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Tale Of Toast Download Without License Key

Updated: Mar 13, 2020





















































About This Game Tale of Toast is an open world MMORPG with core gameplay inspired by what made old school MMORPGs endlessly fun and engaging. With its easy to pick up play style, open world player versus player with high stakes for those daring to partake, and its focus on simple yet tactical combat, social aspects, trade skills, procedurally generated dungeons and quality over quantity quests, it is sure to have something for everyone.Engaging combat with risks and rewardsExperience battles throughout the world against enemies, world bosses, players, or by taking part of large scale guild wars. Will you be a villain killing innocent players for their inventory, or will you lead a posse to protect the innocent and take out those villains?With regard to world PvP, the various zones have different restrictions, though you can always take part in a duel or fight without risk inside the PvP Arenas.ClassesTired of being told what you can and cannot do with your character? In ToT, you do not choose a class for your character; you yourself decide what type of character you create. Perhaps you will make a pure melee warrior or a hybrid mage and ranger?Trade SkillsYou may take up a wide range of trade skills such as Mining, Woodcutting, Botany, Fishing, Blacksmithing, Carpentry, Leatherworking, Paring, Cooking, and Alchemy. The number of trade skills you take on is completely up to you. Will you become a generalist or focus on becoming the #1 chef on our high score list?DungeonsWith both world dungeons that all players on the realm can enter, as well as instanced group dungeons, everyone can do their preferred dungeon. Dungeons scale to the level of the players inside, and dungeons are procedurally generated to ensure that each time you enter the same dungeon you will get a unique experience.QuestsWith high focus on quality before quantity, you will not find hundreds of mundane quests, but instead you will find epic quest chains that unlock special features and opens locations for your character.WorldIn the land of Astaria, you will find an open world taking place in a single zone with towns, capitals, forests, fields, summer areas, winter areas, desert areas, volcanoes, mines, and dungeons for you to explore in a dynamic day & night system and weather system.Free-to-Play, but not Pay-to-winThe game is Free-to-Play, and offers micro transactions for things such as cosmetic items, pets, guild features, character renames and realm transfers. We have made a strong point to not have Pay-to-Win features in our game, so you will not be able to pay to gain an advantage over anyone else in combat. 7aa9394dea Title: Tale of ToastGenre: Adventure, Free to Play, Indie, RPG, Early AccessDeveloper:Toasty Leaf ABPublisher:Toasty Leaf ABRelease Date: 23 Feb, 2018 Tale Of Toast Download Without License Key tale of toast bot. tale of toast quality. tale of toast patreon. tale of toast review. tale of toast hack. image tale of toast. tale of toast news. tale of toast dungeon. tale of toast cheats. tale of toast descargar. tale of toast guide. tale of toast screenshots. tale of toast map. tale of toast classes. tale of toast tips. tale of toast sticky glue. tale of toast builds. tale of toast release date. tale of toast facebook. tale of toast system requirements. tale of toast mounts. tale of toast quests. tale of toast alchemy. tale of two towns toast. tale of toast alexa achievement. how to play tale of toast. tale of toast cz. tale of toast subreddit. tale of toast twitter. tale of toast bandit camp. games like tale of toast. tale n toast gading serpong. tale of toast gameplay. tale of toast server status. tale of toast reddit. tale of toast fr. tale of toast mmo. tale of toast mage. tale of toast armor. tale of toast youtube. tale of toast max level Patch 0.2.3: 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.Changes. Server update 2018-03-01 13:40 UTC: 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.. Patch 0.2.2d (can enable world PvP, level adjustments and NML updates): World PvPPlayers 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 LevelsWe 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.ExampleHow 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 UpdatesWe 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 0.2.2j: While we continue working on the skills for 0.2.3, we figured we'd ship out a patch with some bug fixes: You can now spawn firewood with Crafting. Use Flint to light it on fire, and you can then cook food on them, and those around the fireplaces receives various buffs depending on the tier of the fireplace. Fixed bug where if you entered combat with no weapon on, you get stuck and combat stopped. There is now a visual difference on the icons for the arch angel wings in the Crumbs shop. Removed PvP information when leaving Brightwyn Forest.. Patch 0.1.45: 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/taleoftoastChanges. Patch 0.2.4a: Changes. Server update 2018-02-24 00:35: 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.. 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 April08:01 PM ET on the 1st of April00:01 (AM) UTC on the 2nd of April02:01 (AM) CEST on the 2nd of April. Patch 0.2.2k: 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 Created Celestial Knowledge skill Created Snipe skill Created Dragon Sight skill Created Swift Step skill Created Parry skill Created Guardian skill Created Shields Up skill Created Blade Dance skill Created Pain Barrier skill Created Thrust skillBug fixes Healing while in PvP is now 50% instead of 25%.. 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.

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