First off, a huge thank you to everyone who played the demo. Your time is incredibly valuable, and I truly appreciate you taking the time to try it out. It means a lot to me, and I hope you enjoyed the experience. A special thanks to those who gave feedback, reported bugs, and supported me—y’all are amazing!
I’ve been hard at work, reworking various elements of the game (surprise, surprise!), and I’m excited to release a new version of the demo. Some changes are small, while others are more significant. I’ll go into detail about the updates below.
Now, I need your help! I’m looking for volunteers who are interested in Tale of Valor’s development. Specifically, I need people who want to playtest and provide constructive feedback on how to improve the game. I’m also looking for folks who are happy to brainstorm ideas, help refine concepts before implementation, and, honestly, keep me on track and accountable (I can be a bit lazy sometimes).
Please note that this is strictly a volunteer opportunity. While I can’t offer monetary compensation, I will create a special dev (volunteer) pme version of the game as a thank you for your support. More details on that later!
If you’re interested in helping out with playtesting or development, feel free to DM me on FEU or Discord.
Major Changes in the Latest Patch:
Momentum is no more:
It was an interesting concept, but ultimately too much of a hassle to implement.
It became a headache to balance, and I didn’t feel like I was utilizing it to its full potential.
Gaskon is gone and replaced with Briar:
Briar is a lumberjack and sellsword who becomes recruitable in 1-F.
Gaskon’s motivations and recruitment never quite worked, and the charging mechanic didn’t fit. So, Gaskon’s been removed, and you no longer need to pay to recruit the unit.
Don’t forget to visit the tavern with Briar for a secret event!
Stat Amulets are gone:
I want to avoid stat boost bloat in the game, so these have been removed.
Chapters 1-1 and 1-F have been reworked:
Several changes were made to improve the flow and gameplay of these chapters.
Minor Changes:
Buffs for playable units.
Removal of stat amulets.
Item adjustments (some were altered or removed).
Unit movement speed in cutscenes has been adjusted.
The game now automatically sets your game speed to “fast.”
Palettes have been adjusted.
Enemy unit balance tweaks.
Tactics Menu fix.
Spelling corrections.
Intermission 2 is now functioning as intended! The game-over issue has been resolved!
Sleep staff now works, though it shows the wrong icon (I’ll fix this soon).
You can now watch the opening cutscene for the next act!
DOWNLOAD THE LATEST PATCH TO EXPERIENCE THE NEW CHANGES
It’s exciting to see this game’s development progressing further and further. I like the concept of Momentum but in hindsight it was never significantly impactful and would have been a nightmare to balance. Ditto for stat amulets, the minute a unit gets some amazing level ups you can just pile the four most impactful stat amulets onto them and start juggernauting the rest of the game. I can’t wait to get my hands onto Act 2!
As I’m playing the new demo something i already noticed but is there a reason why generic enemies have all the S ranks in every weapon type?
Similar the class description of knight lists they can equic lances only but the knight class (atleast the playable knight) has all the physical weapons useable though. But I guess listing all four weapons would be a tad long for the description.
After chapter 2 when they talk to the healer girl he says introuduce instead introduce.
Checking Betsy’s stomp with R still freezes the game.
in intermission 1 one npc has the pontifex class that has description mention it as spirtual leader from rausten (isnt that a place in sacredstone?) the npc doesnt seem spiritual though.
Defeating the boss in chapter 2 (boss monster in the rainy night map) makes the graphic glitch out.
1-f still mentions the momentum mechanic. and 10npcs for bonus exp?
I had some odd thing happen one chest key had so many uses and im in intermission 2
the bonus exp+ has 30 ish uses too and the chests can be opened again and again.
Most of these bugs have been fixed since this version. I’ve been working on a new patch with all this in there. 2-1 Is in the current build but it is not finished.
I’ve admittedly been doing a terrible job managing versions and patches of the game.
I’ll try to get a patch with everything fixed within the week.
Didn’t catch the pontifex tho, that’s a good catch.
The S rank weapons on all enemies was a solution to a non-existent problem. It will be changed.
It’s been a while since I last posted on here. Unfortunately I don’t have good news. I’m sorry to say that Tale of Valor is on hiatus. I’m not happy with the results of the game, it’s been hard to find joy in it lately. Not sure about the games future tbh. I guess we’ll have to see.
Tale of Valor has a lot of promise and I am sorry to see it go dormant. Nonetheless, I really enjoyed my time with it and I hope you are proud of what you accomplished because it was magnificent.
@TheAtlas you gotta do what you gotta do. There may pressing matters that might demand more attention then this.
Farewell fellow traveler, prayers be with you.