some own scripts or websites, use the table “nyu_ttmod_tokens” for this purpose instead. The online players table has been removed due to redundancy.
Along with this Livemap update, I’m releasing the biggest ever TTmod update. It does not only support the latest Livemap features, but also reintroduces a working MOTD feature, enables players to manage their guilds in-game (see GuildGUI section below) and has some useful resources for fellow modders. For details, see the new separate TTmod page.
Claim Planner Mode
As requested in forums, a new layer was added to help new players find suitable spots to establish a new guild claim with enough space. When activated, it will display the tier 3 and tier 4 radius of all claims and render a claim at t3 and t4 at the mouse position.
Guild Management Overhaul
Prior to this version, the guild management page was useful for guild leaders only. This update adds features for minor leaders (Viscount) and all other guild members:
Time to update the Livemap with a few new goodies!
Character Inventory View
The Character Management page can now display each charaters inventory and equipment in a dialog window. The lists work as tree-views, where nested containers can be expanded to show their contents. It should be pretty straightforward: If you see a yellowish highlighted container, click on it to expand.
Character Playtime Distribution
And here’s another addition to the Character Management. If TTmod is operative on the server, it has a function to show the average distribution of his or her online-time over the day. You can use this to tell at what time of the day a certain character uses to play on the server. So if you want to talk to a certain person but don’t know what time of the day you can most probably meet him or her on the server, just take a look at this chart for a hint.
Please note that this is NOT the accurate data of the last 24 hours. It’s a calculation (average) of all data available.
It’s been a while, but here it is: A new feature update for FeudalTools introducing new major features.
Database Cleanup & Maintenance Tool
The performance of a vital LiF:YO Server depends enormously on the response time of its database. Running a server for a longer period accumulates hundreds of thousands unnecessary records in the database, increasing its size while degrading its performance. The longer you run your server without measures to counter the steady growth of certain database tables, the worse overall performance will become. At some point, inacceptable lag kicks in.
I’ve wrapped up a collection of maintenance scripts that clean up and optimize the database tables. Some of them are YO specific, others are common measures to tune SQL Databases (which is standard software). These are available from the Tools & Scripts section of the feudal.tools page now. Each measure has a little explantation tooltip and can be activated or skipped individually for each run.