Tale of Toast cover
Tale of Toast screenshot
Genre: Role-playing (RPG), Adventure, Indie

Tale of Toast

Patch 0.2.2f

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.

Patch 0.2.2d (can enable world PvP, level adjustments and NML updates)

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

  • Added ability to enable World PvP (type /pvp or hit the skull button on the mini map).
  • Removed XP reductions after level 32.
  • Increased XP needed per level after level 32.
  • The deeper you venture into No Man's Land, the more relaxed the PvP restrictions become (up to attacking those +/- 99 levels of your own).
  • Added chests to No Man's Land.
  • Moved the gathering clusters in No Man's Land closer together.
  • Added Music to No Man's Land and dungeons that were missing music.
  • Chests out in the world no longer requires a key (they keys are still used for chests in dungeons).


Bug Fixes

  • Port Durville fishing spots now gives the proper fish (Sailfish/Eel).
  • Fixed Wyntervale, Clearwolf and Albahr Town Portals (you could get stuck).
  • Fixed an issue where you could respawn mid air in Clearwolf sometimes after dying.
  • Added missing Admantite Skinning Knife recipe.

Patch 0.2.2c

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

  • You now get 25% XP by using batch crafting.
  • There is now a "Repeat" checkbox on the craft window, if this is checked the craft window will reopen itself again.
  • Trade skill XP doesn't get cut down as much after T4 now.
  • Removed Glue requirement from Leather, and removed Glue recipes.
  • Adjusted recipes so armor pieces require the same amount no matter the trade skill.
  • Added more T2 fish nodes at Old Mill.
  • Added T3 fish nodes at Port Durville.
  • Added T4 fish nodes at Florin Lake.
  • Sort button in bank tab now only sorts the current tab.
  • Item information is now shown when hovering over an item on the ground.
  • If a node wasn't looted in X hours, respawn it (to avoid nodes being stuck in places nobody can reach).
  • If you have normal items equipped as cosmetic items, you will now drop both a normal item equipped in a cosmetic slot and a normal slot. This is to fix the issue where you could put trash items in cosmetic slots to lower the chance of dropping your good items.
  • Racing tokens look different from participation tokens.
  • Tooltip is now hidden on click in inventory / equipment slots.
  • Made the terrain around Florin Lake easier to walk on.
  • Removed additional materials needed when doing cooking (such as "Butter").
  • You should now fail less often when using gathering nodes.
  • Added information from your wisp when there's a free reset of your allocated stats/skills.
  • Fixed issue with loot station spawns in Hundred Trees Forest (they sometimes spawned outside map)
  • Fixed issue with some T5 sheep spawning by Old Mill.
  • Added new Achivement as per Aceoftrade's Patronage (as well as an NPC and a weapon name).
  • Enabled town portal in Kinborough again.
  • Made One Eyed Bat pet double in size.
  • Fixed spawn timers for bosses in NML.


Bug Fixes

  • Group XP is calculated correctly again.
  • You can now properly cancel heal/buff requests on players, so you should not get stuck chasing forever.
  • Lock cursor now locks the cursor.
  • If you shoot dire arrow, you no longer get stuck in the casting animation.
  • Minimap zoom level is now saved and loaded correctly.
  • If someone heals you as you take fatal damage in PvE zone, it no longer classes them as the killer and you drop items as if you were in a PvP zone.
  • You should no longer respawn at the wrong graveyards if dying in Spider Peak or Howl Tower.


Some of the stuff we're currently working on

  • Adding additional weapons to the global drops.
  • Adding more things to No Man's Land.
  • Adding more skills.
  • Adding more quests.

Patch 0.2.2b

A minor update:

  • Made it possible to craft Glass: Gather the new loot object "Sand", then process it at a forge.
  • Made Bunny Teeth and Ear drop more frequently.
  • Fixed blurry World Map.
  • Updated World Map.
  • Removed bridge between Lake Nora and No Man's Land, and added a land mass instead.
  • Added a new bridge to No Man's Land at Westmallow.


We're also looking into the suggestions and feedback we've received in regards to Batch Crafting, thank you!

Patch 0.2.2 - PvP disabled in regular zones and instead a new enormous PvP Zone (No Man's Land), Level 30-60 content, Craft / Gathering updates, plus much more

Patch 022
Friday March 16, 2018, 00:01 UTC

For those looking forward to the Corgi race, sorry - it was our April Fools! :toastsmile:

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:

  • There is a brand new dedicated PvP zone that is extremely large compared to other zones - the "No Man's Land". This is the only area with PvP enabled, and is the place where players venture when they want to partake in PvP. Nobody is forced to go into "No-man's land", but there are rewards such as higher concentration of trade skill nodes within this area given the risk of heading out there.
  • All other areas have PvP disabled.

For more information, see our previous Steam Announcement: https://steamcommunity.com/games/taleoftoast/announcements/detail/1675777065181630271

Bridge is open, new max level is to 64
We have now opened the bridge! This means you can discover multiple unique areas such as the snowy plains, the desert and the vulcano. There are also new world bosses to experience and an end game dungeon.
The new max level is set to 64 (the soft cap is at level 60, and the hard cap is at level 64) with this new content.

Crafting and Gathering updates
We have made some QoL changes to crafting and gathering that we hope you will enjoy.
Gathering:

  • You not only need to click one time to keep gathering a node.
  • Added Green Vines loot object (used to craft strings)


Crafting:

  • Increased XP gained from crafting end products.
  • Batch crafting is a lot faster.
  • Removed secondary refined materials.
  • Sort recipes a bit better in trade skill window.
  • Increased required base materials to compensate for removal of secondary materials.
  • Removed XP from Batch Crafting.


Easter event!
Easter is upon us. There are multiple egg pets available for you to find until the 4th of April. Will you find the rarest one?
There will also be a few invasions of Brightwyn happening at completely random times these days for those who are online at the time.

Player misbehaving in chat?
We want to remind everyone there are rules in place regarding behavior around Tale of Toast.
Type /rules when entering the game to see the rules, but one of the most important rules are:
Respect fellow users: Insulting, Harassment, hatespeech, raging arguments, etc is not tolerated.

If you spot a player misbehaving, do Not engage. Ignore them (click on the name and hit ignore), and then press the same player and the "Report" button.
This will send the chat over to our in-game moderators, who will then look into the issue.


Patch 0.2.3
The plan for Patch 0.2.3 is to add more content, skills and balancing.

Changes



  • Added No Man's Land, a vast land with PvP enabled and that got incentives for players to visit without forcing them to if they only want to experience PvE.
  • Disabled PvP in all zones other than No Man's Land.
  • Opened up the level 30-60 part of the world (take the bridge from Blue River Crossing to experience it).
  • Incrased max level to 64 (60 soft cap, 64 hard cap).
  • Gathering update: You not only need to click one time to keep gathering a node.
  • Crafting Updates: Removed XP from Batch Crafting. Batch crafting is a lot faster. Removed secondary refined materials. Increased required base materials to compensate for removal of secondary materials. Sort recipes a bit better in trade skill window. Increased XP gained from crafting end products.
  • Added Green Vines loot object (used to craft strings)
  • If you swap chat tab, your current chat target is also swapped.
  • Added World Chat Tab.
  • Snail pet is now twice its old size.
  • Easter is upon us. There are multiple egg pets available for you to find until the 4th of April. Will you find the rarest one?
  • Adjusted tradeskill node fail rates, so it's always worth it to upgrade your tools.
  • New dragon pet (a miniature version of the dragon GMs ride).
  • Killing an enemy with AoE now gives less XP to counter the fact that you can kill a lot within a short time frame.
  • Adjustments to equipment stats: Leather now gives: Vitality / Magic (reduced) / Ranged. Mail now gives: Vitality / Strength / Defense (reduced)
  • If you have a monster targetted and use a healing skill, you heal yourself automatically.
  • Added line of sight to AoE spell casting.
  • Buffs of the same type no longer stack.
  • Made some debuffs (Rider's, Battle) immune to cleanse.
  • If you left click on an enemy, you will now always only select the enemy rather than attack it.
  • Increased AFK timer.
  • Added Brightwyn Arena, an arena open 24/7 with no rewards but where you can go train your PvP skills risk free.
  • Reduced Mana gained from Wisdom by 25% (same as Magic).
  • Healing someone involved in PvP now only gives 50% of the heal.
  • Can now attack guild members inside the Brightwyn Arena.
  • Added more droppable Bows of all tiers to the game.
  • Added a white outline to the trade skill minimap icons, as they were sometimes hard to see.
  • Improvements to network code
  • Enabled Location Triggers again. This means each areas got its old PvP rules again and the map icons are now accurate with Mineral Ruins being Multi Combat for example.
  • Enabled Florin Arena again. This is a location where you can fight with zero risks involved while fighting for special mounts and such. In the arena you don't get a skull, and you never drop any items, gold or xp when dying in there).
  • 1vs1 areas are now true 1vs1 areas again, you can no longer attack skulled players with multiple people.
  • When dismounting, you have "Rider Fatigue" for 15 seconds, during which time you cannot attack another player. The reason for this was that using mounts in PvP was very over powered, and with 60% mounts you'd be able to ride up to players without them even having a chance to react to you coming towards them.
  • Low level players were mistakingly attacking high level players, so we changed so that the PvP level limitations are now also upwards instead of only downwards.
  • AoEs no longer damage players in towns.
  • Reduced mana gained from Magic by 25%.
  • Moved some tradeskill NPCs apart in Nora.
  • Added a few extra guards to Nora.
  • Removed Magic from Maces
  • If you right click something, it also targets it.
  • If you try to heal a player who is attacking you, you will heal yourself instead.
  • Added a dock to Old Mill.
  • Added outer wall guards to Florin City.
  • Removed Teleport at Kinborough as it was too much of an advantage to have teleport there.
  • Blue River Crossing Bridge now got guards.
  • All basic tradeskill recipes are now auto-learned up to T4 (lumber recipes, cloth recipes / etc).
  • Crumbs are now sold with Bonus crumbs instead of Discounts.
  • Increased prices of Tier 4 recipes and above.



Fixes



  • Added Crimson Gloves to loot tables of enemies.
  • Can no longer cast AoE spells and hit people while under Rider fatigue.
  • You now lose gold when skulled and get killed by a guard.
  • You can now ignore players by clicking in the chat box again.
  • Removed traps/enchanted arrows from vendors.
  • Character redesign could sometimes give "invalid parameter".
  • Fixed particle issues around One Fish Lake.
  • Fixed issue with ranged-type effects from enemies stayed on the ground.
  • No longer lose XP when dying in Arenas.
  • Guild positions are now cleared when logging out of a character.
  • Tabby tail now cost 20 crumbs like the other tails.
  • Holding shift to auto attack and clicking on a target will no longer bring up the right click menu.
  • You can now cancel a stuck request.



Discord


Feel free to head over to our Discord, if you want to have a chat with some of the other players or developers: https://discord.gg/taleoftoast

New playable race in Patch 0.2.2

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.

We have heard you: We will Not be splitting the player base (plus No Man's Land information)

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:

  • Players were killed over and over again, to the point they did not venture outside of cities. This meant that for those into PvP, they had nothing to do as they only stood outside the cities waiting for people to come out which they never did.

  • There was an extreme amount of bad behaviour on the chats, caused by both players who were frustrated there was nobody to PvP, as well as players who were stuck in cities because they were unable to venture outside without being killed.

  • Players were unable to gear up as they could not gather items, leading them to end up without anything. This meant that for each kill, the people who were into PvP got it easier and easier to kill other players, to the point where the feedback we got from PvPers was that it was too easy to kill others.


We hope that the issues above and more will be fixed with the implementation of No Man's Land as players will be able to gear up outside No Man's Land, and venture into it when they feel they are ready and wishes to do so. This means that nobody should be surprised to get killed inside No Man's Land, and it also means that the PvP:ers will get some proper competition as they will be facing players who are prepared and with proper gear. We also believe that by implementing No Man's Land, players who were perhaps not previously interested in PvP will actually try out PvP as they can do so on their own terms.

No Man's Land will have extremely good incentives for players to venture into, as described in previous posts, with things such as larger quantities of gathering nodes compared to the rest of the map, special nodes for PvP specific items that are only usable for PvP, world bosses, plenty of other unique content. The main point is that players can go somewhere for some breathing room after dying and restock on gear rather than dying over and over again without any way to come back.

To get an idea about the Initial size of No Man's Land (No Man's Land Will continue to grow), have a look at the map:


There are bridges from north of Nora, as well as to the west of Burnt Plateau.
The deeper you venture into No Man's Land, the harsher it becomes.
Initially, this translates to higher PvP level caps, but we will add some subareas within No Man's Land where you drop all items no matter skulled or not. So, the deeper you go, the more you risk, but at the same time the more you can also gain. At launch of 0.2.2, the entire No Man's Land will be multi combat.

Also worth noting is that you cannot use your town portal from No Man's Land, so players are not able to go into the deeper part and then simply return home without going through the areas.

We hope you can keep an open mind and give No Man's Land a chance, no matter your play style.

We will be making some adjustments to the rules on the current servers

We will be making adjustments to the PvP rules on the when Patch 0.2.2 is launched at the end of the Easter holiday:


  • There will be a brand new dedicated PvP zone that is extremely large (not yet visible on map), the "No-man's land", where players venture when they want to partake in PvP. Nobody is forced to go into "No-man's land", but there will be rewards such as higher concentration of trade skill nodes within this area given the risk of heading out there.

  • All other zones will have PvP disabled.



We are also planning on opening 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

New server rules for combat

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 changes when Patch 0.2.2 hits:

  • There will be a brand new dedicated PvP zone that is extremely large (not yet visible on map), the "No-man's land", where players venture when they want to partake in PvP. Nobody is forced to go into "No-man's land", but there will be rewards such as higher concentration of trade skill nodes within this area given the risk of heading out there.
  • All zones will have PvP disabled by default.


We know that some of our players enjoy the constant risk of being killed as well as enjoying the entire world being open world PvP, and we are more than willing to embrace and continuing to support this on a server dedicated to this, if there are enough players interested in it.

World Chat is now reopened!

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!