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Tales of Glory - One of the biggest update ever made

EDIT : TOG is on sale - 20% off

Hey All,

TOG beta pushed to main branch with one of the biggest update ever made.
DEMO is not up to date (will be soon)

Changelog below :

1. COMBAT

- Fully reworked physic following feedback to be less jitter / less jelly
- Ability to switch in option between action or realistic 2H weapon handling
- Better grabbing & possibility to throw the enemy away based on npc velocity & controller velocity
- Better blocking of weapons for you and for enemies
- Enemy stuttering when on ground issue mostly corrected
- Reworked warlords
- Grabbed enemies will now collide with everything (enemies weapons, limbs, ect) so they can be used as human shields
- Better enemies Horse collision & behavior
- Better horse algorithm - Cavs will charge more often than going into close combat
- Npcs tripping when hit by player projectiles
- Horses will take damage from player if player standing still (with a spear for exemple) and horse in charging in
- Swarm algorithm making it more difficult for players when facing multiple opponents
- 4 new warlords joining the family
- Hardcore mode : Press X ingame to activate / X to deactivate ... i haven't tested it so it might sucks but all soldiers will almost have blocking/dodging ability of warlords and increased aggressivity. You will still be able to kick, grab, punch, headbutt & all them...


2. WEAPON SYSTEM

- All weapons converted to a full new damager system.
- Weapon can be used on dual side (ex: ypu can use the blunt side or pointy tip of the bec de corbin)
- Weapons have multiple damage zone with damage type. Using correctly the weapon will apply full damage (ex: sword cut / stab). Hitting enemy with wrong zone will do basic damage (sword flat blade part hit)
- Stabbing & cutting mechanic has been fully reworked to allow multiple stab /cut angles
- 2 Hand grab mechanic has been fully reworked to allow dual side use

2. SPELLS ADDITION

- 12 spells in total, in 3 tiers for each element (Wind, Fire, Earth, Lightning)
- Wind spells drop enemies
- Fire spells kills all type of enemies
- Earth spells kills non armored & drop plate armored enemies
- Lighning speels kills plate armored enemies & drop non armored
- Each tier will have higher impact zone but higher cooldown too

- All spells are locked
- Spells can be unlocked looting runestones in procedural dungeon chest
- Friendly fire on Spells
- Added stamina Draw when casting spells depending on spell tier
- Spell lights added to infiltration algorithm so they will be used like any other light in player visibility compute

Spell selection :
- Maintain left trigger + click left stick in center position to toggle on spell selection. while maintaining trigger, move stick left up down or right.
- All available spells can also be casted directly through Voice Recognition with no config to make, just... by saying their little name.

Spells by tier :
Wind : Besholm - Paragosy Avanagh - Yetaman Asi
Lightning : Bangum rayava - Klemayo minta - Marakenapo
Fire : Venomus - Zemana Aztilin - Flensolla
Earth : Lux Aurium - Partus aventium - Onna Shayalam

Unique weapons can cast Spells


3. DUNGEONS

- Dungeon chest looting system created and added to standalone dungeons & campaign.
- If you gain coin or EXP, it won't do anything outside of campaign. In camapign, this will be added to quest reward.
- If you gain a runestone, it will unlock a new spell tiers in or outside of campaign.
- The chest in lobby is functionnal and can be looted each time you go in lobby

- New Dungeon rooms semi open / exteriors
- New Caves rooms & corridor in dungeon
- New Full exerior "rooms"
- Better dungeon torch
- Full lighting reworked


4. MAPS
New HOLD map called Ruins
Revamped Bridge Map
Revamped Mountain Castle Map
Revamp of Woodcamp (lighting, skybox, Fog)
Revamp of Stronghold map

- Arrival by boat stuttering corrected on Mountain Castle, Beach & Dock map
- Corrected some pathfinding issue on WoodCamp & other maps
- Ram/Catapult/Siege tower will stop working if not enough ppl to use them (if you kill them)
- Flickering water issue corrected on all map


5. ORDERS

Troop formation addition with 4 formations available now : Standard 2 lines, Single Line, Square, Spread
- Zone pointer for orders only displayed when needed (Guard, Rush, Shieldwall, ArrowWall, Pikewall)
- When zone pointer on, a Position Preview is displayed based on current formation
- Cycling thought formation is done by pressing left trigger when preview is ON.
- Formation can be set for Guard & Rush orders and all Special Walls Orders

- Reworked bonuses for special formation (shield wall defense bonus, spike wall damage bonus, cav charge damage bonus + new cav charge epic trample effect)
- Cavalry charge reworked with more realistic line around the player, improved position on uneven terrain, and better charge effect
- All orders now support increased elevation delta (5m difference)

- Small change on guard order algorithm :
Npcs will keep their position unless an enemy is 5 meters close (25 for cavs) or unless targeted by a range enemy.
Archers and skirs will continue to engage enemies while staying in guard position



5. MISC

- Big cleaning on script to gain memory & perf
- Big campaign bug corrected on autoresolve score computation
- Campaign Special NPCs/Bodyguard check : small damage boost and some small issues corrected

- 6 new views for spec cam
- Spec cam rotation issue corrected
- Spec cam rendering helmet in 1st person issue corrected

- Opening SteamVR Overlay won't drop weapons
- Dark knight spawning in arena
- 4 new lobby music (random)
- Disabling hand physic when tracking lost to prevent physics going nut
- More blood on ground from bloodsprays
- Different pain sound for avatar VS npcs so you'll learn when you're hit
- Custom track can be added to the music playlist : Create a CustomTrack folder under Streamingassets/ and drop your tracks there. Compatible format are wav or ogg (believe me or not, unity can't import mp3 in 2021....)
- Skip track button added to ingame menu


MODS.

TOG now support full moddings for making custom weapons / script
Ingame Console added for modders
- Data contracts on mods desc fils
- Custom weapon SDK published
- Mod shrine added to all battle maps + dungeons (still to deploy in special modes Hold, Infil, etc)

Modding will be improved over next update to give even more power to modders



Cheers,

Jay





Tales Of Glory - Huge update incoming

If you're not on beta...
[previewyoutube][/previewyoutube]

Tales of Glory - Modding Officially opened

Hey all,

TOG is now officially compatible with modding :
- Custom textures
- Custom weapons (throught SDK)
- Custom scripting

Find all mods on Nexus: https://www.nexusmods.com/talesofglory/mods/

Join game Discord for more infos & How-To"s

[previewyoutube][/previewyoutube]

Maps revamp in progress : Mountain castle

[previewyoutube][/previewyoutube]

Reworked cavalry charge + Voice recog in spec cam

[previewyoutube][/previewyoutube]