The Slormancer - Ashmore[The Slormancer]
Hello everyone!

As you may have heard, the Prison Update will be available on Monday (November 8th) so you will be able get your hands on what we've been working on really soon.

We've talked about almost everything that's coming in previous Slormite Chronicles so we will use this one as a Patch Notes / Recap of what's coming instead.


The Slorm Temple
- The Slorm Temple no longer has to be reset to collect Pure Slorm (and can no longer be reset anyway).
- You can complete the same Floor multiple times and still get Pure Slorm.
- The Slorm Temple now contains deadly traps and will defend itself.
- The Slorm Temple has a timer based on the number of rooms you have to explore and your current floor.
- As the timer progresses, the floor will get more challenging.
- There is now a boss in The Slorm Temple called the Temple Keeper.
- Olorin is now always available in town.
- You can also purchase Upgrades from Olorin from inside the Temple.
- Both "Flat Pure Slorm Reward" and "% Pure Slorm Reward" upgrades have been removed and replaced by new upgrades.
- Visions and their Upgrades have been removed.
- You can now find "Ultimatums" in The Slorm Temple. A new type of Item.
- Ultimatums can be upgraded at Olorin's Shop using Pure Slorm.
- You can now find Pure Slorm randomly inside the Slorm Temple.
- Salvaging Items with Pure Stat will now grant you a bit of Pure Slorm.
- Olorin's Panels are now unlocked much faster: Instead of being unlocked at Floor 50 and 100, they are unlocked at Floor 10, 15 and 20.

- Elder Slorm now takes a physical form that you have to pick up when you kill an Elite. It is automatically picked up once you walk close to it (like a Shield Globe).

If you have played the previous version of The Slorm Temple:
- You will be refunded of all Pure Slorm spent on Upgrades that have been removed.
- You will be awarded of all Pure Slorm currently locked.
- Your progress will resume at the Highest Floor you've ever achieved.
- HOWEVER, since there are a few new things to unlock along the way, the game will cap you to the lowest level in which you have new things to find. Example: If you were at Floor 201 in the old Slorm Temple, you will be capped at Level 10, where there is something of importance to find. Once, you've completed Level 10, you will be capped to the next lowest level, until you've found everything you had to. Once you do, you will be able to resume your progress at Floor 201.

If you want to know more about these changes, please read Slormite Chronicles #6.


Act II
- 12 New Missions
- 2 New Bosses
- Ancestral Stone n°3 can be found during Act II.
- There is now a new category of Elites, stronger than regular Elites, that can only be found during the Story for now. Plus, they have a Name, so they must be important.

Miscellaneous
- Level cap is now 50.
- 20+ new Skills and Upgrades available in the Ancestral Tree.
- You now have an option to scale missions to your current Level if it is above the recommanded Level +5.
- Auras will now remain active in the village between Expeditions.
- The name of Bosses now appear on their Lifebar.
- You can now randomly find Treasure Chests in Expedition containing either Goldus, Equipment, Slormites, Slormandrites or Slormelines and Fragments.

Changes
- Class Skills are now unlocked at Level 1, 3, 5, 7, 13, 16, 20, 24 instead of 1, 3, 7, 13, 17, 23, 27, 31.
- Support Skills are still unlocked at Level 10.

Quality of Life Changes
- You can easily split Slormites and Fragments by Right-clicking on a stack.
(Hold Shift to add 10 and Alt to add 100)
- Ctrl+Right Click now throws away items.
- You can easily display Item Level, Reinforcement, Pure Item and Attributes/Reapers/Masteries stats on your Inventory.
- There is now a Loot Filter. It is available as soon as you unlock Friedrich (The Blacksmith) and can be opened from your Inventory.
- The Loot Filter can automatically turn hidden items into Fragments or Goldus.

Balance
Enemies
- The Cooldown Reduction Elite bonus of Elite Fallen Knight, Elite Wizard, Elite Suffering Soul and Elite Executioner have been reduced from 60% to 30%.
- Bonus Elite Damage of Elite Fallen Knight and Elite Wizard have been reduced from 30 to 15%.
- Elite Wizard can no longer immediately cast after teleporting.
- Fallen Knight's base damage has been reduced from 92 to 64.
- Executioner's Movement Speed has be reduced from 2.8 to 2.5,
- Executioner's Attack Range has been slightly reduced and its precast animation is slightly longer.
- Elite Executioner's Buff strength has been reduced from 150% to 100%.
- Prisoner's Area of Effect has been increased by 25%.
- Eggs from Elite Spiders now have -33% less Life, Armor and Elemental Resistance.
- Elite Suffering Soul's Movement Speed has been reduced.
- You can now only be affected by Suffering Soul's Decaying Soul once every 15 frames.
- You can now remove Decaying Soul by killing the Suffering Soul that applied it to you.

Exaltations
- Killing an Elite now increases the duration of Exaltations by 2 seconds instead of 5
- Closing a Breach now increases the duration of Exaltations by 1 instead of 2.
- The Movement Speed from Exaltation of Speed has been reduced from 5 to 4.

Cataclysms
- Cataclysm: Explosive: The Radius has been increased by 50%.
- Cataclysm: Regeneration: Non-Elites enemies now regenerate 10% of their Max Life per second instead of 2%. Elites enemies still regenerate 2% of their Max Life per second.
- Cataclysm: Floor is Lava: The duration has been reduced to 7 seconds.
- Cataclysm: Ice Bomb: You can no longer be Frozen by an Ice Bomb if you are already Frozen.


I think that's about it but I may have forgotten a thing or two.

We've also fixed a good amount of bugs that we've encountered during our playtests but we were not particularly focused on bug hunting for this update. We'll get to it later. :)


What's Next?
We have our next update planned and we are ready to work on new exciting things as soon as we know that this update is stable and that everything is running smoothly.

New Reapers would be nice, don't you think?


Have a nice day everyone!
See you on Monday!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We've been trying to get the update out before Halloween but it just wasn't enough time to get everything done. That being said, everything is now ready and the last touches are being added so we can safely give you a release date.

The Prison Update will go live on November 8th!
So in about a week, depending on when you read this announcement. ːsteamhappyː



We'll post the full patch note a couple of days before in the upcoming Slormite Chronicle.

This is our largest update to this day and we sincerely hope to have created a fresh and fun experience for everyone, so we're both nervous and excited to get it out and get your feedback!

In the meantime, Happy Halloween everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We've been working hard on the second and final part of "The Prison Update" lately. And even though we already have a fair amount of content ready, we actually want our next update to be the final update for the first part of our Road Map.

Before you ask, we do not have a date to communicate yet. But considering how things are going, we should be ready by the end of October / early November. Our goal is to get it out before Halloween and we're doing our best to meet that deadline.

The game hasn't been updated in a while, so this means we have lots of exciting new things to share today.

Act II
Act II will consist of 12 new Missions and 2 new Bosses (we were aiming for one, but bosses are fun to design and hopefully, to fight, so here we are).

You will be going through The Prison, looking for a thief called Grotagrom, fighting mysterious organizations such as The Hood Syndicate or The Old Bones gang and freeing Villagers along the way.

We tried to work on the repetitive and bland aspect of Act 1 and tried to introduce funnier mechanics, shorter and more action-packed missions and we tried as much as possible to handcraft a different experience than what can be found in regular Prison Expeditions.

We're also introducing the ability to scale enemy level to your current level during Story mode.
So if you actually reached Level 40 during Early Access, you will probably roll over the new content anyway, but at least at a slower pace, and with loot that's relevant to you.
It will also provide an incentive to replay Act I missions if you feel like it and fight stronger versions of available bosses.



The Slorm Temple
We've also been working on a new version of The Slorm Temple.

Our goal it to create a much different experience from what regular Expeditions are.
As for progression, we want to offer a real endless challenge with an ever increasing difficulty but also a "soft ending" and meaningful things to unlock along the way for players who are simply not compeled by the "Endless grind" structure.




Minor differences:
  • The Slorm Temple no longer works with a "Prestige" mechanic, meaning you don't have to close The Slorm Temple to spend Pure Slorm. You actually can't close The Slorm Temple anymore.
  • Instead, The Slorm Temple has a permanent progression. Once you've completed a Floor, you get to the next one and that's it.
  • You can go back to a previously completed floor. Completing it again will now grant you Pure Slorm aswell.
  • Being defeated in the Temple also does not reset your progression.
  • Olorin will always be available in town (or inside the Temple) to sell his goods.
  • These changes made some upgrades sold by Olorin irrelevant and were removed and replaced by new upgrades.
    Flat Pure Slorm Reward and % Pure Slorm Reward were removed and replaced by "Temple Defenses Damage" and "Temple Keeper Awakening" (more on that later).
  • Elder Blade Vision, Vision of Purity and Vision of Olorin have been completely removed.
You will be refunded of any Pure Slorm spent on Upgrades that are no longer in the game as well as Upgrades made on Visions.
Your progress inside the Slorm Temple will also not reset but you will be soft-locked to floors where things are to be done (Boss to fight or Item to find) until you do said thing.


  • Elder Slorm is now a physical globe-thingy that you have to pick up when you defeat an Elite.
  • Pure Slorm can randomly spawn when engaging a fight inside The Slorm Temple.
  • Additionally, salvaging Items with Pure Stat will now grant you a bit of Pure Slorm.
  • Getting Pure Slorm should be smoother overall and can actually be done without even going inside The Slorm Temple, although not recommended.

Major Differences / New Additions:

A New Challenge
The Slorm Temple is under the watch or someone we call "The Temple Keeper".
He is a major threat inside The Temple and will change the dynamic of the floor you're in.

Once you start a floor inside The Slorm Temple, and after a small delay, The Temple Keeper will awaken and will activate the Temple Defenses.
Once these are active, various kind of obstacles will continuously appear during the rest of the floor, transforming the Temple in a dangerous area.
On top of that, a timer will start. It represents the time you have left before The Temple Keeper gets to you. Once he finds you, obstacles, traps and enemies will become even more dangerous.
Your goal is to get to the end of the floor before the Keeper gets to you.

With this mechanic, we tried to spice up each floor of the Temple and we tried to balance it so that each floor is actually a challenge and that you actually need to breathe before getting to the next floor.
We probably won't get the balance we want until later during Early Access but we do think it makes the Slorm Temple much more fun in its current state.

One of the new Upgrades sold by Olorin reduces damage dealt by traps/obstacles while the other delays the apparition of the Temple Keeper. Both should become mandatory at some point.



The Temple Keeper
We're also introducing The Temple Keeper as a boss in The Slorm Temple so you will actually get to fight him at some point.

You will have to defeat him 3 times during your progression. The third time being the "soft ending" of The Slorm Temple.

Every time you fight him, The Temple Keeper will add a new mechanic to his arsenal, so he will get increasingly stronger.



Ultimatums
Ultimatums are a new type of item that you can find inside specific floors of The Slorm Temple. They are unique but quite easy to find if you just keep making progress inside the Slorm Temple. There are a total of 15 Ultimatums to find.

Ultimatums are a new (yet pretty small) layer of customization for the player.
Ultimatums all have the same behavior: You get a good boost of a given stat, but this stat can no longer be modified by any other effect or item.
And you only get to equip one.



Example: Ultimatum of Impeccable Technique sets your Critical Strike Damage to 210%. However, you will no longer be able to increase that number with Passives, Auras, Reapers or Equipment. It is locked at 210%.



On top of that, you will be able to upgrade Ultimatums with Olorin, using Pure Slorm.
Each Ultimatum can be upgraded up to Level 15.



The Prison Update: Final checklist
Increased Level Cap
The Level Cap will be increased to 50 with our upcoming Update. New Attribute Traits should be within your reach.

New Ancestral Skill Tree Tier Available
A new Ancestral Stone can be found during Act II. This should lead to roughly 20 new Upgrades/Skills available to you once you The Prison Update is live.


I have 7 Ancestral Stones in the screenshot above for... reasons.

Extras
Finally, these are things we've mentioned in previous Slormite Chronicles and that will be available in the upcoming Prison Update.

Treasure Chests
You can now find chests of various sorts during Battlefield Expeditions.
They can contain loot of different sort: Goldus, Equipment, Slormites, Slormelines or Slormandrites.



Loot Filter
We're introducing a basic Loot Filter in The Slormancer that should help you quite a bit with the amount of equipment you have to manage and can even salvage equipment for you. How convenient.



Inventory
We're also adding a bunch of filters to the inventory so you can quickly get a better idea of what can be of use to you.

You will have the ability to easily throw an item and to easily split Slormites and Fragments into stacks of various sizes.

Auras
We've seen this request quite a bit so we had to do something about it: Auras will no longer disappear when you get back in town.

Balance
We have minor changes coming to the duration of Exaltations and the duration of some Cataclysms but that's about it. No worries. ;)

I'm pretty sure I forgot a few things but that's roughly what the next update will be about.
Hopefully, we will get it live before the next Slormite Chronicle!

Cheers!




The Slormancer - Ashmore[The Slormancer]
Hello everyone!

So first thing first, we took a bit of a break from development and enjoyed some holidays in the last couple of weeks. So we didn't make enough progress to give a release window for the next big update.
(But please keep reading, I gave this Chronicle much love <3).

That being said, this break was much needed and allowed us to take a step back from development and look at the game, the comments and the reviews we got from a fresh perspective.

Addressing Reviews
The most important issue we get on Steam and Discord is how grindy the game is and how repetitive and boring it quickly becomes.

I believe we've already mentioned in another Slormite Chronicle that addressing the repetitiveness was one of our top priorities during Early Access. But coming back from our break, and after reading the comments we got from the endgame mode we've recently introduced, we realized that we did the opposite.

The Slorm Temple is pretty much the quintessence of a grindy and repetitive content. We know we could have done a MUCH better job so we're not happy about that.
We were probably too impatient to deliver additional content and we did not take the time to think it through. It turns out The Slorm Temple is not that fun.
But that's about to change (more about it down below).

As for the rest of the content, our goal is to slowly introduce enough mechanics, enemies and environments so that the game is enjoyable for a much greater amount of time.

The amount of grind needed to unlock new things such as Masteries, Skills, Primordial Reapers or even Levels is also on the to-do list of things we want to adjust.

We also saw a couple of reviews and comments talking about the development being slow and/or focusing on the wrong things (either balance or content that's not the story).
We pretty much agree to some extent. We're slowly learning that developing a game during an Early Access is quite different than developing an unpublished game on our own. We definitely could have done a better job and could have prioritized better.
I guess we're still trying to find the correct pace of our Early Access.

But don't give up! We're still determined to make one pretty damn fine RPG with The Slormancer.


The Slorm Temple
As mentioned above, we are not happy with The Slorm Temple and we are going to introduce some major changes that are currently being worked on. This includes more unique encounters, Traps and Events inside the Temple, a Boss, a soft ending and valuable UNIQUE things to collect, giving the player good reasons to get into the Temple.

The Slorm Temple will no longer be something you start over from Floor 1 when you want to spend Pure Slorm: You will be able to purchase upgrades (and other fancy things) from Olorin whenever you want, in the village or directly inside the Temple. Your progression in The Slorm Temple will also be permanent (no need to start over).

The progress you've made so far in the Temple will still be relevant and Pure Slorm spent will be refunded.

What about Act II?
We have no release window for that yet. We definitely don't want to rush anything given how things went with The Slorm Temple and we want to make sure that the experience we offer lays the foundations of something solid and fun for the rest of the development.


Quality of Life
Oh! And we have Quality of Life changes on the way for the next update. These were all suggestions from our Discord members.

We're introducing a Loot FIlter of our own in The Slormancer. Its purpose is to declutter the screen AND prevent a decent amount of trips to Jemma and/or Friedrich since filtered items can be immediately transformed into either Fragments or Gold.



Also, there are a couple of changes to the Inventory.
First, there's an additional Tab. It is not yet available but we plan to add the very-requested "Materials Tab" very soon. Second, you will notice "Filter" buttons: Level, Reinforcement, Extras and Purity.

These will allow you to quickly display informations directly on your items so you can quickly find what you're looking for.

Last but not least, you will have the ability to easily throw an item and to easily split Slormites and Fragments into stacks of various sizes. There are other changes coming but these were the "cool" ones.

That's about it for now.
Thanks for reading this and following the development of the game!

See you next time!


The Slormancer - Ashmore[The Slormancer]
Hi everyone!

Here's the complete of changes for today's patch:

Steam Cloud
There is now a Cloud/Local save manager to handle conflicts.
You will most likely get a warning when launching the game the next time.
It will look like this:



Do not panic. if you've been playing since The Slorm Temple update, picking your local save should be the correct option. If in doubt, the playtime should be a good indicator.

The game will take care of the rest and normally upload to Steam Cloud as it used to before.

If you accidentally pick the wrong file, you will have the opportunity to recover so don't do anything and contact us.


Balance
Just a quick balance pass on Spiders : Web's timer is no longer resetted if you already are affected by a Web effect.
On top of that, when the Web effect ends, you have a small immunity window where you are immune to webs so it should be much easier to escape most situations.


The Slorm Temple
Since there were some issues with finding Olorin, we've added a couple of infos:
  • Olorin now has its own minimap icon.
  • Olorin now explains where he is located when he gets back to the village.
  • Scaling of enemies should now work properly in The Slorm Temple after floor 260+.
  • You should no longer be stuck in the Temple Shrine when it lifts up.

That's about it for now!
Have fun!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!
We're back with another Slormite Chronicles to keep you updated with the development of The Slormancer. And since we've published a rather large update last week, we have nothing super exciting to share right now besides our plans for the near future.

Here's what we have in store for the upcoming weeks:

Bug Fix Patch
This monday, we will upload a patch that should fix the last remaining issues and bugs that were found in The Slorm Temple update.

I've also added a proper way of handling Cloud and Local saves. From now on, if there is a conflict between your saves, you will get a message upon starting the game asking you to choose the save you want to keep. So you should no longer lose progress when playing offline.

It requires a bit of testing on our side so I'm delaying this patch until monday morning so I can fix bugs quickly if things go wrong.

Treasure Chests
Shortly after, we will introduce Treasure Chests into the game.
This is a bonus feature that was supposed to be in The Slorm Temple update but we did not had the chance to finish it before the deadline. So we plan to add this as a small content update later this month once we're done.

This is a super simple feature: you will be able to find chests containing various kinds of loot during Battlefield Expeditions and inside The Slorm Temple. Nothing crazy, just something cool and new to look for during your runs.






Story Act II
Once we're done with these couple of patches, we will move onto Act II. This includes new missions, dialogues, bosses and a new Ancestral Stone to get to tier 3 in your Ancestral Legacy.

We will give more infos about Act II, the number of missions and bosses a bit later, probably in our next Chronicle since things are not set in stone on our end right now.

Act I Rework
We also have plans to rework Act I, and try to add new enemies, various exciting events and objectives as well since we are well aware that it feels pretty repetitive for a good amount of players right now and even discourages some to try the rest of the content.

If you happen to have complaints about Act I and/or specific missions that felt tedious or boring, or if you have specific things in mind you would like to see improved or even cool concepts and ideas of missions that would fit in The Slormancer. Please, feel free to share in the comments.


That's about it for now!
Have a nice day everyone!

The Slormancer - Ashmore[The Slormancer]
Hello everyone!

Bugs Fixes
I've published a serie of small hotfixes that were meant to fix various bugs created by The Slorm Temple Update. This one should fix the final crashes that were remaining and the most important bugs.
Some minor issues are still present and should be fixed within the week.

Steam Cloud Issues
I found out that since the introduction of The Slorm Temple Update, Steam Cloud wasn't working properly anymore. Your saves are currently only saved locally.

I'm sorry about this but please note, that I'm working on a patch to restore Steam Cloud as soon as possible with a proper and safe way to manage local and cloud saves.

However, if you want to move your save files to a different computer, you can find them here:
C:/Users/<Your Username>/AppData/Local/The_Slormancer
You're looking for the file called save_1.

Also, if you want to get your saves back from Steam Cloud because you are a returning player and you are playing on a new computer, you can download your saves directly from Steam Cloud here:
https://store.steampowered.com/account/remotestorage
And paste the files there: C:/Users/<Your Username>/AppData/Local/The_Slormancer

If for some reason you can't get your save back or you think that you lost your progress, contact me on Discord, on our server: https://discord.com/invite/tkYxSuB.
I will most likely be able to help you out.
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

This is it! After a bit of a delay compared to what we anticipated, the first content update of our Early Access is now live.

As we've mentioned in our previous Slormite Chronicle, we had to work on a lot on technical stuff to make sure everyone could play The Slormancer properly. So we had to cut our update in half to offer new content for July as promised.

From now on, future updates should be closer together and mostly focused on content for a while.

The Slorm Temple:
This update brings The Slorm Temple as the first "true" endgame content. It is still in a raw form and will be polished along the way. We plan to add bossed and various events to it but we feel like it is a nice and different challenge to what the regular Battlefield Expedition offers.

We've covered what to expect in The Slorm Temple here in our latest Slormite Chronicle if you haven't read it. If you don't want to spoil yourself, the only thing you need to know if you're already deep into the game is that you will have to unlock Olorin, The Archmage during Expeditions, just like Friedrich or Rick Manalan. The prerequisite to unlock Olorin is to be at least level 23. Once you found him, he will guide you through the various steps to get to The Slorm Temple.


Breach Events:
The second big change is what we called "Breach Events". Basically, it adds various challenges and random encounters to regular Breaches. Now Breaches can:
- spawn multiple Waves of enemies before closing.
- be Cataclysmic and add a random modifier to your run until you close enough Breaches to get rid of it.
- be Exalted and grant you a random super strong bonus for a short duration.

This is a first step toward making Expeditions less boring over time.


New Enemies:
This update also brings 5 new enemies that were designed to be a bit more mechanically challenging.
If you're new to the game, they will be unlocked through Influence earned via Expeditions. However, if your Influence is already high enough at the moment of the update, all 5 enemies will be instantly available.


Changes:
We've also taken the opportunity to make a few changes to some mechanics:
- The pool of enemies is now changed every Floor during a Battlefied Expedition
- Retaliation Damage is now based on Damage dealt BEFORE any kind of damage reduction (so getting Armor or Resistances is no longer counter-intuitive to Retaliation builds)

The Mighty Knight:
- Mastering Retaliation now reads: "Damage received after damage mitigation is now added to Retaliation Damage."


Bugs Fixed:
The Fierce Huntress:
- Bad Medicine should now work properly, even on Elemental Damage.

Bugs:
- Dealing Damage with Arcane Breach should no longer trigger particles all over the area
- Looting lots of gold should no longer slow your FPS down
- Fixed a bug where the Influence bar would fill more than its frame after reaching Influence 100.
- Fixed a bug where Extracting a Slormite from a Tier 16+ Item didn't work
- Fixed an issue with some Breach compositions spawning enemies outside the room

Crashs:
- Fixed a crash when hovering over the Sort button while at Jemma's store
- Fixed a rare crash occuring when switching class WHILE casting a skill


Note for Chinese users:
To release this update faster, we've skipped the translation of the new content. Our plan is to get this and our next update translated at the same time. Sorry for the inconvenience! It should not take that long.


Final Note:
One more thing, I (Ashmore) am all alone at the time of this update and for a bit of time because HyonD is going to be a bit busy on a very important side project. We're not going to get into detail but let's just say the Slormite family just got bigger! Congrats my dude!


Have fun everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

We've made good progress on the first part of our Road Map. However, we've been delayed quite a bit by the numerous bug patches and by upgrading our Game Engine, which was mandatory to let everyone play the game.

Releasing The Prison Update as a whole in July is unfortunately no longer an option for us. That being said, we've decided to cut it in half so we still plan to deliver actual new (and hopefully fun) content by the end of the month.

The Prison Update was supposed to be:
  • New Feature: Breach Events
  • New Endgame Content: The Tower of Despair
  • 5 New Enemies
  • New Act (New Story Missions and Bosses) - Delayed
  • New Ancestral Tree Tier - Delayed
  • Increased Level Cap - Delayed

Basically, we're going to cut it in half, and deliver the new Feature, new Endgame and the new Enemies in time for July and take the month of August to work on the new Act.

We're sorry about the delay. We definitely made a mistake by announcing the release date of an Update even before the actual release of the game and without a single clue of the amount of feedback and bugs and issues we were going to get.

The July Update should be available anywhere between July 26 and 31. Depending on the time we need to polish things out. The rest of the Update should come around August-September.

Now, I'd like to develop on bit on what's to come in July, and what we have in store:


The Endgame Content: The Tower of Despair

First thing first, this was a placeholder name and it has been renamed to "The Slorm Temple". It still kind of is a Tower, but there's Slorm instead of despair in it...
That would be a different story if the game was called The Despairmancer...

Anyway. At first, it was supposed to be a basic "ladder" kind-of content where you could just endlessly grind environments and climb up harder and harder floors to figure out where your character/build stands against others.

It has evolved quite a bit even though the idea remains the same:
You progress through harder and harder floors of The Slorm Temple but unlike Battlefield Expeditions, floors reached are "unlocked", meaning that if you reach Floor 32, you can come back to Floor 32 whenever you want from the Expeditions menu. There's actual progress to be made.
Enemies there benefit from various multipliers for most of their stats based on the Floor you're in so it shouldn't be as straigthforward as climbing Wrath Levels.

The Slorm Temple also has its own unique environment. It wasn't planned but we had cool ideas we wanted to try, so we did! It is an ancient Temple that builds itself along the way so you never know where you're going or where it ends.



Your goal in The Slorm Temple is to get to the end of a Floor where you'll find a Slorm Shrine containing Pure Slorm. Which brings me to my next point:

We are introducing two new Endgame currencies that will be used to access and upgrade Endgame modes.
  • Elder Slorm (Black Slorm): it is found on Elite enemies and allows you to access The Slorm Temple.
  • Pure Slorm (White Slorm): It can only be found by completing floors in The Slorm Temple. The more you progress in the Temple, the more Pure Slorm you will find.



Now here's the twist:
Olorin the Archmage (an NPC that will become available with this Update) is the one that can open The Slorm Temple, and he has to stay inside the Temple for you to make progress. However, he is also the one selling the various Upgrades that you can purchase with Pure Slorm. Which means that in order to purchase Upgrades, you have to get Olorin back to the Village, causing The Slorm Temple to collapse and your progress to reset (basically, a "Prestige" mechanic, if you're familiar with the idea).

If you make good progress in The Slorm Temple, and if you use the right tools and upgrades, you will then be able to climb back up faster and find better Rewards along the way.



This means we're also introducing Olorin as a new "Merchant". He does various things:
  • Selling Upgrades for Elder Slorm and Pure Slorm: Purchasing those will let you get back faster in The Slorm Temple and also get better Rewards.
  • Selling Upgrades for Pure Stats: We've introduced Pure Stats in our latest update, and Olorin will let you upgrade the Drop rate of Pure Stats but most importantly their Max Roll.
    Basically a Pure Stat was able to roll between 101 and 110% of a regular Roll. Olorin sells a +0.45% Boost to that roll, that you can purchase up to 200 times for a +90% upgrade on Max Rolls. Meaning that if you bought all the upgrades, you will be able to roll Pure Stats up to 200%.
  • Selling "Visions": These are buffs that you purchase and that are triggered whenever a condition is met. Example: "Vision of Purity" is triggered whenever you loot an item with Pure Stats that says: "The next Pure Item you find will have at least 2 Pure Stats." They are quite expansive but they're also quite strong, and their effect can also be upgraded with Pure Slorm.
  • Trading Slorm and Pure Slorm for Elder Slorm: So if you're sitting on a huge amount of Slorm, you will be able to trade it for Elder Slorm and get into The Slorm Temple as soon as possible. Rates are horrible though (but can be upgraded), so make sure you have nothing left to do with Slorm.



The New Feature: Breach Events

We're introducing various Events that can occur when you open a Breach, to cut with the monotony of Expeditions / Grind. We're starting with the following additions with more to come.

Breaches Types:
There are 3 kind of Breaches that you will be able to find:
  • Standard Breaches: The ones you're used to. They will remain the most common type of Breach you can find.
  • Cataclysmic Breaches: Enemies inside the Breach will come with 1 or more unique effects called Cataclysms that you will have to take into consideration. We will start with about 15 Cataclysms and expand from here. You can expect this kind of effect:

    • Reincarnation - Enemies are revived once upon dying.
    • Avengers - Enemies gain +10% Increased Damage whenever you kill an enemy nearby.
    • Explosive - Enemies explode when dying, dealing Skill Damage in a small radius.
    • Unified - Enemies have +5% Increased Damage for each other enemy within a small radius.
    • Jetlag - Enemies are immune to damage during 2 seconds upon spawning.

    On top of that, Cataclysmic Breaches will also grant Loot once you close them.
  • Exalted Breaches: Closing an Exalted Breach will grant you an Exaltation for a set duration. These are superstrong bonuses that will last for a small duration. We will also be using these as an introduction to "Imbued Attacks" since some of these Exaltations will add Elemental effects (the cool-looking attacks you can see on the Trailers) to your skill (and modify their look). You can expect this kind of effect:

    • Fire Exaltation - Fiery Weapon is equipped and at Max Rank, meaning your Skills will Burn enemies and deal Fire Damage. The Exaltation also grants quite a large Elemental Damage bonus.
    • Lightning Exaltation - Electric Overcharge is equipped and at Max Rank, meaning your Skills will cast Electric Arcs toward nearby enemies.
    • Speed Exaltation - Will grant you +70% Attack Speed.
    • Resilience Exaltation - Will grant you +1000% Retaliation and +100% All Damage Reduction.

Additional Waves:
On top of new types of Breaches, each Breach will now spawn a set number of waves of enemies ranging from 1 to 3. Each completed Wave will trigger the Breach Reward (Slorm and Goldus).
Additional Waves will also grant you % Gold Reward and % Slorm Reward Multipliers for the rest of the Expedition, meaning that the longer you stay inside an Expedition, the better the Rewards are for closing Breaches.

At the moment of this Slormite Chronicle, we have nothing but prototypes so we have no screenshots or footage to show for it.


New Enemies
Five new enemies are on their way and will be available for the Update in July:



  • The Entangling Spider: casts a Web that roots its target. The Elite version also spawns eggs that will then spawn new Spiders unless destroyed.
  • The Howling Bat: continuously casts an Area of Effect dealing damage and applying a strong knockback.
  • The Executioner: Stays idle and applies a strong buffs to his allies if surrounded by at least 3 allies. If left alone, he will relentlessly hunt you down, dealing quite a bit of damage.
  • The The Suffering Soul and The Condemned Prisoner are the last two enemies we are working on so I have no fresh screenshots.
    The Suffering Soul is a ghost that can get past through enemies and walls, it is immune to Crowd Control and knockback. It will try to get past through you and it will deal damage over time if it does.
    The Condemned Prisoner is a cute little fella stuck in a door throwing boulders. His door will absord the next 3 hits he receives before breaking, at which point he will be defenseless.






That's about it!
If something is not clear, or there is something that you don't understand, feel free to ask questions!

Sorry again for the delay on Act 2. We're doing the best we can to deliver this Update as soon as possible.

Cheers!
The Slormancer - Ashmore[The Slormancer]
Hi everyone!

We've been working on new content for our upcoming Major Update lately but we've had reports of a few annoying bugs that needed to be fixed.

BUGS:
- Breaking Pots and Graves should no longer reduce your FPS
- You should no longer get stuck in walls when opening a Breach

MINOR BUGS:
The Slormancer can sometimes be flagged as a spyware or ask you to Check File Integrity since the 0.2 build. That is caused by an extension we use for the "Lock cursor to Screen" option. If you are not using said option, you can disable the flagged file "display_mouse_lock_x64.dll", the game should run fine without it.
We should have a solution for it soon.


Legendaries:
- Using Shackles of the Forest should no longer crash the game

Ancestral Legacy:
- Burning Shadow: The "%" should now appear in the cost

Attributes:
- Zeal 15: should no longer affect the Mana Lock cost of Auras

The Fierce Huntress:
- The Awoken should now work properly with Immortal Arrow's Fulfilling Moments
- Fist of the Wild: Windsurfer: Unequipping the Upgrade should now properly remove the Buff.
- Stab's Backstab now displays the correct Damage

QUALITY OF LIFE ADDITIONS:
- Auto Pickup radius has been doubled.
- There is now a "Sort" button in your Inventory (that, well... sorts your inventory)
- For clarity, while crafting at Friedrich's, Stats that can't be rolled because they already appear on your Item are now shown in grey.

That's not much since we're focused on actual additional content lately, but these are the few things I felt were relevant and not too time consuming on our side.


We'll be back on July 6 for our Slormite Chronicles #3 and a lot more infos on what's to come, and when it's coming.

Have a good day everyone!
...