The Slormancer - Ashmore[The Slormancer]
Hello everyone!

Controller Update, When?
In our previous Slormite Chronicles, we've said that the Controller Update was expected to be done in February. I later posted a comment regarding the delay that most of you probably missed:
I had personal things that came up so we had to delay the release a bit. But we can now announce that
The Controller Update will go live on March 7.

Things also got out of control as I felt the need to add more and more features to this update! :D
So the "Controller Update" became a larger beast, now known as "The Technical Update".

What's in it?
I don't want this to turn into a patch notes (that we will publish on March 7 as well) but I'm glad you ask!

Controller Rework
Controller Aim Assist:
I've reworked the Auto-Aim system to be much more accurate and efficient.
I've also added an Aim Assist Setting with different control schemes:
  • Auto Aim: (Default option) Use the Right Stick to navigate between targets.
  • Semi-Free: Use the Right Stick to Aim. Your aim will adjust to a relevant target in the direction you're aiming.
  • Free: Use the Right Stick to Aim. No Help.
On top of that, we've added a new bindable option called "Toggle Aim Assist" that is used to quickly switch between your default Aim Assist option and the "Free" control scheme.


We've been working on visual feedback aswell.

User Interface:
Navigating through menus with a controller used to be really painful. But fear not! Things got much MUCH smoother as you can now use the Left stick to move freely inside menus.

And as mentioned in our previous Chronicle, you will be able to change button faces and choose between Xbox, PlayStation or Nintendo Switch.


Wait! There's More!
We've also been working on various Quality of Life features and technical stuff that should improve the overall experience.

  • I've added new Font Sizes called "Biggerer" and "Biggest", bigger than the "Bigger" font size.
  • You can now bind Side Mouse Buttons (up to 2).
  • I've added Search Bars (similar to the one in the Ancestral Legacy menu) to Skills, Attributes and Slorm Reapers.
  • The Slormancer now supports UltraWide and the 2560 x 1080 and 3440 x 1440 resolutions are now available.
  • The Slormancer now supports 120+ FPS and a "Target FPS" setting has been added by 4 options: 30, 60 (default), 120 and Uncapped.
  • Last but not least, I've added a Zoom setting allowing you to Zoom Out by up to 25%. It should feel better for people unconfortable with our current level of zoom without breaking the experience.

Everything listed above will be available with the "Technical Update" on March 7.

The Royal Update Part.I
While working on the technical aspect of the game, we've also made progress on The Royal Update that will add a New Environment and 5 New Enemies to The Slormancer.

New Enemies
Here's a preview of our upcoming enemies!



From left to right:
  • The Loot Thief
  • The Decaying Domestic
  • The Spectrum of Justice
  • The Ominous Jester
  • The Undead Paladin

New Environment: The Royal Wing
It is actually the very first environment we've built for the game. It has been through a lot and is now ready to come to The Slormancer.






Bonus Pic!
As I've said, the Royal Wing was the very first environment we've built for The Slormancer. Behold its first iteration. You can also enjoy the very first designs for The Mighty Knight and Skeleton Soldiers.
Back then, we were super proud of the result. :o




That's about it for now!
Have a nice day everyone and see you tomorrow for the update!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

It's Chronicle time!

The Luxuriant Update Part II: Feedback
The Luxuriant Update Part II has been out for a week now. So it is time to take a look at the feedback we've got. Basically, we've mostly had positive reactions while negative points that were addressed were almost only about two specific things:
  1. The Great Labyrinth Mission is basically too long, boring and uninteresting. We tried something different, it didn't work. But it is pretty simple to take care of so we plan to address this an upcoming Update.
  2. The Story as a whole, is repetitive and missions get boring fast. This is a much more complex point, and we tend to agree that the Story/Missions part of the game is not one of The Slormancer's strengths. We also believe that reworking each and every mission won't fix this. So we're still looking for solutions.

What's next?
We've allocated 50% of the resources of the company (being one artist) to start working on our next content update: The Royal Update Part I. It will include 5 new enemies and a new environment, so quite a bit of assets to draw.

While the entire tech department (being me) is currently working on a Quality of Life / Controller / Technical update.

And since HyonD, being the fancy artist that he is, doesn't want to share his precious designs (even to me), I'll talk about what I'm doing instead.

Reworking Controller Support
Jokes aside, we've had a lot more feedback regarding our controller support lately. It is most likely due to the Steam Deck being more and more popular.

To be honest, the very first iteration of our controller support was not meant to be final, and we aimed for something "good enough" without having the Steam Deck in mind or even thinking about how popular playing on a PC with a controller actually is.

Right now, I'm working on the "True Final Omega Version", not the "Final 001 Version" if you know what I mean, addressing every issue that players have encountered.

The goal here is to get the "Optimal" status for the Steam Deck, instead of the "Playable" that we currently have. On top of that, we've always wanted to get The Slormancer on consoles, so I'm working with that in mind. And ideally, a Switch release could be done without any further adjustments that the ones I'm currently making. So it has to be close to perfect.



Here are the points I'm focusing on:
  • Better Menu Navigation: I'm adding a cursor (similar to games like God of War or Assassin's Creed) to easily navigate. And it is much much smoother.
  • Better Auto-Aim / Aim System: I'm reworking the Auto-Aim to actually work (...) and to be a lot less intrusive when players want to manually aim for their targets.
  • Bigger Font Size: Pretty self-explanatory. This is mostly for Steam Deck users, but if your setup is to play on a TV with a controller, then you should like this one aswell.
  • Fixing Various Issues: Such as not being able to select Slorm Reapers, or get Challenges Tooltips inside the forge etc...
  • More Keybinds options: By allowing every button to be remapped.
  • Button Faces: Since I'm planning (way ahead) a console port, I've added different controller styles so you will be able to choose the one you want to use (from X-Box, PS & Nintendo Switch / Steam Deck).


A cursor, bigger font size and a PlayStation design.

Some points are mostly technical stuff, that are probably hard to understand on paper but very easy to feel ingame. So I'll be looking for more feedback once the update is live. As of right now, if you're a Steam Deck / Controller user and feel like I'm missing something that should be addressed, please let me know.

I'm also adding a couple more options on the way for Mouse + Keyboard users, such as the ability to bind side mouse buttons. I'll be looking to add some more if I have enough time.


I should be done with the "Controller Update" by the end of February.

Quick update about the date (also in the comments).
I was hoping to get it done before the end of February but we unfortunately won't make it. The good news is that it is ready (and actually far more important than I expected), the bad news is that I have personal stuff to take care of (nothing to worry about) and I won't be able to upload it and be around to handle issues that may arise.
For this reason, the update will go live on March 7.


And to reiterate, given the nature of our next content update, working on this will not delay the
addition of new content.


That's about it for now!
Have a nice day everyone!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

The Luxuriant Update Part II is now avaliable!

We said January, and we delivered, so yay!
The Patch Notes below looks a lot like Slormite Chronicles #20 since it was a preview of what we were working on. Let's get to it!

New Mission
8 new missions have been added to the game, followed by a glorious boss fight!

In the Luxuriant Gardens, we tried to build a few missions around the maze and the possibilities that it offers without, hopefully, creating tedious missions.

We also introduced a few riddles and small brainteasers throughouth the act.

We are also adding a new Quality of Life -sort of- mechanic: When you complete a mission, you will now be able to move on to the next mission without having to come back to the village everytime.

Once you clear Act IV, you will get your usual Ancestral Stone from Adam Nostrus which leads me to our next part.

New Ancestral Legacy Tier
This new Ancestral Stone will give you access to 32 new Ancestral Skills.

Here are a few examples of the new Skills you will have access to:

Spark Machine: Aura - While this Aura is toggled on, you constantly create Electric Sparks dealing [15% Elemental Damage] to random enemies nearby.
Wavering Glow: When they disappear, Shield Globes you did not pick up now grant you a shield equal to 25% of their shield value.
Inextinguishable Light: Active Skill - For the next 6 seconds, your Life cannot be reduced below 1.
Melting Ice: Your Ancestral Strikes reset the Cooldown of your Ancestral Legacy Active Skills.
More Fire: Burn can now stack up to 7 times.

Increased Level Cap
And finally, the Level Cap has been increased to 70.

Bonus
Quick Quality of Life for The Slorm Temple:
Goldus and Materials are now automatically drawn to you when you clear a Room.

Bugs fixed
Slorm Reapers:
  • Pure Reaper of Temple Keeper is no longer adding its % Pure Slorm bonus twice.
  • Reaper of Necromancy: Squires should now properly benefit from your stats.
The Fierce Huntress:
  • Arrow Shot should now be cast properly when using Prime Totems.
The Mischievous Mage:
  • Switching to a Tier 5 Upgrade after casting Orb of the Temporal Master should no longer crash the game.
The Slorm Temple:
  • Pure Slorm Reward is now calculated when the Temple Shrine rises up, not when you pick up Pure Slorm.
Various:
  • You should no longer be able to knock Obelisks back inside The Great Forge.
  • You should no longer be stuck on Result Screen with a Tutorial Tooltip being shown.

That's about it for today.
We didn't have the time to add everything that we wanted in that update (such as reworking the controller or balancing various things) but we believe these can be done in a later update.

And as always, please report any bug that you may find.
Have fun!

The Slormancer - Ashmore[The Slormancer]
Happy New Year everyone!

For this Chronicle, we wanted to do a recap of the year 2022 for The Slormancer and take a moment to appreciate what's been done and how things have changed.

Fun fact: You may not know this but we publish the Slormite Chronicles devlog every 6th of the month, which is the day The Slormancer was released (on April 6, 2021). Everytime we publish a Slormite Chronicles, the game gets one month older, and it is currently 21 months old. \o/

A Year of Chronicles
https://steamcommunity.com/games/1104280/announcements/detail/3142949576403601336
Slormite Chronicles #9 (January 2022)
For our first Slormite Chronicles of the year, we had quite a bit of an announcement to make. The Slormancer sold 100 000 units which was definitely unexpected for the two of us.
So again, thanks a lot to everyone that made it possible.

We also briefly mentioned the work we were doing on the 19 upcoming Slorm Reapers by revealing the now notorious "Pure Reaper of the Temple Keeper".

This Chronicle led to the first Update of 2022: The Mage Academy Update Part 1 on January 31, adding:
  • 19 New Slorm Reapers
  • 5 New Enemies
  • A New Environment: The Mage Academy
  • The Material Tabs for your Inventory

https://steamcommunity.com/games/1104280/announcements/detail/3127189423521555236
https://steamcommunity.com/games/1104280/announcements/detail/3133947359552796548
https://steamcommunity.com/games/1104280/announcements/detail/3222896627768113666

Slormite Chronicles #10, #11 and #12 (February, March & April 2022)
During this timeframe, we were mostly working on Part II of The Mage Academy Update which included Act III of the Story, an increased Level Cap, 30 new Ancestral Skills but also 5 new Cataclysms and 2 new Exaltations.

At this point, we were also reworking Act I by reducing the number of mandatory missions, adding Exalted Breaches, and adding diversity to the enemy pool. We also increased the number of Slorm Reaper drops during the Story while increasing the pathing of the early game in various ways.

These 3 Slormite Chronicles led to The Mage Academy Update Part 2 being released on April 18, adding:
  • Act 3 and a new Boss
  • A rework of Act 1
  • 30 New Ancestral Skills
  • 7 New Cataclyms & 2 New Exalted Breaches
  • Chaos Breaches

https://steamcommunity.com/games/1104280/announcements/detail/3218395575733114513
Slormite Chronicles #13 (May 2022)
This is where we started brainstorming an upcoming endgame mode called The Great Forge, while doing so, I felt like adding a couple of highly requested Quality of Life features to the Ancestral Legacy Tree: a search bar and a zoom function.

This led to a small Quality of Life Update released on May 16, adding:
  • A Search Bar to the Ancestral Legacy
  • A Zoom Function to the Ancestral Legacy

https://steamcommunity.com/games/1104280/announcements/detail/3330988087699527445
https://steamcommunity.com/games/1104280/announcements/detail/3325361215008126727
https://steamcommunity.com/games/1104280/announcements/detail/3362518992740887891
https://steamcommunity.com/games/1104280/announcements/detail/3342255406639516854

Slormite Chronicles #14, #15, #16, #17 (June to September 2022)
From June to September, we've worked on The Great Forge and all the elements had to fit in such a mode. This was the HEAVY work of this year and we didn't anticipate for it to take us that long. We also really wanted to create something interesting and unique out of a basic "waves" mode, which led to what's currently in the game. And although The Great Forge has its flaws (we're working on those), it seems like players are having fun.
To build this mode, we've had about 1 month of Brainstorm only which led to dozens of (extremely complex) ideas that we eventually rejected. Then a month working on the Reaper Runes, which were the "Progression system" tied to The Great Forge itself followed by a couple of months to build The Great Forge itself.

All of this came down to The Great Forge Update that was released on September 27, adding:
  • A New Endgame Mode: The Great Forge
    • A Challenges System
    • The War Chest Mechanic & 32 Unique War Chest Effects
    • A New Boss
    • A New Environment
    • The Addition of Obelisks
  • 28 Reaper Runes:
    • 7 Runes of Activation
    • 14 Runes of Effect
    • 7 Runes of Enhancement
  • New Currency: The Reapersmith Spirits
  • New Mechanic: Slorm Reaper Affinity
  • The Slorm Reaper Forge
  • A New Slorm Reaper: Fate-Crusher
  • 4 New Cataclysms
  • a New Balance to Slorm Reapers Base Damage
  • Reworks on The Mighty Knight:
    • Ascension
    • Crest Shield
    • Whirlwind
So this was definitely a HUGE update. With a little hindsight, 4 months to build all of this seems pretty good. It just didn't feel this way while working on it. :)

https://steamcommunity.com/games/1104280/announcements/detail/3314110913448715507
Slormite Chronicles #18 (October 2022)

Because of how big The Great Forge Update was and how very little progress it represented, the release was bittersweet and not so satisfying. We were proud of the content that we released but the cost felt too high. Basically, these 4 month represented roughly about 5% of the Road Map.

This left us a bit burnt out, so we decided to focus on basic and easy stuff for a while, and release smaller yet impactful updates at a faster pace.

This is why we posted a new Road Map during Slormite Chronicles #18.

https://steamcommunity.com/games/1104280/announcements/detail/3427829445185536662
Slormite Chronicles #19 (November 2022)
In this Slormite Chronicles, we talked about the Luxuriant Update Part I that was coming up.

This led to The Luxuriant Update Part I being released on November 14, adding:

  • 5 New Enemies
  • A New Environment: The Luxurious Gardens
  • 5 New Cataclysms
  • "Super" Elites & Elite Affixes
  • Reworking Life & Mana Leech
  • Reworking the pool of Epic Stats
  • Adding Alternate Slormeline Recipes

This took us 6 weeks to get done, which is much more satisfying for us.
And this is a pace we'd like to keep up.

https://steamcommunity.com/games/1104280/announcements/detail/3601220554059111339
Slormite Chronicles #20 (December 2022)
This is our latest Slormite Chronicles, in which we talked about our progress on The Luxuriant Update Part II and the various reworks we'd like to get done.

Which is where we are right now.


What's next for 2023
Right now our goal is to get The Luxuriant Update Part II done before the end of January.

And as we mentioned it in the last Chronicle, it will introduce Act IV, 32 new Ancestral Skills and a new Level Cap (to 70) but "that's about it". Shortly after, we'd like to make an Update focused on various reworks: Controller, Armor & Resistances, Reaper Runes, etc...



As for the rest of year, the goal will be to finish a few sections of the game such as the Story, Environments and Enemies so if we look at the Road Map, this would mean completing:
  • The Luxuriant Update II
  • The Royal Update Part I
  • The Royal Update Part II
  • Enemies & Environments
  • (The Warlords Update on top of that would be extra nice)

I'd say this is the core plan, and depending on our mood and the needs of The Slormancer, we will work on other aspects of the game in-between core Updates.

We're feeling good about the future of The Slormancer. We just need to keep working, add content, fix stuff and we'll eventually see the end of it. But it may take more time than anticipated.

That's about it for now!
And again, Happy New Year!

Cheers!
The Slormancer - Ashmore[The Slormancer]
Hello everyone! It's Chronicle Time!

If you've been following The Slormancer, you know that our last update was "The Luxuriant Update Part I" so naturally, our next update will be "The Luxuriant Update Part II".

As mentioned on the Road Map, "The Luxuriant Update Part II" will include:
  • A New Act: New Missions and a new Boss fight.
  • A New Ancestral Legacy Tree Tier.
  • An Increased Level Cap.

Act IV
Act IV is in progress. 8 new missions are being added to the game, followed by a glorious boss fight!

When we create new missions, our goal is to build something that cannot be found in regular procedurally generated Expeditions, so we try to toy with the possibilites of the environment. So you can expect gardens filled of fountains or ponds or anything we could think of.

In the Luxuriant Gardess, we tried to build a few missions around the maze and the possibilities that it offers without, hopefully, creating tedious missions.

We are adding a new Quality of Life -sort of- mechanic: When you complete a mission, you will now be able to move on to the next mission without having to come back to the village everytime.

Unless an event has to trigger in the village to forward the story, in which case, this won't be an option.
We will add this mechanic for Act IV missions for now, and add it to previous acts at some point as well.








Once you clear Act IV, you will get your usual Ancestral Stone from Adam Nostrus which leads me to our next part.

New Ancestral Legacy Tier
This new Ancestral Stone will give you access to 32 new Ancestral Skills.

Here are a few examples of the new Skills you will have access to:

Spark Machine: Aura - While this Aura is toggled on, you constantly create Electric Sparks dealing [15% Elemental Damage] to random enemies nearby.
Wavering Glow: When they disappear, Shield Globes you did not pick up now grant you a shield equal to 25% of their shield value.
Inextinguishable Light: Active Skill - For the next 6 seconds, your Life cannot be reduced below 1.
Melting Ice: Your Ancestral Strikes reset the Cooldown of your Ancestral Legacy Active Skills.
More Fire: Burn can now stack up to 7 times.


Increased Level Cap
And finally, the Level Cap will go up to 70.
After that, there will be another increase going up to Level 80 during The Royal Update Part II and a final increase to Level 100 for The Final Update and the end of Early Access.



Various Reworks on the way
We are also working on various reworks.
These may or may not make it to the next Update depending on how much time we have left, but they are on top of our to-do list:
  • Controller Rework: We want to improve the overall experience in gameplay by allowing players to have control over the auto-targetting system and improve the feeling as much as possible.
    We also want to almost entirely rework how menus are being handled with a controller. We don't want to make a separate interface for controller users but I have quite a bit of room for improvement. And probably switch to cursor-based menus.
  • Armor / Elemental Resistance / Evasion: We want to rework the system so that these stats become a bit more central to most builds and try to make them as useful as Life, or even more depending on your playstyle. Basically we want them to be stronger. :)
    Armor and Elemental Resistance Penetration should be impacted by the changes we intend to make as well and will most likely become much more useful stats.
  • Balance: We are currently looking at balancing game-breaking effects and effects that allow you to completely bypass the intended difficulty, and these should be adressed in the next Update.

I believe this is the shortest Slormite Chronicles to this day. Our previous update is 3 weeks old, and since we are currently focusing on short and frequent updates, there's nothing super big or fancy coming up that we can share.


That's about it.
Have a nice day everyone!
Nov 15, 2022
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

Don't mind me, I'm just fixing a few things I broke in yesterday's update.

Bugs:
  • Super Elite Enemies should no longer appear without a proper name (Colossus and Necromancer)
  • Unstable Imps AoE's should now properly follow them when being pulled.
  • The Alternate Recipe of Slormelines should no longer mess with the Craft of Slormandrites.
  • The List of Epic Rolls should no longer be offsetted while reforging an Epic Item.
  • Primordial Aiondee should now properly work again.
  • Bryan's "In The Circle" protection should now properly disappear.

Performance:
Fixed a memory leak causing the FPS to slow down in The Great Forge (eventually leading to crashes).

That's about it!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

The Luxuriant Update Part I is now avaliable!

To be clear (before anyone asks): This Update does introduce a new Environment: "The Luxuriant Gardens", but does not introduce a new Act or new Missions.

Now onto the Patch Notes:

New Enemies
5 new foes will strengthen the armies of The Slormancer:
  • The Pudding Hermit.
  • The Zombie Peasant.
  • The Shepherd.
  • The Unstable Imp.
  • The Plague Doctor.

New Environment
A new environment: The Luxuriant Gardens will be available in Battlefield Expeditions.

Superior Elites
  • Superior Elites have been added into the game. These Elites will have a chance to spawn in Battlefield Expeditions. They have a superior Life pool and come with up to 4 Elite Affixes.
  • 20 Elite Affixes have been added.

New Cataclysms
5 new Cataclysms have been added into the game:
  • Fire Strike: Granting Fire Damage to attacks and a Chance to Burn.
  • Ice Strike: Granting Ice Damage to attacks and a Chance to Chill.
  • Lightning Strike: Granting Lightning Damage to attacks and a Chance to Shock.
  • Light Strike: Granting Light Damage to attacks and a Chance to apply Daze, Broken Armor, Broken Elemental Resistance or Slow.
  • Shadow Strike: Granting Shadow Damage to attacks and a Chance to apply Shadow Confusion.

Cataclysm Changes
  • Assimilation: The wording of "Assimilation" has been changed to "Enemies receive X% Decreased Damage for each yard between you and them." (instead of the "damage's source").
  • Assimilation: Regardless of the distance, enemies affected by "Assimilation" will now always receive at least 10% of the Damage dealt.
  • Reincarnation: In Battlefield Expeditions, enemies now have 25% Chance to be revived (instead of 100%).
  • Shadow Curse: After receiving Shadow Curse Damage, you become immune to Shadow Curses for 1 seconds.
  • Replicant: Enemies now have 30% Chance to summon a copy of themselves (instead of 100%).
  • Jetlag: Has been reworked and now reads: Every second, enemies have 10% Chance to become Invulnerable for 0.5 to 2 seconds.
  • Explosive: Enemies now explode after 3 seconds, instead of 1.5 seconds. And the explosion now deals damage based on Base Max Life instead of actual Max Life.
    We talked about a 5 second delay in The Slormite Chronicles but changed it back to something a little more challenging after further testing.

Life / Mana Leech Reworks
  • Life & Mana are now Leeched over a 5 second duration.
  • Life & Mana stored over time cannot exceed your missing Life. The excess is not stored.
  • There is also a Leech cap of 1% of your Max Life per second per Leech instance (excepted for Primordial Aiondee) but no instance limit.

Craft Reworks
Life/Mana On Hit/Kill
  • Life Regeneration rolls (on a Level 60 Epic Item) have been increased from 11-23 to 23-46.
  • Life on Hit / Mana on Hit rolls (on a Level 60 Epic Item) have been increased from 2-4 to 11-23.
  • Life on Kill / Mana on Kill rolls (on a Level 60 Epic Item) have been increased from 15-30 to 30-61.

Alternate Slormeline Recipes
We've added alternate Recipes for Magic, Rare, Epic and Legendary Slormelines: Slormelines can now be crafted using 10 Slormelines of the previous tier.

Epic Stats
  • Epic Stats are now chosen from a pool of 38 Stats instead of 78.
  • These Stats differ depending on the current Equipment you're trying to craft.

Slorm Reaper Changes
  • Primordial Reaper of Vindictive Slam: Holy Ground can no longer stack above each other.
    If a Holy Ground area was supposed to stack on top of another, it refreshes the duration of the other instead and increases its damage.
This change was done to drastically reduce the noise onscreen and improve performance.

The Great Forge
  • Obelisk of Transmutation now reads: "While Obelisk of Transmutation is active, everytime an enemy dies, it restores Life equal to its Max Life to another random enemy." instead of "to all other enemies within a 5 yard radius."

The Slorm Temple
  • The Temple Keeper and his Traps should be slower overall on Floor 100 and Floor 150.
  • Bridges from The Slorm Temple should rise faster.
  • The size of each floor has been reduced by about 30 to 40%.
  • Pure Slorm rewards for each floor remain about the same, so Pure Slorm should be 30 to 40% faster to acquire.
  • The value of random Pure Slorm drops have been multiplied by 6 and now properly scale with the Floor Level.
  • The Pure Slorm rewards of Floor 50, 100 and 150 are now properly displayed.
  • The Pure Slorm rewards from Floor 50, 100 and 150 have been reduced by 40%.

Bugs Fixed
The Mighty Knight:
- Critical Retribution should now properly increase Critical Strike Chance.
- Porcupine should now properly increase Critical Strike Chance.
- Effects affecting your "next Skill" such as Exposed Armor will now properly end when Whirlwind ends.

The Fierce Huntress:
- Fairy Dust should now properly avoid Shadow Seal Damage from the Shadow Curse Cataclysm.
- Wandering Arrow should now trigger properly after changing rooms.

Slorm Reapers:
- Reaper of the Untouchable: Untouchable Dash should no longer allow you to move outside the map.
- Reaper of Retaliating Foresight should no longer trigger on friendlies.
- Primordial Reaper of the Trainee should now properly scale with Affinity.
- Fixed a crash with Reaper of Alpha and Omega.
- Reaper of Necromancy / Reaper of the Temple Keeper: Summons will now spawn properly after changing rooms.

Legendaries:
- Young Phoenix Feather should now properly work with Primordial Aiondee.

Runes:
- Thornbite Rune should now display the proper Shield value.
We are aware that some runes are currently overpowered. We were short on time to fix them in this Update but a fix is coming.

Various:
- Storing then retrieving Spirits in your Stash should no longer cause them to stack in the Fragments slots.
- Player's Area of Effects are now slightly more discrete and create less noise on screen.
- Great Forge Challenges should no longer appear blurry.
- Codex Menu should no longer move out of window.
- Fixed a couple of crashes.

Synergy Loops:
- Added a global system to help prevent Loops.

- Armor of Illusion (Armor -> Evasion)
+ Indomitable Mountain (Evasion -> Armor):
Armor of Illusion doesn't benefit from Armor gained with Indomitable Mountain.

- Evasive Magic (Evasion -> Max Mana)
+ Elemental Lock (Mana Lock (so Max Mana) -> Elemental Damage)
+ Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion):
Evasive Magic doesn't benefit from Evasion gained with the SYNERGY of Primordial Reaper of the Untouchable One IF Elemental Lock is equipped.

- Toughness 15 (Armor -> Elemental Resistance)
+ Elemental Sorcerer (Elemental Resistance -> Elemental Damage)
+ Primordial Reaper of the Untouchable One (Elemental Damage -> Evasion)
+ Indomitable Mountain (Evasion -> Armor):
Toughness 15 doesn't benefit from Armor gained with Indomitable Mountain IF Elemental Sorcerer and Primordial Untouchable One are equipped

- Good Crop (Deals Damage based on Reaper Damage + Increase Raw Damage based on Damage dealt)
+ Savagery 60 (Raw Damage -> Reaper Damage basically)
Savagery 60 doesn't benefit from Raw Damage gained through Good Crop.

Performance:
- Improved performance when Area of Effects are hitting lots of enemies at once.
- Improved performance when lots of Goldus coins are being displayed on screen.
- Also improved performance everywhere else. :o

As always, if you find a bug, post it on our Steam Forums or on Discord.
Cheers!
The Slormancer - Ashmore[The Slormancer]
Hello everyone! It's Chronicle Time!

The Luxuriant Update, Part I Release Date
First and foremost: The Luxuriant Update, Part I will be available on November 14.

Quick reminder if you're not following the road map closely (shame on you!): The Luxuriant Update is the next update on the line. It will introduce a new environment called The Luxuriant Gardens and 5 new Enemies.

Given how long it took us to release The Great Forge, we wanted to try to work on smaller yet impactful updates released at a regular pace. We successfully managed to keep the development time under 6 weeks for this update, and it feels great!

New Enemies



5 new foes will strengthen the armies of The Slormancer. From left to right:
  • The Pudding Hermit is a basic enemy dealing Melee damage with its stick.
  • The Zombie Peasant adds a "Scratch" stack when dealing damage, increasing the damage dealt by Zombie Peasants. Be warned, Zombie Peasants are inoffensive until they are not.
  • The Shepherd casts large and slow Projectiles with random patterns.
  • The Unstable Imp explodes when he gets close to you.
  • The Plague Doctor casts a Poisonous Area when he gets in range then teleports away.





New Environment

A new environment will be available in Battlefield Expeditions.
This update does not introduce a new Act to the Story, it simply adds The Luxuriant Gardens as a possible choice during Battlefield Expeditions.





Elites Rework
We've also been working on the "Elites Rework" part of the Road Map. Here's how it works: Upon spawning, regular Elites will have a chance to become Superior Elites. They will have a slightly larger Life pool and up to 3 Affixes, and a unique name (based on the names of our Patreons and our most active community members!).

We've been working on various Elite Affixes and we will launch this update with 20 different Affixes for our Elites. Each Affix is based on a Cataclysm that has already been added in the game but has been redesigned to fit the Active Bonus/Skill we were looking for rather than a passive effect.

So for instance, an Elite with the "Ice Bomb" affix will cast multiple Ice Bombs in a line toward you every few seconds. An Elite with the "Replicant" affix will summon a non-elite copy every few seconds while the "Multiplication" affix (Additional Projectiles) will grant +5 Additional Projectiles every few casts.


In the screenshot above, you can see an Elite enemy with 3 Affixes. You can follow their cooldown and prepare accordingly. We still have to add a few polishing touches on this, so the enemy is missing its name and does not have the proper Superior Elite glow.

Other Additions and Reworks
New Cataclysms
We're introducing new Cataclysms granting Imbued attacks to enemies. So that's a total of 5 new Cataclysms added to the game, one for each element.

Example: Fire Strike adds Fire Damage to enemies and a Chance to apply Burn aswell.
As for the Elite Affix version of Fire Strike, it will trigger an AoE around the enemy dealing Fire Damage every few seconds.

Cataclysm Changes
Speaking about Cataclysms, we've made modifications to the most tedious ones. Here are the biggest changes:
  • Reincarnation: In Battlefield Expeditions, enemies now have 25% Chance to be revived (instead of 100%).
  • Shadow Curse: After receiving Shadow Curse Damage, you become immune to Shadow Curses for 1 seconds.
  • Replicant: Enemies now have 30% Chance to summon a copy of themselves (instead of 100%).
  • Jetlag: Has been reworked and now reads: Every second, enemies have 10% Chance to become Invulnerable for 0.5 to 2 seconds.
  • Explosive: Enemies now explode after 5 seconds, instead of 1.5 seconds. And the explosion now deals damage based on Base Max Life instead of actual Max Life.
    We're basically changing the formula so that a Wrath 10 Explosion benefits from the % Increased Damage (2 500%) instead of the % Max Life (20 000%).
    We're also increasing the cooldown by quite a bit so that players can no longer be accidentally (or not) one shoted.

Life / Mana Leech Reworks
Since the difference between Damage dealt and actual Max Life is so big, we're seeing builds with less than 1% Life Leech heal their whole Life in a single attack. Which is not what we're looking for.
We're also looking at making them mechanically different than the regular Life on Hit/Life on Kill.
Same goes for Mana.

This is why we're making the following changes:
  • Life & Mana are now Leeched over a 5 second duration.
  • Life & Mana stored over time cannot exceed your missing Life. The excess is not stored.
  • There is also a Leech cap of 1% of your Max Life per second per Leech instance (except for Primordial Aiondee) but no instance limit.
    So you might not benefit from your whole Life Leech stat if the difference between your Max Life and the Damage Leeched is too high.

Craft Reworks
Life/Mana On Hit/Kill
Based on the changes made on Life/Mana Leech, we've increased the score result of a few Stats on Equipment. For readability purposes, I'll list the result of these changes for a Level 60 Equipment on an Epic Slot (although, these changes will affect all slots any level):
  • Life Regeneration roll (on a Level 60 Epic Item) has been increased from 11-23 to 23-46.
  • Life on Hit / Mana on Hit rolls (on a Level 60 Epic Item) have been increased from 2-4 to 11-23.
  • Life on Kill / Mana on Kill rolls (on a Level 60 Epic Item) have been increased from 15-30 to 30-61.

Alternate Slormeline Recipes
We've added alternate Recipes for Magic, Rare, Epic and Legendary Slormelines: Slormelines can now be crafted using 10 Slormelines of the previous tier.
A Magic Slormeline can be crafted with 10 Normal Slormelines, a Rare Slormeline can be crafted with 10 Magic Slormelines and so on.

Epic Stats
This is quite a big change.
In order to reduce the cost of crafting Epic gear, we're reducing the number of possible Rolls by quite a bit. Currently, everytime you reroll an Epic stat, it is rolled from a pool of 78 stats which result in massive crafting costs.

With this Update, we've reduced the number of possible rolls to 38. Just like Normal, Magic or Rare stats, possible rolls will depend on the piece of Equipment you're currently crafting.
So for instance, you will no longer be able to roll "Fire Resistance" on your Belt, Bracers, Gloves, Shoulders and Boots. "Melee Knockback" will only be a possible roll on Belts, Bracers and Gloves etc...

We've tried various approaches to reduce the cost of crafting Epic gear, not only regarding Goldus but also because the crafting itself was long and frustrating. And this solution felt like the most natural thing: It naturally halves the average cost of Crafting the stat you want but also halves your need of actually rerolling the stat since Epic gear found will be 50% more likely to get the correct roll.

The bad side of this is that it potentially reduces the freedom of crafting since you can no longer stack absolutely any stat you may want on all your pieces. That's why we really tried to cut stats that felt the most useless and tried to make sure that no build would suffer from this. We also feel that it will encourage players to look at a wider variety of stats.

The Slorm Temple
Bridges inside The Slorm Temple will now rise much faster!

We're also looking at improving the experience in The Slorm Temple so that's not it: We've reduced the size of every floor by about 30 to 40% all while maintaining the same Pure Slorm Rewards.

So a floor should be about 30% faster to complete and Pure Slorm should be equally faster to acquire.
We've made these changes because starting from Floor 70+ (or even less, depending on your own taste), floors got longer but not necessarily more challenging which needed to be changed.

Performance & Bugs
I've also fixed numerous bugs. Including the infamous Infinite Loop bug.
And I've made quite relatively big performance Improvements when it comes to AoEs dealing damage to large packs of enemies or when large amounts of Goldus are displayed on screen.

That's about it.
See you next week for the release! Cheers!

Oct 11, 2022
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

This is hopefully the last patch regarding performance and bugs for The Great Forge. That does not mean I don't have lots of bugs to fix and improvements to make, but at some point we have to move on to new content before coming back to bugs.

Performances Issues
Thanks to The Great Forge and from your feedback, I've managed to find a number of effects that were severely impacting performance. If you've been using the following skills or effects, you probably had performance issues inside The Great Forge (and in high-density areas in the rest of the game) that should now be gone:
- Neriya's Shield and any effect applying Chill to enemies.
- Arcane Clones casting Ray of Obliteration
- Vindictive Slam.

As for Vindictive Slam and Ray of Obliteration, we've had to make a couple of mechanical changes to improve performance aswell, which are listed below.

Balance Changes
Today is not about balance, but only about fixing bugs and improving performance. But on top of making performance improvements on the following skills, it was also necessary to tone them down to limit the huge number of collisions they may have at higher Wrath Levels with some Builds.

Ray of Obliteration
- The range of Ray of Obliteration cast by Arcane Clones has been reduced by about 25%.

Vindictive Slam
- Vindictive Slam can no longer be triggered on enemies already being targetted by a Vindictive Slam Hammer.
- There is now a small delay between Vindictive Slams so that multiple Vindictive Slams do not fall at the same time.
The main issue with Vindictive Slam is the amount of Hammers landing which is clearly too high, despite the change listed above. We will figure out a way to balance it, but later.
However, the main issue performance-wise was that when multiple Vindictive Slams were triggered during the same frame, they would all land and deal AoE damage at the exact same frame as well, freezing the game for a short time. Which should no longer occur.
That being said, and until we've made proper balance changes, low-end configurations will probably still struggle to run the build.

Bugs fixed
The Great Forge
- War Chest Quantity is now properly additive with Goldus and Slorm Quantity instead of being multiplicative. The correct values were displayed on the War Chest UI but incorrectly calculated at the moment of looting, resulting in large differences between both values.
- You now need to unlock The Slorm Temple to unlock The Great Forge.
- A Single Obelisk should no longer prevent you from opening your War Chest.
- Cataclysm Tooltips should no longer display wrong Breach informations.
- The Curse based on Reapersmith Spirit should now properly work.
- The Cataclysm "Gravity" should now be be properly working in The Great Forge.
- The Cataclysm "To Each His Own" should now be properly working in The Great Forge.
- The Cataclysm "Tenacious" should no longer always grant 100% Tenacity regardless of its rarity.

Reaper Runes
- There were rounding issues with Activation Runes and they should now display their proper Activation Condition.

The Mighty Knight
- Fast Rebound can no longer be upgraded above its Max Upgrade rank.
- Deflect and other visual FXs should now remain centered when Whirlwind is active.

The Fierce Huntress
- Traps + Gravity Belt should no longer stop heavier enemies from moving inside The Great Forge.
- Fist of the Wild + Volatile Hurricane should now spread properly on enemies out of the screen.

The Mischievous Mage
- Time-Lock should no longer interrupt Bosses.
- Arcane Clones will now properly stop casting when the player dies.
- Ray of Obliteration should now properly gain Mastery over time when cast by Clones.

Slorm Reapers
- Reaper of Vindictive Slam now displays the proper Per Level upgrades.
- Damages from Vindictive Slam is now properly affected by Slorm Reaper Affinity (they were in the tooltip, not ingame).
- Reaper of the Temple Keeper: The Mini-Keeper should now properly follow your orders, including inside The Slorm Temple.
- Reaper of Necromancy / Reaper of Temple Keeper: you should no longer have to resummon minions everytime you start a new floor.
- Fate-Crusher no longer benefit from Affinity on your Equipment.
- Fate-Crusher: Fulgurorn's Dedication now increases the Affinity Level instead of Reaper Level.
- Fate-Crusher: Primordial Malediction should now be properly working.

Story
- Act 3 - Mission 9: Alarin - School Seals on the ground should no longer be randomly destroyed.
- Act 3 - Mission 4: School Emblem should now be properly dropping everytime you complete the Mission.

Various
- Fixed a couple of crashes.

That's about it!
The Slormancer - Ashmore[The Slormancer]
Hello everyone!

The Great Forge
It's been a chaotic release for us, due to various bugs, performance issues and balance problems.
We've already taken care of some of it and I do still have quite a list of bugs ahead but I can only fix them one at a time. That being said, we have one (hopefully) final patch regarding The Great Forge coming in the next few days. It will fix Performance issues for the most intensive builds such as Ray of Obliteration + Arcane Clones or any build using Vindictive Slam, along with the vast majority of bugs and issues regarding Runes.

On a positive note, we're pretty happy with The Great Forge. And from what we've seen from our Discord, players seem to be having fun building massive War Chests, which is nice.

Once the final Great Forge patch has been released, we will be able to move on to new horizons.

The New Roadmap
Now feels like a good time to release the new Roadmap. Nothing has been added or removed from the old one, this is basically us taking a fresh start in our Early Access.

With this new Roadmap also comes the intention of deploying Updates much more often, even if it means releasing less content at a time.

I have to say that working for 5 months on the last update has been pretty hard. Despite the amount of content that was added, we've made almost no progress on the roadmap itself and it feels bad.
So right now, we want to go for the exact opposite: Making smaller yet impactful updates, and ticking things off the Roadmap.

And after so much time working on the same thing, we're super excited to work on new content.

Now Behold!



This new Milestones / Features gives us a bit more freedom regarding what we add and when we add it. The Milestones row is what we plan to follow, meaning that the next update is "The Luxuriant Update I", while the Features row is what we plan to add at any given point in-between updates.

We are also done with adding new layers of customization or new mechanics for a while. Our goal is to focus on what we currently have and work on it. This means reworking what needs to be reworked and grow on existing layers such as adding Environments, Enemies, Slorm Reapers, Ancestral Skills and Legendary Items.

We actually plan on finishing all these layers before even considering adding something entirely new. As for the last 2 endgame modes mentioned in the Road Map, both are based on existing mechanics that simply needs to be polished and fleshed out.

In the near future, for the next 5 to 6 months, it should all be about building content for what we already have. This usually requires very little brainstorm or tests, which was the most time-consuming thing for our Slorm Temple and Great Forge updates.

The Luxuriant Update I
Half our team (so 1 person) is already working full time on the new update, while I'm still here fixing bugs, writing devlogs and stuff. And while we have nothing absolutely new to offer, here are a few (fairly old) screenshots of what's coming: The Luxurious Gardens.







That's about it for now!
Cheers!
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