Monday again, smells like the new devlog is here. Today we decided to tell more about loot in Stoneshard, there is a lot to say about generation and rarity aspects. Let's get started!
In Stoneshard items can be divided into two types: equipment and consumables. Equipment is all that your character can put on. The outfit in every way modifies the characteristics of the character - in general, the standard theme for the RPG. In total, the character has 10 equipment slots: helmet, body, belt, arms, legs, neck, two rings and two arms slots – customise the the way you want. By the way, the player will be allowed to save two weapon sets and, if desired, to switch between them - a very convenient function for archers or crossbowmen, who suddenly found themselves engaged in melee.
In terms of visual design, we try to adhere to moderate realism: usually, objects are created on the basis of actually existing weapons (got exclusions, everyone likes epic badass super-duper gear), it will not do without fantasy samples. All items are also ranked by level: from the first to the last level you will come across completely different outfits. No autoscale, the encountering loot changes depending on the level of location in which you found it. If at the beginning of the game you fight almost by what came handy, then in the end the equipment will look much scarier than a swiss knife.
RPG is no RPG without rare items. We have 5 different qualities:
Common
Common, regular, normal, ordinary, usual, routine, everyday, frequent, rife, easy to find, nothing special items, believe me. The item has exactly the characteristics that the game designer assigned it (I did that).
Uncommon
A little bit more special, always has one enchant, that affects the item characteristics in different ways. We will tell more further.
Rare
Stronger enchants, more uncommon than uncommon.
Epic
Very rare items from the equipment sets. The more items of the set are equipped - the bigger and steeper the bonuses are. We will add many of them, how about the armor of the Vagabond Knight or the robes of the Forsaken Mystic? (don’t worry about the Mystic, he was not really forsaken, it just sounds cool).
Legendary!
Legendary items are named so for a reason. As a rule ,they are top tier and are really rare: in each campaign, the legendary exist in a single copy, well, with some exceptions. Legendary items have different unique properties: for example, the legendary ring Magnar’s Eye shows you the location of the nearest enemies. Acquiring a legendary item is not that easy, you know, kill the Destroyer of Worlds, complete the main quest of your life, collect billion boulders (not really). The other way is to be patient and lucky.
Some epic quality gear.
Enchants also have a rarity and are divided into Secondary, Primary and Special. As you might have guessed, the rarity of enchantment affects the way characteristics are changed. Accordingly, secondary enchantments improve minor attributes, and primary upgrade more valuable basic ones - Strength, Agility, Perception, Intellect or Will. Special enchantments suggest far more interesting bonuses than just increments to numbers: for example, some weapons can steal life or mana, a helmet - passively increase Morale and Intelligence, and armor – heal you or return some of the damage to the attackers. This enchantments are strictly tied to the type of equipment: for example, the enchantments that increase Savvy (attribute, making it easier to work with locks and mechanisms), come across only on helmets and gloves.
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
Monday again, smells like the new devlog is here. Today we decided to tell more about loot in Stoneshard, there is a lot to say about generation and rarity aspects. Let's get started!
In Stoneshard items can be divided into two types: equipment and consumables. Equipment is all that your character can put on. The outfit in every way modifies the characteristics of the character - in general, the standard theme for the RPG. In total, the character has 10 equipment slots: helmet, body, belt, arms, legs, neck, two rings and two arms slots – customise the the way you want. By the way, the player will be allowed to save two weapon sets and, if desired, to switch between them - a very convenient function for archers or crossbowmen, who suddenly found themselves engaged in melee.
In terms of visual design, we try to adhere to moderate realism: usually, objects are created on the basis of actually existing weapons (got exclusions, everyone likes epic badass super-duper gear), it will not do without fantasy samples. All items are also ranked by level: from the first to the last level you will come across completely different outfits. No autoscale, the encountering loot changes depending on the level of location in which you found it. If at the beginning of the game you fight almost by what came handy, then in the end the equipment will look much scarier than a swiss knife.
RPG is no RPG without rare items. We have 5 different qualities:
Common
Common, regular, normal, ordinary, usual, routine, everyday, frequent, rife, easy to find, nothing special items, believe me. The item has exactly the characteristics that the game designer assigned it (I did that).
Uncommon
A little bit more special, always has one enchant, that affects the item characteristics in different ways. We will tell more further.
Rare
Stronger enchants, more uncommon than uncommon.
Epic
Very rare items from the equipment sets. The more items of the set are equipped - the bigger and steeper the bonuses are. We will add many of them, how about the armor of the Vagabond Knight or the robes of the Forsaken Mystic? (don’t worry about the Mystic, he was not really forsaken, it just sounds cool).
Legendary!
Legendary items are named so for a reason. As a rule ,they are top tier and are really rare: in each campaign, the legendary exist in a single copy, well, with some exceptions. Legendary items have different unique properties: for example, the legendary ring Magnar’s Eye shows you the location of the nearest enemies. Acquiring a legendary item is not that easy, you know, kill the Destroyer of Worlds, complete the main quest of your life, collect billion boulders (not really). The other way is to be patient and lucky.
Some epic quality gear.
Enchants also have a rarity and are divided into Secondary, Primary and Special. As you might have guessed, the rarity of enchantment affects the way characteristics are changed. Accordingly, secondary enchantments improve minor attributes, and primary upgrade more valuable basic ones - Strength, Agility, Perception, Intellect or Will. Special enchantments suggest far more interesting bonuses than just increments to numbers: for example, some weapons can steal life or mana, a helmet - passively increase Morale and Intelligence, and armor – heal you or return some of the damage to the attackers. This enchantments are strictly tied to the type of equipment: for example, the enchantments that increase Savvy (attribute, making it easier to work with locks and mechanisms), come across only on helmets and gloves.
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
This devlog won’t be ordinary. We are starting the rubric "Educational Stoneshard", and the topic will be about the important game aspect - medicine. Ask any person with whom he associates the Middle Ages. Most will remember the kings, knights and castles, many will probably remember the plague doctors who became the part of pop culture due to their eerie appearance. At the same time, all other medieval medicine is left behind - and it's a pity, because in this grim and gloomy time, with no less severe and gloomy methods people fought epidemics and terrible injuries.
In most RPGs, medicine is given to magical potions and sometimes to bandages. We consider this position unambiguously boring - why produce multi-colored bottles, if the real story is so rich in the most incredible techniques and tools? Many of them we tried to recreate in our game.
Naturally, most of the medieval views on health were false, but in Stoneshard we assumed that some of them should work. Perhaps this is forgivable, because, you know, skeletons, dragons, magic. In any case, do not try this at home.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Hirudotherapy
Treatment with leeches is still used in modern medicine - well, mostly in cosmetology. Enzymes, which leeches inject into the blood, promote the healing of the skin and have an antithrombotic and anti-inflammatory effect. In the Middle Ages, they were also used for bloodletting. In Stoneshard, the use of leeches restores health, relieves pain, but has a small chance of escalating into bleeding every turn.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Venesection
The visit card of medieval, used throughout the centuries because of the dominance of the theory of "bad blood" as the source of all diseases. In Stoneshard, we assumed that this theory was correct, and therefore bloodletting copes well with intoxication decrease.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Cauterization
Dubious and very painful method, significantly worsening the state of the cauterized wound. Nevertheless, at that time it was one of the fastest and most effective ways of disinfecting the wound and stopping bleeding. In our game, moxibustion will be implemented by a separate skill with the same function: stop bleeding and disinfection.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Surgery
Want some risk in your simple life? With this set of authentic medieval instruments, you can try to stitch seams and sew the wound. We hope your Medicine skill is high enough - otherwise there is a significant risk of making it worse.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Soporific sponge
Medieval Arab and Italian doctors used this method alot. Such sponges were infiltrated with narcotic plant decoctions, and were used to anesthetize patients during surgical operations. In Stoneshard, a soporific sponge gradually reduces the level of pain, immersing you into deep sleep.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Etheric inhaler
This device appeared only in the XIX century, but it looks so cool that we couldn’t pass by. This accessory, which is a glass bottle with an ethery sponge inside, was invented by the American dentist William Morton, the pioneer of anesthesiology, who first guessed using ether for anesthesia. In the game, it increases the resistance of pain and removes mental debuffs, but it is quite toxic due to the imperfection of the ether used.
=====
All this stuff is only a small part of medical consumables, which you can use in Stoneshard. Thanks to a deep system of health, the game can generate interesting situations: for example, a heavy injury received in battle will have to be sewn on its own, after taking an anesthetic narcotic decoction, and then withdraw the toxins caused by drugs by performing a bleeding procedure. So always keep everything you need at hand - in the world of Stoneshard, the dangers and illnesses wait for you everywhere.
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
This devlog won’t be ordinary. We are starting the rubric "Educational Stoneshard", and the topic will be about the important game aspect - medicine. Ask any person with whom he associates the Middle Ages. Most will remember the kings, knights and castles, many will probably remember the plague doctors who became the part of pop culture due to their eerie appearance. At the same time, all other medieval medicine is left behind - and it's a pity, because in this grim and gloomy time, with no less severe and gloomy methods people fought epidemics and terrible injuries.
In most RPGs, medicine is given to magical potions and sometimes to bandages. We consider this position unambiguously boring - why produce multi-colored bottles, if the real story is so rich in the most incredible techniques and tools? Many of them we tried to recreate in our game.
Naturally, most of the medieval views on health were false, but in Stoneshard we assumed that some of them should work. Perhaps this is forgivable, because, you know, skeletons, dragons, magic. In any case, do not try this at home.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Hirudotherapy
Treatment with leeches is still used in modern medicine - well, mostly in cosmetology. Enzymes, which leeches inject into the blood, promote the healing of the skin and have an antithrombotic and anti-inflammatory effect. In the Middle Ages, they were also used for bloodletting. In Stoneshard, the use of leeches restores health, relieves pain, but has a small chance of escalating into bleeding every turn.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Venesection
The visit card of medieval, used throughout the centuries because of the dominance of the theory of "bad blood" as the source of all diseases. In Stoneshard, we assumed that this theory was correct, and therefore bloodletting copes well with intoxication decrease.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Cauterization
Dubious and very painful method, significantly worsening the state of the cauterized wound. Nevertheless, at that time it was one of the fastest and most effective ways of disinfecting the wound and stopping bleeding. In our game, moxibustion will be implemented by a separate skill with the same function: stop bleeding and disinfection.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Surgery
Want some risk in your simple life? With this set of authentic medieval instruments, you can try to stitch seams and sew the wound. We hope your Medicine skill is high enough - otherwise there is a significant risk of making it worse.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Soporific sponge
Medieval Arab and Italian doctors used this method alot. Such sponges were infiltrated with narcotic plant decoctions, and were used to anesthetize patients during surgical operations. In Stoneshard, a soporific sponge gradually reduces the level of pain, immersing you into deep sleep.
⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀⠀Etheric inhaler
This device appeared only in the XIX century, but it looks so cool that we couldn’t pass by. This accessory, which is a glass bottle with an ethery sponge inside, was invented by the American dentist William Morton, the pioneer of anesthesiology, who first guessed using ether for anesthesia. In the game, it increases the resistance of pain and removes mental debuffs, but it is quite toxic due to the imperfection of the ether used.
=====
All this stuff is only a small part of medical consumables, which you can use in Stoneshard. Thanks to a deep system of health, the game can generate interesting situations: for example, a heavy injury received in battle will have to be sewn on its own, after taking an anesthetic narcotic decoction, and then withdraw the toxins caused by drugs by performing a bleeding procedure. So always keep everything you need at hand - in the world of Stoneshard, the dangers and illnesses wait for you everywhere.
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
After monthes of work, we finally reveal our first story teaser. Will you be brave enough to change the course of history and bring peace to your homelands?
After monthes of work, we finally reveal our first story teaser. Will you be brave enough to change the course of history and bring peace to your homelands?
Today we’re going to continue the Classes topic we touched the previous time. Previous devlog was dedicated to the basic principles of the Class system; and today we are going to provide a more detailed guide. Our choice fell on two classes: Berserk (Warrior Dwarf) and Shadow (Rogue Elf).
Shadows are secretive folks, so let's starting with a berserk, if you don’t mind... AND YOU DON’T MIND! (c) Berserk.
Berserk
«Dwarves are antonyms to mild temper, but some of them go much further. To secure the tribesmen such unstable individuals are sent on a bunch of suicidal trials. Those few who survive become the gods’ chosen – Berserks.»
Berserk's class features are all about pain. All Berserk's skills depend on pain level, a debuff that affects all other classes straightly negative. «Battle Rage» is a passive skill that gives Berserk a critical chance bonus when the pain level is high. Also Berserk gains evasion and damage bonus for each empty armor slot.
Active Berserk skill «Tantrum» allows you to lower the pain by performing powerful strikes with deadly accuracy. Higher pain level gives higher outburst after skill activation. But remember, playing Berserk is always risky, as you need to take some damage in order to uncover Berserk's full potential. But this medal has two sides, you have to be in charge of the situation, or you can miss the right moment to activate an ability and die ingloriously.
RIP AND TEAR! Also healthy food.
Shadow
«Elven nobles don’t like to sort things out in public – dead men tell no insults. This is when Shadows, ancient assasins caste, come in handy - even death has a price for them. Their name is well-deserved: the victims look more like they’ve fallen from their own shadow, not the mortal’s blade.»
An interesting class that shines in stealth gameplay. «Twilight Warrior» is a passive skill that improves their stealth. All their actions produce mush less noise, so they are able to easily slip past most guards.
And then begins the fun part: killing an enemy with «Coup de grâce» skill resets all active cooldowns. Accurate Shadow gameplay is a deadly dance of blades, special perks and spells in the face. Accounting on the resources and situation Shadow can perform deadly combinations again and again. Our development team can’t even imagine how many synergies would be discovered by the players later.
The curse of the class is low survivability at the beginning, as you usually have no second chance. A little bit of leveling up and you transform into the predator, created for sweeping life from the dungeons with enjoyment.
Shadow causing a commotion in his usual manner.
Short overviews on classes are going to be published later, all of them have some tricks up in the sleeve, but provide unique gameplay. Please tell us what classes you like more and why. And decide who is next!
See you soon!
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
Today we’re going to continue the Classes topic we touched the previous time. Previous devlog was dedicated to the basic principles of the Class system; and today we are going to provide a more detailed guide. Our choice fell on two classes: Berserk (Warrior Dwarf) and Shadow (Rogue Elf).
Shadows are secretive folks, so let's starting with a berserk, if you don’t mind... AND YOU DON’T MIND! (c) Berserk.
Berserk
«Dwarves are antonyms to mild temper, but some of them go much further. To secure the tribesmen such unstable individuals are sent on a bunch of suicidal trials. Those few who survive become the gods’ chosen – Berserks.»
Berserk's class features are all about pain. All Berserk's skills depend on pain level, a debuff that affects all other classes straightly negative. «Battle Rage» is a passive skill that gives Berserk a critical chance bonus when the pain level is high. Also Berserk gains evasion and damage bonus for each empty armor slot.
Active Berserk skill «Tantrum» allows you to lower the pain by performing powerful strikes with deadly accuracy. Higher pain level gives higher outburst after skill activation. But remember, playing Berserk is always risky, as you need to take some damage in order to uncover Berserk's full potential. But this medal has two sides, you have to be in charge of the situation, or you can miss the right moment to activate an ability and die ingloriously.
RIP AND TEAR! Also healthy food.
Shadow
«Elven nobles don’t like to sort things out in public – dead men tell no insults. This is when Shadows, ancient assasins caste, come in handy - even death has a price for them. Their name is well-deserved: the victims look more like they’ve fallen from their own shadow, not the mortal’s blade.»
An interesting class that shines in stealth gameplay. «Twilight Warrior» is a passive skill that improves their stealth. All their actions produce mush less noise, so they are able to easily slip past most guards.
And then begins the fun part: killing an enemy with «Coup de grâce» skill resets all active cooldowns. Accurate Shadow gameplay is a deadly dance of blades, special perks and spells in the face. Accounting on the resources and situation Shadow can perform deadly combinations again and again. Our development team can’t even imagine how many synergies would be discovered by the players later.
The curse of the class is low survivability at the beginning, as you usually have no second chance. A little bit of leveling up and you transform into the predator, created for sweeping life from the dungeons with enjoyment.
Shadow causing a commotion in his usual manner.
Short overviews on classes are going to be published later, all of them have some tricks up in the sleeve, but provide unique gameplay. Please tell us what classes you like more and why. And decide who is next!
See you soon!
Please note that the prologue isn't released yet. The release date will be announced in the future. Signing up guarantees you'll receive it when it's ready.
Yet another small announcement. We proudly present you our game's main theme, composed by Norihiko Hibino – Japanese composer, well-known for his work on such projects as Metal Gear Solid, Bayonetta, Ninja Blade and Yakuza. Hope you’ll like this track – it perfectly captures that darkish and grim atmosphere of Stoneshard’s dying world.
Yet another small announcement. We proudly present you our game's main theme, composed by Norihiko Hibino – Japanese composer, well-known for his work on such projects as Metal Gear Solid, Bayonetta, Ninja Blade and Yakuza. Hope you’ll like this track – it perfectly captures that darkish and grim atmosphere of Stoneshard’s dying world.