Are you enjoying beating Skelis and found some good Legendaries and enjoy making your own builds?
During you are enjoying Legendary Tales, I have been in GDC and look around, expand my eye-sight. I have met many VR devs there. Many of you know them, and I had good conversation with them. Depends on person, subjects were different, but most of them were saying same things. How VR market is tough for Devs, and then many of them said, We, Legendary Tales devs, have a guts. $55 for Indie game was big move and big step and they said, appreciate what we have done for market. They needed someone to break a barrier of price tag, and that is what we did. At some point we will drop the price like any other games, but at least, at this point I am really proud of my decision for price. It is now proven that with the quality game like Legendary Tales, Indie devs can pull out as long as gamers support devs.
There are tons of VR games and VR devs in wild market who need your love and support. Such as Ancient Dungeon, Davigo, CyubeVR, OVRDark, and there are tons more. Please consider to support VR devs by buying VR games if you like any VR game, they are working really hard.
Thanks to CyubeVR(PCVR, PSVR2) and OVRDark(PSVR2) Devs, they have provided Free keys give away for our game fans. I will ping you all on the Discord soon, so stay tuned on our Discord if you want free VR game keys!
What is next move of Urban Wolf Games? As I said before, we sunk money to develop Legendary Tales and I don't think we can recoup it. We need more resources to make more contents, DLC, or sequal. That is lacking for us at this moment. So, we are considering leaving VR industry entirely. Nothing is fixed yet, but we put many options on the table. If we need to sell more, how about Meta? what if we release Legendary Tales on Quest store? That is what we want because we do not want to leave the VR market, VR industry is where our Love belongs. I am trying to talk with Meta, and let's hope we can make it. Even it doesn't work, I promise you that I will do my best to find a solution to stay in VR industry. (I am working on to find a solution, that is why I am super quiet on our Discord) So, give us some room and time to manage things right.
Does that mean we will stop support Legendary Tales? Absolutely not. We will update Legendary Tales onward.
Today, we have brought new updates with Many bug fixes and new Legendary Item! I know some of you wanted to have two-handed hammer and that is what we brought! Bonk! Skelis head with two-handed giant hammer and Enjoy the Legendary Tales!
As always, I really appreciate your support and love to Legendary Tales. I will keep it in my heart forever.
Warm regards, BJ
Patch Note 27-Apr-2024
Accessibilities
* Language : Japanese Improvement * Language : Polish Improvement * Language : Italian Improvement (We are working on Russian, It's not included this time)
Features changed / added
* New weapon category : Two handed mace * New weapon : Siege hammer * New Legendary Weapon : Mountain king
* New Legendary Skill : Grand slam * Skill Explanation : Slamming the ground or attacking enemies with the Mountain King creates a shockwave that damages and knocks down enemies in the area. * Player can see the preview of character during the character selection feature is added. * Reset point spend confirmation window is added. * Combat Skill explanation text have been changed : "Active" -> "Active - Combat skill" * Combat breath text have been changed : *Recover a portion of mana consumed by Combat skills. * Holster control height have been increased.
Game Balance
-
Bug Fix
* Hosts armor mesh doesn’t change when host use female character – Fixed * Goblin Servant suddenly stops – Fixed * Sometimes player stuck in the wall after loading when player leave Underground bypass – Fixed * Mana circulation requirement level had error – Fixed * Finishing strike didn’t work on client side – Fixed * Thunder cloud didn’t work properly – Fixed * Underground bypass door only can be opened by host – Fixed * Bat From Hell has slight problem – Fixed * New character’s weapons disappear problem with first multiplayer session – Fixed
The patch notes you've all been waiting for! Those who have been experiencing issues with crossplay invites between Xbox and PC fret no more, as they have been fixed. Plus, many of you might be pleased to hear that the scope on the Joseph Heavy Automatic is GONE. Check out the rest of the patch notes below.
Sker Ritual Patch v.1.0.0.20458 - 26/04/2024
BUG FIXES & UPDATES - Added a Party Code System that can be used with cross-play enabled platforms to create private parties (PC, Xbox) - Increased Damage of the Joseph Heavy Automatic, from 45-30 to 75-45 - Removed the obscuring scope from the Joseph Heavy Automatic - Fixed an issue causing users to join other games or to be joined by other games while they're in online play - Fixed many collision issues & glitches in all levels - Fixed a bug causing the combination lock puzzle in "Cursed Lands of Lavernock" to get stuck - Fixed a bug causing the Game Summary screen to not appear if you've been disconnected by the host - Reduced the number of Abominations that spawn during the hidden story in "The Void" in "The Ashes of Sker Hotel" - Increase the radius of how close you need to be next to the lamb to escort it in "Cursed Lands of Lavernock" - Fix an issue causing duration to scale incorrectly for the "Critical Mass" miracle - Fixed an issue causing the visual for the Shattering Edge to not appear in the Upgrade machine when upgrading - Fixed an issue causing the environment hazards to not reset properly during the hidden story in "Deadly Lover's Fortress" - Fixed position of the sword in the furnace in "Deadly Lover's Fortress"
CONSOLE SPECIFIC UPDATES - Fixed an issue causing the game to run out of memory and crash on PlayStation 5 & Xbox Series X|S -Added the following graphics options to toggle: Volumetric Fog, Shadows, Micro Shadows, Contact Shadows, Subsurface Scattering & Blur - PS5: Potentially Fixed an issue causing the PlayStation 5 controller to vibrate in an online game when somebody else shoots when using the "Immersive" mode
It has been just over a week since launch and we once again wanted to thank you for your support and patience as we work to fix your bugs and issues!
The Hungry Lamb: Traveling in the Late Ming Dynasty - 大顺永昌皇帝李自成
Hello! Today we are glad to share the theme song of our game with you, which named "Journey of Starving". This song is for you and we hope you will like it!
Credits: Vocals: Hanser Composer: Taku Lyricists: Ji Ling & Hanser Arrangement: Xiang Wang Erhu: Erhu Mei Guitar: Da Niu MV: Opens Studio
A group of enthusiasts from the south of Poland are launching a fundraiser on Kickstarter. The aim is to raise funds for the creation of a game for which they have been collecting materials for many months. However, it wasn't the usual research involving scouring the internet for reference material. In order to lay the foundations for their latest creation, the team traveled more than 1,000 kilometers east. To Ukraine. To Chernobyl.
An experiment was carried out in the renovated power unit No. 4, the purpose of which was to show how long (after a possible failure) the power plant would be able to produce energy for its own operation. The duration of the experiment was planned only for a minute.
Tests started at 01:23. Almost a minute later, the pressure of steam led to the first explosion - the anti-radiation dome was blown up, and the building of block four was demolished. The second explosion took place at 01:24. Only a crater remains from what once was the fourth reactor.
The fire brigade arrived shortly after the fire broke out. The firefighters were convinced they were dealing with an ordinary situation, a fire on the roof of the power plant. Units from Chernobyl and Pripyat arrived there and the fight with fire lasted several hours, until the very morning. They were extinguished by dozens of units, well over a hundred firefighters in total.
The entire local population was evacuated - first within a radius of 10 km from the crash site, then it was extended to 30 km in the following days. Approximately 350,000 people were evacuated, including those from Pripyat, which is today known as a “ghost town”.
38 years later, the memory of the Chernobyl events is still alive. For many years the Chernobyl disaster has been the subject of many publications - historical and scientific articles, reports, analysis. Over time, the history of Chernobyl and the place itself began to be used in other media - movies, TV series. And also video games.
24 April 2019
Just nine days after the launch of the Kickstarter campaign, we are informing everyone that the required minimum amount has been raised. Work on Chernobylite has officially kicked off. All sketches, plans and concepts are slowly coming to fruition. But this is not the end of the story. The ongoing fundraising is uncovering more milestones, and that means new content that needs to be created and added to the game. The project is growing.
Chernobylite saw the light of day for the first time in early access. And while the game is still in its infancy at this stage, plenty of things will still be tweaked and changed in the coming months, it is being met with mostly positive feedback alone. Players have particularly praised Chernobylite for its detailed reproduction of Chernobyl in even the smallest detail. We are not resting on our laurels. There is still a long way to go.
Big day for us - Chernobylite is officially leaving Early Access! The game almost entirely resembles what we showed just two years earlier. Improved graphics, a new story, additional characters, additional content, new and improved locations and a finished ending - this and more was already ready for release. Over the following months, we have been fixing bugs reported by players and delivering new content to the game. We are giving these major innovations to players in the form of DLC completely free of charge.
You have been with us from the very beginning. You followed all the information about the game, which we passed on to you in the form of reports. In 199 posts on Steam, we showed you the entire creative process, the ins and outs of game development, behind the scenes and interesting facts. We also told you about everything related to the very place without which the game would not have been created - Chernobyl. About its history, the events of almost 40 years ago, and our memories of traveling to the site. You read and commented on all the entries with equal enthusiasm.
Today's 200th report is somewhat symbolic. First of all because we are publishing it on the 38th anniversary of the Chernobyl disaster. This event not only had an impact on the modern world, but also on pop culture as well. Without it, games like Chernobylite would never have existed.
The 200th report is also the last. It's been a fantastic journey and we hope it's also been very informative for all of you. We have to admit that, in preparing posts for you each week, it was not uncommon for us to learn something ourselves.
But it's not like we're abandoning Chernobylite! Keep following us on Steam and on our social media. We still have a few outstanding issues to resolve. And there are also brand new, exciting challenges ahead of us. And we sincerely hope you will join us on this new journey. Where to?
“Many” , To be precise, most 3D software use three colors to represent the XYZ axes, and these three colors are RGB. These colors constitute the three colors used to render the virtual world; and their corresponding XYZ axes form the basic coordinates of the three-dimensional world, which together make up the virtual world we are familiar with. And you, my friend in front of the screen, will always have a moment on the timeline of your life, and at that moment, you will marvel at the virtual world because of some visual wonders. Of course, as the one writing this text, I'm no exception. Virtual worlds are captivating, aren't they? Before developing "Cave Fiction," my plan had always been to make a 3D game, such as "Defective Holiday" by KIM LAUGHTON or "Everything" by David OReilly. These games may seem simple but are very "effective." I believe simplicity and "effectiveness" are the essence of indie games. Perhaps this statement is somewhat biased, but at least for small teams or individual developers, aiming for simplicity and "effectiveness" should be a highly efficient development goal.
Although 2D games are the most fitting form for the standard of simplicity and "effectiveness," people always "dream," and I have put my dreams into practice. Therefore, in "Chest," you can also dream. Dreams are one of the themes of my two games. Although in "Cave Fiction," dreams may be "excessively surreal" or "ridiculous to the point of even being repulsive," in "Chest," dreams no longer repel people. Dreams become layered and intricate, much like the movie "Inception," where players can explore dreams within dreams.
Perhaps many of you have already noticed from the game images that "Chest" has a distinct "core" flavor. In the early stages of developing "Chest," I wanted to create a warm "core" roaming experience. Therefore, I researched many "core-flavored" images. However, by the time it was implemented, I no longer wanted to create a purely "core" roaming game. When I was modeling, I began to think: the scene model needs to be faithful to the "core" flavor, but also needs to have a personal touch (to be precise, GOOODMON's style). As you can see, the game retains the "core" flavor while also incorporating stylized elements.
Although I was once very concerned that adding too much stylized elements might result in a lack of "core style" and fail to attract "core" enthusiasts, but in fact, I may have worried too much.
Now, let me briefly explain the personal touch. Firstly, the main "core" space in the game is a continuous space (map); it consists of several parts, namely: the mall, the aquarium, the church, the time hotel, the corridor, the gallery, the pool, the fake square, and the cinema. Each space has its own intention and links to the map of the next dream layer. Players can unlock dream spaces to open up the connection between each second-layer dream and the above-mentioned spaces. Additionally, all dream spaces are tied together by a short story, so "Chest" is essentially a narrative game, just like my previous game.
Of course, if you don't enjoy the narrative, you can simply indulge in the "poolcore"&“backroom” space. Everyone has their own way of experiencing the game, and players are not forced to participate in the narrative part. At the same time, the game also contains some content related to "Cave Fable," including characters revealed in the promotional video (such as Shati, one of the main characters of "Cave Fable"), as well as some mysterious Easter eggs.
That's all that is currently publicly available for "Chest." --------------------------------------- btw
I am honored to announce to everyone that the Japanese BETA version and English testing version of "Cave Fiction" are now available.
In line with announcement from a few days ago, we're releasing next Patron update today! Work was done in several areas from continuous optimizations, bugfixes and additions of a few quality of life and useability perspectives.
To dive deeper and find more room for performance gains, we've performed a very lenghty testing sessions to monitor the hardware stress and deduce when and why stress is increased. In this instance, particular emphasis was put to find a way to bring optimizations that could impact lower-end GPU's.
Acording to results we've been getting, performance (especially in lower end hardware) should be more consistent now, shouldn't have significant drops with hundreds of citizens and hundreds of buildings, and occassional issue where frame dropped during ingame winter time should be resolved now.
At the same time, while diving deep, we've also identified some areas that could increase performace even more, but more extensive changes will need to be made. That's something we'll include in more future updates.
We've also fixed several bugs you've reported with stock panel, numerous notification errors and visual glitches.
Lastly, selection for several frequent keyboard layouts has been completed too.
List of notable update elements: CHANGES
FIXED: Stock panel – when resources are sorted by quantity, selected resource won't randomly change when numerical value changes
FIXED: Shadows for numerous objects are now rendered properly at intended level of distance. They will not disappear prematurely
FIXED: Fake notifications, especially for lacking housing, won't appear anymore
ADDED: Choice between QWERTY, AZERTY and QWERTZ keyboard layouts
OPTIMIZED: Very extensive optimization of all free Halloween DLC 3D models
OPTIMIZED: 3D models of all buildings and trees in Mare Nostrum DLC improved
OPTIMIZED: Several tree models in Patron base game
OPTIMIZED: Transport wagons 3D models for all farms highly optimized
OPTIMIZED: Text renderings in many panels improved and made less hardware demanding
OPTIMIZED: During winter times, frame drop should be eliminated
May your experience be smoother then ever. We have more in store for future updates, so keep us informed of your experiences!
Big update incoming ! there is a LOTS of changes in this one, so let's begin !
NEW ADVENTURE AREA: THE WINDY MEADOWS !
Wait, what ? What is this ? Where is my candy kingdom ? You lied to us ! The Windy meadows is a new area taking place between the Inferno Valley and Shining Treetops, we felt that early game Onirism lacked the gameplay variety of later levels, and we wanted to break up the linearity a little bit with an open vehicle level.
The meadows are a pretty vast level where you can use vehicles to traverse quickly, but there is also a lot of things to discover ! And plenty of new enemies to shoot !
WE RECOMMEND ACCESSING IT FROM THE VOLCANO TO NOT DO THE LEVEL BACKWARDS
The meadows are also coming with 15 new outfits !
Along with a few reworked older outfits, and you might notice that Carol now no longer have lego sausage fingers, finaly, the fingies update is here !
Terrifying. Most outfits also got more HD hands and glove textures, with FPS mode being improved as well.
MASSIVE WEAPON BALANCE CHANGES:
First of all, we are increasing Carol's weapon limit from 1+4 to 1+8 ! Players should now feel less limited to only carry one of each ammo type, and can have more freedom to take guns they like with them !
NEW WEAPONS:
BB-12 Spreader
ZL9 Lasergun
XPML Sonic boom
WEAPON REWORKS:
Damage over time was reworked, Fire, shock and poison now work properly
Flaregun: No longer stick to enemies, instead the flare bounce around, setting fire instantly to any targets it touches, Updated model and vfx
Incinerator: Can now set enemies on fire, the more flames hit your targets, the longer they will burn, Updated model and vfx
Napalm Cannon: Now the flames that stay on the ground can set targets on fire, it can now charge to fire a big fireball, setting targets on fire in a large area, updated vfx
Hot fuzz: Now set targets on fire
Aquomando: updated model and vfx
Liberator: Slower rate of fire, higher damage and accuracy, bonus headshot damage, Updated model and vfx
Napalm launcher: now fire 4 separate rockets, letting players cover a larger area
Buffalo XL: Updated model and vfx
Bazooka: Larger blast radius, higher damage, Updated model and vfx
Olympus: Higher damage, tighter projectile spread, increased headshot bonus damage, Updated model and vfx
Varmint Carabine: Faster rate of fire, Updated model and vfx
Hydratech: Now fire 3 projectiles instead of one, no longer burst fire, Updated model and vfx
Dual Splashers: Increased projectile speed, Increased accuracy, Updated model and vfx
Starhawk.50: Increased damage, Increased accuracy, Updated model and vfx
Nade Launcher: Increased blast radius, increased damage, Updated model and vfx
Bubbler: Now fire large bubbles that can bounce on surface, exploding on contact with a target or after a short time, dealing splash damage, Updated model and vfx
Jessie & James: Updated model and vfx
Tacticooler: Reduced magazine size, Updated model and vfx
Shock Value: Taser secondary fire now work properly, Updated model and vfx
P-lah mk3: x5 damage, increased stagger chance, but now consume purple ammo, Updated model and vfx
Cold Thumper: Increased fire rate, now freeze enemies, Updated model and vfx
Desert Raptor: Deals high damage but cannot charge anymore, longer firerate, Updated model and vfx
Poison Bow: Higher damage, poison properly works now
Widow's kiss: Now apply poison damage
Tickler chaingun: Bigger projectile hitbox, Updated model and vfx
And probably a lot more that i changed at 2 am and don't remember !
Hope everyone likes the update, now it's time to get back on track toward the Marshmalotts !
- Added achievement icons to savefiles in the file selection menu.
- Enemies can no longer be hit through walls. - Increased <Iron Grappling Hook> and <Frog Prince Tongue> speeds. - Updated localization entries.
- Fixed a bug that would semi-lock the camera after a cutscene. - You can no longer trash items until the tutorial is completed. - Containers will now be automatically closed after entering or exiting the caves. - Enemies can no longer open doors. - SteamDeck should now be able to use keyboard+mouse layout. - Players cannot walk outside the island boundaries anymore. - Summoning a boss while on a minecart no longer soft-locks the game. - <useroptions.conf" file is now re-created if corruption is detected. - High quality HP and MP potions can now be properly used with key shortcuts. - Fixed a bug that caused a memory leak in the main menu.