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Blacksmith Legends News

0.8.9 Beta started!

Dear blacksmiths,

after about a month I can now present you a fairly playable state of the upcoming patch!
Because it's way bigger than I original wanted it to be, I've created a Beta branch on steam so that any volunteers can help me test it and balance it out!

ENGLISH VERSION ONLY!
Other languages are not applied yet, as I'm still waiting for the translations. If you are Russian or Chinese translator willing to participate, don't hesitate to contact me!

To opt for Beta, please do the following steps:

1. Right-click on the game from the library page and select "Properties". Among the available tabs will be the "BETAS" tab.
2. Your beta should be listed in the dropdown menu under "Select the beta you would like to opt into:"

Here is an example image from Steam on how it should look like!


Once you select the Beta branch, it will begin downloading the game. Your save data will be joint, so be sure to back it up, if you don't want to overwrite it!

I'd recommend starting a new game, as there are way too many new features that would make your current gameplay overwhelming or confusing. But it's entirely up to you. Skilled players should have no issues though!

Here are some patch notes:

Patch 0.8.9 Beta

Changes:

- *NEW* Manuscript and Skills menu added into each employee menu that contains every available recipe
- *NEW* World map battles have now visible 'Timebar' showing when is the combatant's turn and manual Battle menu with available abilities
- *NEW* Employees and Heroes have now 10 learnable skills that gives them more depth
- *NEW* Manuscript configurator menu for each recipe that enhances the depth of each item available for crafting
- *NEW* Employees and heroes now gain 1 Skill point for every level they gain up to 10
- *NEW* Sales history menu is now available in Sales Menu, providing player info about total sales and customer feedback
- Player can now gain or lose fame when selling items based on their quality setup
- Every item crafted will now contain Complexity, representing chance to fail (not being crafted)
- Employees can now have 'accidents' at work, causing them to not shop up at work for a defined amount of time
- Right clicking on an item in Sales menu will show option to 'Lock' / 'Unlock' it


Bug report:

- fixed a bug that caused Expansion quest to show double rewards in case of rapid clicking
- fixed a bug where going to Arena and participating in match would instantly finish Map exploration for heroes
- loading a different save slot will no longer cause achievement transfer into the other one
- Alchemist items 'Bookcase' and 'Reagent storage' are sellable at builder merchant
- waterfall sounds should now properly stop when going to world map from Wanborne
- top menu HUD will now display 3 digit Adamantium ingot quantity properly
and many others...who should remember all those quantities! :)


Please report any new bugs into the same Bug report at Steam page or @Discord server.

Happy testing!

VM Machal

New patch coming soon!

Hello dear crafters,

I'll need few more days to wrap things up. At the moment I'm finishing the abilities for heroes and then will debug it so it's not too raw.

Beta access for the patch will be up for few days, so any participants willing to play it and help me find out all the bugs will be helpful.

I can't get in touch with any Russian translators, so if you can translate Russian, please join Discord here for more info.

Cheers,

VM Machal

NEW Hero skills and battles

Hello crafters,

most of the things from part 1 of the patch update is implemented. I still need to re-structuralize some stuff.
It's a ton of data that I have to process every day, since now, every recipe has it's own data, as long as every employee, hero and so on.


[h2]1. Hero Skill Trees[/h2]

As employees in the previous updates, heroes will also have their skill trees based on class they represent.
At the moment, there is only Warrior, Warlock and Priest, but as this will lay a base for future classes, it will be no problem to multiply, once it's solid.
Every hero will have learnable abilities, that will be used in combat, so check out these skill trees and let me know.
Maximum points as with employees are 18. So Level 20 will be the top achievable level.

[h2]2. World battles - manual combat[/h2]

Before heroes were choosing their abilities automatically no matter what. Now, including quick time events, you will also be able to choose from their abilities, giving you full control and will see visible timebar that will represent when they are on TURN.
Timebar filling is based on hero's speed.
Respective hero gets a small menu with choices displayed over his/her card. Check out below!


[h2]3. Working accidents[/h2]

As mentioned previously, workers can now have an 'accident' if you don't give him 'Working Safety' skill, it might come quite often.
Red icon with cross will be displayed and there will be a basic counter on when will he return back.


[h3]4. Dynamic payrises[/h3]

Also already mentioned before, employees and heroes will now also ask for payrise, if they get better. So, hoarding gold will now get more tougher.

[h3]5. Marketplace items lock[/h3]

There will be a hotkey that can bring up additional options for selling item. First thing will be 'Lock' function, that will prevent it from selling, as player wanted.


Patch should be ready on 1st March, if everything goes well. Need to do a lot of tests, mainly with the manuscripts and the sales, as it's tremendous data now. Will keep you all posted!

Thanks for your support!

Cheers,

VM Machal

NEW Crafting & Skills *WIP*

Greetings blacksmiths,

after couple of days of hard work and innovations, I've reworked crafting and am very excited to share these things with you.
Your thoughts are very appreciated as this is just simply my opinion at the moment on how it will be better!

[h2]1. Manuscript configurator *NEW FEATURE*[/h2]


Recipes are now renamed to manuscripts to better match their functions.
Every manuscript now contains 3 categories that you will have to set up and will have impact on sales and customers:
Design - red bar, that is for items mainly focused on how they 'look'
Utility - blue bar, for items that should have mainly practical use
Materials - green bar, kinda general category, that should give a basic hint on which item needs to be invested more or not

Every item crafter will now also display how much you currently put into each category.

This gives you a lot of freedom on how you want to set it up. However, the more you invest in the bars, it will affect new stats that come with it:

Crafting Time - overall time for a recipe to be crafter. 1 point represents 1 game minute. E.g. 60 will take 1 hour in the game time to craft.

Product Value - the more you invest in the categories, the higher product value will the item have. So with a simple hammer, you can raise the base price, which will have a huge impact on how much it will sell for.
Overall price of the item will be now based on the product value and then derive of the user's crafting quality value and your current fame.

Complexity - represents a chance for the recipe to fail (e.g. not be crafted).

You wanna slide those bars all the way to the right and not care? OK buddy! Complexity says 'Hi'!
There will be ways to reduce it not just by investing less in the categories. So keep reading!
Complexity will be now shown during crafting of the respective item (under the crafting slots), so you can see, what is happening.

[h2]2. Sales History *NEW FEATURE*[/h2]



Game will now track on how many items you sell, in total and per week. Now, with all those manuscripts being set up, you will start selling!

Customer feedback - depending on how you set up your recipe, customers will react to it. Nobody but you have to figure out, what will make a good item. Sure, you will get feedback, sometimes, but, reactions of people as seen above may not be the best. Welcome to the business!

If you get too much negative feedback, you will lose fame. Lower fame now will mean, that your products will be sold for less. So it's in your best interest, to hear the people out! (Hm, feels almost like in my own world lol)

[h2]3. Skill Trees *NEW FEATURE*[/h2]

Employee level will increase from current 10 to 20. Every level will now grant 1 skill point. There will be total of 19 skill points (1st level doesn't count) and total of 10 skills for each profession. Some are shared of course as they are very helpful for each profession.



Yes, 8 working slots, or chance for stronger item bonues or even getting two items instead of one, and so on!

Please, let me know, what do you think and, if you're interested, I'll be needing volunteers for translations!
If you can speak Russian, German, Spanish, Italian, Polish, then feel free to join Discord by clicking here.
When you're already there, then let's meet up and discuss!

This is the first part of the patch. In few days, I will introduce you to the second half that will reveal:

- Workplace Accidents
- Active staff requests (payrises, social care)
- Heroes Skill Trees
- World Battles active combat system



Cheers,

VM Machal

Version 0.8.8b hotfix 3

Last hotfix before bigger patch. These changes are signifficant.

Patch notes:

Changes:

- King's tax will be derived from weekly income instead of total amount of current gold
- Power will show more precise calculation and will count enchanted values too
- Quick request will not be counted till midnight if the night is NOT skipped and all employees went home

Bug fixes:

- Bulletin board will close 'quest tooltip HUD' (green question mark in quest HUD) before accepting quest, so the quest can be accepted
- fixed a bug that would cause Angelic items to heal the user infinitely without dying
- Total amount of weekly expenses vs. income will now be calculated after every sale or game hours and updated in the opened HUD
- Crafting recipes menu is resized and won't cross the crafting slots bounds

Next announcement will be about content updates :)

Cheers,

VM Machal