Hello Stormbounders! A new version of Stormbound is coming early December bringing Level Caps, balance changes, a new card, some generous offers and various bonuses!
1. Disclaimer 2. Balance changes 3. New card 4. Card upgrading tutorial 5. Card level cap 6. Friendly battle notification 7. Christmas offers 8. Cheapened and special Brawl 9. FAQ
DISCLAIMER The team is currently focusing most of its efforts onto the development of the upcoming Draft mode. We hope to be able to wrap it up in January!
We are also finalizing the new authentication system to let people sign in with their Google account or Apple ID. It will be possible to merge your Kongregate account to your new account (and vice versa). As a result, new players will no longer have to create a Kongregate account.
BALANCE CHANGES This release, just like any other, will bring some balance changes.
Victors of the Melee’s strength is now 4/5/6/7/8 (up from 3/4/4/6/7). Greenwood Ancients’ ability now grants 2/2/3/3/4 (up from 1/1/2/2/3). Wetland Deceivers’ strength is now 3/4/5/6/7 (up from 3/4/4/5/6). Scrapped Planners’ ability now sets strength back to 2/3/4/5/6 strength (down from 3/4/5/6/7). Rain of Frogs now costs 2 mana at level 1 (down from 3) and its ability spawns 3 toads (down from 4).
As usual, some compensation in the form of coins and fusion stones will be provided to owners of Scrapped Planners, proportional to the level and rarity of the card.
NEW CARD The day before Christmas (December 23rd), a new card will be released. It will join the few common cards with the ability to do chip damage!
MINION LAUNCHERS Common, Rodent 4 Mana 0 Movement 4/5/6/7/8 Strength On play, deal 1/2/2/3/3 damage to a random friendly non‑legendary unit on the side, then deal the same damage to the first enemy in front
As usual, there will be an exclusive pack to collect early copies of the new card. It will cost $9.99 and bring 10 copies of the card + 5 fusion stones + 750 coins. It will be available between December 23rd and January 1st.
CARD UPGRADING TUTORIAL Upgrading card is essential to the Stormbound experience. However, it is not necessarily too obvious for new players how it works.
We are introducing a card upgrading tutorial for new players who have never upgraded any cards. The tutorial will guide them through the upgrading system and will make each player have a level 2 Gifted Recruits card at the end of it.
There is a second part of the tutorial that gives out 6 fusion stones, so players can decide themselves if they want to level up another common card right away or keep them for later.
CARD LEVEL CAP A lot has been done to improve matchmaking over the last year, from algorithmic changes to base health caps. We are finally introducing a level cap based on the player’s league, the same way the fortress level cap works.
Starters League: Card level capped to 2 Iron League: Card level capped to 2 Bronze League: Card level capped to 2 Silver League: Card level capped to 3 Gold League: Card level capped to 3 Platinum League: Card level capped to 5 Diamond League: Card level capped to 5 Heroes League: Card level capped to 5
We hope this helps solving the matchmaking difficulties by leveling the play field on a per league basis.
FRIENDLY BATTLE NOTIFICATION A small quality of life change is coming up: there will now be a small notification banner when a friend invites you for a match.
CHRISTMAS OFFERS Like most holiday events, there will be some one-time only special offers for people willing to put some money into the game. The Christmas exclusive packs will be available from December 20th (9AM CET) until the end of the next Brawl!
The 3 packs from last year will come again this year!
Christmas pack ($19.99): 15 copies of Minion Launchers + a special avatar + 200 rubies + 10 fusion stones Sapphire Bundle ($6.99): 1 book of Temples + 25 fusion stones. This one pack can be bought as many times as desired!
The special avatar from the Christmas Pack will be a Christmas Minion, which will be unavailable past the event. If you want it or desire to flaunt your swag in front of your friends, this is now or never!
On top of that, all books (including Noble, but not the Humble book) will yield an extra card until the end of the Christmas event. Similarly, the paid bundles yielding coins and rubies will grant +30% more resources for the duration of the Christmas event.
Last but not least, matches will yield twice as many coins, and the coin cap will be raised to coin 800 coins (coin 1,400 coins for Premium Pass holders) for the duration of the event.
CHEAPENED AND SPECIAL BRAWL Similar to previous events, the Brawl starting on Christmas 20th (and only that one) is going to be cheaper. All fights will be 50% off. Owners of the Premium Pass will also have their usual discount applied, leading to a 60% reduction.
Something quite unique about this Brawl will be the introduction of a new modifier (in all difficulties). A 0-mana cost level 1 (unless owned and leveled) Minion Launchers card will be added to everyone’s deck (thus causing all decks to have 13 cards).
FAQ - When is the update going to be released? The balance changes will be deployed with the season reset as usual. The Christmas event itself (on which all the exclusive offers and bonuses are bound) will start on Christmas 20th and end with the next Brawl, on the following Sunday.
For all interested, we have prepared a tournament match schedule, which is available for you below:
Qualifiers: From November 27th to December 3rd
We will assign each competitor 5 opponents.
They will then have to organize themselves to play the 5 matches before the qualifier phase ends on December 3rd.
The top 4 players will advance to the next stage of the tournament.
Semi-finals: December 4th
The semi-finals will take place at 20h UTC on December 4th.
Top1 from the qualifiers will face the top4 in semi-finals 1.
Top2 from the qualifiers will face the top3 in semi-finals 2.
Both semi-finals will be best of 3 matches.
Winners of both semi-finals will advance to the next stage.
Finals: December 5th
The finals will take place at 20h UTC on December 5th.
The finals will be a best of 5 matches.
All broadcasting will be on Steam by designated streamers. Every game of the qualifiers is susceptible to being streamed, according to the availability of broadcasters. Semi-finals will be broadcast on Steam at 20h UTC on December 4th. Finals will be broadcast on Steam at 20h UTC on December 5th.
Keep your fingers crossed for your favourites and cheer them on with us during streams on Steam!
Thank you so much for supporting the Early Access version of the game. We are very much interested in feedback and ideas. Feel free to participate in our Discord or post something in the Steam discussion forums. I am reading all the review feedback.
Changes in this version:
This update mostly focuses on more urgent adjustments with a couple of minor enhancements thrown in that did not require extensive testing. Bigger changes to improve stealth and other mechanics coming soon. Thanks for your patience!
There is now a basic surrender calibration at the start of the game. Some users had problems surrendering because the default values only worked well for people with a certain arm length.
Reduced distance regular enemies detect player in field of vision from 18 meters to 16 meters. This should help alleviate guards spotting you before you spot them in low lit areas. There will be further changes coming to ensure display gamma is where it should be for core game mechanics.
Enemy guards will occasionally cough when they are idle and not moving. I will be adding other idle sounds soon, but this was easy to add without getting voice actors involved in the studio. This even applies to special forces enemy types, but don't rely on it. Always peek around corners and into rooms before running in.
Some weapon storage adjustments and fixes to try and improve it for some players
Added comfort option for controller based direction movement. The default is head-based.
Additional tweak to gun/hand position angle. I am still trying to make this comfortable for all XR controller types.
Prevent hiding spaces appearing behind prisoner beds and electrical boxes
Prevent torches from spawning on propaganda posters
Some improvement to physics / hand position of bottles
Graffiti made larger to more easily spot
Graffiti appears more frequently in cells
Fixed a bug that allowed a player to hide in front of locked cell
If someone got excited they finally escaped the dungeon and raised their hands to celebrate it might confuse the game they were trying to surrender. 😔 This should be fixed.
Coins in chests now highlight when hovered to select
SS Spawn chances have been reduced slightly until the enemy awareness features are added in a future update.
More gun code optimizations for responsiveness
Surrender will not activate when paused (including lack of user precense / taking off headset)
It's very rare, but it is possible that some dungeons may be created with a section you cannot reach. This is a priority for the next update because this could lead to user frustration.
After the weapons design and the first round of primary gameplay testing, the next step in the production process is Scoring the Music, the music in the Alder Forge is not only an ornament to fill the space of that world, but a part of the story, each track composed is significantly related to either a character, an organization, a Royal House or just the area you are in, and of course, that includes the enemies you will face, each group has a piece of signature music related to them.
And without further ado, let us start with the anatomy of the Alder Forge main theme, to give you an idea of the structure and groups of instruments used to score the subject track.
Video Subject: Anatomy of the Alder Forge Main Theme
As you can see the most dominant instruments are the strings, I usually combine multiple articulations at once, usually, the Spiccato and Legato/Staccato, which helps me produce a more nuanced melody, the strings are also involved but not always in the Chord Progression.
Before I start composing I always split my DAW into multiple chambers as the following, then I begin afterward with either sketching a Chord Progression, a Melody, or both at the same time.
Here are the multiple split sections used to score the music for the Alder Forge:
The Strings Section
The Brass/Woodwinds Section
The Keys Section
The Percussion Section
The Choir Section
The Electronic Section
Image Subject: Most dominant instruments used in the Alder Forge music
Image Subject: Hardware & Software used to record and score the Alder Forge music
The Gaming Community are no stranger to Leitmotifs, so there is no necessity in defining the term or explaining it, and like many other worlds, the Alder Forge also has established and defined its Leitmotifs as the following:
The Alder Forge: Established
The Equilibrium: Established
The Magna Lumen: Established
The Atlas Court: Established
The Netherwaves: Planned for Chapter 2
De Roy Family: Established
Sieg Vulpes Family: Planned for Chapter 2
Val Fiery Family: Planned for Chapter 3
Er Aquila Family: Planned for Chapter 4
Here are 3 Leitmotifs melody/chord progressions that are recurrent, especially in Chapter 1, played with the Grand Piano:
Video Subject: 3 Leitmotifs played with the Grand Piano
PS: Please note that I'm not trying to overstep your boundaries, I'm well aware that the only ones who can establish, nominate and name the Leitmotifs are the Alder Forge Community, I'm only establishing the themes, whatever you call a Leitmotif or not shall be respected.
Scoring the music for the Alder Forge requires that I finish the Environment Design, Enemies, and Cinematic for the subject area, which helps me establish the theme or the motion that I need to compose to accompany the player's experience while exploring or fighting in that portion of the game.
Image Subject: Official artwork for the upcoming Soundtrack DLC
Thank you again for your support and appreciation for the last 3 Devlogs, in the remaining Devlog we will dive into the Lighting, Optimization, and a bonus (Real-time Cinematic).
Before the upcoming Devlog, the Early Access Phase 1 Release Date will also be announced.
A common sentiment about hairstyle customization is: “The more customization options, the better.” We hear you! We’re trying our best to create lots more styles with better diversity. Some of you may have previewed some of the hairstyles in the Demo, but there weren’t many. But now, more features have been added to the hairstyle customization, all of them mix-and-matchable and without gender limitations!
Currently, hairstyles are designed in three parts: the main body, the bangs, and the ponytail. Each piece can be picked independently, however you like.
As a consequence of that customizability… you can end up with some pretty wacky styles!
Hmm… actually, this one’s got real-world references. Hahaha~!
Because of the new hairstyle system in Sandrock, hats won’t completely change your hairstyle as Portia did. In Sandrock, hats only impact the parts that would logically be hidden, such as a cap hiding only your high ponytail or Sandgear hiding all of your hair.
You’ll also be able to feel the wind whipping about your beautiful locks! In Sandrock, the wind speed and whether you’re running around or just standing idly will change how and how much your hair swings. Physics! 🍃💨
And we’re trying to add many more options for you~ Special thanks to our Kickstarter backers for contributing a lot of new nice designs, along with more styles of our own to come. Some of these have been challenges to figure out how to stylize and model without having a prohibitively high polygon count, but the challenge is worth it to bring a whole new level of diversity and customization to help you be who you want to be in Sandrock.
A common sentiment about hairstyle customization is: “The more customization options, the better.” We hear you! We’re trying our best to create lots more styles with better diversity. Some of you may have previewed some of the hairstyles in the Demo, but there weren’t many. But now, more features have been added to the hairstyle customization, all of them mix-and-matchable and without gender limitations!
Currently, hairstyles are designed in three parts: the main body, the bangs, and the ponytail. Each piece can be picked independently, however you like.
As a consequence of that customizability… you can end up with some pretty wacky styles!
Hmm… actually, this one’s got real-world references. Hahaha~!
Because of the new hairstyle system in Sandrock, hats won’t completely change your hairstyle as Portia did. In Sandrock, hats only impact the parts that would logically be hidden, such as a cap hiding only your high ponytail or Sandgear hiding all of your hair.
You’ll also be able to feel the wind whipping about your beautiful locks! In Sandrock, the wind speed and whether you’re running around or just standing idly will change how and how much your hair swings. Physics! 🍃💨
And we’re trying to add many more options for you~ Special thanks to our Kickstarter backers for contributing a lot of new nice designs, along with more styles of our own to come. Some of these have been challenges to figure out how to stylize and model without having a prohibitively high polygon count, but the challenge is worth it to bring a whole new level of diversity and customization to help you be who you want to be in Sandrock.