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Mist Legacy News

Battle Evolved

Greetings,

Here we are with another QoL update! Check out the changelog to learn more.

Behind the scene, we are working on the game visibility, doing some marketing test for the release and planning the future content update (aka: we did some test on the bone armor)! We are also working on the Mac version for our friend El Marto and other mac users out there.

Thanks for playing!


Changelog

[h2]July 12 - Version: 0.1.22.0[/h2]
[h3]Features and Changes[/h3]
  • Combat: Dynamic camera animation. Can be turned off in options.
  • Combat: Units turn order and initiative are now visible top left screen.
  • Combat: New graphic animation for some talents (Execute, Devastate, Bluster), some spells, and when a unit dies.
  • Quest journal: Show on map button.
  • Map: Cave and dungeon entrances can now be clicked to go directly to the dungeon location.
  • Map: Cave and dungeon exits are now visible and can be clicked to go where it leads.
  • Market: While browsing, there is now a Last Page and a First Page button.
  • Item recipe tooltip in store now shows the underlying item tooltip.
  • Recraft can now be performed from the backpack and equipment items.
  • Party members are now visible on the paper map.
  • A trade can now be sent as a gift.
  • Resources can now be discovered during night time.
  • Total discovered events status is now displayed in region information.
  • Options: Music and ambient sounds can now be muted when the game does not have the focus.

[h3]Fixes[/h3]
  • Pathfinding ajustment to greatly reduce the chances of getting stuck.
  • Network configuration changes to perhaps improve connection stability.
  • The chat window now slightly reduce in width so that it no longer goes below the action bar.
  • Quest with dynamic items will now evaluate correctly after logged in.

Summer Wishes

Greeting,

Today we are releasing the most unplanned update for the game so far. Long story short, we did a Discord topic on the most hated things about the game and we decided to fix a lot of them during the weekend.

The topic was a great way for us to take a step back and rethink about some of our features. We really hope you will like those change and if you don't, make sure to tell us.

Thanks for playing!


Changelog

[h2]June 27 - Version: 0.1.21.1[/h2]
[h3]Features and Changes[/h3]
  • Recycle items to salvage a certain percentage of the materials with a mistglass of the appropriate level.
  • Alternate combat stats are now visible in the character sheet.
  • Looted items are now upgradable.
  • Repaired items are no longer bound.
  • Caves and dungeons part are now accessible when viewing the map.
  • Map Boss Icon now displays a red "x" to notify if it's on cooldown or not.
  • Ruins are now visible on the map and now display a red "x" as well if all tasks are on cooldown.
  • Cooldown of the tasks are now visible in the tooltip of a map location for bosses and ruins.
  • Removed of the sprint mechanic.
  • Travel speed is now the speed that sprint was.
  • Stamina bonus gain at combat start will be as if energy was at 100%, except during an ambush scenario from monsters.
  • Traveler's horn removed from the shop, and players who had some have been reimbursed.
  • Spacebar no longer perform fights.

[h3]Fixes[/h3]
  • Player's pin should no longer get stuck during movement.

[h3]Content Changes[/h3]
  • Fixed the "Out of reach" alteration to not be capped at 35%
  • Jewelry now has a lot less encumbrance
  • Camps and tents no longer have durability.

Mist Legacy Now on Linux!

Greetings,

One thing we wanted to do before reaching the end of our Early Access is to test how close we were to support other platforms with our current technology. It turns out that our Linux build is pretty solid so we decided to go for it and give access to this build right now.

As there are thousands of different Linux distributions, we hope to have feedback from you if you encounter any problem on your setup.

Our MacOS build needs a bit more testing but we think we can add it soon. With that version released, we will cover all three supported platform of Steam.

Thanks for playing!
Virtys

Let's Fight!

Greetings!

Let's shuffle the end game gameplay a bit. We did a lot of modification on combats and equipment to ensure that the game can progress in the right way for the future content. Check out the details in the changelog and also check your existing equipment for modification on stats and special power.

On the fashion side, you will receive the city’s cape and tunics that were supposed to be rewarded for reaching 64 in reputation. Well, they have special powers and emblems slot too, but even if they are no use for your combat style, they sure look nice to wear.

As we stated yesterday, this is our first "breaking-changes" update that we wanted to do at the start of the summer. When we opened Garrun'gol last week, it showed us some weakness that we had to address in combat and gears. We really hope you will like our solution in the current update.

Thanks,
Virtys
Changelog

[h2]June 10 - Version: 0.1.20.0[/h2]
[h3]Features and Changes[/h3]
  • Use /me in chat for emote

[h3]Fixes[/h3]
  • Fixed a bug on NPC stores
  • Fixed Stone Workshop color
  • Fixed the bug on temporary lost weapon after a companion upgrade.
  • Fixed a targeting issue with adjacent targets during a fight with summons.

[h3]Content Changes[/h3]
  • Season 3
  • Solo and heroic version adjusted for new season.
  • Army of darkness heroic version.
  • Mo'gul heroic version.


  • All rifts now train mist skill correctly.
  • New tabard and cape from cities to raise the quantity of wearable emblems to 4, up from 2.
  • All the new capes have a special ability.
  • Badge effigy quantity requirement lowered to 1 down from 10.
  • Insignia effigy quantity requirement lowered to 3 down from 30.
  • Many shirts and pants now gives magic defense and special protections.
  • The quantity of monsters in Garrun'gol has been slightly reduced.
  • The Great Fear event has been changed so that it should be a little bit easier.


  • Magic Barrier now has a CD of 4 turn, down from 5.
  • Total dodge chance capped at 35%, except for the Evasion talent, which is not capped.
  • Storm base damage is now 20. Up from 15.
  • Cyclone hit count is now 6. Up from 4.
  • Fireball 2 base damage is now 30. Down from 40.
  • Tornado 2 base damage is now 30. Down from 40.
  • Dancing Slice buff is now for 1 turn only, instead of 2.
  • Light Flash chances to hit reduction lowered to 12% down from 15%.
  • Luminous Veil chances to be hit lowered to 12% down from 15%.
  • Runesculptor Hammer dodge chances lowered to 20% down from 30%.
  • All heroic and solo version bosses, including Mo'gul, Ash and Cyclotus, now have a 30% magic damage protection.

Roadmap to the Release!

Greetings Mistwalkers!


[h2]The Story so Far[/h2]
We’re now 8 months into Mist Legacy’s Early Access, and it's time to announce the long-awaited release date. But first, let’s wait a tiny bit longer and take a look at what’s been happening up until now.

We have had at least 30 content updates as well as a healthy number of patches to fix technical issues. Some of which have been done in the middle of the night when we know we probably should have been sleeping. But they were worth it, because, all in all, we now have a robust game framework that we consider ready for the next step.

The game has had about 46,000 playtesters - an impressive number considering that there hasn’t yet been a big marketing push for the product. More importantly, it was enough players to really test the game without the community becoming too big for our small team to handle.

Speaking of the team, you may not have realized but Mist Legacy is currently being developed by a 4-person team. As you might guess, creating an MMORPG with a team of this size is a titanic challenge, and we’re very happy for the trust that you have put in us over these recent months.


[h2]The Roadmap to the Release[/h2]
So, without further ado, September 13th will be our official release date. That means we have 3 months left of Early Access.

Our focus this summer will be on balancing the end game and polishing the early game. That means you can expect "breaking changes" in the next few weeks. It's the best time for us to do it because we have just a few months left to ensure everything is fixed up and ready. The end goal of all our summer changes is the construction of a solid foundation for the official release.

The team will also have to work on all the invisible behind-the-scenes tasks that we’ll need to complete before the official release, including server upgrades, bug tracking improvements, translation tools, support tools, marketing, press kits, community management improvements, website improvements, test servers, and more! All those things will help us build a bigger and better community when the game goes gold.

We will have a new summer event starting soon! The Valantom festivities are a little overdue. Also, we expect that we’ll have other new content updates during the summer - just expect to have some delay between them.


[h2]Our Lives Post-Release[/h2]
What will change after release? The first thing is the number of players online. As we’ll have active marketing for the game, we should have more players coming in, and a more populated world.

Our guess is that we’ll have another server added for the release. That’s not only because of the potential influx of too many new players, but also we know that after 11 months of Early Access, some of you may feel like the time is right to start over with another character in a brand new realm.

The team will continue working on new content post-release. We should be able to add even more updates as the foundation of the game will be more solid. Rest assured, we still have plenty of stories to tell and difficult challenges for you in the future!

Regarding the team, we are prepared to grow with the community; having a bigger team will help with all aspects of the game.

After the release rush has passed by, the team will determine if the game will be heading to new languages and/or new platforms, but that's a story for another time.

As always, thank you for playing our Early Access, we couldn’t do it without you!

Virtys