Dec 25, 2020
Stoneshard - AntonGris
  • Fixed the bug preventing new two-handed weapons from being sold by merchants
  • Fixed the crash caused by applying a debuff to a dying target.
  • Fixed the "trade" option in the context menu, which hadn't been displaying for new characters.
  • Fixed lighting issues.
  • Fixed traps not triggering properly.
  • Added the missing percent sign to Stagger Chance.
  • Fixed incorrect two-handed hammers' prices.
  • Multiple fixes to the text.
Stoneshard - Wayfinder


NEW ADDITIONS

  • New weapon type: Two-handed axes - 29 pieces.
  • New ability tree: Two-handed axes- 10 new skills.
  • New weapon type: Two-handed maces - 23 pieces.
  • New ability tree: Two-handed maces - 10 new skills.
  • New mechanic: Throwing. Throw weapons and other items to deal damage, distract enemies, and trigger traps.
  • New mechanic: Skinning. The chance to harvest a pelt now depends on the damage type used to kill an animal. Added new hunting trophies: dog pelts, snake skin, and bear fat.
  • New mechanic: Hearing. Increase your Perception to hear nearby enemies before seeing them.
  • Two new NPC: Bran the Trapper and Unar the Scribe.
    The trapper travels between Osbrook and Mannshire, selling various hunting gear and some other items.
    The second NPC can be found in the Mannshire castle upon completing 3 Osbrook contracts - he trades in treatises.
  • 20 new enemy types, including 7 new minibosses.
  • 25 new armor pieces: 7 helmets, 9 chest pieces, 5 belts, 2 sets of gloves, 1 pair of boots, and 1 shield.
  • New traps: Pressure Plate (Flame & Poison Cloud), Sound
  • Combat consumables: added a claw trap, a net, caltrops, and a smoke bomb.
  • 5 new drug types, completed with reworked drug mechanics.
  • New Mannshire crypt contract.
  • Additional flora: added 6 berry shrubs, 1, new mushroom type, and 1 new herb type.

ATTENTION: This patch IS COMPATIBLE with the previous version’s saves. It should be possible to continue your current playthrough after this update.

However, we highly recommend starting a new game: item tweaks won’t affect the already equipped or stored items. Additionally, the new contract won’t spawn when playing from an old save.


GAMEPLAY

  • Enemies can now also feel pain.
  • Throwing potions applies enemies with their effect for 25% of the original duration.
  • Fabric, leather, paper, and organic items will burn if dropped on a burning tile.
  • Added a system for enemy interactions with traps. By default enemies are aware about the traps of their faction and the traps which were installed within their Vision. Other traps will remain hidden - the chance for them to be discovered depends on enemy Perception. Some enemies also learned how to disarm discovered traps.
  • Activated claw traps can be picked up, repaired at a blacksmith, and then placed again.
  • Manually disarming traps will grant experience.
  • New stat: Stagger Chance
  • New effect: Stagger. Reduces Crit, Counter, Dodge, and Block Chances to 0, and increases Fumble Chance to 100%.

BALANCE

  • Changes to the characters’ Affinities:

    Arna starts with Two-handed maces.
    Jorgrim starts with Two-handed axes.
    Dirwin starts with Two-handed axes.
    Velmir starts with Two-handed axes and Two-handed maces, but no longer has Maces affinity.
    Jonna starts with Dual Wielding.

  • Rebalanced primary Attributes:

    Strength:
    +[1 > 0.5]% Melee Damage
    +[1 > 0.5] Block Power
    +[2 > 1.5]% Crit Efficiency
    +[1 > 1.5]% Armor Damage

    Agility:
    +[0.5 > 0.75]% Counter Chance
    -[0.25 > 0.5]% Fumble Chance
    Added +0.5% Armor Penetration
    [Removed +0.5% Stealth

    Perception:

    +[0.5 > 0.75]% Accuracy
    +[0.5 > 0.75]% Crit Chance
    +[1 > 0.5]% Ranged Damage

    Vitality:
    +[1 > 2] Health
    +[5 > 4] Energy
    Removed bonuses to Immunity
    Added +1% Intoxication Resistance

    Willpower:
    +[0.75 > 1]% Pain Resistance
    +[0.5 >0.75]% Magic Resistance
    +[1 > 0.5%] Magic Power

  • Rebalanced pain gain from all damage types.
  • Made balance changes to most enemies.
  • Increased the base chance to evade a trap.
  • Reduced the base chance to disarm a trap.
  • Traps balance changes:
  • [[b]Claw Trap
[/b]] 20 Slashing Damage > 35 Rending Damage.
Immobilization duration: 3 > 4-10
Base disarm chance: 60% > 75%
  • [[b]Spike Trap
  • [/b]] 25 > 40 Piercing Damage
    Bleeding duration: 10-16 > 10-20
    Change the formula for damage from Bleeding and Burning - now they don’t scale from Max Health as much.
  • Base unarmed damage was increased by 2 points.
  • Block Chance now only works if you have a weapon or a shield equipped.
  • Crit Efficiency: the base damage multiplayer for crits has been increased from 110% to 120%.
  • Rebalanced loot from the brigands.
  • [[b]Brigand Madman
  • [/b]]: removed “Adrenaline” and “Painful Stabs”.
  • [[b]Ancient Troll
  • [/b]]: Decreased its Accuracy from 100% to 90%.
    Troll’s Armor was increased to 50.
    Experience granted on death was increased by 20%.
  • [[b]Stun
  • [/b]]: its maximum duration was decreased from 5 to 2 turns
  • [[b]Daze
  • [/b]]: added maximum duration – 5 turns
    Removed: +5% Fumble Chance
  • [[b]Unholy Blessing
  • [/b]]: +20% > +15% Life and Energy Drain, Damage Reflection.
  • [[b]Blessing
  • [/b]]: The duration of shrine blessings was increased to 1440 turns.
    Removed passive Sanity and Morale change.
    Added an immediate Sanity and Morale boost upon using a shrine
    Added +10% Healing Efficiency.
  • [[b]Satiety
  • [/b]]: added +10% Healing Efficiency.
  • [[b]Deafening Roar
  • [/b]]: To avoid situations with the simultaneous Stun and Disarm, there’s now a sequence of checks, launched one after another in case the previous one fails: firstly, it’s 25% to Disarm. Then, it’s 75% to Stun, and finally - 100% chance to Daze.
  • [Henbane]: reduced the duration of “Battle Rage” to 12 turns. The effect is no longer guaranteed to activate, instead there’s a 25% chance – high Intoxication can raise this chance up to 100%.
  • [[b]Velmir
  • [/b]]: The Condition of his starting helmet was reduced from 60% to 40%
  • [[b]Waterskin
  • [/b]]: reduced the number of uses from 10 to 6.
  • [[b]Stardust
  • [/b]]: changed its effect.
  • An item’s level now has lower influence on the damage from enchantments.
  • Dual Wielding now consists of 3 tiers, just like all other ability trees with 10 skills.
  • Increased the maximum level for items sold by merchants.
  • [/list]

    CHANGES TO ABILITIES

    SWORDS

    • [[b]Endurance Training
    [/b]] 25% chance to replenish 5% Max Energy on hit > +25% Energy Restoration for 3 turns after using a sword ability.
  • [[b]Honed Edge
  • [/b]] +5% Bleed Chance for 5 > 3 turns.[/list]

    MACES

  • [[b]Armor Break
  • [/b]] Added a Stagger Chance.
    Applies -30% > -15% Control Resistance.
  • [[b]Dazing Strikes
  • [/b]] Changed: +5% Daze Chance for mace attacks > Mace attacks apply their targets with -3.5% Accuracy and -3.5% Damage for 4 turns.
  • [[b]Moment of Weakness
  • [/b]] Stunned enemies take +33% > +20% Damage.
  • [[b]Concussion
  • [/b]] Changed: Mace attacks apply -5% Control Resistance for 4 turns > Mace crits apply -15% Control Resistance for 3 turns.[/list]

    TWO-HANDED SWORDS

    • [[b]Feint Swing
    [/b]] Now applies its target with +10% Damage Taken for 4 turns.
    Other bonuses are doubled if the target is Staggered.
  • [[b]Feast of Steel
  • [/b]] Added +5% Crit Chance to its stacking effect.
    Every third attack gains +100% Crit Chance > +100% Stagger Chance
  • [[b]Heroic Charge
  • [/b]] Added a Stagger Chance
  • [[b]Parry
  • [/b]] All received attacks are guaranteed to trigger a Counterattack > Grants +75% Counter Chance
    Each successful block reduces the Skill’s cooldown by 1 > 2 turns.
    Added: Each Counterattack grants +7.5% Crit Chance for 3 turns.
  • [[b]Arc Cleave
  • [/b]] Added a Stagger Chance.
    Each enemy hit reduces active Cooldowns of the ability tree by 1 > 3 turns.
    Added: Replenishes 7.5% Max Energy for each Staggered enemy.
  • [[b]Courage
  • [/b]] Added: If the target survives, grants +10% Damage for each adjacent enemy.
  • [[b]Fight to Death
  • [/b]] While “Feast” is active, killing enemies reduces active Cooldowns of the ability tree by 3 turns > Each consecutive strike against the same target grants +7.5% Stagger Chance and +5% Counter Chance for 5 turns. The effect resets upon attacking a different target.
  • [[b]Taste of Victory
  • [/b]] Killing enemies with two-handed swords replenishes 7.5% > 15% Max Energy.
    Added: Attacks against Staggered enemies grant +5% Damage for 4 turns.
  • [[b]Revanche
  • [/b]] Added: while Parry is active, blocked attacks replenish 5% Max Energy.
    [/list]

    DAGGERS

    • [[b]Double Lunge
    [/b]] Now also reduces the Skill’s cooldown when killing an enemy.
  • [[b]Deadly Trick
  • [/b]] Grants +25% Crit Chance > +25% Bleed Chance and +25% Counter Chance.
    Added: The strike also has a Stagger Chance.
  • [[b]Gaping Wound
  • [/b]] Applies the effect for 8 > 10 turns.
    Using abilities has a 50 > 75% chance to trigger Bleeding.
    The Bleeding duration has been increased.
    The effect applies +20% > +33% Abilities Energy Cost.
    Added: the effect applies -25% Bleed Resistance.
  • [[b]Coup de Grace
  • [/b]] Finishing an enemy off with this skill now grants +50% Crit Chance for 4 turns.
  • [[b]Quick Hands
  • [/b]] Killing enemies > Dagger strikes reduce active Cooldowns of the ability tree by 1 turn.
  • [[b]From the Shadows
  • [/b]] Added: Thrown daggers do +30% more Damage.
  • [Counterattack Mastery] Dagger strikes grant +4% > +5% Counter Chance for 5 turns.
  • [[b]Weakening Jabs
  • [/b]] Dagger attacks apply their target with +4% Damage Taken > -5% Damage and +5% > +7.5% Cooldowns Duration.
  • [[b]Danse Macabre
  • [/b]] Changed: Dagger crits gain +10% Life Drain > Dagger Crits grant +4% Dodge chance for 5 turns and permanently apply their target with +10% Damage Taken and -10% Bleed Resistance.[/list]

    STAFFS

    • [[b]Unwavering Stance
    [/b]] Added: Every 3rd attack gains +100% Crit Chance
  • [[b]Destabilizing Hits
  • [/b]] Added: the effect is also triggered by applying Stagger.
  • [[b]Now or Never
  • [/b]] Effect duration 1 > 2 turns.
    Added: is now also triggered by Dodging and grants +25% Stagger Chance.
  • [[b]Battle Trance
  • [/b]] Staff crits now reduce all active Cooldowns, not just the ability tree’s.
    [/list]

    SHIELDS

    • [[b]Retaliation
    [/b]] Added: Can now only trigger once per 5 turns.
  • [[b]Last Bastion
  • [/b]]: Added: Can now only trigger once per 8 turns. [/list]

    PYROMANCY

    • [Ring of FIre] Applies -20% > -10% Fire Resistance for 4 > 3 turns.

    GEOMANCY

    • [[b]Rune of Sustention
    [/b]] Added: Grants the caster -10% Damage Taken when occupying tiles adjacent to their runic boulders.
  • [[b]Runic Boulder
  • [/b]]: Raising a boulder will now generate noise.
    [/list]

    COMBAT MASTERY

    • [[b]Seize the Initiative
    [/b]] Reduced the maximum number of stacks from 6 to 5.
    If the target uses active abilities, they reduce the number of debuff stacks on it and the number of buff stacks on the attacker.
    Added: added a Stagger Chance to the initial hit and Counter Chance buff/debuff to its stacking effect.
  • [[b]Defensive Tactic
  • [/b]] and [Offensive Tactic]: Changed:
    Instead of a static bonus for each enemy within Vision , they now grant stacking bonuses for performing certain conditions.
    Tactics now work for a limited number of turns.
    Switching tactics no longer takes a turn or spends Energy.
  • [[b]Finisher
  • [/b]]: Added: this attack now has +25% Crit Chance.
  • [[b]Against the Odds
  • [/b]] Prevents Health from dropping below 10 > 15%
    Added: the first attack received during the next turn does no damage and is automatically countered.
  • [[b]Stance Training
  • [/b]]: “Defensive Tactic” now increases weapon stances’ duration by 1 turn for each received attack.[/list]

    ATHLETICS

    • [[b]Mighty Kick
    [/b]] Added: Failing to knock the opponent back now Staggers them for 2 turns.
  • [[b]Sudden Lunge
  • [/b]] Confusion Chance was replaced with Stagger Chance.
  • [[b]Dash
  • [/b]] Bonus Damage for each adjacent enemy was replaced by Counter Chance.
  • Each enemy adjacent to the starting position increases the Energy cost of the Skill by 20% > 10%
  • [/list]

    DUAL WIELDING

  • Some of the skills were moved around. “Dual Wielding Training” is now available earlier, while “Dying Fervor” was moved further down the ability tree.
  • [[b]Enough for Everyone
  • [/b]] The effect is no longer removed if the target leaves the adjacent tile.
  • [[b]Deflect
  • [/b]] Changed: Using this skill no longer reduces Hands Efficiency.
    Each fully blocked attack now grants +5% Hands Efficiency for 2 turns and reduces active Cooldowns of the ability tree by 1 turn.
  • [[b]Whirlwind
  • [/b]] Changed: Can now jump between the same targets for an unlimited number of times.
    Each jump now grants -10% > -15% Hands Efficiency .
    The Skill’s Cooldown is no longer reduced by killing enemies. The same goes for bonus Hands Efficiency - killing enemies no longer increases it.
    Added: +4% Dodge Chance for 3 turns per each strike.
  • [[b]Concentration
  • [/b]] Lasts for 6 > 12 turns.
    Added: receiving damaging attacks reduces the duration of the effect by 1 turn.
  • [[b]Dual Wielding Training
  • [/b]]: Using weapon-based skills no longer grants bonus Hands Efficiency.
    Using weapon-based skills while wielding two weapons of the same type grants +7.5% Crit Chance and -7.5% Fumble Chance for 2 turns.
    Using weapon-based skills while wielding two weapons of the different type grants +25% Off-Hand Efficiency and +7.5% Counter Chance for 2 turns.
  • [[b]Berserk Tradition
  • [/b]] +2.5% Hands Efficiency > +4% Counter Chance.
    All bonuses now scale based on the character’s level and Attributes.
  • [[b]Dying Fervor
  • [/b]] Grants +10% > +20% Hands Efficiency when Health drops below 50%.
    Added: Additionally grants +7.5% Crit Chance and +7.5% Counter Chance when Health drops below 33%
    [/list]

    SPEARS

    • [[b]Nail Down
    [/b]] Changed: Immobilizing enemies with this skill no longer reduces active Cooldowns of “Nail Down” and “Impaling Lunge”.
  • [[b]Impaling Lunge
  • [/b]] Changed: The bonuses are no longer doubled when attacking Immobilized Enemies.
    Using this skill against Immobilized enemies now does -25% Damage and halves other bonuses, but instantly refreshes this Skill’s Cooldown.
  • [[b]Maneuver
  • [/b]] Changed: now gains stacks for each reduced Cooldown, not fully refreshed one.
  • [[b]Determination
  • [/b]] Added: replenishes 10% Max Energy for each affected enemy. The enemies are additionally applied with -20% Move Resistance for 3 turns.
  • [[b]Precise Hits
  • [/b]] Grants +10% Accuracy > -5% Fumble Chance and +20% > +15% Bodypart Damage.
  • [[b]Stay Back
  • [/b]!] Affected enemies are applied with -25% > -15% Piercing Resistance for 1 > 2 turns.
    The chance to trigger “Impaling Lunge” on a basic attack is 15% > 10%.
  • [[b]Wounding Spearhead
  • [/b]] Spear crits deal extra damage equal to the target’s 4% Current Health > 5% Max Health. Added a threshold for the max damage, based on the character’s Strength and Agility.[/list]

    BUFFS TO UNIQUE ITEMS

    As you may already know, the shortcomings of the existing item quality system prevent the unique items from being enchanted, which makes them less attractive to players. To compensate for this issue while the quality system is being properly reworked, most of the existing unique items (with the exception of the starting ones) were buffed:

    • Fancy Sword: -15% Abilities Energy Cost
    • Engraved Sword: -15% Cooldowns Duration
    • Decorated Warhammer: +25% Armor Penetration
    • Ornate Flanged Mace: +10% Daze Chance, +5% Stun Chance
    • Decorated Dagger: +10% Crit Chance
    • Carved Longbow: +10% Immobilization Chance
    • Vagabond Knight's Armor: -7.5% Damage Taken
    • Ceremonial Cuirass: +5% Health Restoration, +25% Healing Efficiency
    • Occult Cloak: +13% Bleed Resistance
    • Jousting Cloak: -5% Damage Taken, -5% Abilities Energy Cost
    • Raven Heater Shield: +15% Fortitude
    • Pig-Faced Bascinet: +15% Fortitude
    • Cervelliere with Ear Guards: +10% Control Resistance
    • Ornate Barbute: +5% Accuracy

    ART

    • New potion sprites.
    • New icons for some modifiers.
    • New sprites for some consumables.
    • Some enemies got their visuals updated.
    • New shop signs for merchants and artisans in the settlements.

    UI & UX

    • Changes to the mode menu: the attack and rest modes can now be moved to the ability bar. Added Shout and Reload actions to the mode menu.
    • Upon equipping dual weapons, the stats for both hands are now being displayed separately in the character menu.
    • Sleep and Blindness effects now make the screen go dark.
    • Bow and crossbow hovers now display their Range.

    FIXES

    • Removed the rain sound from the winter biome.
    • Fixed issues with the enemies’ Injury thresholds.
    • Fixed issues with the fog of war.
    • Fixed blood decals appearing in wrong situations
    • The Ancient Troll now properly fells trees when moving.
    • Surface enemies no longer spawn inside trees and impassable ravines.
    Dec 20, 2020
    Stoneshard - Wayfinder


    Hello everyone!

    In today’s devlog we’ll tell you about the remaining new features of the Equipment Update II and also announce its release date - December 25th!

    Hearing System



    The noise system will now work not just for your enemies, but your character as well, allowing you to better plan out your actions. As you explore the surface or dungeons, you’ll be able to hear enemy activity, which will mark their location on your screen. The chance of hearing the enemy depends on their actions and your Perception: enemy steps are the hardest to detect, but the noise from a fight will be heard from many tiles away.

    Berry Bushes





    Berry bushes will come in handy if your character is starving. Depending on the biome, you’ll be able to encounter six berry types: bilberry, raspberry, blueberry, lingonberry, gooseberry, and barberry.

    New NPCs



    Two new characters will be added to the game: Bran the Trapper and Unar the Scribe.

    The trapper will periodically appear in either Osbrook or Mannshire, offering you some hunting gear, including the new traps.

    Unar the Scribe can be found selling treatises in the Mannshire castle - you’ll be able to shop from him after completing three Osbrook contracts and gaining access to the castle.

    New Consumables



    We’ve added a number of new narcotic substances to the game. Consuming them provides powerful buffs for a short period of time, however you’ll have to pay for them with a long and painful aftermath.

    • Al’qud will give you a stamina boost, increasing Max Energy and Energy Restoration, while decreasing Abilities Energy Cost.
    • Abasa will put you into the state of narcotic rage, granting bonus Weapon Damage, Crit Efficiency, Armor Penetration, and Pain Resistance.
    • Hornet Honey will sharpen your reflexes, improving Accuracy as well as Counter, Dodge, and Crit Chances.
    • Nikkaf will improve your concentration, increasing Vision, Experience Gain, Hunger Resistance, and decreasing Fumble Chance.
    • Paregoric is a potent painkiller which will decrease Pain and Pain Limit while improving Morale, Pain Resistance, and Healing Efficiency.
    • Stardust has already been available for quite a while, but its effect is now different: it will grant Magic Power, Magic Resistance, Bonus Range, and decrease Cooldowns Duration.

    New Enemies



    The enemy roster has also been expanded: this update will add 10 new brigand enemies, armed with two-handed maces and axes, and a few new minibosses, including the skeleton ones - eliminating the latter will be a part of a new contract.

    That’s all for now. Until the next time!
    Stoneshard - Wayfinder


    Hello everyone!

    In today’s devlog we’ll tell you about the second new ability tree of the Equipment Update II: two-handed axes!



    As always, let’s start with a general overview. This ability tree consists of 5 Actives and 5 Passives, focused around the same thing as 1h axes - damage, Bleeding, and Injuries.

    Active Abilities



    Wide Cut - the opening skill of the ability tree. It performs a strike with bonus Weapon and Armor Damage. Additionally, it affects three body parts upon a successful hit.



    Dismember performs a strike to a random Body Part affected by a Minor or Medium Injury (or a random Body Part if the target is uninjured) with a huge bonus to Bodypart Damage and Crit Chance.
    If this strike worsens an Injury or applies a new one, it causes Bleeding, and the target itself loses 9% Max Health.



    Reign in Blood performs a strike which prolongs active enemy Cooldowns by 1 turn for each Injury and 20% missing Health affecting them. Also has a chance to cause Bleeding on each Injured Body Part, replenishing 5% Max Energy for each Bleeding caused.



    Rampage - a traditional stance-based skill. It grants stacking bonuses to Crit Efficiency, Bleed Chance, Bodypart Damage, and reduces Cooldowns Duration.

    Just like with other 2h weapon stances, every 3rd attack with two-handed axes is granted a special effect: it deals bonus damage equal to 15% of the target’s Max Health (the damage has a threshold tied to the character’s level).



    Make Space performs a strike on three adjacent targets with bonus damage for each degree of Injury affecting them. If this strike kills at least one target, performs a second strike on the same area (this effect can only trigger once).

    Passive Abilities

    • Finish ‘Em - attacks against targets with more than 50% Health gain bonus Bodypart Damage. Attacks against targets with less than 50% Health gain bonus Weapon Damage.
    • Shieldbreaker - 2h axe attacks decrease their target’s Block Chance and Block Power for 5 turns. This effect stacks.
    • Maim and Kill - applying Injuries and Bleeding grants bonus Weapon Damage and Crit Chance for 4 turns.
    • Fatal Strike - while under the effect of “Rampage”, Critical Hits grant an additional stack of it and apply their target with extra Damage Taken.
    • Tool of Execution - activating “Rampage” grants bonus Crit Chance for each enemy within two tiles.

    And finally, here are some of the two-handed axes which will be added to the game:



    That’s all for now. Until the next time!
    Stoneshard - Wayfinder

    Hello everyone!

    In today’s devlog we’ll tell you about the first of the two new ability trees, which will be added to the game with the Equipment Update II – two-handed maces!



    Let’s start with the general structure of the ability tree:



    Just like ability trees of other two-handed weapons, 2h maces have 10 abilities: 5 Actives and 5 Passives. Their overall theme is controlling the battlefield with Stuns, Dazes, Knockbacks, Debuffs while dealing large amounts of damage with powerful, but slow strikes.

    Let’s have a closer look.

    Active Abilities



    Mighty Swing – the first of the two opening Active abilities is a buff which grants bonus Weapon, Armor, and Bodypart Damage, as well as extra Stun Chance for the next turn.
    Other than that, it also synergizes with the rest of 2h mace abilities: if “Mighty Swing” is active when you activate them, they receive additional properties.



    Unstoppable Force - the second opening Ability. It performs a strike on three adjacent tiles with a large bonus to Knockback Chance and Armor Damage.
    Additionally, for each enemy you successfully Knock back, it reduces Skills Energy Cost for the next few turns.

    If “Mighty Swing” is active, successfully Knocking enemies back also puts their abilities on Cooldown for a few turns.



    Skull Crusher lets you perform a one tile dash and swing at the enemy’s head with bonus Stun Chance and Bodypart Damage

    If “Mighty Swing” is active, this skill also burns the percentage of the target’s Energy equal to the percentage of its missing Health.



    Slaughter - a stance-based skill, customary to all Weapon ability trees. It grants bonus Crit and Knockback Chance, reduces Skills Energy Cost, and increases Armor Penetration with each stack of its effect. On top of that, every 3rd attack has 100% chance to Daze.

    If “Mighty Swing” is active, using this ability will deliver a strike to a random adjacent enemy.



    Forceful Slam - the final Active ability, which can be used to either start a fight or finish off a stunned enemy.

    First, “Forceful Slam” marks a tile, skipping a turn. If the next turn this tile is occupied by an enemy, the character will deliver a strike with a significant bonus to Crit Chance and deal bonus damage (scaling with the target’s Max Health) for each remaining turn of Daze, Immobilization, or Stun affecting the target.

    If “Mighty Swing” is active, this skill also weakens the enemy occupying the marked tile, applying them with extra Damage Taken and reducing their Control and Move Resistances.

    Passive Abilities

    • Blow after Blow - killing enemies with 2h mace attacks and abilities grants the effect of “Mighty Swing” for the next turn and a bonus to Energy Restoration for the next few turns.
    • Unbalance - Knocking enemies back with 2h mace attacks and abilities applies them with extra Fumble Chance and reduces their Control Resistance and Dodge Chance for the next few turns.
    • Bonebreaker - attacks against enemies without Armor or with their Armor Durability lower than 50% gain bonus Bodypart Damage. Attacks against enemies with their Armor Durability higher than 50% gain bonus Armor Damage.
    • Severe Concussion - Stunning, Dazing, or Immobilizing enemies with 2h mace attacks applies them with a debuff to Move Resistance and increases their Fumble Chance for a few turns.
    • Revel in Battle - killing enemies while under the effect of “Slaughter” replenishes 20% Max Energy. Killing enemies while under the effect of both “Slaughter” and “Mighty Swing” additionally reduces the ability tree’s active Cooldowns by a few turns.

    That’s all for now. Until the next time!
    Stoneshard - Wayfinder


    Hello everyone!

    In today’s devlog we’ll tell you about some new features of the Equipment Update II, planned for this December (and which ended up containing more than just new equipment).

    Harvesting meat and pelts

    Since the game was first released, pelts had been dropping with a random chance. It was meant to imply that sometimes pelts are way too damaged, and that there was no use harvesting them. However, this mechanic wasn’t well-explained - unsurprisingly, it was only confusing players when they weren’t getting any loot after killing an animal.

    To resolve this issue (and to increase immersion), we’ve added a new mechanic - skinning. Killing an animal is now just a first step: in order to get pelts, meat, antlers etc, you’ll need to harvest them. To do so, you’ll need something sharp in your inventory: a dagger, an axe, or at least a sword.

    For the time being, skinning is implemented as a basic skill with 100% efficiency, but once Survival skill tree is in place, you’ll need to spend some Ability Points to learn how to do it properly.



    The way an animal is killed is an important factor. You’ll get the best outcome with piercing weaponry, which won’t damage pelts too much. If you score a kill by primarily using Piercing Damage, the chance to get a pelt will be the highest.

    On the other hand, Slashing damage types fare much worse, as cuts won’t do any good to a pelt’s condition. As for using Pyromancy, you can imagine the outcome... Naturally, the market adjusts accordingly: since harvesting pelts is harder now, their value has been greatly improved.



    Certain damage types can also affect the harvested meat. Animals killed with Fire Damage get well-cooked in the process, while Poison, Caustic, or Cursed Damage might cause the meat to spoil.

    Traps

    In addition to skinning, we’ve also implemented more dungeon traps. Let’s start with pressure plates, which, for the time being, will have two variants:



    The first one is a fire trap. It will ignite the floor and deal heavy damage once triggered.
    The second one has a twist: it creates a cloud of poisonous gas, slowly filling the surrounding area. Staying in this cloud will deal Poison Damage with a chance to cause violent coughing, which reduces Accuracy, increases Fumble Chance, and generates lots of noise.

    At the same time, certain traps will be available to players as well.



    For instance, claw traps can now be disarmed, stored in the inventory, and then placed.



    Caltrops are light enough to be thrown right in front of the approaching enemies.



    Nets will help dealing with particularly agile foes (although they won’t help much against ghosts, for obvious reasons).



    And finally - smoke bombs, which function similarly to poison traps, capable of ruining the day for enemy archers: the smoke obscures vision, triggers coughing, and deals a small amount of Poison Damage.

    That’s all for now. Until the next devlog!
    Stoneshard - Wayfinder


    Hello, mercenaries!

    This December’s Equipment Update II is almost around the corner: expect a few more devlogs about its new features and content in the following weeks.

    As the work on the update continues at full speed, we’d like to ask you to nominate our game for the “Best Game You Suck At” award - it probably won’t be too far from the truth. After all, “the game that rewards persistence, and is not for the faint of heart” is a perfect description for Stoneshard, and we’ll greatly appreciate your support!

    That’s all for now. Make sure to stay tuned: there'll be a new devlog tomorrow!
    Stoneshard - Wayfinder


    Hello everyone!

    In this devlog we’ll tell you about a new, previously unannounced mechanic, which will be added with the Content Update II, planned for this December. This mechanic is...

    Throwing items! Initially, we didn’t plan to add this feature during this stage in development, however it ended up necessary for the implementation of certain new consumables, so we had to adjust on the fly. So how does it work and what can you do with it?



    For the most part, throwing is used for dealing extra damage to enemies. It’s worth mentioning that any item in the game can be thrown. The resulting distance, the amount and type of damage depend on a thrown item’s weight and material. For instance, if you lob heavy stuff such as moose antlers at someone’s head, you’ll deal heavy damage as long as they are not too far away. A pine cone, on the other hand, is only good for attracting attention.

    Additionally, certain items have unique properties:

    • By throwing a potion at your enemy, you can apply its effect for a quarter of its base duration.
    • Clay and glass items shatter into pieces, dealing piercing damage.



    • Breaking a bottle of alcohol or oil on an enemy greatly increases their flammability. On top of that, foul liquids getting into their eyes will make it hard to concentrate on combat...
    • Highly flammable items (made from cloth or paper) will burn in fire. Pyromancers, watch your flames!



    • A heavy enough item can trigger a claw trap or a pressure plate.
    • The amount of noise generated by a thrown item depends on its weight and material. The sound of breaking glass will attract much more attention than a tumbling acorn.
    • It’s no easy task to restore a thrown tomato to its original form. Only throw tomatoes you don’t need!
    • The same holds true for ale mugs - it’s hard to throw them without spilling their contents.
    • And so on...

    Weapons



    Weapon-throwing is a completely different thing. Instead of weight and material, it takes a different factor into account - a weapon balance, which combines item weight and its aerodynamic properties. The better the balance, the further and more precise a throw will be, and the more damage it will deal upon connecting.

    Most daggers and light axes can be easily thrown, offering you a significant edge in combat. Certain spears (not halberds) are slightly worse in this regard. When it comes to swords, maces, and two-handed weapons, they don’t fly far, and they don’t deal significant damage, as these weapon types aren’t well-suited for throwing. It’s also not always a good idea to overuse this mechanic even with a suitable weapon - doing so will quickly drain its durability.



    Naturally, your character stats are factored in as well: the damage for throwing any item is influenced by Perception, Strength, and Agility, the distance is decided by Strength, and the hit chance (including the Crit Hit chance) depends on Perception and Agility.

    Keep in mind that throwing is meant to be only a supplementary combat mechanic and not a play style, so we don’t plan on introducing a dedicated skill tree for it. It’s unlikely that you’ll be able to beat the game by throwing axes and daggers, although you can still give it a try.

    That’s all for now. Stay tuned for future devlogs - we still have a few more surprises up our sleeve!
    Stoneshard - Wayfinder
    • Added Japanese localization.
    • Fixed the error in the hit detection algorithm, which hadn’t been correctly factoring in Dodge Chance when calculating hit chance for arrows.
    • Fixed archers being resurrected with a ranged weapon after dying with a melee weapon.
    • Fixed “Blaze” granting double reduction for active Cooldowns.
    • Fixed dogs being able to open doors.
    • Fixed the bug causing Reputation gain each time you take a free beer from Brukk.
    • Praying at shrines now immediately restores some Morale and Sanity.
    • “Deafening Roar” is now put on cooldown when the fight begins.
    • Snakes can no longer poison when missing their attacks.
    • Fixed the issue with changes to cursed items' stats not being correctly displayed.
    • Fixed the issue with two or more Ghasts casting “Binding Sigil” simultaneously.
    • Increased prices of most consumables.
    • Decreased prices of all treatises.
    • «Anticipation»: Applies the target with [-10 > -5]% Dodge Chance [10 > 4] after landing a shot and grants [5 > 7.5]% Accuracy for [10 > 4] turns when missing.
    • «Flame Saturation»: [Replenishes 5% Max Energy > Grants -20% Spells Energy Cost for 2 turns] each time an enemy within Vision is ignited.
    Oct 25, 2020
    Stoneshard - Wayfinder

    Hello everyone!

    The work on follow-up patches for the “Way Forward” update is complete, so in today’s devlog we’d like to give you more details about our future plans.

    The current state of the game is such that we can no longer add new content to the existing map: there’s simply not enough space for it anymore. The small scale of the game world creates a number of temporary restrictions, which overall render the experience less enjoyable, such as randomized treatises, instantly respawning dungeons, skewed gear and character progression, sudden difficulty spikes, caused by the lack of area for more starting dungeons, and so on.

    Therefore, our top priority is to expand the map and add the first major town, which will finally allow us to resolve most of these issues. This task will take a lot of time and effort, but it will most definitely pay off - our game will finally work as it was initially intended, paving the way for many long-awaited features, from the trait system and character generation to the improved economy and a new enchantment system.

    Other than that, the global map will also require implementing a large number of accompanying, closely linked systems: a foundation for the caravan system, new points of interests, new enemy factions, significant changes to the progression, and more. All of this will be a part of the next major update, “City of Gold”, which will be approximately released in Q2 2021.

    In the meantime we also plan to release a large content update before the end of 2020, which will help you pass the time while waiting for the upcoming major changes. This update will include two new weapon types: two-handed axes and hammers, their skill trees, new gear, new traps, new combat consumables (including nets and placeable claw traps), and a few other things. There’ll be more details about these additions in the following devlogs.

    For now, we’d like to share some of the results of our recent work:






    Until next time!
    ...