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.
Happy Anniversary, FeudalTools! The website launched exactly one year ago in version 1.0.0 as a closed beta with about a dozen users testing it and deploying custom maps to their LiF:YO servers. One week later, closed beta ended and the gates opened for the general public.
Since then, over 3,100 different Steam users have signed in, about 1,300 gameservers servers were added to the Server Manager and almost 10,000 jobs were processed by the backend.
I get many questions and messages about FeudalTools and Livemaps, all spread across email, social media and the comment section here. Often times it’s quite repetitive, so I decided to set up a small forum to have all Q&A, issues and discussion about FeudalTools, Livemaps and YO servers in one place and (hopefully) build up some kind of knowledge base over time.
First and most importantly: This update for the LiF:YO Livemap comes with an updated version of TTmod, which needs to be installed/updated to use the new livemap features listed below!
Insert Inventory Items
Both the character management and the RCON console were given this new feature. You can now insert items into player’s inventories. Items can be choosen either by entering the Object ID or by selecting from an abc-sorted list of all items. This list is pulled directly from the server database, so modded items will appear as well.
Items inserted with the character management page are available the next time the player logs in. Players who are online at the time the item is added won’t see it until they relog. Items added to online players with the RCON console are available immediately. The usual ‘Got item xxx’ is shown in system chat and UI.
It’s finally here! This new update for the LiF:YO Livemap introduces a page for players to view and manage their guild through a user-friendly web interface. Guild leaders can change member ranks, manage guild standings and edit permissions for ranks, standing types, guilds and characters. It allows to do anything that can be done via /guild commands in game. The guild management page is fully optional and is disabled by default. You can enable it on the configuration page.
Please note that all actions are processed through the server in the same way the /guild commands work. If the server is rejecting an action, it is usually not a problem of the webinterface. Please check if the same change can be done successfully ingame using the appropriate /guild command before reporting a bug.
Another thing we have discovered is that alliances can bring huge bugs into the standing system. An alliance is created once one guild sends an ally request and the other guild accepts it. The initiating guild then becomes a ‘Kingdom’ and the other guild becomes ‘Vassal’. (See LiF wiki here for more details). Apparently, vassal guilds are not able to change any standings until the alliance is broken up and the guild type goes back to ‘Country’. This part of the system seems bugged to me. I’ve seen many cases where the game did not fully disband an alliance, leaving at least one guild in some inconsistant vassal state with no kingdom counterpart, meaning they won’t be able to change standings… ever. I highly recommend to avoid the ‘ally’ standing at this point. Use ‘friendly’ instead and assign all permissions to this standing type.
Time to push out an update for the LiF:YO Livemap with a number of small improvements and additions before I start working on the next new feature, which will be a guild management page where guild leaders can login and manage their guild online – soon™
Guild Standings & Member Ranks
With this update, some of the new YO features are now implemented in the livemap as well. Guild member ranks are now displayed as icons in the claim memberlist. All ranks are localized and gender specific. Users of the dedicated map can edit the rank names in the locale.php file.
Furthermore, the guild standings are drawn as colored lines whenever a claim is highlighted. This is, by the way, a new group permission that you can disable if you have to. It is enabled by default.
Font options have been added to the appearance settings: You can choose from a selection of different fonts to customize your claim labels and claim detail tooltips. Talking about claim tooltips – all claims are assigned an icon based on their size next to their name.
This update introduces cool new features for the map generator and more options for map authors. Full changelog can be found here: » Changelog
Placable Steppe, Swamp and Forest Soil
The upload form now has the option to upload a substance map in addition to the heightmap. The purpose of the substance map is to overwrite the soil of certain areas with one out of three possible soil replacements: Steppe Soil, Swamp and Forest Soil.
The Substance map is supposed to be a 1533×1533 pixel RGB image. It uses red color to identify steppe soil, green for forest soil and blue for swamp. See the images for an example.
Please note this is purely optional. Creating maps ‘the old way’ without any substance map still works the same as before.
Forest Soil Algorithms & Beach Altitude
On request, I’ve added an inverted version of the slope algorithm. Whereas the original slope-based one will place forest soil wherever the tile slope is very low, this new inverted version places forest soil where tile slope is high. Furthermore, there’s the option to use place no random forest soil at all. This can be used most efficiently with a substance map that places all forest soil manually.
In addition, hosted livemaps are now SSL encrypted under their new link. They will be hosted under the livemap.feudal.tools subdomain.
All old links and URLs are redirected at the moment. So they still work as normal. But please update them on your websites if you find some time. I can’t promise that those redirects will work forever.
Minor Update 1.6.1
I’m glad to say that the minimap on LiF:YO Custom Map servers now works out of the box with no scripts or client-side modifications since the latest game patch. Huge thanks to the devs at Bitbox for making this happen. I have removed the Minimal Update Script from the download page and updated the FAQ accordingly.
Alongside some bugfixes, a privacy poilcy was added to the page to comply with the Steamworks API terms of service.