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Legendary Tales News

24-Dec-2021 : Hot fix for Beta

Hello, everyone.
It seems many of our fans are playing new beta update and I am glad to see you are happy with our work!
Of course, we expected bugs and that why we released this update on Beta branch.
but we didn't expect our fans help us to find bugs this quick!
Less than 20 hours after updates, You found many updates and reported.
As always I say,
You say, We listen.
You want, We make.

We worked hard to fix reported bugs/problems.
And hot fix is just rolled-out.
Please read patch-note Below

Also,
We have released our Patreon page.
If you want to support Legendary Tales project, Please feel free to use Patreon.
Page is here : https://www.patreon.com/UrbanWolfGames

Happy Merry Christmas!

Cheers,
BJ


[h2]Patch note[/h2]

24-Dec-2021

Hot fix

1. Skill tree overrided from other player when you multiplay -> Fixed
2. Skill tree point resetting problem -> Fixed
3. Secondary points being reset when you move to next floor -> Fixed
4. Sometimes stat bonus from magic items doesn't work -> Fixed
5. Single tutorial had mesh problem -> Fixed
6. (Magic Artifact) Skill didn't give bonus correctly -> Fixed
7. (Bulk Up) Skill give minus HP bonus -> Fixed
8. Player still could deal damage with fist after character died > Fixed

-

Because of this hot-fix, Your skill tree will be reset.
But we couldn't save your secondary attributes. Therefore could be reset.

Magic and Skill tree update is available (in beta branch)

Hello everybody! Merry everything and a happy new year.
It’s finally here, the update you’ve all been waiting for.

We have brought so many changes and updates for you today.
We have a back-ground story/reasons for each change/update, but since explaining it all could be a whole novella, I can get to all those bits another time.
Today, let's just talk about the fun stuff.

Before we start anything,
If you’re wondering about monsters, unfortunately our lead animator recently had surgery and had to spend her limited time in the office on getting graphical assets ready for this update. We also had to work on getting all these features ready for today's update so we hope you can bear with us on that front.

This is gonna be a big one so strap yourself in, we’ve got a lot to cover.

Attributes

Primary and Secondary Attr!
As we’ve mentioned before, the attribute system was going to be changed and now it’s happening. Strength, Dexterity and Intellect still level up through fighting but now they feed into a secondary experience bar that you can use to manually level up your Vitality, Wisdom and Luck. (Yes. Finally you can improve your luck)



Skill tree(Still in development)

One of our biggest updates this time is the skill tree which encompasses so many other features. By leveling up you can earn skill points that you can use to gain all sorts of cool abilities. Skills range from simple attribute bonuses to interesting new ways of playing. With 70 different skills to improve your character, there’s so much to explore and try out with the new skill system.
So what is part of the skill tree now? Let’s have a look.
While you’re looking at the skills we hope you might think about the kind of things you might want in the future.

Here is some of screenshots for Skill trees!





Magic

Magic has had some really big changes. Originally, magic had to be acquired through items, well we’ve done away with all that and now they are a part of the skill tree. To learn magic go to the magic tab of the skill tree, if you fulfill the requirements and have enough skill points you can learn it.
Magic now has an information page that explains a bit about what it does and how to use it. You can also arrange your magic the way you want in the magic circles. A new UI page will allow you to move your spells to the position that works best for you. Everybody starts with a portal spell but from there you are on your own. We’ve added some spells for you to start off with but rest assured there’s more to come in the future so stay tuned.
On top of regular magic there’s been some updates to the fusion magic, before you could only combine 2 of the same magic spells but now it is possible to combine different magic spells together! Because of this new fusion system, we have a good foundation for making more combinations in the future.



Stealth

A stealth system that can be learned through the skill tree has been added. If you learn the stealth skill you can evade detection by enemies for longer and are even given an indicator for whether the enemy has spotted you or not. Stealth is essentially a status you can enter by crouching, and your sneakiness persists for a short while after coming out of it.

New Weapons!

Something really fun, we’ve added 2 new weapon types.
To start with is the [h3]spear type[/h3]


Spears have a long reach and can be used one handed or two handed. However the damage for any part other than the bladed tip is very low. The spears’ combat skill is the same as the dagger. (Now ‘Critical Point’ in the skill tree.)

Next is the [h3]wand type (You ask us, we make it)[/h3]


I know a few people really wanted this. While holding the wand you can do magic, but you can’t perform fusion magic spells due to game balance. Wands can provide bonuses to magic but, let's be honest, it's mostly just for fun.

Small Changes.


[h2]Multiplayer[/h2]
You asked for it and you got it. Multiplayer is now open! Where you used to have to get private invites from friends you can now make open sessions that anyone can join. There’s still private multiplayer available if you just want to adventure with a select few.

[h2]Combat Skills[/h2]
Combat skills have now been changed to skills. Where originally they could be used from the beginning without any conditions they are now a part of the skill tree system and you must increase your experience to really begin to use them.

[h2]Grabbing[/h2]
Similarly, the ability to grab enemies who have been knocked down or stunned was agiven but we’ve turned this into a skill that must be learned. We know this might be disappointing for some but we want players to feel a real sense of achievement from performing cool feats of strength like these!

[h2]Half-swording[/h2]
Half swording, the act of holding a weapon with both hands in order to parry more effectively, has now become a skill to be learned.

[h2]Bow parrying[/h2]
Parrying with a bow used to be as viable as with any other weapon, but now this has been added to the skill tree as well. You can still parry with a bow, but it won’t be as effective without the skill.

[h2]Fists[/h2]
Now as part of the skill tree you can improve your fists as a weapon. Turn those hands into fiery fists of fury and punch out your enemies. In the skill tree you can increase your fists’ damage and armor penetration. You can even learn to parry your enemy with only your hands.



Changes based on gamers feedback


[h2]Tutorial[/h2]
Due to the massive amount of changes the tutorial has inevitably had to be changed too. How else are you going to learn all these cool features? But your luck stat is pretty high right now because we’ve made it shorter rather than longer. It is also optional, but as always, highly recommended.
The initial game prologue has also been modified to only be performed once per account, rather than every time a new character is made. There have also been some changes to the prologue level.



[h2]Others:[/h2]
  • Potions are now available for sale in the magic shop in town! Better get yours fast because they’re sure to run out of stock. (Kidding, the stock is infinite)
  • Throwing accuracy has been improved so you should find it easier to throw weapons.
  • The buckler is now mounted on the side holster rather than the back.
  • Previously, if you hit the level limit of a floor your experience did not increase at all. Now if you reach the limit your experience will still increase, albeit slowly.
  • As always, some particles have been updated or improved.
  • Now, you have the ability to sell multiple items at the same time. Select all the items you want to sell and you can dump them all at once.



You can download this update from Beta branch.
(If you don’t know how to use beta branch, Look at end of this announcement)

[h2]Why is it on Beta branch?[/h2]
We have internally tested this version, but internal tests are always limited. So, Before we release this version as default, We need your help to tweak and game balance and sort out any bugs.

[h2]About Save files : [/h2]
Everybody was worried about this but don’t worry about your Save file, even if you move around the beta-default branch, both of your save files will be fine. But since the two versions are significantly different, they won’t support each other's save files.

[h2]About future updates/patch[/h2]
For the next few weeks we are going to do bug fixes and balance patches. When we see it’s okay, we will roll-out the version to the default branch. After that (or at the same time) we are going to update to Unreal Engine version from 4.26 to 4.27 which is going to be a lot of work for us, but we really need it since 4.26 has too many VR bugs. We can’t put it off much longer.
It will take a while to do all these things. But during this time, we’ll always be thinking about how to make the game better.
Btw, I want to make it clear, these skill trees are not complete. We will bring more skills in the future.
(As always, we prepare/plan more than you think.)

[h2]About Patreon[/h2]
We wanted to tell you that we are starting a Patreon. We estimate that our funding is fine for now. But maybe it would be good to have some support from people, for a stable situation and even to boost up our work process. Also in just little ways like the cost of a cup of coffee.
Just a little something for people to show their support. We don’t want to beg for money but some people have asked about crowdfunding or donations in the past so this is in response to that. To be clear, there are no rewards, this is just for supporting the project.
But, more so than Patreon, the best way to support us is to tell people about Legendary Tales and recommend it to others. It seems there are still many VR gamers who don’t know about Legendary Tales yet. Now that multiplayer has gone global you’re going to need more people to join you on your adventures!


All my team worked really hard to bring this to you before the end of this year and I am really glad we could roll-out this update before the christmas.
We were even working during the move to the new office somehow.
We wanted to bring more, I always do, but we did not have enough resources and man-power.

Still, we could do this, because all of you, the first pioneers who decided to support us by buying Legendary Tales and giving us so much useful feedback.
Your feedback and discussions are so valuable to us. We listen, watch, and read what you have to say and it’s benefitted Legendary Tales so much..
We really appreciate all of your love and support.


As always we hope that you can get a lot of enjoyment out of all this, we wish we could bring you more and we’ll keep working hard to bring Legendary Tales to life.

However you’re spending this holiday season, we hope you spend it pleasantly.
We’ll see you again next year.

-------------------------------------------

If you need any help, join our Discord.
We will do our best to help you out!


How to change to beta branch


1. Go to your Steam Library.


2. Select "Legendary Tales" in your Steam library.


3. Right click to open menu, then click properties.


4. Select BETAS and click drop-down under "Select the beta you would like to opt into". you can find there the beta branch.


** If you see nothing in drop-down list, please turn off your steam entirely once and restart again!


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!