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Working hours overhaul

Hello crafters,

another update about the upcoming patch is here and wanted to share some stuff, which was painful to do due to a lot of data, but I'm glad all is coming together pretty well and hopefully no issues will be along the way.

[h2]1. Timetables[/h2]


From this upcoming patch, there will be no more fixed 7am beginning of shift until 7-12p.m. I have re-worked the whole way this game will account employees to start at work and it will count beginning of each hour. That's why it's from 0-23.

Skip button will be removed from the game as it's now completely obsolete. System will automatically track if ANY worker is currently working, if no one, then it will just begin rapidly skipping hours until sometime arrives to work. Unless, you're not scouting the world map of course :) ....

[h2]2. New employee traits[/h2]

The main reason why I've had to redo the working hours are because of these new traits. Here is the list:


I want to point out the Early bird and Night owl ones. They will kinda offer the employee higher stat bonuses when their working shifts will be different. Also, this will put the 'night' less of a skipping event and includes it more into gameplay.

Also, if you see trait Lucky you can think about special events that will be taking place. Not sure if I'll be able to do them in this patch as I require some artwork to be done first.
However, there will be random stuff happening around you and base on your decisions an outcome will be calculated and providing exciting results that will spice up the gameplay even more.

Stay tuned and wish me luck with the artwork lol!

Cheers
VM Machal

Coming soon!

Hello dear crafters,

just wanted to share some stuff that I've been working on lately!


[h2]1. New Game Modes[/h2]


This is pretty self-explanatory and will finally be able to shift the game in 2 ways that I've been wanting to achieve for a longer time now.
For people who want to play something closer to economical simulation, there is the Interactive play mode, but for the ones that want to chill, Casual (AFK) mode is the way to go.

Now, the AFK mode isn't really a fully auto mode like in some other games, where you would just exit the game and then start it other day just like you would be playing. It's pretty much a mode where you start with Overseer and most features automated.

[h2]2. Overseer automatic manuscript setup + quests option[/h2]


The more items of certain type you sell, the better will the manuscript setup of that particular item be. Counts after each quantity of 50. So, if you sold 50 hammers will have different impact on the setup than if you already sold 100 of them!

Quests will also now be handled automatically, meaning, whatever you accept will be calculated and entered for production.

All the above features will be included in the Casual (AFK) game mode from the beginning of the game!
Interactive (Classic) game mode will have them too, but Overseer will be achievable much later in the game.

[h2]3. Event log window (resizable + movable)[/h2]


According to the great feedback, players will have an event log window, that will be logging anything that happened with their current system time, just in case. From that, it will be easier to track on what happened.

I'll need few more days to polish all the changes, especially the auto quests handling of the overseer. Rest is pretty much ready.

Stay tuned and please support my game as that greatly helps me in my work!

VM Machal

0.8.9a hotfix

Very important fix to huge bugs, that I've found out just today unfortunately. So apologize for the inconvenience, but it should be good now. Didn't know that all the things except Hammer and Tongs were not actually even being considered with the new features. It was huge deal for me so I've decided to build a hotfix immediately.

Changes:

- Customer feedback reviews in Sales History menu will now also display an icon of which area to focus on and their chance is increased to 50% (up from 25%)

Bug fixes:

- fixed a bug where ALL items except Hammer and Tongs didn't work with manuscript setup values and would always bypass the whole feature
- fixed a bug where ALL item types didn't add bonuses based on creator skillset and speciality

0.8.9a

Dear crafters,

here is another update with some latest reported bug fixes and something additional that I'm currently working on:

[h2]1. Overseer priorities[/h2]


In this patch, after enabling automatic production by overseer, player can additionaly set up priorities for each recipe, that will be crafted (after setting desired quantity and so on).
Note, that setting a priority will NOT cancel currently crafted items by anyone and employees will get the prioritized item added into their crafting queue as soon as it's possible!
Also, if a recipe is not assigned under any priority number, it will be carried out as usual, after the checked numbers.


I've added 5 numbers for priorities, as I think that should be enough, at least for now.

Next update should bring automatic setup for manuscripts for Overseer. Hopefully everything will go smooth, because this took me way longer than I've expected!

0.8.9a Patch notes:

Changes:

- *NEW* Overseer auto production can now offer new function to right-click an object and assign it a priority
- target will be selected by mouse over and the target arrows now better reflects the area where to click it
- mouse wheel scrolling is now disabled in all UI menus for scrolling content (only scrollbar or drag scrolling with LMB)

Bug fixes:

- 'Prisoner of War' quest should properly remove 12 Ankle Shackles from inventory (needs testing)
- fixed a bug where combatant sometimes didn't die after his HP reached 0 HP (needs testing as this was very sporadic and never happened in my playthroughs)
- Amber Eye manuscript can be now set up
- fixed a bug where leaving from Manuscript configurator to Skill trees would cause an overlay of 3 color bars
- leaving Inventory to Manuscript configurator in case when recipe needs to be set up for Overseer auto crafting will now leave to default main blacksmith crafting screen, if player press 'Crafting' tab
- Alchemists now also count 'Complexity' stat during their crafting process properly


Latest inquiries by players:

1.Employees should continue onto next craftable recipe if they can't craft the current one.

Reply: Not really, it's important for player to understand WHY he can't continue with the current recipe. Otherwise you would go on and later end up complaining that some item just doesn't work, for some reason.
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2.Sales history should tell you what items were sold at what price, and over the course of at least a week.

Reply: Don't see why would this information be that important. You already know the price what will the item be sold for.
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3.After selling some set quantity of items, there should be more hints on how set it up in Design/Utility/Materials (min/max values).

Reply: I'll see what I can do in next patch. No min/max values tips. You should discover them by yourself. I'm sorry if it feels like a job. You're playing a medieval blacksmith casual game after all, lol.
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Cheers,

VM Machal

0.8.9 hotfix 3

Changes:

- Temporal antialiasing was removed from permanent post-processing, to remove the blur on minimap while moving camera
- Quest UI window was a bit realigned to not overlap Crafting menu
- Reset Skills window was moved more to right as it overlapped number in other languages


Bug fixes:

- Alchemist 1 can now produce any recipe
- fixed Rare merchant spawn position and added scrollbar to his menu box
- Apprentice training will now block other tabs so that player doesn't 'wander-off' during important tutorial
- defeating player in arena will not reset his animation to Idle from lying on the ground