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Blacksmith Legends News

0.9.1b hotfix

Changes:

- equipment menu equip slots will now be opening individual inventories with the respective item types

Bug fixes:

- Spanish language was added in the dropdown in options
- repairing any item with materials will not include previous material costs
- fixed anvil and potion icon assignment
- fixed morale and defect reduction tooltips in inventory
- focused hammer will show tooltip for worker 1 and 2
- potion inventory will be available in heroes menu

0.9.1a hotfix

Changes:

- removed 1 iron and 1 wooden part restriction from hammer blueprint during tutorial phase

Bug fixes:

- camera zoom will be restricted when placing objects during build mode
- employee levels will be updated in build mode
- fixed shield icon from blueprint designer
- items in inventory will contain more tooltips

0.9.1 released

Hello blacksmiths,

I'm glad to announce that version 0.9.1 is now live. BSL has gone through a complete overhaul and from now on, all versions prior to this one will be considered as legacy.

[h3]Things to know before the buy or download[/h3]

1. This version contains 3-4 hours of content and features that include management of workshop and hero adventures. Expect some bugs but overall I think it's better than the previous version. I will still keep the legacy version for people who might enjoy it more, however there will be no updates on it anymore.
(For legacy version, right click on the game in your library -> properties -> betas -> select 'legacy')

2. Legacy version took me ~2 years to create. This one took me 7 months, so some features are not there yet and some are changed (for detailed overview check roadmap which is also on steam page - about us section).


3. This version is in it's final shape in terms of graphics and UI and finishing it will take me roughly 1-2 years (depending on the support). The reason why I've released it now is that I don't have analytics team behind my ass and rely solely on the feedback from players.

4. Blacksmith legends is my hobby project, I'm working on it in my own free time alone and it's a marathon, not a sprint. There is no magical fairy or some rich daddy that magically pops out to throw in some extra $$$. Support of every player is extremely appreciated and valued. The best thing you can do for this project is help me test it and report the bugs or balance issues.

5. Steam achievements will be removed. Since they are quite time consuming and just cosmetics, I've decided to deactivate this feature. The game displays it's own 'achievement' sort of system that gives player rewards. I may add this later in the future but it is not planned at the moment.

6. Steam cloud saves will refer to the new build, so if there is some collision with legacy saves, you should be careful and back the legacy saves into the new app data path:
"C:\Users\$yourName\AppData\LocalLow\VM gaming ltd\BlacksmithLegends'

Game was tested for a couple of months and I'm very thankful for the help of my publisher testers and 'Ashmode' + 'Coolighost'. Without them, it would be in a way way worse shape.
You can always report your feedback on forums or on my discord server here,

Thank you for your support and best of luck to all of you. Enjoy!

VM Machal

0.9.1 Announcement

Dear crafters and blacksmiths,

I'm happy to announce that new version of Early Access BSL will be released on 16th, March! It will contain around 4 hours of gameplay and reworked features as they were introduced in previous updates.
For those who missed them, feel free to browse back in the news.

After 7 months of hard work I've started almost from scratch and can now bring you this:

- 10 different blueprints of items that have lots of modular parts. Parts can have visual purpose or bring different bonuses to the item
- blacksmith techniques affecting item price, quality and durability that is customizable
- completely reworked UI, thus bringing better mining order system with helpful tooltips
- reworked inventory with new tooltips for each item
- festival activity where you can fast sell items
- rival blacksmith that will be seeking to take over your business (early feature)
- customers will actively come to your workshop and buyout items that you set for sale
- negotiable selling with each customer (early feature)
- more complex orders (materials and quality may be recommended)
- 2 hero adventures with separate world models and explorable dungeons and creatures (early feature)
- tailor and smelter are removed from the game and are being outsourced by marketplace
- all hero battles are now based on arena fighting system (little bit enhanced) so arena feature is removed from the game


Roadmap will be also updated accordingly, since many features were changed or removed, so stay tuned!


This foundation is very solid and I'll be working on from here. Game is planned to be finished end of this year as I have now a vision on what should be there and how to continue (unlike last year).

December update

Greetings everyone,

this month I have more news to show you and things that will be coming live in few months. I expect the beta testing of this remake to start somewhere around end of January. It's going a bit slower than I've planned but I'm happy with the results so far.

Here is what has been added/changed since the last time I've posted:

[h2]1. Adventures (replacing World Map)[/h2]

Players will be able to see the hero travelling in the 'world' when out of town, sort of automatic with some interactions.
You will be able to view what he has in his inventory, change his gear and so on. Every piece of gear you craft will be able to be visible on him. Anything can be visible pretty much.

At the end he will return to his inn and will await further instructions. Map will reset again. There will be couple of maps for the randomization. I'd love to add some seasonal stuff too, just for fun.

During an adventure, hero will collect resources and discover dungeons just like in the previous patches! This time I will also add the epic creatures too!

New hero stats:
- Carry capacity - counts for each item/material quantity
- Energy that will be reduced as hero explores, when it reaches 0, hero will rest by campfire until next day

[h2]2. Combat (Arena will be removed but that combat style will be implemented for all battles)[/h2]


Terrick is basically now the gladiator from the arena while the abilities are combined and all is put into 3D enviroment.
Units will now contain 'Armor' and 'Slashing/Piercing/Curshing' types of damage (depending on their weapons). You can modify what weapon damage you get based on the weapon you craft.

A 'broadsword' like sword gives more piercing damage


'Saber' like sword will give you more slashing damage


And yes, all the changes in every part will be visible even for sale and even in the combat or adventures!

[h2]3. Armor and resources[/h2]

Armor in this game is a little bit enhanced I'd say. While at the moment I've only added 'Light armor' so far, it contains 4 modular pieces:

1. Tunic
2. Shoulders
3. Hip guard
4. Belt


Depending on the materials, you will change the armor outcome and get some bonus stats.

During the sales, armor will only be placeable on armor stand, while weapons in the weapon stands, general items on showcase tables. This will give player better overview in the workshop.
This is probably the most time consuming part, because I want the armor changes to be visible on the hero and with as less glitches and mesh protrusions as possible! (Love when his belt is going through his belly :))

Setting everything up was for me the toughest part to achieve, but I'm happy that the base code is set up and now I'll keep adding content and polish the gameplay.

I'll soon require a big help from the community with the polishing part, so stay tuned and thanks for supporting my project. It's overwhelming amount of work but you guys keep me away from burning out!

See you in January and wish you all merry christmas and happy new year!

Cheers,

VM Machal