In this devlog we’d like to present you a new skill tree which will be added with the “Trollslayer” update - Combat Mastery.
Combat Mastery is an utility skill tree, designed to be particularly useful to warriors and other characters relying on weapons. Overall it contains 14 abilities: 7 actives and 7 passives.
Active abilities:
Seize the Initiative – start combat by delivering a strike which will “steal” some of the stats from your target and grant them to you as a buff. Each following strike will increase the amount of debuff stacks on your target and the amount of buff stacks on you
Defensive Tactics – a buff with unlimited duration. The effect depends on the number of enemies around your character. The higher the number, the stronger this dynamically calculated effect. Additionally, as long as Defensive Tactics is active, blocking and dodging will restore your Energy.
Offensive Tactics follows a similar logic, though it provides offensive stats instead. Additionally, critical strikes and counterattacks decrease the remaining cooldowns for weapon skills while it’s active. Keep in mind that you only can have a single tactic active at a time, so you will have to choose the most appropriate one for any given situation.
War Cry deals a small amount of psionic damage, Weakening all enemies in a large AoE. In turn, you receive Battle Rage effect for several turns - the more enemies there are, the longer it lasts.
Finisher – perhaps some of you may remember this skill from one of the oldest devlogs about the currently retired class system. This skill allows you to deliver a strike which immediately refreshes all active cooldowns as long as it kills its target.
Thirst for Battle is meant to improve survivability for warriors, especially when they are near death, injured, and are pretty much ready to give up on life. The power of the effect increases when low on health, so it has the potential to break the tide of battle with a significant bonus to damage and life drain.
Against the Odds – the legendary skill of Verren from the old Prologue returns. Now this skill is a crowning jewel of Combat Mastery. Its duration was decreased to 2 turns, however if you manage to kill an enemy within this time frame, you’ll recover a significant amount of HP and energy. Against the Odds is best used in combination with Thirst for Battle and Finisher for maximum impact.
Passive abilities:
Setup – grants you bonus accuracy and damage after you skip a turn, which makes waiting more tactically advantageous.
Armor Crusher makes the task of disposing of armored targets easier. As long as their armor condition is more than half, your attacks have a bonus to armor piercing and armor damage. On top of this, when the target’s armor durability reaches zero, this passive increases the amount of damage the target takes for a few turns.
Intimidation – grants War Cry a chance to daze or confuse all affected enemies for a few turns.
Right on Target – grants bonus stats to all weapon skills. Additionally, it grants a significant bonus to your weapon damage, increasing accuracy and crit chance, while decreasing skills cost and fumble chance as long as your second hand is empty.
Opportune Moment – grants your physical attacks a chance to decrease all active cooldowns for your skills by 1 turn.
Stance Training adds an additional effect to your Defensive and Offensive Tactics. As long as your Defensive Tactics is active, all your stance-based skills will lose 1 stack on triggering instead of 2. When using Offensive Tactics, all your stance-based skills will activate with 6 stacks, which means that you’ll most likely lose them quickly.
Final Push – ensures that Against the Odds is a much more reliable tool for escaping death by increasing damage and accuracy for your attacks while you are under its effects.
That’s all for now. In the next devlog we’ll tell you more about Athletics skill tree and, perhaps, will show you something extra!
This devlog is dedicated to revealing some of the progress we’ve made with the first major content update «Trollslayer», which will be released around the end of March. As we’ve already mentioned, there are plans to include some previously unannounced things into this update. As for now, let’s go through some of the features we are currently working on:
Additional flora and fauna
To make the world of Aldor feel more alive, we’ve added two new animals to the game: saigas and bisons, which can be encountered in the steppes and in the fields accordingly.
Penny buns have been added to the forests, fleawort and henbane now grow in the fields and by the roadsides, mushrooms and potatoes can be cooked at campsites. The meat system has also been changed, it’s now divided into four types: tough, fatty, sinewy, and tender. Each meat type can be acquired from certain animals. In the future we plan to make the hunting system significantly more complex, but it definitely won’t be a part of the March update.
New dungeon type – Catacombs
Proselytes have received their own dungeon type – Catacombs. Abandoned churches, monasteries, and other ruins inhabited by the vampiric cults can now be encountered around the world. At the same time there’s work being done on rehauling our dungeon generation algorithm in order to create more complex and structurally engaging levels. The work is still in progress, so no pictures of the interiors for now.
New skill trees – Athletics and Combat Mastery
Right now we are in the middle of implementing two new utility skill trees, each containing 14 and 13 skills accordingly. Initially they were planned to be much smaller – 8-10 skills each, but during the development it was decided to add additional branches.
Combat Mastery will be a great addition to the characters focusing on using weapons. It’s designed to enhance this playstyle, introducing 7 versatile combat and tactical maneuvers.
Athletics is built around mobility and controlling the battlefield, so it can be utilized by pretty much every character
Once all the skills are fully implemented and balanced, we’ll publish a separate devlog where we’ll present them in greater detail.
Expanded dialogues
We plan to slightly expand the dialogue system for the key characters such as merchants, elders, craftsmen, etc. Naturally there is no role-playing depth of classical RPGs to be expected here, our role system is simply not designed for that. However you’ll be able to learn more about certain characters, find out their opinions on different topics, and, perhaps, get some leads on various locations and quests...
We're happy to inform Linux users that we've successfuly solved all Linux-related issues and Stoneshard is now available on your OC as well. Recommended distributive is Ubuntu 18.04. Other distributives may work as well, but they weren't tested.
It is important to note that depending on your version of Ubuntu additional dependencies may need to be installed to play the game. These dependencies are:
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
.
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.