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Legendary Tales News

The state of Legendary Tales in the near future.


Hello, everyone
It’s been two weeks since our last proper update (Other than bug fixes). I want to start by letting you know our regional price changes were approved and so the prices for certain regions has been reduced.

Today, I want to go over the state of Legendary Tales in the near future.
First, the Attribute system. We originally created an attribute system that revolved around getting EXP by different actions.
We wanted to encourage a more natural style of game play and hoped that people would work hard to increase their stats.
But over time we have seen the flaws in this system and people are feeling punished by it. This was unexpected and not what we wanted.

In the first two weeks after launching Legendary Tales we were already talking about the current attribute system and how to balance and improve it.
We have tried various things with game updates and internal testing as well, but the small changes haven’t really panned out. Since the Attribute system is a core feature of our game, we could only choose between keeping it or overhauling it.
Obviously, we are concerned about our game development schedule because this will push some things back.
But what is most important to us is to make the game better, not faster, so we have decided to overhaul it.
Regarding the magic system: as you know we planned to overhaul that as well but have had to push that back in favour of overhauling the Attribute system first.

So what does this all mean?
We have watched you all building your characters and sharing on the discord and community. It seems you are enjoying this aspect of our game and I wanted to work on improving that element of it.

Since we are having to overhaul the attribute system, we would like to use this opportunity to make the game that people really want.
We have decided to implement a skill tree system, more in line with other RPG fantasy games. However, it’s not just a skill tree, we are trying to make a skill tree that works with our new attribute system together so players can make oodles of different character builds.
You will also be able to use the skill trees to learn magic. It wasn’t our original idea for learning magic but now we have a better plan.
To be clear, none of this has been implemented yet, we are just letting you know for the future,
Okay, some of you are excited for this, but some people are worried about our updates getting pushed back.
We understand, but we really needed to overhaul the attribute system as soon as possible, I see the limits of our current system and how it will cause us, and you, big problems further down the line.
What I can say is that thanks to the hard work of my team we are already 75% done with the new attribute system internally, so I’m pleased with that.
After the attribute overhaul we will dive into the skill tree system, including magic.
Since skill trees are fairly complicated and we have no foundation to build on, it will take some time but we will do our best.
We may bring an incomplete skill tree system first to get feedback from the players, we hope you will be willing to help us with that. (Incomplete meaning less skills and magic, placeholder images etc…)

What will the new attribute system be like?
First, Attributes will be divided into 2 types, primary attributes (STR, DEX and INT) And secondary attributes (LCK, WIS and VIT) A player’s level will be defined by only their primary attributes.

Primary Attributes will have their own EXP system, which will increase the same way they do now (Giving damage with STR weapon will increase STR EXP etc…)

Secondary Attributes will share one EXP gauge which increases automatically with the primary attributes.
When the gauge is full you will get 1 point which can be used to increase whichever of the three secondary attributes you want (You can finally increase LCK!).
The secondary attributes won’t affect your player level but can be used to create unique character builds to share with your friends and fight your own way!

Through this new system people can enjoy leveling up and feel rewarded rather than punished.
While the system is more complicated in some ways it is a lot simpler in others and should help us cut down on the tutorial time as well.

I would love to share more about the changes that are coming in the near future, but since this is already long, I’ll get more into it next time.
One last thing, since we are working on some big changes our bug patch’s will be reduced to once per week (barring any critical issues.)

One more thing after the one last thing, the community has gotten quite large and due to the number of messages we receive,
the fact that we are on opposite time-zones to our primary audience and the fact that we are internally very busy I can’t respond to everyone and won’t be able to pick up on every message that comes in.
I’m sorry about that, I’m trying my best but if you have a bug problem and I don’t respond or acknowledge it try posting again.

But today, let me drop some updates and bug fixes

Have a great night everybody!

-

Patch-Note 08-Oct-2021

Balance


Forest Keeper : No longer damage increasement by leveling up the combat skill
Loot rate : Slightly decreased.

Bug Fixes


Forest Keeper : Multi-shot damage shows wrong percentage numbers -> Fixed
Town dummy being dead by getting damage -> Fixed (Poor dummy...)
Butcher's cleaver : Mincing meat particles doesn't go away -> Fixed
Butcher's cleaver : Mincing meat particles shows wrong direction -> Fixed
Ilhwisotang : hyeol-yeomsanha did 100% damage with only one hand swinging -> Fixed (One hand swinging will have 90% damage reduction, Its same as 2H sword damage logic)
Multiplayer : Player always joined top session from multiplay session list -> Fixed
The Great Martial Arts Tournament : Sometimes fourth player didn't teleport to battle field -> Fixed
The Great Martial Arts Tournament : Player couldn't use Thorns of anguish of Agony on the ground of battle field -> Fixed
Town map showed old information -> Fixed.
Player could join hard mode without defeating normal Butcher -> Fixed
Bomb particle from a Champion type had render problem -> Fixed

Improvement


Castlebreaker : Enemy will show better hit feedback with Transcending limits.
Navigation Door Frame : Now both hands have default color.

Patch-Note 05-Oct-2021

Balance

Boss no longer frozen by Ice Spike
Boss no longer drifting
Heavy attack delay is reduced to 1.2 sec from 1.5 sec (2h weapons remains to 0.8 sec)

[h3]Forest Keeper[/h3]
Base damage of multishot is reduced to 70% from 100%


Bug Fixes


Player could buy two gamle crystals from one gamble crystal at some time(Double hands interaction) -> Fixed
Temptation legendary skill didn't work after visit town -> Fixed
Bouy of tartaros and attacker takes damage magic option together make player invincible -> Fixed
After normal mode character joins hard difficulty, the character only can play hard mode -> Fixed
Player could hold fire arrow In the abbey and going back to main menu made player can't clear tutorials -> Fixed

Patch-Note 01-Oct-2021

01-Oct-2021


Balance Changes


1. Enemy : All enemy stats are reworked
2. Items : All items and most of magic options are reworked
3. loot rate : any loot rate are increased.
Enemy loot rate : Increased
Gamble loot rate : Increased
Jar and crates loot rate : Increased
(During the test in 2 hours we found 2 legendaries for us, But after all, its all RNG.)


Bug Fixes


Minor map problems -> Fixed

Patch-Note 29-Sep-2021

29-Sep-2021

[h2]Bug Fixes[/h2]

Bow made duplicate magic bonus in specific situation -> Fixed, Thx for reporting @EAWorld