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Legendary Tales News

How is the overhaul going? (And Autumn sale!)


Hello, everyone

It’s been four weeks since our last announcement and 2 weeks since out last update.
I’m pleased to tell you that it seems most bugs and problems are fixed at this current stage.
Today, I want to go over what we are doing and what’s in the future for Legendary Tales.
To start with, we have to move out of our current office, so we’ll be a little preoccupied for the next 2 weeks. We have finally received a paycheck from Steam and if it weren’t for that we wouldn’t be able to move. So we are thankful to all of you who bought our game and supported us. Thank you all so much.
In times when we’re being quiet, I know sometimes you will begin to question how, or even if the game is progressing. So today I want to let you in on what we’ve been doing the last six weeks. Bear in mind though, some changes may still occur in the future.


As you may already know, we are currently overhauling our Attribute and Magic system, as well as adding a Skill tree. There has been a lot of progress on that and we will give you more details when the update is released, for now here’s a little look at it.




[h2]New Attribute System[/h2]






This Primary and Secondary Attribute system will help us to keep our unique method for gaining attributes while also giving players the ability to really ‘build’ their characters.






[h2]Next the Skill Tree System[/h2]


As I mentioned before, we are currently developing a Skill Tree as well. Its tough work and takes a lot of time, but we think you’ll really enjoy it. Today I brought some examples of skills you’ll be able to gain. (Skill Tree itself won’t be revealed yet)



a Dagger Skill(Name covered) : After a heavy attack with a dagger, releasing and gripping the dagger again will guarantee heavy attack damage in the next attack.






(Before skill applied) Daggers do light damage with continuous attacks.










(After skill applied) constant heavy damage happens if you repeat releasing and gripping between heavy attacks.





A Punch Skill(Name covered) : If the player punches after a heavy attack with a sword, they will do higher damage and have a chance to knockdown the enemy.







(Before skill applied) Enemy stands after getting damage











(After skill applied) Enemy knocked down with Punch skill.





[h3]New weapon type : The Spear type weapon will be coming with the Skill Tree update.[/h3]


A Spear Skill(Name covered) : After an enemy has been parried, Attacking an enemy’s leg with a spear gives a chance to knock down.







(Before skill applied)










(After skill applied) Enemy knocked down by attack.





Many skills have been made based on the feedback and suggestions we’ve been receiving.
With the Skill tree and new Attribute system combined we know you’ll enjoy making your own character builds.


[h2]Magic[/h2]
The system for learning magic has been changed, Magic will now be learned and upgraded via the Skill tree (So no more tablets) For now we’re keeping the magic overhaul a secret but here’s a little sneak peak for you.




New magic: Icicle Launcher









Magic Arrow (fire, Ice, Lighning) magic upgrade : Magic arrows will be auto guided.






(Before skill applied)









(After skill applied) being guided

Btw, Do you think we need to make magic wands or staffs? Let us know your opinion.



[h2]Graphical update of original assets.[/h2]

As our own skills get better we want to make the game better too. So, there will be some updates of old graphical assets.
One of them is magic build-up.



This is what we have now.








This is the new version.


Inspired by Mr, Stranze (You know what I mean)
So, all the magicians, Particle up. Its show-time.




New Fire Arrow (originally called Fire punch, why change the name?)






(Before)









(After)


There’s more than that but this is already really long.






[h2]Finally, Monsters[/h2]

We know adding more monsters is important for Legendary Tales, and we are working on it. But due to many systems being overhauled, our programming side is bottlenecked.
More monsters will definitely come in the future but we have to handle the core changes first.
For today at least, I can show you a monster that our lead graphic designer was working on.











This is graphically done but we need to work on the programming and testing side before its released. Please be patient. This is not the last monster we’ll be adding, there’s currently plans and designs for many more.


I’m sorry that after the last six weeks we only have this much to show for it, and I worry that maybe it’s not enough. Perhaps also compared to other games our development is a bit slow, but I promise we are working hard to make this game great and keep bringing you updates.
We still have a lot of work to do on our new systems, so please be patient and we will keep you updated.


[h2]One last thing, it seems that Steam is doing a 2021 game award. [/h2]

[h3]It would be a great honor if you nominated Legendary Tales in the VR game of the year category.[/h3]
If we can receive the VR award for 2021, we will make main-sub quest system for the game in the future. (Not Oculus Quest!! It’s not our call!)

Thanks for reading all this,
I hope this news update can get you pumped for the Future of Legendary Tales.
Have a great night everyone.


Weekly Patch-Note 09-Nov-2021

General


Halloween is over now, Everything is back to normal

Stash now shows move icon instead equip icon

Bug-Fixes


Some of hidden room wall spawns wrong -> Fixed
Some of chest spawns under floor -> Fixed
Some of SFX plays even volume is 0 -> Fixed
Sometimes Wisp disappear right after spawns -> Fixed
Arrow becomes crystal when player throw arrow in fountain in town -> Fixed

Inquisitor :
When player used Interrogation, Inquisitor drops right away from enemy but Interrogation never stops after that -> Fixed

Halloween and Day of the Dead event!



Hello my ghosts and ghouls! and a Happy Halloween to you all.
Urban wolf Games is here to tell you about the best way to celebrate this year. Have a Halloween party in Legendary Tales! for the next 2 weeks(Almost)!
For today what we have for you is less of an update and more like an event.
We love Halloween and Day of the Dead so for a little bit of fun we decided to add some seasonal flare to get you all in the spirit! (Boo!) This is a great way to celebrate the season and our first steam sale!
(yay woo!) (Steam Sale starts on 28th Oct 10 am, pacific time)

Get in on this while you can though, these changes are only temporary, from today the 27th of October until November 7th. But hey, If you all enjoy it maybe we can bring it back next year. We’ll just keep all the decorations in the basement till then.

We have added a whole bunch of cosmetic changes to the town as well as some minor additions to the dungeons. Don't be scared if you see any cobwebs! We weren't evil enough to add spiders. There’s some nice ambience, the buildings have been changed up, we added decorations. The works!



Even the enemies and NPC's have gotten into the spirit with some costuming! Look at them, they just want to party. or kill you.



And I think you ought to check your legendary items, some of them have been acting a little strange lately...



We hope you enjoy these fun little additions for Halloween and a few decorations to celebrate Day of the Dead.




We thought about making some Halloween limited edition items like other RPG games, but we figured that, since we will have to do a wipe at some point in the future, that would be unfair and frustrating to our players. So instead we have just changed up the scenery temporarily. 3 of the helmet have an alternate Halloween form but they aren’t new items and they will revert back after the event is over.



We know this is not the update you were waiting for, but we didn’t want to miss this opportunity when so many games have fun with the Halloween season. As always, we wish we could give you more but we’re still busy with the attribute and magic overhaul. We can always add more next year.
Speaking of which, we want you to rest assured we have still been hard at work on the attribute and magic system overhaul. It’s not easy work so it will take more time. But it's going well and, in the meantime, we wanted to do something fun and silly for ourselves and for all of you.

We hope you enjoy the event! Good afternoon, good evening and good night!



Weekly Patch-Note 22-Oct-2021

22-Oct-2021

Weekly patch-note

Bug Fixes

Multiplay : Sometimes RoomQuest player jail door doesn't open after finish them -> Fixed
Multiplay : Client side physics value is replicating wrong -> Fixed
You can't get parrying bonus when you hold Iron Slicer/Isolde with two hands -> Fixed
Some weapon give slashing damage with non-blade part of weapon -> Fixed
Tiger Slaughter could be held upside-down -> Fixed

and some other small bug fixes

Weekly Patch-Note 15-Oct-2021

Bug Fixes


Two Iron slicer colliding together made huge frame drops -> Fixed
Some levers were spawned in wall -> Fixed
Sometimes player couldn't buy crystals in black market with enough money -> Fixed
Item disappear forever when you leave the game while you are holding item -> Partially Fixed. (We need more time to see it happens again)
Some of item magic options could be duplicated -> Fixed
[Multiplayer] Item ownership was transfered on specific conditions without fountain process -> Fixed
[Castlebreaker] After activating "Transcending limits", Player couldn't parrying boss close attack -> Fixed