Stoneshard - Wayfinder


Greetings elves, dwarves and players!

Another devlog that sheds light on mechanics before we reveal interesting innovations. A fun, but quite important knockback mechanic is a necessary part of Stoneshard combat system. We will also show you the UI we are developing and take a little look forward.

======



So, the knockback. In a genre where correct positioning traditionally means half of the success, the "enforced" movement of the hero and enemies looks like an interesting opportunity, adding a challenge and making the player evaluate the situation carefully.

Knockback can be triggered by some skills after usage, as well as maces, two-handed hammers or simply by large creatures – in case of critical hits. By the way, if there is another enemy behind the knocked enemy, an impenetrable tile or some other object, they both receive additional crushing damage, the amount of which depends on the number of HPs of the colliding objects. Throwing an ogre on the back of a standing rat (or vice versa), you are most likely to crush a poor animal. This opens many interesting tactical opportunities, for example to watch how the collapsing enemies die, or how a heavily armored skeleton breaks the crates behind him, is hell a lot of fun.

======



Now a more complete teaser of what takes the most time from us last week. The new interface that came to replace the simpler previous one. Perhaps some players liked our old design much more, but we were prompted by the obsolete obsolescence of the previous UI. It was created at the very beginning of our work on the game, and now just doesn’t meet our requirements. Attempts to adapt turned out to be meaningless, and we drew again most of the menus and windows from scratch taking into account new features and capabilities. However, we will return to this topic in one of the following devdiaries when we finish the work.

======



And finally, a little announcement of our plans for the future. Many asked us if there would be a possibility of pre-ordering Stoneshard. No, we do not plan such an opportunity. However, if you really want to support our team at a pre-release stage, we are happy to announce that in the first months of 2018 we are planning to launch our Kickstarter campaign. For us crowdfunding is a great way to improve the quality of the game and hire new people, speeding up the development process. And for our potential supporters, Stoneshard's developers will give you a chance to leave a mark on the game world or even affect the developing process, as well as to receive various bonus content.

Stay tuned!

======

Also you can follow us on:

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.
Stoneshard - Wayfinder


Greetings elves, dwarves and players!

Another devlog that sheds light on mechanics before we reveal interesting innovations. A fun, but quite important knockback mechanic is a necessary part of Stoneshard combat system. We will also show you the UI we are developing and take a little look forward.

======



So, the knockback. In a genre where correct positioning traditionally means half of the success, the "enforced" movement of the hero and enemies looks like an interesting opportunity, adding a challenge and making the player evaluate the situation carefully.

Knockback can be triggered by some skills after usage, as well as maces, two-handed hammers or simply by large creatures – in case of critical hits. By the way, if there is another enemy behind the knocked enemy, an impenetrable tile or some other object, they both receive additional crushing damage, the amount of which depends on the number of HPs of the colliding objects. Throwing an ogre on the back of a standing rat (or vice versa), you are most likely to crush a poor animal. This opens many interesting tactical opportunities, for example to watch how the collapsing enemies die, or how a heavily armored skeleton breaks the crates behind him, is hell a lot of fun.

======



Now a more complete teaser of what takes the most time from us last week. The new interface that came to replace the simpler previous one. Perhaps some players liked our old design much more, but we were prompted by the obsolete obsolescence of the previous UI. It was created at the very beginning of our work on the game, and now just doesn’t meet our requirements. Attempts to adapt turned out to be meaningless, and we drew again most of the menus and windows from scratch taking into account new features and capabilities. However, we will return to this topic in one of the following devdiaries when we finish the work.

======



And finally, a little announcement of our plans for the future. Many asked us if there would be a possibility of pre-ordering Stoneshard. No, we do not plan such an opportunity. However, if you really want to support our team at a pre-release stage, we are happy to announce that in the first months of 2018 we are planning to launch our Kickstarter campaign. For us crowdfunding is a great way to improve the quality of the game and hire new people, speeding up the development process. And for our potential supporters, Stoneshard's developers will give you a chance to leave a mark on the game world or even affect the developing process, as well as to receive various bonus content.

Stay tuned!

======

Also you can follow us on:

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.
Nov 27, 2017
Stoneshard - Wayfinder


Greetings!

Today’s journal is not the biggest one.The topic was only casually mentioned in one of the past devlogs about health. So, injuries – what is it, how to get them, and how to get rid of them.

Injuries are a special type of effects, which can be randomly obtained in combat. The chance of getting injured depends on how much health has been lost by a single strike. With each lost HP the chance that your skull, leg, hand or any limb gest heavily damaged increases. You won’t be satisfied, you know. The other top 2 ways to get free injury – recklessly step on the trap or try to disarm it unsuccessfully. By the way, injuries are almost always accompanied by the prolonged bleeding. That will hurt, remember my word.



All injuries are divided into zones: head, torso, hand x2, legs, one possible injury for each part of the body, and they have three severity degrees
light, medium and heavy. A slight head injury will decrease Perception and pain level will start to grow. However, with a more dangerous wound effects will be much more deplorable, besides Perception, Will and Intellect will also be affected, in the end, you will stop passively restoring mana and lose the ability to cast spells. Also, the craniocerebral injuries do nothing good, they cause sanity decrease, and that can drive your character into a madness very soon.

Now, short guide how not to lose too much blood, fall unconscious and be eaten by fauna. If it’s a flesh-wound, then I have two news for you: good and bad. Good is that if your health level is high enough, it may regenerate. Bad – if the health is low, very soon it gets worse, and medical aid becomes necessary . Fortunately, we have come up with many ways to heal injuries: tires, salubrious ointments and surgical instruments, each of which has its own specific.



So, you smell like a salve, look like a salve, you used a tire or even sutured. What's next? Injury does not disappear immediately: it simply stabilizes, and you will have to wait some time before it is fully healed. During stabilization, you have to think about every step and be cautious: a new wound will reset the stabilization, and you have to do everything again.

Not the best perspective, isn’t it? Well, your enemies don’t like the way game works also, because they will suffer the same hardships. Many abilities will focus on maim, injuries, suffering, pain, humiliation, hatred, traumas and etc.
(only the best feelings for your foes).

Such a positive ending for such a cheerful topic. See you soon!

=========

Also you can follow us on:

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.
Nov 27, 2017
Stoneshard - Wayfinder


Greetings!

Today’s journal is not the biggest one.The topic was only casually mentioned in one of the past devlogs about health. So, injuries – what is it, how to get them, and how to get rid of them.

Injuries are a special type of effects, which can be randomly obtained in combat. The chance of getting injured depends on how much health has been lost by a single strike. With each lost HP the chance that your skull, leg, hand or any limb gest heavily damaged increases. You won’t be satisfied, you know. The other top 2 ways to get free injury – recklessly step on the trap or try to disarm it unsuccessfully. By the way, injuries are almost always accompanied by the prolonged bleeding. That will hurt, remember my word.



All injuries are divided into zones: head, torso, hand x2, legs, one possible injury for each part of the body, and they have three severity degrees
light, medium and heavy. A slight head injury will decrease Perception and pain level will start to grow. However, with a more dangerous wound effects will be much more deplorable, besides Perception, Will and Intellect will also be affected, in the end, you will stop passively restoring mana and lose the ability to cast spells. Also, the craniocerebral injuries do nothing good, they cause sanity decrease, and that can drive your character into a madness very soon.

Now, short guide how not to lose too much blood, fall unconscious and be eaten by fauna. If it’s a flesh-wound, then I have two news for you: good and bad. Good is that if your health level is high enough, it may regenerate. Bad – if the health is low, very soon it gets worse, and medical aid becomes necessary . Fortunately, we have come up with many ways to heal injuries: tires, salubrious ointments and surgical instruments, each of which has its own specific.



So, you smell like a salve, look like a salve, you used a tire or even sutured. What's next? Injury does not disappear immediately: it simply stabilizes, and you will have to wait some time before it is fully healed. During stabilization, you have to think about every step and be cautious: a new wound will reset the stabilization, and you have to do everything again.

Not the best perspective, isn’t it? Well, your enemies don’t like the way game works also, because they will suffer the same hardships. Many abilities will focus on maim, injuries, suffering, pain, humiliation, hatred, traumas and etc.
(only the best feelings for your foes).

Such a positive ending for such a cheerful topic. See you soon!

=========

Also you can follow us on:

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.
Nov 20, 2017
Stoneshard - Wayfinder


Greetings!

In our today's devlog we will talk about the enemies – who they are, what are their features and what in general you can get sick of. An important topic, in the end, that represents the main peril.

To begin with, all mobs are divided into many factions. Along with having different attitude for player (from hostility to armed neutrality), the factions relate differently to each other. For example, mercenaries of the Grand Magistrate prefer not to get involved in conflicts without orders - therefore they are neutral both to the player and to many other parties to the conflict. But the Faithful, the faction of the living dead, do not like to compromise, and therefore are in a state of permanent war with all the rest (aggressive guys, don’t like handshakes and hugs).

Character level cap in Stoneshard is 30, so all objects and enemies in the game are also divided into three tiers – 1-10, 11-20 and 21-30. Instead of scaling existing enemies to the level of location and character, we decided to go the other way. As a result, almost all the fractions in the game are divided into three sub-fractions, found in locations of different level intervals.


Here you can see why they don't get along well with other folks.

If you take Faithful as an example, then in the crypts and ruins of 1-10 levels you will meet the skeletons of the Fallen, undead army, resurrected after the Last King returned. They are still dangerous, but their gear is rusty, and they themselves are too dependent on the forbidden magic that supports them (biology, you know, even bones can decompose). In the locations of 11-20 levels, your main opponents will be the subfraction of the Undead – zombies filled from recently killed soldiers. Unlike skeletons, they have partially retained their free will and remember how to wield a sword well enough to spoil your game experience. In the endgame, the Faithful will also be represented by Vampire Houses, the ancient families of nobles who perfectly master the Blood Magic. Each sub-fraction has its own gameplay features: for example, the Fallen can be weakened by destruction of bone sanctuaries or commanding necromancers, and Vampires feel blood and become stronger with your injuries.

========

It is worth mentioning about the peculiarities of the monsters themselves. All beings in Stoneshard use the concept of "matter", in other words, the substances from which they are made. Each matter has a set of special properties. For example, the Fallen are skeletons, so their matter is surprisingly bones. Bones possess increased resistance to piercing and slashing damage, but they are easily crumbled by blunt weapons. In addition, after the Fallen dies again, his bones fall down with a loud crash, and this generates a certain amount of noise that can attract the other mobs to you. Such features are in every matter: for example, opponents consisting of ooze spoil the weapons used against them, and don’t you dare to touch this stuff, the only thing you want to see this acid on, is your enemy armor, not yours.


Kill it before it dublicates! ...Triplicates! ...Quadriplicates!

Naturally, almost every mob has its own set of skills and spells. Slimes, for example, explode at low health, covering a small area with ooooze. Also they are able to multiply when you don’t want them to. Do not have time to look back, or you can see magic: two slimes instead of one! At the moment, we have started to implement the conceived abilities, so wait for more interesting information in the near future.

The number of features, the realization of which our team is just starting, we can recall the number of parts of the body, the susceptibility to pain, the size and interaction with the doors - everything will somehow affect the gameplay. We will tell you all about this next time when we will have something to show.

Stay online!

=========

Also you can follow us on:

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.
Nov 20, 2017
Stoneshard - Wayfinder


Greetings!

In our today's devlog we will talk about the enemies – who they are, what are their features and what in general you can get sick of. An important topic, in the end, that represents the main peril.

To begin with, all mobs are divided into many factions. Along with having different attitude for player (from hostility to armed neutrality), the factions relate differently to each other. For example, mercenaries of the Grand Magistrate prefer not to get involved in conflicts without orders - therefore they are neutral both to the player and to many other parties to the conflict. But the Faithful, the faction of the living dead, do not like to compromise, and therefore are in a state of permanent war with all the rest (aggressive guys, don’t like handshakes and hugs).

Character level cap in Stoneshard is 30, so all objects and enemies in the game are also divided into three tiers – 1-10, 11-20 and 21-30. Instead of scaling existing enemies to the level of location and character, we decided to go the other way. As a result, almost all the fractions in the game are divided into three sub-fractions, found in locations of different level intervals.


Here you can see why they don't get along well with other folks.

If you take Faithful as an example, then in the crypts and ruins of 1-10 levels you will meet the skeletons of the Fallen, undead army, resurrected after the Last King returned. They are still dangerous, but their gear is rusty, and they themselves are too dependent on the forbidden magic that supports them (biology, you know, even bones can decompose). In the locations of 11-20 levels, your main opponents will be the subfraction of the Undead – zombies filled from recently killed soldiers. Unlike skeletons, they have partially retained their free will and remember how to wield a sword well enough to spoil your game experience. In the endgame, the Faithful will also be represented by Vampire Houses, the ancient families of nobles who perfectly master the Blood Magic. Each sub-fraction has its own gameplay features: for example, the Fallen can be weakened by destruction of bone sanctuaries or commanding necromancers, and Vampires feel blood and become stronger with your injuries.

========

It is worth mentioning about the peculiarities of the monsters themselves. All beings in Stoneshard use the concept of "matter", in other words, the substances from which they are made. Each matter has a set of special properties. For example, the Fallen are skeletons, so their matter is surprisingly bones. Bones possess increased resistance to piercing and slashing damage, but they are easily crumbled by blunt weapons. In addition, after the Fallen dies again, his bones fall down with a loud crash, and this generates a certain amount of noise that can attract the other mobs to you. Such features are in every matter: for example, opponents consisting of ooze spoil the weapons used against them, and don’t you dare to touch this stuff, the only thing you want to see this acid on, is your enemy armor, not yours.


Kill it before it dublicates! ...Triplicates! ...Quadriplicates!

Naturally, almost every mob has its own set of skills and spells. Slimes, for example, explode at low health, covering a small area with ooooze. Also they are able to multiply when you don’t want them to. Do not have time to look back, or you can see magic: two slimes instead of one! At the moment, we have started to implement the conceived abilities, so wait for more interesting information in the near future.

The number of features, the realization of which our team is just starting, we can recall the number of parts of the body, the susceptibility to pain, the size and interaction with the doors - everything will somehow affect the gameplay. We will tell you all about this next time when we will have something to show.

Stay online!

=========

Also you can follow us on:

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.
Nov 13, 2017
Stoneshard - Wayfinder


Greetings everybody!

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.

That’s all by now. See you next Monday!

=====

Also you can follow us on:

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.
Nov 13, 2017
Stoneshard - Wayfinder


Greetings everybody!

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.

That’s all by now. See you next Monday!

=====

Also you can follow us on:

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.
Stoneshard - Wayfinder


Hello!

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.


See you soon!

=====

Also you can follow us on:

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.
Stoneshard - Wayfinder


Hello!

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.


See you soon!

=====

Also you can follow us on:

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.
...