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Life is Feudal: ArdenEventsLife is Feudal:Arden - S1 Age 2 patch
In-game event

Life is Feudal:Arden - S1 Age 2 patch

Life is Feudal: Arden · published 8 Apr 2026, 12:22 UTC · build 22693138

All eventsPlayers around this dateRead on Steam

Feudals,

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.

Seasonal

  • 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

Guilds

  • 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).

Combat

  • 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.

IBs

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.

QoL

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.

Technical

  • 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.

Shop

  • 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.

Performance

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.

What’s next?

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.

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