Range of “Heroic Charge” was reduced to 3 (4 with corresponding passive unlocked). “Heroic Charge” stat bonuses per tile travelled were increased: (+7.5% > +10%) Weapon Damage, (+5% > +7.5%) Crit Chance.
“Advance” range was increased to 4.
Reduced base Daze duration from Daze Chance procs (4 > 3).
Reduced NPCs buying prices, but increased its dependency from reputation level.
Economic tweaks: food & wine traders now buy tableware, priest and healer pay more for medicine, increased gold amount of several craftsmen.
It’s barely been a dozen of days since Stoneshard was released into Early Access, a rather stressful dozen of days for our team. We’ve received a huge amount of feedback, and we are happy that our game gained so much unexpected attention. The first week was spent on fixing the most pressing issues, however it’s time for us again to focus on developing new content and mechanics.
Our first major content update “Trollslayer” is planned for March. You can see more details about it in our roadmap: it will introduce a new boss to the game, add a new dungeon type, two new skill trees, and expanded dialogues. We’d also like to add some of the initially unannounced content, but for now we can’t promise anything outside of what was originally planned. During the development we’ll publish a few more devlogs on our progress, so make sure to follow the game on Steam if you don’t want to miss them.
During this month we’ll continue to fix reported bugs and crashes, though at a slightly lower pace, so there still may be a couple more patches till the end of February. We also plan to finally solve the issues with the Linux build and release it in the near future. Until then, we recommend you to join us on Discord - our most favored way of communicating with the community where you’ll be able to chat with other players, ask us questions directly, or check out teasers for the future update. For now, here’s some of them:
CHANGELIST 0.5.7.16
UX
Added different colored backdrops to items in the inventory based on their quality.
Added an option to highlight containers by pressing ALT.
Due to the popular demand, fog of war is now more transparent and should be easier on the eyes when moving through the forest.
Restored the autopathing when clicking on unexplored tiles.
Cauldrons in taverns can now be used for cooking.
VISUALS
Added some of the missing animations and timetables for the denizens of Mannshire.
Numerous visual fixes.
FIXES AND STABILITY
Fog of war now applies to the location with the Abbey in Adventure mode.
Fixed the trajectory for arrows and other projectiles (such as fire bolts and melting rays) when shooting at objects of the scenery.
Fixed the bug with rings becoming unequipped when loading the game.
Fixed “Retaliation” triggering on ranged attacks.
Fixed the behaviour of fog of war when using “Distracting Shot”.
Fixed the game freezing in certain situations when using “Onslaught”.
Fixed the crash and the following issues with dungeons’ names when switching the game’s language after the start of the game.
Fixed the simultaneous generation of two copies of the same contract.
Mannshire’s Innkeeper now buys tableware and pays more for alcohol as well
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BALANCE
Reworked stances - their maximum number of stacks was increased to 6, and the bonuses were reduced to facilitate more gradual scaling. When the corresponding chances proc, the duration of stances increases, but the number of stacks gets reduced. The starting duration for stances is increased to 6.
Stone spikes’ duration has been reduced to 8 turns.
Fixed being able to activate multiple instances of Unwavering Stance.
Fixed Prologue debuff applying to Proselytes in the Adventure. Now they’re pretty savage.
Destroying Boulder via context menu now takes one turn.
Fixed death-related crash.
Fixed potion-related crash.
Fixed another AoE-related crash.
Fixed backpack trade exploit.
Runic Boulder sustaining energy cost now scales for Spells Energy Cost stat. Your actual sustaining energy cost is now dynamically displayed on the modifier and skill hovers.
Fixed possibility to take two actions per turn with fast enough clicking.
Fixed bug preventing anyone from spawning in the field.
Rains are less frequent now.
Weather effects optimization. If you have performance problems during rains and mists, try to lower visual effects setting in the game’s options.
Proselyte Dungeon and corresponding contract danger level was increased when shown on the map or in the journal
BALANCE
Weapons Rebalance. Instead of linear progression, where every sword was slightly better than previous one, now all weapons are divided into conditional “tiers”. Items of the same “tier” deal the same damage (or roughly the same damage), but have varying bonuses to different secondary stats. Secondary stat bonuses are less dispersed now: instead of giving +1-4% to 4-5 different stats, they now give significant bonuses to 1-3 stats.
Armor Rebalance. Mages Mantles now give less %Magic School% Spell Power than before.
Enemy Rebalance. Used new progression here – starting enemies became just a bit stronger, while higher tier enemies were significantly boosted, since they didn’t present much danger to a well-developed character even when having numerical superiority.
Increased basic Block Power and its gain from levelling Strength. Decreased Block Power bonuses from most weapons except greatswords.
Brigand Bosses now may drop enchanted, magical and cursed items.
Vivifying Essence: [-5% Morale > -35% Energy]. Since its usage didn’t have any tactical consequences aside from skipping turn.
Wolves had their damage increased. Their attack now also have Bleed Chance. Their Vision Range was reduced to make avoiding them early game easier.
Enemy spawnrates in dungeons were increased. Now enemies are little more common that one mob per 2-3 rooms.
Unholy Altar: Completing Ritual now decreases Sanity & Morale more, while buffing for less turns. Destroying the Altar now longer dazes all enemis on a floor, but debuffs them with a random effect.
Jorgrim: starting Norse Blade was replaced by Traveller Blade, since it was too good for a starting item.
Jorgrim: now has 8 starting bonus attributes instead of 10 – like all other characters.
Fixed extremely high Moose spawning rates in some biomes. They won’t move in herds anymore.
Shouts create 25% more noise.
Breaking stone and wooden object now creates 15% more noise.
ABILITIES
Energy cost of weapon stances was increased.
Energy cost of Pyromantic spells was increased.
Energy cost of Greatswords skills was increased.
Rebalanced weapon stances:
(Swords) Fencer’s Stance: [+15% > +7.5%] Counter Chance per tier. Added +3.5% Dodge Chance per tier.
(Maces) Hammer & Anvil: [+15% > +12.5%] Daze Chance per tier. [+40% > +50%] Armor Damage per tier. Added -4% Fumble Chance per tier.
(Axes) Massacre: [+25% > +30%] Bodypart Damage per tier. Added +3% Crit Chance per tier.
(Daggers) Painful Stabs: [+5% > +3.5%] Crit Chance per tier.
(Ranged Combat) Suppression: Added +3.5% Hit Chance per tier.
(Staves) Unwavering Stance: [+15% > +12.5%] Block Chance per tier. [+20% > +15%] Block Power per tier.
(Greatswords) Parry: [+15% > +12.5%] Block Chance per tier. [+15% > +10%] Block Power per tier. Base duration: [4 > 8] turns.
(Greatswords) Recklessness: [+3% > +5%] Crit Chance & Counter Chance per each enemy on a neighboring tile.
(Greatswords) Feast of Steel: Crit Chance is now applied directly to physical skills and attacks, instead of being given as a buff to a character.
(Ranged Comabt) Precision and Anticipation have switched their order in the branch, since Precision was a way too powerful ability for its position.
(Shields) Surprise Onrush: [25% > 20%] base chance
(Geomancy) Runic Empowerment: [-15% > -10%] Abilities Energy Cost.
(Pyromancy) Fire Barrage: base damage [8 > 6]. Bonus damage to Burning targets: [+30% > +50%].
(Pyromancy) Incineration: base damage [13 > 10]
(Pyromancy) Ring of Fire: base damage [10 > 15]
(Pyromancy) Ring of Fire: Fire Res. debuff [-15% > -20%]
(Pyromancy) Excess Heat: replenishes [4% > 5%] Max Energy for each Burning enemy.
ECONOMY
Decreased reward difficulty scaling by 15-20%. Base rewards were slightly decreased as well.
Slightly increased Wolf Pelt prices since they’re quite savage again.
Decreased Disenchantment Scroll price.
Crates and barrels drop less coing, but more often – to make breaking them a little more fun.
Since the release of the latest patch we’ve received many reports about various issues and game crashes when trying to play from old saves. As a result it was decided to disable old saves: we strongly recommend starting a new game. If you want to continue playing as your old character, you can rollback the game to the version without the feature of saving in camps. You can do it in steam game options by choosing the «0.5.7.8» version in the “Betas” folder.
CHANGELIST
Fixed the mistake with displaying old prices when renting a room.
To begin with, we’d like to thank everyone who believed in us and decided to support the development by purchasing the game over these last two days. The amount of players was completely beyond our wildest expectations, and we consider it a great success for our team – we will continue to diligently work on the game to repay your trust. We fully understand that the game still has a long way to go. We plan to gradually fix the shortcomings which were pointed out as well as add new content. Thank you all once more -- we are set on doing everything in our power to implement everything we’ve planned.
After receiving the feedback it became clear to us that the biggest flaw of the game is the lack of the save system. We’d like to assure you, it was not a conceptual decision, designed to make players suffer by losing time and progress. Saving on exit is a fairly obvious QoL feature, which we would implement if we had the opportunity. Unfortunately, due to a combination of multiple factors – procedural world generation, huge number of objects in every location, as well as parameters which require saving, this task is impossible to perform from the technical standpoint.
The reason is not GMS2, as it could be misunderstood from the message about “engine limitations”, the reason is our procedural generation engine. The saves currently used by the game technically differ from saving in any part of the game world – they save the seed of visited locations, regenerating the world on each loading, they don’t save the state of the world, as it was left by the player. Otherwise, the saves would end up weighting a few gigabytes and take minutes to load. That’s why the saving is done in designated locations which don’t contain objects requiring their state to be saved – tavern rooms, the archive in the Prologue, the location with Archon etc.
With the addition of a mobile caravan which would serve as a save spot, this problem would disappear on its own, since the player would have a place to save their progress at just a short walk away. However it will take a long time to implement it, and there’s already a need for a solution – that’s why we’ve decided to add extra save spots to the existing world by reworking the current camp system.
Now the brigand camps, initially marked with a question mark on the map, can be cleared out and then used as a save spot by clicking on bed. We’ve changed the algorithm for their generation to spread them more evenly across the map, placing them closer to roads and dungeons. We hope that this measure will make your game experience more pleasant. In the future, as it was already mentioned, there’ll be even more save spots. Other than the caravan, some random locations, roadside inns, etc. will also be used as save spots.
Thank you!
CHANGELOG
THIS UPDATE MAY WORK WITH AN OLD SAVE BUT IT'S ADVISED TO START A NEW RUN
QOL
It’s now possible to save in brigand camps
Map can now be opened by clicking on corresponding Journal tab or with M hotkey. Initially this was planned for the upcoming global map, but many people were left confused and thinking that map navigation isn’t yet available.
Journal and Map hotkeys now can be redefined.
Maps were added to Elders stock. You can now purchase the map if you somehow lose your starting one.
Many text fixes in all localizations
We’ve temporarily added small stock of leather/cloth items to Smith’s Apprentice in Mannshire. Initially we wanted settlements to have different distinctive features and craftsmen, but since there’re only two settlements and no caravan yet, the lack of tailor in Mannshire ended up being a nuisance.
Added a hint regarding moving the camera around with MMB to the tutorial sequence.
ART & VISUALS
Added new brigand camp’s variation for temperate biomes
Added new brigand camp’s variation for Steppes
Many visual fixes of brigand camps
Visual fixes of Witch’s Hut
Many visual fixes of equipment
Fixed missing on-character sprite for Magistrate Gambeson
Fixed playable characters having wrong corpse spites
BUGFIXES & STABILITY
Fixed rare crash upon starting the game
Fixed Vampiric Rune-related crash
Fixed unique items droplist resetting on load, allowing them to drop more than once
Fixed crash on enemy examination
Fixed Proselyte Apostate attacking from 2 tiles away instead of 1
Fixed carts generation on locations’ edges
BALANCE
Brigand Camps spawns now depend on player level
Reduced damage of Jorgrim’s starting weapons
Reduced damage taken by body parts by 8%
Proselytes, mid-tier and high-tier brigands were buffed by ~5-10%, as they didn’t present much danger to 4+ lvl characters.
At launch wolves were especially deadly because of their bugged “Rend Flesh” ability causing two attacks instead of one. Now this issue is fixed, so their health and damage values were reverted to pre-Hotfix values.
Because of Pain Limit formula changes, passive pain reduction was increased. (-0.1 > -0.13) on >75% Health and additional (-0.15>-0.2) on >90% Health.
Dungeons don’t generate 4th floor anymore. Deep 4-5-floored dungeons will return once we revamp dungeon generation to make their exploration less monotonous.
Reduced durability of equipment found in Luxurious Tombs.
Reduced Jewelry drop rates from Crypt urns.
Increased Golden Teeth drop rates from wooden coffins.
Antitoxin is now more effective (-20% Toxicity > -25%)
Reduced Toxicity of Stardust (+30% > +25%). Now it’s time to reduce toxicity of our Steam discussions.
Antivenom now provides +75% Poison Resistance x30t.
Food spoilage rates were increased by 50-100% depending on type.
Rebalanced secondary attributes of most daggers to make their stats less clogged and more varied.
ECONOMY
Many changes to default price modifier when selling items to NPCs:
Increased base price modifier for Alcohol (+30% > +50%) – it's assumed alcohol should be a valuable trade good to find and sell
Increased base price modifier for Medicine (0% > +20%) – during war times people are more willing to pay for medical supplies
Increased base price modifier for Beverages (0% > +10%)
Increased base price modifier for Drugs (0% > +10%) – they say drugs are a hot commodity… for some people.
Decreased base price modifier for Scrolls (0% > -10%)
Decreased base price modifier for Treatises (0% > -10%) – no one reads them anyway
Fixed Archers not using Take Aim when in melee range
Fixed enemy spellcasters using spells outside of their casting range
Fixed Lacerate skill (used by Wolves) triggering two attacks instead of one.
Fixed dual wielded weapons overlapping in a single slot after loading
Fixed Osbrook merchant’s name not displaying in the corresponding contract’s text.
Fixed dialogue-related crash
Fixed wrong description of Geomancy Treatise III
BALANCE
Salves limb healing increased (12% > 15%)
Damage values of melee weapons were reverted back to closed beta values (+5-12% increase on the average)
Decreased armor durability loss to make playing as melee character less penalizing.
Drastically reduced Fumble chance for weapon active skills to make playing as melee character more consistent and less RNG-dependent.
Slightly increased gold stock of some merchants and craftsmen
Fixed overtuned Wolf spawnrate in the Pineforest, wildlife in other biomes became slighlty less abundant as well. Mooses became more rare.
Contract rewards were slightly increased (~10-15%) to compensate cases of poor loot runs.
Leg injuries have smaller chance to immobilize now.
Rebalanced Pain Limit formula. Decreased base Pain Limit from 0 to -25, but the Pain Limit loss from missing health was reduced by 25%.
Laceration skill (used by Wolves) now deals less bonus Bodypart damage (100% > 75%)
Damage over Time effects (except Bleeding) now deal set amount of damage each turn instead of scaled to Max Health. Meaning they are much less effective against high health enemies now.
Decreased bonus Bodypart damage done by traps (200% > 150%).
This is our second hotfix, dealing with the most frequent crash reported so far (80% of total reports).
BUGFIXES
Fixed the most occurent crash related to renting
VISUALS
Some visual fixes for morning mist
BALANCE
Reduced renting price by 60%
Current save system is the most controversial issue, as it seems from discussions and reviews, and we would like to write a post regarding it soon, explaining the technical reasons behind it and how it will be alleviated in the future with introduction of the Caravan, roadside inns and other possible saving spots. For now, we've decided to adjust renting prices to ease it a bit.