Added a short Tutorial! (v0.5.106)
Alongside some bugfixes, I've overhauled some of the text during character creation and reduced the amount of buttons new players will see until finishing up the introduction process. This is mainly an attempt to avoid people going to more adventures without adding the dragon to their party or getting overwhelmed by the amount of buttons appearing all at once. I'll probably further refine it in the future, but let's see how it works out for now! :)
Alongside some bugfixes, I've overhauled some of the text during character creation and reduced the amount of buttons new players will see until finishing up the introduction process. This is mainly an attempt to avoid people going to more adventures without adding the dragon to their party or getting overwhelmed by the amount of buttons appearing all at once. I'll probably further refine it in the future, but let's see how it works out for now! :)
Let there be crafts...buildings! (v0.5.114)
β’ Added Laboratory (
A Lab increases the odds that guild members will receive extra yields whilst crafting something by 1.5% per level.
β’ Added Weapon Forge (
Those slightly raise the chance to craft higher quality equipment for all guild members, mostly affecting the odds for legendary stuff with an increase by about 15% per level. (So a 1% legendary chance turns into a 1.15% chance once built, then 1.3% if you upgrade it etc.)
All of these buildings require an Effigy to be built and are part of the "we got too many resources and don't know what else to build"-category, which is also why the bonuses themselves are rather small while the buildings are fairly expensive. Also, the effects will only work if the building is at least at the same tier as the item you want to craft.
β’ Added Laboratory (
gb11)A Lab increases the odds that guild members will receive extra yields whilst crafting something by 1.5% per level.
β’ Added Weapon Forge (
gb12), Armor Forge (gb13) and Tinkerer's Workshop (gb14)Those slightly raise the chance to craft higher quality equipment for all guild members, mostly affecting the odds for legendary stuff with an increase by about 15% per level. (So a 1% legendary chance turns into a 1.15% chance once built, then 1.3% if you upgrade it etc.)
All of these buildings require an Effigy to be built and are part of the "we got too many resources and don't know what else to build"-category, which is also why the bonuses themselves are rather small while the buildings are fairly expensive. Also, the effects will only work if the building is at least at the same tier as the item you want to craft.
Gotta craft 'em all! (v0.5.117)
Instead of specifying an amount when using
Instead of specifying an amount when using
/craft or /research, you can now enter all and have the game calculate how many you are able to craft given your currently remaining focus and item inventory. Just as with the guild commands, so /c_m32_a_15 can be /c_m32_a_all.I'm running a little experiment with the server infrastructure today, if anything feels off or weird compared to how it usually should be, please PM @TypoTalesDev to let me know :)
Edit: 11h later, nothing broke. Guess I will continue running the experiment over night. π
Edit#2: More than one day without anything breaking. Almost a bit boring! I was kinda excited back when I pushed those changes... xD :)
Edit: 11h later, nothing broke. Guess I will continue running the experiment over night. π
Edit#2: More than one day without anything breaking. Almost a bit boring! I was kinda excited back when I pushed those changes... xD :)
You can now
Someone suggested that a little earlier and, as it turns out, I already implemented that in the past for companions. Just adding a command to make it available for players as well wasn't too much work. :)
For now it's just available through the
/skip your turn during battles (v0.5.128)Someone suggested that a little earlier and, as it turns out, I already implemented that in the past for companions. Just adding a command to make it available for players as well wasn't too much work. :)
For now it's just available through the
/skip command, don't know if I'll ever add a dedicated button for it yet.Added
The game now keeps track of how many innocent little creatures you've murdered throughout your adventures.
Also, remember that poll I did... two months or so ago? 80% of you voted in favor of showing a Monster Locations in
/bestiary ! (v0.5.136)The game now keeps track of how many innocent little creatures you've murdered throughout your adventures.
Also, remember that poll I did... two months or so ago? 80% of you voted in favor of showing a Monster Locations in
/d, so I've added that as well. :) This only includes "regular encounters" for now, so rare monster spawns only occuring in rare encounters (Momzard, Goblin Slayer, Minotaur... those) are still hidden.Got a new blog post talking more about Power Nodes!
They'll hopefully be done by the end of this week, about half-way there. :)
https://typotales.com/posts/20211004-september-review-2021
They'll hopefully be done by the end of this week, about half-way there. :)
https://typotales.com/posts/20211004-september-review-2021
TypoTales
September Development Review β Power Nodes!
Power nodes are coming soonβ’. Here are some more insights on what to expect.
Added Power Nodes! (v0.5.142)
Guilds can now discover special locations when they explore, which they can then compete for and conquer in order to receive some special bonuses and buffs! This is essentially our take on the much requested guild warfare.
Since I've already spent plenty of time talking about them in Blog Posts, here's just a "short" overview:
β’ Discover Power Nodes through Guild Exploration, just like normal sites.
β’ View discovered nodes with
β’ Share your findings with others using
β’ Attack and conquer, then defend them via
β’ Transport Resources to your nodes with
β’ Upgrade them with
β’ Both transported materials and the stuff in your nodes' inventory can be stolen by attackers!
β’ Speaking of attackers, every node comes with an outpost which will help you defend it. It can be upgraded with
β’ The Power Node's
Also in this Update:
β’ Mines and Ore! Guilds can now build Mines (
β’
β’ Perks no longer provide bonuses to guild activities. Use them as aid on your adventures! (as was originally intended! π)
β’ In order to offset this, you'll now receive bonus activity strength based on your other levels.
-> Campaigns by weapon proficiencies
-> Exploration by foraging levels
-> Defending by crafting levels
This is hardcoded to 0.25 per level right now and might be adjusted in the future. And yes, if you level multiple things, they'll all count.
At the time of writing, some nodes still lack a name and description, I'm open to suggestions if you spot any of them!
Guilds can now discover special locations when they explore, which they can then compete for and conquer in order to receive some special bonuses and buffs! This is essentially our take on the much requested guild warfare.
Since I've already spent plenty of time talking about them in Blog Posts, here's just a "short" overview:
β’ Discover Power Nodes through Guild Exploration, just like normal sites.
β’ View discovered nodes with
/intel.β’ Share your findings with others using
/shareIntel.β’ Attack and conquer, then defend them via
/createCampaign.β’ Transport Resources to your nodes with
/transport. Transports are currently limited to 100 units per day across all your owned nodes. If only there was a way to increase that limit...!β’ Upgrade them with
/upgradeNode in order to strengthen their effects! You'll need to have all materials at once in the power nodes' inventory in order to upgrade.β’ Both transported materials and the stuff in your nodes' inventory can be stolen by attackers!
β’ Speaking of attackers, every node comes with an outpost which will help you defend it. It can be upgraded with
/upgradeOutpost. If your defenses are breached, your outpost will lose integrity. If this reaches zero it will be taken over by the attackers! You can use /repairOutpost to clean things up. Prices depend on remaining integrity, and maximum integrity is directly linked to your outpost level.β’ The Power Node's
/v will update depending on your intel and also display that.Also in this Update:
β’ Mines and Ore! Guilds can now build Mines (
gb103) in order to produce ore (tm3), which can then be further processed into metal, either in a factory or through manual crafting.β’
/d and /v now work with the Guild Bot. Keep in mind that Telegram has a hard limit of 20 Messages per Minute per Group Chat, so don't spam them too much or there'll be a slight delay before you get a response. πβ’ Perks no longer provide bonuses to guild activities. Use them as aid on your adventures! (as was originally intended! π)
β’ In order to offset this, you'll now receive bonus activity strength based on your other levels.
-> Campaigns by weapon proficiencies
-> Exploration by foraging levels
-> Defending by crafting levels
This is hardcoded to 0.25 per level right now and might be adjusted in the future. And yes, if you level multiple things, they'll all count.
At the time of writing, some nodes still lack a name and description, I'm open to suggestions if you spot any of them!
This month's blog post talks a bit about upcoming changes to my development process as a whole.
https://typotales.com/posts/20211101-october-review-2021
TLDR: @TypoTalesDevDiary is a new channel where I'll post regular development insights and I'll start doing more regular development streams over on twitch (https://www.twitch.tv/Jacudibu), beginning next tuesday (the 9th) at 19:00 UTC.
https://typotales.com/posts/20211101-october-review-2021
TLDR: @TypoTalesDevDiary is a new channel where I'll post regular development insights and I'll start doing more regular development streams over on twitch (https://www.twitch.tv/Jacudibu), beginning next tuesday (the 9th) at 19:00 UTC.
Just some small adjustments (v0.5.168)
β’ Dragon evolutions now use a new material instead of Divine Scales: πGrowth Enhancers (
β’ It is now possible to befriend the phoenix chick inside the caldera through a new encounter after you've chased it out of its hiding spot.
β’ Added a leaderboard for slain shadows. Since that wasn't tracked before, everyone will start at 0.
β’ Dragon evolutions now use a new material instead of Divine Scales: πGrowth Enhancers (
m75)β’ It is now possible to befriend the phoenix chick inside the caldera through a new encounter after you've chased it out of its hiding spot.
β’ Added a leaderboard for slain shadows. Since that wasn't tracked before, everyone will start at 0.
Experience Boosts (v0.5.175)
If you level a new weapon type, you'll now receive a 10% experience boost if you already got another weapon proficiency that's at least 5 levels higher.
As an example, let's say you are level 15 with Bows, and then switch over to use a Sword: until you reach level 10, you'll be a progressing a bit faster with it. If you are partying up with other players, they'll also receive that bonus. This and future bonuses don't stack in case multiple party members got it β the game just uses the highest experience bonus of all players and applies that to everyone. So right now, 10% is as big as bonuses can get, but there might be more ways (power nodes or craftable time-based boosts) in the future. π
If you level a new weapon type, you'll now receive a 10% experience boost if you already got another weapon proficiency that's at least 5 levels higher.
As an example, let's say you are level 15 with Bows, and then switch over to use a Sword: until you reach level 10, you'll be a progressing a bit faster with it. If you are partying up with other players, they'll also receive that bonus. This and future bonuses don't stack in case multiple party members got it β the game just uses the highest experience bonus of all players and applies that to everyone. So right now, 10% is as big as bonuses can get, but there might be more ways (power nodes or craftable time-based boosts) in the future. π
πΊ It's time for new adventures! (v0.5.181)
β’ Added the π Everdry Desert, available to everyone level 24+
Featuring three new companions and a little secret that's not fully implemented yet! As always, difficulty might be a bit off at first (never play on patch day! :P), but I'll listen to feedback and adjust things fairly quickly as needed.
β’ Increased the soft level cap from 25 to 35.
Experience points of players who where above that limit had their exp adjusted accordingly. The cap is now also way "softer", meaning the exp curve won't increase as drastically as before once you reach level 35+.
π€ Shadows
β’ Fixed an issue where Perk Points weren't correctly applied to player shadows. Thanks to Kami for figuring that one out!
β’ Fixed passive status effects from equipment not showing up on shadows
Both of these fixes might cause Shadow encounters to be a bit harder than before.
π Other Changes
β’ π Rainbow weather now grants a 20% experience boost to all adventures started during that time.
β’ You now recover Energy and Mana on adventures after selecting rest actions in between battles at the same rate as you would in between battle turns.
β’ Added the π Everdry Desert, available to everyone level 24+
Featuring three new companions and a little secret that's not fully implemented yet! As always, difficulty might be a bit off at first (never play on patch day! :P), but I'll listen to feedback and adjust things fairly quickly as needed.
β’ Increased the soft level cap from 25 to 35.
Experience points of players who where above that limit had their exp adjusted accordingly. The cap is now also way "softer", meaning the exp curve won't increase as drastically as before once you reach level 35+.
π€ Shadows
β’ Fixed an issue where Perk Points weren't correctly applied to player shadows. Thanks to Kami for figuring that one out!
β’ Fixed passive status effects from equipment not showing up on shadows
Both of these fixes might cause Shadow encounters to be a bit harder than before.
π Other Changes
β’ π Rainbow weather now grants a 20% experience boost to all adventures started during that time.
β’ You now recover Energy and Mana on adventures after selecting rest actions in between battles at the same rate as you would in between battle turns.
π¦ Added Guild Warehouse Transfer Logs (v0.5.188)
You can now take a look at who stored or took items from your guild's storage with
You can now take a look at who stored or took items from your guild's storage with
/viewTransactionLog. There's also a new guild role in case you want to restrict access to this command, defaulting to on.There's a new blog post, this time going into detail about some upcoming changes to consumables and speed!
https://typotales.com/posts/20211203-speed-and-consumables
https://typotales.com/posts/20211203-speed-and-consumables
TypoTales
Design Discussion β Speed and Consumable Changes
A first glimpse on whatβs going to change before the open beta starts.
Dark Times are ahead! (v0.5.191)
A new (well, to some of the older players it might seem old) story adventure begins, leading us to the upcoming end of the world! It's available to everyone who's reached level 6 with one of their weapons.
Other Changes in this Update:
β’ Fixed a bug that caused stat changes through status effects to not be applied immediately.
β’ Reworked Name and Race reset consumables, their use can now be cancelled if you can't decide on what to pick.
β’ Guilds can now set whether they want to accept new member applications.
β’ Increased shadow encounter rates to fit the general theme of what's happening.
A new (well, to some of the older players it might seem old) story adventure begins, leading us to the upcoming end of the world! It's available to everyone who's reached level 6 with one of their weapons.
Other Changes in this Update:
β’ Fixed a bug that caused stat changes through status effects to not be applied immediately.
β’ Reworked Name and Race reset consumables, their use can now be cancelled if you can't decide on what to pick.
β’ Guilds can now set whether they want to accept new member applications.
β’ Increased shadow encounter rates to fit the general theme of what's happening.
Getting closer to the end (v0.5.194)
Sirocco has finished treating the wounded and thus the story continues for everyone who's reached level 8 and above!
A small heads-up: The final story update will follow on tuesday, after which most activities as well as guild content will be disabled. The game will then go completely offline some time after the christmas weekend β if you want to get your Alpha Hero achievement for the open beta, make sure to finish these story missions by then! :)
Sirocco has finished treating the wounded and thus the story continues for everyone who's reached level 8 and above!
A small heads-up: The final story update will follow on tuesday, after which most activities as well as guild content will be disabled. The game will then go completely offline some time after the christmas weekend β if you want to get your Alpha Hero achievement for the open beta, make sure to finish these story missions by then! :)
Witness the end! (v0.5.196)
As previously announced, the final story adventure is now available and, after 6 months, this final alpha test will now come to an end. Thanks to everyone who participated! :)
Guild content as well as Foraging have been disabled. You'll also no longer be able to start non-story adventures once you are above the level required to finish the story. You got time until the end of the year to finish it and grab your exclusive Alpha Hero title!
The Open Beta will probably go live during first half of March. If you want to stay in the loop on what's being worked on, don't forget to subscribe to @TypoTalesDevDiary for more regular updates after my holiday break!
βΉοΈ After you've finished the story, you'll receive a link to a survey. It would be great if you could take some time to answer the questions there, as the responses I get will highly influence the future of the game! :)
As previously announced, the final story adventure is now available and, after 6 months, this final alpha test will now come to an end. Thanks to everyone who participated! :)
Guild content as well as Foraging have been disabled. You'll also no longer be able to start non-story adventures once you are above the level required to finish the story. You got time until the end of the year to finish it and grab your exclusive Alpha Hero title!
The Open Beta will probably go live during first half of March. If you want to stay in the loop on what's being worked on, don't forget to subscribe to @TypoTalesDevDiary for more regular updates after my holiday break!
βΉοΈ After you've finished the story, you'll receive a link to a survey. It would be great if you could take some time to answer the questions there, as the responses I get will highly influence the future of the game! :)
Time for an Update!
So, February was a bit of a total trainwreck for me irl, which is why I didn't find much time to work on the game. Mostly been doing smaller things, such as adding new encounters and minor quality of life improvements over the past few weeks, but didn't find the time to work on the bigger changes that are still waiting on my bucket list.
Therefore I'll have to delay the Open Beta Launch into mid to late April. Sorry about that, but given that there will be no more server resets, I'll have to make sure that everything's in place. π
So, February was a bit of a total trainwreck for me irl, which is why I didn't find much time to work on the game. Mostly been doing smaller things, such as adding new encounters and minor quality of life improvements over the past few weeks, but didn't find the time to work on the bigger changes that are still waiting on my bucket list.
Therefore I'll have to delay the Open Beta Launch into mid to late April. Sorry about that, but given that there will be no more server resets, I'll have to make sure that everything's in place. π
π26π₯4π₯°3π2π’2π2
Dang, it's already been about half a year?! D:
Well, if I called February a trainwreck, then the past two months where... uh... armageddon? But it can't get much worse than ending up in hospital, right? So now that everything's back up to a normal, healthy state, let's get back to development, and here's a short summary on how that's going!
Last week I've added randomized weekly quests, and before "enjoying" the german healthcare system, I worked on achievements and player titles. Oh, and some skills now allow using multiple attacks within the same turn! Sadly there's no special dev achievement for implementing all of that, yet. π
But there's still loads of things I want to do, so I can't really give a precise launch date yet. Looking back, I don't have the best track record of meeting those dates anyway... π To be honest, glancing at my todo-list on Trello gives me headaches, even after prioritizing everything that's on the list β and then there's all the stuff I want to change balance-wise that's not even really on there yet. Might need to cull some of it, but even if I don't, I'm getting there! Slowly. :'D
Anyway, to fight further procrastination, I'll try my best to do at least something every day now. I'll post more updates as I continue working on the game over in @TypoTalesDevDiary, hopefully getting into a weekly rythm with those updates!
Well, if I called February a trainwreck, then the past two months where... uh... armageddon? But it can't get much worse than ending up in hospital, right? So now that everything's back up to a normal, healthy state, let's get back to development, and here's a short summary on how that's going!
Last week I've added randomized weekly quests, and before "enjoying" the german healthcare system, I worked on achievements and player titles. Oh, and some skills now allow using multiple attacks within the same turn! Sadly there's no special dev achievement for implementing all of that, yet. π
But there's still loads of things I want to do, so I can't really give a precise launch date yet. Looking back, I don't have the best track record of meeting those dates anyway... π To be honest, glancing at my todo-list on Trello gives me headaches, even after prioritizing everything that's on the list β and then there's all the stuff I want to change balance-wise that's not even really on there yet. Might need to cull some of it, but even if I don't, I'm getting there! Slowly. :'D
Anyway, to fight further procrastination, I'll try my best to do at least something every day now. I'll post more updates as I continue working on the game over in @TypoTalesDevDiary, hopefully getting into a weekly rythm with those updates!
β€44π6π€©3π1
Hey all! Been a while. Turns out my latest commitment to post something in @TypoTalesDevDiary every other week has worked out for an incredible two weeks... π
I guess it's time. I don't want to admit it, but... I feel like TypoTales is finally dead. I just can't find any motivation to get myself to work on the project anymore, and even if I do occasionally find a task that's fun to implement, it's usually stuff that won't get us any closer to the beta launch, and the interest into the project quickly dissipates again afterwards... as one can see by the irregular updates in that other channel. And now I'm even running out of excuses... π
Having the game looming in my back discourages me extremely from trying out other game ideas, because there's always that somewhat paralyzing "oh but I could work on TT instead"-thought. I feel like I'm stuck in a sunk-cost fallacy after all that time, which keeps me from doing anything productive. :/
It has been an amazing time, and I've learned an incredible amount of things, both regarding game development and more general programming and IT stuff. Didn't expect maintaining a couple servers could be so exciting... :D
And so, I want to say thanks. Thanks to everyone who participated in the playtests and hanged out in the community chats. Thanks for every idea all of you sent to me, even though most of them didn't make it into the game after all. And also thanks to everyone who donated money at patreon! The fact that people would pay money to support the game still absolutely bamboozles me, and I'm feeling sorry that it has to end that way, especially now that money is involved β I don't want this to be remembered as some kind of sketchy rugpull, so if you want a refund for any payments you made, let me know and I'll arrange just that. Payments for this month have already been disabled and I'll probably unlaunch the page some time in the future.
So, what now?
Dunno. I'm back to the drawing board and will tinker around with some other languages than C# for a while. Been planning to give Rust a try for over a year now, and I really want to work on some games with actual graphics again for a change... :D
Besides that... who knows? The game was already resurrected once. All good things come in threes? Probably not on Telegram tho, I'm really tired of this platform... π If anyone's interested in picking up the torch and continuing where I left off, hit me up, I'll probably open-source the entire codebase soon and would still be willing to manage the backend side of things.
I guess it's time. I don't want to admit it, but... I feel like TypoTales is finally dead. I just can't find any motivation to get myself to work on the project anymore, and even if I do occasionally find a task that's fun to implement, it's usually stuff that won't get us any closer to the beta launch, and the interest into the project quickly dissipates again afterwards... as one can see by the irregular updates in that other channel. And now I'm even running out of excuses... π
Having the game looming in my back discourages me extremely from trying out other game ideas, because there's always that somewhat paralyzing "oh but I could work on TT instead"-thought. I feel like I'm stuck in a sunk-cost fallacy after all that time, which keeps me from doing anything productive. :/
It has been an amazing time, and I've learned an incredible amount of things, both regarding game development and more general programming and IT stuff. Didn't expect maintaining a couple servers could be so exciting... :D
And so, I want to say thanks. Thanks to everyone who participated in the playtests and hanged out in the community chats. Thanks for every idea all of you sent to me, even though most of them didn't make it into the game after all. And also thanks to everyone who donated money at patreon! The fact that people would pay money to support the game still absolutely bamboozles me, and I'm feeling sorry that it has to end that way, especially now that money is involved β I don't want this to be remembered as some kind of sketchy rugpull, so if you want a refund for any payments you made, let me know and I'll arrange just that. Payments for this month have already been disabled and I'll probably unlaunch the page some time in the future.
So, what now?
Dunno. I'm back to the drawing board and will tinker around with some other languages than C# for a while. Been planning to give Rust a try for over a year now, and I really want to work on some games with actual graphics again for a change... :D
Besides that... who knows? The game was already resurrected once. All good things come in threes? Probably not on Telegram tho, I'm really tired of this platform... π If anyone's interested in picking up the torch and continuing where I left off, hit me up, I'll probably open-source the entire codebase soon and would still be willing to manage the backend side of things.
π’38β€11π11π6π4π2π±2π2π€©1