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Minor changes to item stacks: - All recipe scrolls now stack to 25 (previously 1) - Firewood now stacks to 10 (previously 5) - Magic Marble now stacks to 25 (previously 10)
Hello! I hope you all have been doing alright during this crazy year. First I'd like to apologize for the slow progress on Tale of Toast. I have not been able to spend any time since the last update in April to work on the game until now. Over the past month I have started working on an experimental build of the game that will completely change combat and various other features, hopefully for the better. It's still a ways away from being a fully functioning version of Toast, but progress on it is going ok for now. I feel that the game could be a lot more fun with this new combat style, and I hope to make improvements on the existing features that are going to remain in the game. If you would like to try the new version as I work on it, head over to our Discord server for more information (link at the bottom). Anyway, here's a very small update that fixes a crafting issue and adds a simple change to dual-wielding weapons. Enjoy and stay safe!
We have started looking into how Blockchain technology can be utilized in Tale of Toast, and as a way to do offer our players some direct advantages we have collaborated with High Performance Blockchain. High Performance Blockchain has kindly provided Tale of Toast with more than 30 000 HPB (a cryptocurrency) that players can earn in-game by doing the following:
The Halloween events have returned! From 10/10/19 to 11/1/19 you can participate in Halloween themed world events and get special rewards.
This weekend (the 19th through the 21st) there will be Egg Baskets strewn across the land. Find and open them up for a chance to collect three different little Egg pets!
Wyntervale realm is now shut down, we will now be working to complete the unified database which will allow us to run Channels instead of stand-alone realms. This means you will be able to connect to whatever server you wish to in the future, while always playing with your own character! If your character or crumbs still has not been moved over to Florin and you wish to keep it then you must send an email to support@taleoftoast.com with the name of the character you wish to move, as well as the name of the character you have created on Florin that you wish to overwrite. Please be aware that this is a manual process, so it may take some time for the transfer to take place. The final deadline to have a character transferred from the Wyntervale database to the Florin database is on the 31st of March.
As noted in https://steamcommunity.com/games/taleoftoast/announcements/detail/3397298957522328194 we are going to move to a unified database so we can more easily launch a lot of servers for the official launch, which means that characters on Wyntervale will be lost unless moved to Florin. We have now processed all the requests, and will be shutting down the Wyntervale server on the 31st of January. If your character or crumbs still has not been moved over and you wish to keep it then you must send an email to support@taleoftoast.com with the name of the character you wish to move on Wyntervale, as well as the name of the character you have created on Florin that you wish to overwrite. Please be aware that this is a manual process, so it may take some time for the transfer to take place. Even though the Wyntervale server is down after the 31st of January, we can transfer characters and account data. The final deadline to have a character transferred from the Wyntervale database to the Florin database is on the 31st of March.
Yet another update! This time I've added Rested XP Bonus. From now on whenever you go offline, your character will now be "resting" and gaining a bonus XP value. The max amount of rested XP you can earn is 150% of your current level. It will take a total of 72 hours of being offline to reach the max value, but you can log on anytime before that and use up whatever amount you have earned if you like. Whenever you gain XP through combat or gathering while rested, you will gain additional experience (at the cost of using up your rested bonus). This will essentially double the amount of XP earned while rested. The bonus will show up in your combat logs as a combined value along with the additional rested bonus. "100 xp (+50 rested)" means you earned 50 regular XP and 50 rested XP, and the amount of rested XP consumed will be equal to the total amount of XP earned (100 in this example). You can see how much rested XP you currently have by looking at your experience bar. It will show up as a blue bar underneath the regular orange XP bar. You can also hover over the bar to see the exact amount. Note: You must login to each character at least once after this update to start earning rested experience! Your characters will not be earning rested experience until then.
Just a minor patch that affects movement a little bit. "Rubberbanding" has returned, but it should hopefully be less aggressive this time around. If you rubberband (teleport a short distance) frequently, please let me know on Discord: https://discord.gg/taleoftoast I have also disabled the Ranged support tree skills until they are completed. If you have any points placed in those skills currently, they will be refunded to you automatically.
Our initial idea when creating Tale of Toast was to have unique databases for each realm. In theory, this is a nice idea because it means each realm has its unique community. In practise we've come to notice that we have problems both scaling up and down realms - something that is necessary as sometimes we will have a lot more players than otherwise (during our full release, large updates, etc. so people don't need to sit in queue and wait). By swapping to using so called "Channels", which means multiple realms are connected to one unified database cluster, we can scale up to 100 realms on one day, and back down to 20 realms another day. This can even be done automatically, so the amount of servers currently active will depend on the amount of players online globally after we do the full launch of the game. For players it means you are able to move across different realms with their characters, so you will no longer be locked to a single realm. We are still evaluating if we need some restrictions in place, but more information will come about that later. The unified database will be the one currently used for Florin (US). Players of Wyntervale (EU) Must take the following action Before 16th of December if they wish to keep their characters: 1. Create a new level 1 character on Florin (US). 2. Login to the Wyntervale character you wish to keep, and create a ticket stating the character name of the level 1 character on Florin (US). 3. You can now continue playing as usual, and we will move the character as soon as we can. FAQ: How soon will my character be moved? We will be moving characters in batches, so we cannot state a specific date for your specific character. What happens to characters on Wyntervale (EU) after the 16th of December? They are deleted. Can I move multiple characters? Yes, but you must then create multiple characters on Florin (US), and create a unique ticket from each character on Wyntervale (EU) you wish to move. Can I move my EU character to a different account on the US database? No. My character name is already taken on the US server, what should I do? Unfortunately, you need to choose a new character name. Will I keep my Crumbs? Yes. Will I keep my stats, inventory, etc? Yes. My character is on Florin (US), do I need to do anything to keep it? No, the new "master" database will be Florin (US), so you do not need to do anything.
Halloween's End The Halloween event has come to and end! Thank you all for participating in the various activities and for your feedback. These were the first automated holiday events, and they won't be the last! You can look forward to more events similar to these for other holidays, we will be working on making some changes to make event bosses a little more balanced in the future.
In this update, we have reworked player movement, combat and the group system. Movement Rework Player movement should be a bit better while using the keyboard, and players can now fully explore the world! You can now jump over obstacles, swim in water and take falling damage (cliffs no longer prevent you from falling down the side of them). We have also added optional pathfinding to mouse movement so when you click to move while holding Shift, your player will find a path around objects that might be in your way. Combat Rework Combat is no longer turn-based and instead uses an Attack Rate stat. This value is the delay between auto attacks, and is affected by Dexterity (renamed the Ranged stat) and also the weapon you're using. The melee lock mechanic has also been removed, allowing combat to flow better. We have also added a threat system to PvE mobs. This means that mobs will always target the player that has the highest amount of threat on their list, providing a more interesting PvE experience when playing with a group. PvP Adjustments Along with the combat rework, PvP mechanics have been altered slightly. As before, players can enable pvp with the skull button next to the minimap or with the /pvp chat command. PvP will remain enabled until toggled off manually by the player, even across game sessions, but now PvP can also be turned off using the skull button or by typing /pvp. When a player turns PvP off, a timer starts which counts lasts for 20 in-game minutes, and only after this timer reaches 0 PvP is disabled. This PvP timer will only decrease while the player is logged in and in Astaria (paused in dungeons). If a player attacks or heals a PvP player, the timer will reset for the attacker. The PvP timer is also locked in combat, so it will not decrease until you leave combat. Instead of the old system where you'd get a skull when attacking someone, players who have PvP enabled will now always have a skull over their character. Players who have PvP enabled will drop their equipment on death and lose gold. Halloween The Halloween event is active! You will find Halloween themed objects around the world, as well as some special timed events that occur at different times during the day. There are collectible hats and mounts, sold by a limited vendor in Brightwyn, and also a small Halloween themed quest.
Hallo everynyan! Sorry for the lack of updates recently, we've both just been rather busy with things other than Toast. Life just likes to rear its' ugly head sometimes, but we're still doing our best to make updates and improvements to the game! Thank you all for your continued patience and support.
We have added some new skills! Please give them a try and provide feedback. We have many more in store that we're working on. Changes
While we continue working on the skills for 0.2.3, we figured we'd ship out a patch with some bug fixes:
Changes
Changes
Changes
We have reverted the Experience required for your levels, so everyone should have their levels back now (or higher depending if you gained xp since yesterday). Again, no Experience was lost in any previous changes, we only did some alterations to how levels were calculated but they are now reverted back to their original levels. We'd like to remind everyone that this is an Early Access game. We try different builds all the time in order to find what works the best. A Lot of things are being changed constantly - with some things being majorly changed. A lot of things get reverted after testing them if we see there are issues, or adjusted further, while some stay if we see it's working. It all depend on the feedback we get from our players. You find that a change was bad? Great! Just let us know about it and we will look at changing it if enough players agree with you.
World PvP Players who choose to enable World PvP (type /pvp or hit the skull on the mini map) are granted +25% Gathering and Combat XP outside No Man's Land, but also risk their items upon death to others who have enabled World PvP anywhere in the world and not just in No Man's Land. You also get a red glow around your character, a chat tag and a notice on your name tag. Right now, enabling World PvP is the same as the rules in No Man's Land, but we are open to changing this so those who enable it drop all items outside of No Man's Land for example. You disable World PvP by logging out. Adjustments to Levels We have received a lot of feedback regarding issues with the following: Combat Experience: After level 32, XP given per mob was reduced every 8 levels, which made things very confusing and lacklustre (for example getting 1/2 of the XP at level 40 compared to level 39). Combat Group Experience: Due to the XP reductions at higher levels, it made little sense for a level 39 to group with someone at level 40, as they ended up getting less XP compared to grouping with someone who was level 39. Gathering and Crafting Experience: You only got experience based on the node level. That meant if you mined a level 32 node with trade skill level 32, you got full XP. At level 39 however, you got Very little XP, and then at 40 you could move on to the next tier and started getting high XP again. To fix this, we have had to make adjustments: 1. There are no longer any reductions for Combat XP. This solves both single combat and group combat experience issues. 2. When you craft or gather something, you get experience as if the node / craft was on the level you are yourself - as long as your trade skill level is not more than 8 levels above the level of the node, in which case it maxes out at +8. Example How it used to work: Your mining is level 39, and you mine a level 32 node. You would only get XP as if you were mining a level 32 node, which was a very small amount. How it now works: Your mining is level 39, and you mine a level 32 node. You now get XP as if you were mining a level 39 node, which means you get much more XP compared to a level 32 node. If however you're mining level 42, and mine a level 32 node, you only get XP as if the node is a level 40 node. With these adjustments, we had to change the experience required for each level (after level 32), as otherwise it would be Extremely fast for players to reach max level. This change also fixes an issue where it would have been practically impossible to get above level 64, as it would give ~0.0001% per craft with the previous configuration. No experience has been lost or taken away. What's changed is the amount of XP needed for each level after level 32. We understand this is not fun, but it was needed in order to fix these issues. We are sorry if you have lost level(s) due to the increased XP requirements, but hope you can see that this fixes a lot of other things and will make it more accurate, faster and more fun to level going forward. Again, no XP was lost, the XP needed per level was increased but at the same time you will get more XP now compared to before. This change will also allow us to create areas with higher densities of mobs and gathering nodes, such as "sheep farms" or mines containing large supplies of nodes to gather in, which some players will enjoy compared to running around looking for a single node to interact with. No Man's Land Updates We have now started implementing the ideas we have had for No Man's Land. It's still far from done, but this is a step in the right direction. Amongst the changes are more reasons to go into No Man's Land (more concentrated nodes and treasure chests), and also that the further you go in, the less restrictive the PvP rules becomes (at the deepest level you're able to attack someone +/- 99 levels of your own). We are continuing to polish it and add more content. Changes
In patch 0.2.2, we did some adjustments to batch crafting. The change appeared to divide the player base; some liked it and some disliked it. We have spent time investigating the time it took to level, and saw that crafting and gathering took a bit longer to level compared to Combat. To fix this, we're giving batch crafting 25% XP. If you now batch crafting base material and then manually crafting armor (for example), and we've also increased the XP given from gathering. We are aware that some of the tradeskills need a bit of work. Alchemy, Carpentry and Cooking will for example need some altering to make them more equal to say Blacksmithing in terms of leveling speed. We also added a "Repeat" checkbox to the manual crafting window, allowing you to repeat your previous craft without going through the menus. Changes
A minor update:
Patch 022 Friday March 16, 2018, 00:01 UTC For those looking forward to the Corgi race, sorry - it was our April Fools! ːtoastsmileː Adjustments to Player vs Player We have made alterations to how PvP works in Tale of Toast. We saw that forcing players to take part of PvP didn't work as envisioned, and instead we now have it so players do not need to take part of it all the time but instead can do it on their own terms:
We are happy to announce that we will be releasing a new race to play as - no longer can you only play as a human!
Meet the Corgi race!
Known for their enchanted herding skills, the Corgis provides a strong buff to those around them doing skinning and shearing.
With the launch of the Corgis, a new Agility track is also added where only those playing as the Corgi race can compete in clearing the track as fast as possible with as few errors as possible. There will also be a new trade skill known as "tracking" that is unique to the Corgi race, which allows a players to track enemies nearby.
To counter balance this powerful skill, the Corgi will randomly run towards enemies while barking their battle cry, and those playing as humans with wands as their weapon of choice will from now on be able to throw away their wand as a counter ability when faced against a Corgi player, which causes the Corgi player to rush in the direction of the thrown wand - allowing the human player to escape.
When we announced that we would create a hardcore PvP server, the reason was to support those of our current players who were into hardcore PvP rules. We have spoken with a lot of our players since then, as well as the PvP guilds, and the consensus from the vast majority has been that we should not split up the game into a third hardcore PvP server, but instead focus on the two current ones with the updated rules (No Man's Land) and keep adding content instead of complicating things with a server with another rule set. We have also received less than 10 requests to transfer to the hardcore PvP server. Because of this, we have come to the decision to Not launch the hardcore PvP server. We are however open to revisiting this at a later point if we end up getting a larger player base that would want to play on this type of server, but for the near future we will not do that given the feedback we've received. Tale of Toast was always designed around PvP, and in our minds this has not changed whatsoever. The game is still focused around PvP, but now within No Man's Land instead of the entire world. During the three years we've been developing this game we gone from absolutely zero rules (level 100s could attack level 1s in Brightwyn), to making adding PvP level caps, to making areas up to Seven Oaks safe zones, to making areas up to the bridge be 1vs1, and now by adding No Man's Land. We have not done these changes to be mean or because we have wanted to cater to players who are into PvE, but rather because we have found that the concepts we thought would be fun didn't end up being as fun as we had envisioned, so we had to alter or implement rules to keep the game fun in the long term. We understand that there are people who are unhappy with the No Man's Land changes, but our goal is to give you the ability to create and enjoy your own personal and memorable stories when playing Tale of Toast, and we believe that by launching the No Man's Land we will make PvP more enjoyable and satisfying for Everyone playing. This includes players who only want to focus on PvP, players who are happy to do a bit of PvP and PvE content, and also players who are only into PvE content. Some of the issues with the rules prior to No Man's Land were:
We will be converting the current servers into a new rule set. The short version is that the main map will be non-pvp zones, with a "no-man's land" area added outside the current map where people can take part in PvP, should they choose to (it is not a requirement for PvE content). More information can be found here: https://steamcommunity.com/games/taleoftoast/announcements/detail/1676902239559283111 We will also open a new server, fully dedicated to open world PvP. If you want to move your Account to the PvP server, then you must create an in-game ticket (F1 while in-game) on a character on your account where you say that you want to move your account over to the new PvP server. Also mention which Realm you want your account migrated from. The deadline for submitting this ticket is at 00:01 (AM) UTC on the 2nd of April (see more time zones below). On the day of patch, we will shut down the game, and migrate the accounts for those who asked us to do so. Once this is done, the servers will come back up. FAQ: Can I just move one character over to the PvP server? No. Can I move back to the original server if I change my mind? No, this is a one time transfer. Can I move my account to the PvP server at a later time? No. Will I have my crumbs, breadbox items and active characters on the account on the PvP server if I move? Yes. What is the deadline for making the ticket? 05:01 PM PST on the 1st of April 08:01 PM ET on the 1st of April 00:01 (AM) UTC on the 2nd of April 02:01 (AM) CEST on the 2nd of April
When we started creating Tale of Toast, we set off with the mind that it would be possible to have a no-rule open world PvP MMORPG. We've made a lot of changes during our three years of alpha testing (initially it was no limit PvP right off the bat with no guards, for example). From feedback, testing and such we have come to the conclusion that while this concept is great in theory, it didn't (for us) turn out as good in practise. Having conducted exit interviews, we have come to the understanding that a lot of the players leaving the game really love the game and love playing it, but they don't want to play with constant risk of dying to another player. Because of this, we will be implementing some new rules when Patch 0.2.2 hits:
We've reopened World Chat, restart Steam to get the last update with it enabled. We are adding some in-game moderators to assist with keeping the chat in good standard. Thank you for your understanding!
We have removed World Chat due to the excessive amount of insults, harassments, hate speech, raging arguments, etc happening there. If you're having issues with any other channels, restart Steam to get the latest client update that will correct that issue.
This is a fairly minor patch, but we've had a lot of players requesting these two features so we're patching those out so you can enjoy it during the weekend!
We have made some adjustments in regards to PvP to fix some of the issues that we saw the past few days, and we have also enabled the location triggers which means some zones now have multi combat and it also allowed us to reopen the Arena. In the Arena you battle with no risks, and the winner gets to loot the chest that contain things such as the Spider or Zombie mount, equipment and other things. With the location trigger changes, the race track is back to being a non-combat zone, so you can race without the risk of being killed.
We have released a server side patch that does the following:
We've got quite a few changes and fixes in 0.2.1 (some minor ones may have been missed as well). Hopefully the network improvements means we can raise the player caps quite a bit on the servers. Given the balance changes, we've reset everyone's skill and stat point allocations, so there is no need to purchase a Scroll of Rebirth to reset your stat and skill allocations. The servers have been stable for quite some time now, so if everything goes according to plan with this patch we plan on opening up the level 30 - 60 areas some time next weekend. We also have some ideas for changes related to PvP, with the goal to make higher end PvP more competitive, and to ease players into PvP a bit smoother than it currently is. The current idea is as follows (we'd be more than happy to hear your thoughts on it either here or on Discord): Skull = drop all items and equipment. Green (until seven oaks) = PvP disabled. Yellow (seven oaks -> nora (excluding specific red zones)) = Single combat PvP, but if you don’t have a skull you don’t drop anything. Red (mineral ruins, abandoned fortress, grendal cemetery) = Single combat PvP, if you dont have a skull you drop inventory and 1 random equipped item. Purple (westmallow -> burnt plateau) = Multi combat PvP, if you don’t have a skull you drop inventory and 1 random equipped item. Black (smaller zones with high rewards) = Multi combat pvp, you always drop all inventory and equipment with or without skull.
We are extremely happy to announce the following: 1. NA appears to be stable. The short story is that Shuu and Flam who are Tale of Toast players wanted to help out and be heroes outside the game as well, and with their extremely valuable suggestions we managed to (it appears) fix the NA crashes. The longer story is that the crashes was related to a bug in Mono, that we had to work-around on the NA server. This work-around had already been done on EU, which is why it didn't crash there, so it's likely we did this change there at once point (the EU server is > 1 year old) to fix it and simply forgot about it. 2. Hopefully, the issue with the small amount of corrupted characters on EU should be solved. If this would still happen to you for some unknown reason then just send Fredrik a private message on Discord ( https://discord.gg/taleoftoast ) and it will get sorted for you. 3. We have made improvements to the network code which has lead to less stress on the servers. We are currently working on improving the network culling code to be less taxing on the server, and once that is done we hope to be able to raise the amount of players per server.
We are still experiencing capacity issues, but we are noticing improvements from launch day. Right now the focus is on optimizing the servers to allow for more people to join each server. We are also investigating why NA server stops responding from time to time, and fixing character issues for players. During the weekend, we will most likely not be pushing out any major experimental optimization fixes, as we want to keep the servers somewhat okay. On top of this we are pushing our Server patches and Client updates quite regularly. Once things calm down a bit more we will be posting these patch notes on Steam, but for now you can follow the information in our #announcement channel on Discord: https://discord.gg/taleoftoast Thank you for your support, it really means a lot!
We are doing a SERVER and CLIENT patch (requires Steam update). We hope this will add a lot of improvements to both network code and reduced server load. ETA: 1-2 hours. We've also done the following changes: Improved Port Durvill and Old Mill fishing spots. Added more Florin City Guards. Fixed issue with changing eye color when using Scroll of Vanity. Craftable item String no longer adds your name when crafted. Temporary disabled the purchase and trade of Crumbs Bonds while we're working on an issue related to Plain Toast.
We have cleaned out a lot of taxing database queries, and am working on optimizing the network code. We are also working on making the characters have as little impact on the server itself. We have another patch upcoming soon, both client and server side, that will hopefully alleviate some of the problems. We are continuing to investigate and improve things as quickly as we can.
We have deployed a new patch to help with debugging, and from the initial looks the load may have to do with some queries to our database clusters. We will keep you updated as things progress. At the same time we are continuing to look at setting up multiple Channels for each region, but it will take longer than expected as we need to work with solving some potential dupe issues first that could arise when we implement Channels. We are continuing to investigate and improve things as quickly as we can. Thank you for your support!
Now that we have the queue system working, we're looking into making further improvements that will allow us to make the queue move faster and raise the player cap per Channel. We're also looking at setting up 5 new servers that each run a "Channel" for NA and EU. That means we will have 5 new Channels for EU and 5 new channels for USA. What is a Channel? A Channel means that it is a separate machine hosting the game server, but instead of having its own dedicated database it means that it shares the same database cluster. This means that progress you make on Channel 1 in a region will also be available when you login to Channel 2 on the same region.
We have had a queue system in place for the past few hours, so now when you log in you will be put in a queue. This is to make it less stressful for the backend servers and avoid them receiving too many connections at once.If the server is full, the queue will be paused until a slot opens up on the server. We are continuing to make improvements to raise the cap of the servers, as well as making the queues run quicker. We're sorry about the issues, but are very thankful for your support and understanding!
The current status is the following: With the current cap of 100 players per server, the load is now at near 0% (the lower the better, 100% means the CPU is completely locked up). This is really great as it appears that the servers can, as planned, handle a lot of players. The bad news is that whenever a new player logs in, it adds a bit of CPU overhead, which means that the CPU must work extra hard for a while (it collects information about the character from the database clusters and instantiates the character on the server). This was not noticed during the Alpha Test, because we did not have hundreds of players trying to login at the same time. It was also not noticed during our performance tests because in those cases we had thousands of "player bots" already created on the server when we logged in. So, basically what happened was that each time we restarted the server and told everyone it was back up, hundreds of people tried to login at the very same second, causing the CPU to lock up more and more, until eventually the server froze. What we're working on to fix this is to implement a queue system. This system will mean that players will be in a queue before they are logged on, which means that the CPU overhead caused by the loading process will not cause issues. This is not a five minute task, it will take some hours to complete this, but we hope it will solve the situation and therefore be worth the extra wait time.
Austin and I have been working on the server issues. With the help of our great community we have been able to find multiple bottle necks that we did not detect during our Alpha Test stage. We have done updates to the client (you now need to select which server to connect to first rather than auto select US server) and a lot of adjustments on the server to improve performance. Unfortunately, we are regretfully not fully there yet when it comes to having hundreds or even thousands of people online. We are continuing to work on this issue, but for now we have put a temporary "fix" in that will allow players to play. In order to allow the servers to be up, we have put limitations on the server population. If the server is full, you will get an error message that says "Oh no! We are currently doing maintenance, please try again soon.". We are aware that this isn't the most informative message, but the fix is temporary so we did not want to put too much time into fixing it. We will keep you updated on the progress. Thank you for your understanding, we're sorry that the Early Access did not go smoother.
We had a lot more players than expected to try and get into the game, and due to this the servers got overloaded. We're working on fixing this issue as soon as possible, please remember that there is a reason we launched this as Early Access, and we hope to get the servers back up and running soon.
We are extremely happy to officially launch on Early Access. You can now download and play the game! We can't express how happy we are to have such a great community that's been working together to make this Early Access happen! If there is one thing more we can ask of you is to please help us spreading the word about Tale of Toast in the coming days! :) For launch, we have set up two servers - one in US (West) and one in Europe (Germany).
As we've been getting some questions about this we figured it was best to make a post to clear up what will happen to characters after we enter Early Access: - Everyone will be starting with empty accounts once Early Access goes live, so any progress made during Alpha testing is cleared (actually the Alpha databases are already wiped) to ensure everyone starts on equal terms on the 23rd of February. - Once we enter Early Access (on the 23rd of February 2018) there will not be a character wipe happening during or after Early Access. That means you will always be keeping your progress from the 23rd of February 2018, including when the game goes from Early Access -> Full Release.
Quests We have implemented a few placeholder quests just to try out the functionality of the quest system. We would love your feedback on how quests are found and presented (wisp / NPC interaction), not so much the quest content at this point as they are just generic placeholders. We hope you will enjoy testing Tale of Toast, and as always we appreciate your feedback and bug reports! :)
On January 25th, 2015, the first piece of code was commited to the Tale of Toast project, and thus today is its third birthday! It's been a long journey, and your feedback has been invaluable to us, so we would like to take a moment to say Thank You to all those who have helped out! We are also very happy to finally announce the official Early Access launch date of Tale of Toast! The schedule is as follows:
Patreon Want to pre-register your character name, name an NPC, weapon or other things and support the continued development of Tale of Toast? You can now become a Patron at https://wwwpatreoncom/taleoftoast , and for as little as $1 per month, you will be given a special role on Discord as well as your name in the credits in the game If you pledge a little more ($3), you'll gain special access to #patrons which contains insider information, earlier patch notes etc More than that and you'll reap even greater benefits, which can be seen on our Patreon page We hope you will enjoy testing Tale of Toast this weekend (it will be up 2 hours from this post), and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discordgg/taleoftoast
Patreon Want to pre-register your character name, name an NPC, weapon or other things and support the continued development of Tale of Toast? You can now become a Patron at https://wwwpatreoncom/taleoftoast , and for as little as $1 per month, you will be given a special role on Discord as well as your name in the credits in the game If you pledge a little more ($3), you'll gain special access to #patrons which contains insider information, earlier patch notes etc More than that and you'll reap even greater benefits, which can be seen on our Patreon page We hope you will enjoy testing Tale of Toast, and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discordgg/taleoftoast
Patreon Want to pre-register your character name and support the continued development of Tale of Toast? You can now become a Patron at https://www.patreon.com/taleoftoast , and for as little as $1 per month, you will be given a special role on Discord as well as your name in the credits in the game If you pledge a little more ($3), you'll gain special access to #patrons which contains insider information, earlier patch notes etc More than that and you'll reap even greater benefits, which can be seen on our Patreon page Winter Festival The Winter Festival has come to Astaria, with Winter Festival bags spawning across the lands containing gifts to the players Father Winter is sure to make an appearance as well, but in this harsh land he may not be as good as you'd expect Second Action Bar As per popular request, we have now added a second action bar to the game. You can enable it in settings. We hope you will enjoy testing Tale of Toast tomorrow (which starts at 00:00 PST / 03:00 EST / 07:00 UTC / 08:00 CET), and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discord.gg/taleoftoast
Patreon Want to pre-register your character name and support the continued development of Tale of Toast? You can now become a Patron at https://www.patreon.com/taleoftoast , and for as little as $1 per month, you will be given a special role on Discord as well as your name in the credits in the game. If you pledge a little more ($3), you'll gain special access to #patrons which contains insider information, earlier patch notes etc. More than that and you'll reap even greater benefits (support at $10 or above grants 75% of the support in Crumbs), which can be seen on our Patreon page. Race Track We have added a Race Track on the west side of Florin City. The Race Track is a place where you can compete against each other on mounts (max +40% increase) each time the clock hits 12:00(AM) in-game, but be sure to not use any disallowed substances while racing as it will disqualify you. Trying to take shortcuts on the track will also slow you down, and there is a small fee to enter. The winner of each race gets a token as an award, which can be traded in for items! There is also a participation award, and with enough of those you can trade them for a winner token. We will be adding a highscore for the fastest racers in an upcoming patch. We hope you will enjoy testing Tale of Toast tomorrow (which starts at 00:00 PST / 03:00 EST / 07:00 UTC / 08:00 CET), and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discord.gg/taleoftoast
We have just launched a Patreon page for Tale of Toast! If you would like to support Austin and Fredrik for the continued development of Tale of Toast then feel free to head over to https://www.patreon.com/taleoftoast . What do I get for becoming a Patron? For as little as $1 per month, you will be given a special role in our Discord server as well as your name in the credits in the game. If you pledge a little more ($3), you'll gain special access to insider information. More than that and you'll reap even greater benefits, which you can check out in the 'Rewards' section to the right. Why do we need your support? Becoming a Patron (even if it's the lowest amount of $1) will help continue the development of Tale of Toast by allowing us to purchase necessary services and tools required to run and develop the game. Your donations will directly impact the time we can spend to advance our progress and shorten the time to launch the game into Early Access which will allow you to play 24/7/365. Thank you! Thank you all for your continued support (even if you don't become a Patron), it has really helped to keep us pushing forward! You're all shaping the game into something greater that we could never have created by ourselves.
Unfortunately, we didn't fully fix the screen resolution issue on your first startup for everyone, which means when you start the game it may be on a very low resolution. In order to fix this, hit ALT + Enter and then resize the window and then go into settings and select the desired resolution.
Discord Rich Presence
We have integrated Discord Rich Presence!
With this, you can let others see that you're playing Tale of Toast and your character name, character level, and what instance you're currently in.
To enable this open Discord and go into User Settings, Games and enable "Display currently running game as a status message".
Chicken Mount
The ever so alluring chicken mount have arrived to the world of Astaria! To have a chance of getting it you simply need to kill chickens. The drop chance? Not high.
Optimized house models
We have optimized the house models across the world, which should hopefully mean you get a bit higher FPS. We are working on other optimizations too though, so stay tuned!
Decreasing rubber banding
Improvements have been done to decrease rubber banding when going in/out of houses or next to fences.
We hope you will enjoy testing Tale of Toast tomorrow (which starts at 00:00 PST / 03:00 EST / 07:00 UTC / 08:00 CET), and as always we appreciate your feedback and bug reports! :)
Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discord.gg/taleoftoast
We're currently focusing on getting the core mechanics done for the early access launch, and because of that there are fewer content changes this time around. A big change though is that you now got Object Targeting. This means that you can either select an enemy by left clicking on it or TAB between targets, and then either use a hotkey on your action bar to cast a skill, or hit "v" to melee/ranged attack the selected target. We've also re-implemented quest system features, but we are waiting with activating the story line until for when we hit Early Access. We hope you will enjoy testing the game tomorrow (which starts at 00:00 PST / 03:00 EST / 07:00 UTC / 08:00 CET), and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discord.gg/taleoftoast
Halloween arrived early to the land of Astaria, which means there are temporary changes in scenery in some of the areas around the world! Some of the things we have changed, based on your feedback, are that we've given back some xp to trade skills, and we have also made it a bit smoother to progress from Florin Forest to Lake Nora. We hope you will enjoy testing the game tomorrow (which starts at 00:00 PST / 03:00 EST / 07:00 UTC / 09:00 CEST Friday the 20th of October), and as always we appreciate your feedback and bug reports! :) Feel free to head over to our Discord, if you want to have a chat with some of the Alpha testers: https://discord.gg/taleoftoast
This week we have worked on fixing the bugs that were reported, and the two things that received most major adjustments were Guilds and Tradeskills. The largest change in relation to Tradeskills is probably that Batch Crafting now gives the same amount of trade skill xp as a single crafting, and now got the same attempts per craft as single crafting. There are plenty of other trade skill changes done as well though, some being two (kind of) new gathering skills to level in! With regards to Guilds you now have the ability to set a message of the day, can see bank logs in a separate view, and. There is also a lot of other changes done, so have a look below. We hope you will enjoy testing the game tomorrow, and as always we appreciate your feedback and bug reports! :)
As we are preparing to entering Early Access, we have created yet another patch for you to try out! We have made quite a few changes, and some of the highlights are: Food Updates We have removed food from vendors, so food from cooking and gathering is now the main source for health and mana. Enemies will now drop various raw meats that may be cooked either on their own for health, or by adding ingredients for mana. We have also added additional fruit stations around the world which provides health and mana when gathered, and they require various cooking levels to loot. Dungeon Adjustments We have added a new dungeon, Brimstone Caverns, which requires level 55+ to enter. We have also added fog of war to crimson dungeon and rare enemies to each cave that will sometimes spawn. Armor Sets We have created some additional armor sets; rare leather, rare cloth, epic cloth and legendary mail. Crafting Crafting Materials can now gain +quality, and when using materials with +quality on them you have a better chance of yielding higher stats results on the item you are making. Crafter items with +quality also gets a higher item level now. See the full list of new features, adjustments and bug fixes below.
2017-09-09 This weekend, the biggest change is that we have reimplemented the Dungeon System, with new features. Unique Dungeons Dungeons have their layout and features generated in a unique way each time you run the dungeon, so no run will be the same. Enemy levels in the dungeon are adjusted to match the group, and the dungeons are safe zones to encourage cooperation. Bosses/Chests/Elites drop recipes and crafting materials for high end items. Different types of Dungeons Raids - all players on the server will enter the same dungeon where they work together throughout levels to finish off the bosses) Instances - each Group gets its own unique instance assigned to them. Cave of Shrooms (Instanced) over by Old Mill is the first one a group of players will run into, and it requires you to be at least level 10 to enter. See the full list of new features, adjustments and bug fixes below.
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