This is the first post in the series of devlogs dedicated to the new features of the upcoming update, “Rags to Riches”, the release date of which will be revealed in the final entry. Today’s topic is the update’s most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.
We’d like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who’s always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren’t averse to the concept of home in a broader sense - and that’s where the Caravan System comes into play by adding a customizable mobile camp.
The Caravan’s main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.
Firstly, the Caravan can travel only to empty map tiles. You won’t be able to set up a camp right next to villages, dungeons, hunting grounds, or Point of Interest. Your destination must also not be shrouded in the fog of war - at the very least, you’ll need a rough outline of the terrain, obtainable through the use of paper maps.
Secondly, moving the Caravan will require a special resource, Fodder, the spending rate of which will scale with the distance and difficulty of your chosen route.
Thirdly, each journey will be followed by a cooldown, as both Verren and the horses will need some time to rest.
In general, the optimal strategy is to park the Caravan in a spot between multiple locations you want to visit (settlements, dungeons, Points of Interest, etc), conclude your business there, then return to the Caravan, which by that time should be ready for another journey.
At the moment, we’re still experimenting with the cooldown duration - currently the base value is a day and a half, which can be shortened to half a day through a series of upgrades.
This topic will be further expanded upon in a separate devlog about the Caravan travels and all the mechanics that come with them.
Now let’s talk about customization - this part of the Caravan System is represented by a dedicated upgrade tree. In total, there are 24 possible upgrades, not including the basic ones - all of them can be unlocked within a single playthrough. As for their effects, there’s quite a lot of variation: some upgrades will change your Caravan’s stats, others - introduce new options or modify pre-existing ones. Each upgrade will also change your camp’s appearance by adding new furniture and gear or altering some elements that are already there.
Upgrades can be accessed by interacting with Verren’s Ledger at the Caravan camp. Before you can go through with them, you’ll first need to have all the prerequisites in either your Inventory or the Caravan Storage: this includes unique items (purchasable from corresponding traders) and additional materials.
All upgrades can be thematically split into four categories: “Provision”, “Restoration”, “Traveling”, and “Communication”. This devlog only covers the first one, which revolves around introducing additional utility to your camp:
Provision
Firepit
Requirements: basic upgrade (available from the start). Effect: adds a firepit to the camp that can be used to roast food and salt meat.
Cooking Spot
Requirements: Huge Cauldron, Coal Chunk (х4), Ladle (х1) Effect: installs a cauldron on top of the camp’s firepit, allowing you to cook complex dishes. Cooking at the camp replenishes a certain amount of Morale depending on the recipe’s rarity.
Special Spices
Requirements: Spice Box, Spearmint (х2), Rhubarb (х2), Ginger (х2), Leek (х2), Garlic (х2) Effect: food spoils 75% slower while inside the Caravan Storage. Cooking at the camp replenishes a certain amount of Sanity depending on the recipe’s rarity.
Workbench
Requirements: Toolbox, Nails (х2) Effect: adds a Workbench to the camp that can be interacted with to craft moderately complex consumables.
Alchemy Station
Requirements: Alchemical Apparatus, Hourglass (х1), Coal Chunk (х1), Flask (х3) Effect: adds an alchemical apparatus to the camp that can be used to brew potions (after Alchemy is fully implemented) and create some medical consumables (in “Rags to Riches”).
Foraging Supplies
Requirements: Foraging Supplies, Shovel (х1), Sickle (х1) Effect: adds a foraging table to the camp, allowing Verren and Followers to capitalize on nature’s bounty while you’re busy adventuring. Once per day, it will generate a certain amount of herbs, berries, and mushrooms, their type depending on the currently occupied biome. Some of the gathered herbs can then be turned into Fodder to fuel your future travels, while mushrooms and berries can be used for cooking.
Mobile Coop
Requirements: Cage with Chickens, Bucket (х1), Sack of Grain (х1) Effect: adds a few chickens to the camp. Once per day, they’ll lay eggs that can be used for cooking. There’s also an option to slaughter chickens for meat, but it’ll take some time for them to respawn - in the meantime, you’ll have to do without a steady supply of fresh eggs.
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As you might have already noticed, some of the upgrades are closely linked to Cooking and Crafting - the former will be the focus of our next devlog. And while you wait, here’s a small teaser of things to come:
We're thrilled to announce that the Steam page for Ruiga Pirates is now officially live! Waiting for our game just got even more exciting. Additionally, tonight, we're introducing our Demo version alongside the Bullet Heaven Fest.
What We Are Looking For:
🔹 Visit our Steam page to learn more about Ruiga Pirates. 🔹 Add the game to your wishlist and follow us. 🔹 Try out the Demo with Bullet Heaven Fest starting today.
Your feedback means the world to us. Trying out the game and leaving a review will greatly assist us on our journey to making the game even better.
Thank you, we're grateful for your support. Have a blast gaming!
Visit our Steam page and download the Demo when event start!
I apologize for the inconvenience. I'm aware there's a bug causing the game to crash and some other bugs I'm not aware. I'm actively working on it. Also, If you found any more bugs/errors you can report here too. Thank you for your patience.
[Solved] The bug that caused the game to crash is related to the "Gift" item, which wasn't working properly. For now, I've temporarily removed the item and will add it back once I fix it. The game should work properly now. I will continue fixing some minor bugs. I apologize for the inconvenience. I hope you understand, and thank you for your patience.
OUR FIRST SELECTABLE HERO: SARMIENTO. Here it is, a demonstration of the quality of our team, thank you for your patience and trust. We carry out our promises; when the community speaks, our developers act. We continue working on the implementation of the new models, as always, we will show you and inform you about everything. This is our first of many unlockable heroes, Don Francisco Sarmiento de Mendoza and Manuel. As you already know, we will have an encyclopedia where we can read historical information about the time period, for now we will leave you with his biography below.
We've just rolled out an update for the demo forbidding Sammy from stealing the Players Plushie. Due to ongoing feedback we'll be reworking this feature so it is clearer to understand and easier to find the Plushie.
Some of you may have noticed some changes while playing the Beta. Indeed, following your feedback, we were able to implement more than 50 improvements in terms of user experience, gameplay, stability and accessibility!
Here is the full list of fixes:
- Fix potential crash when quitting the mission while being in agony - Fixed the visual FX of traps being destroyed and not appearing on other clients' screens - Fixed the health/shield gauges appearing over the heads of bosses and mini-bosses - Fixed some minor issues with Shards' combinations - Fixed an issue with target lock and enemies that jump out of the screen - Replaced price 0 with FREE - Fixed an issue where Robin's Drill Arrow would scale up on other clients' screens - Improvements to the character move list UI and Techniques vendor UI - Fixed an issue with Alan-a-Dale's animation loop and collision at the end of the tutorial - Fixed an issue that would allow players to join each other with the same Hero selected - Fixed an issue that would award players with a lower encounter rank when ending the encounter with a Takedown - Fixed melee aim assist to prevent taking targets behind the camera if there is an available target in front - Fixed Red Roger's healing smoke VFX - Fixed an issue with the golden circle still being active when going back to the lobby from a mission - Fixed an issue with the high five emote VFX not playing for clients - Fixed an issue making Berserkers continuously switch aggro - Fixed an issue with Tuck's Taunt ability not working correctly - Fixed an issue that would remove the selected outfit from a character when accessing the vendor's detail tab - Improved gold display in mission evaluation screen - Fixed an issue with Tuck's gravity ball leaving a trail after disappearing - Fixed some skinning issues on Tuck default and additional skins - Fixed the impaled-on-hook animation not playing for certain enemies - Fixed collision issues on Alan-a-Dale in the lobby and in the tutorial - Fixed the trap activation prompts not being visible by some clients - Minor tweaks on Little John's moves freeze frames - Fixed a crash happening when quitting to Major Oak while in agony state - Fixed the Enforcer's helmets being empty - Fixed encounter involving 2 or more Ferrum Coil Bearers - Fixed Tuck's Mace being wrongly positioned during the tutorial cutscene - Fixed character audio being active during the credits - Improved the score calculation at the end of each mission - Fixed an issue where the mission selection screen would go automatically from the map to the mission detail - Fixed several issues with stacking notification windows - Removed beggar hands to avoid confusion for players trying to interact with them - Fixed sounds playing while on a loading screen - Added a longer delay after the Success UI in lessons - Fixed an issue with carrots not having a texture - Fixed some minor localization issues - Fixed an issue with Tuck's Gravity Surge shard not being replicated correctly to clients - Fixed an issue when combining Tuck's 3 Kings shard with the Shine Ball shard would not shoot three projectiles - Increased lock-on deactivation distance - Improved health drop sound - Improved readability and ease of pulling archer's towers. Also improved VFX - Offline players now see their character name instead of the user session name in the HUD - Fixed a potential loss of focus in the trophy room UI - Improved visuals and readability of artifact swap UI - Improved end-of-level evaluation UI visuals - Prevented players from falling into the agony state within Major Oak - Improved readability of left and right mouse button icons - Fixed 2 duplicates in the character's move list - Tweaked encounter balancing - Fixed the mini-boss health bar sometimes not being attached to the correct enemy in the arena' - Fixed a rare bug that could see Little John stay stuck inside a Ferrum Coil Tower - Fixed some minor graphical issues - Made more arena props not affect the camera and/or fade out when the camera is' between it and the player - fixed menu credits song sometimes not playing - Updated DLSS plugin to the latest version, now supporting TLAA - Tweaked Comet arrow visuals for more clarity
Welcome to the next part of our "Architect's Corner" series, in which we tell you all about the buildings you will have at your disposal as a ruler of an ancient Greek Polis. Discover interesting tips and tricks, learn how to effectively plan the development of your city, and check out how many useful structures you can raise - all this to the glory of a great ruler, such as yourself! 👑
...and talk to the community and developers about the game!
No city can do without them
Looks like Architect's Corner is filled with heated conversations, rustling paper, and the clatter of drafting instruments. No wonder! Today, he faces a truly challenging job of designing two buildings that are crucial to the prosperity and well-being of your city 🧐 The task of the first one is to collect and distribute wealth among the inhabitants of your Polis, while the other one helps keep their bellies full and chase away the hunger.
Both buildings are necessary for your empire to develop and grow stronger. Although seemingly very different from each other, they share several common features... Without a further ado, we present...
The very heart of your city 💓
The Agora is the very first building to appear in your city. The cool thing is that it evolves along with your Polis - wile looking quite inconspicuous and modest at first, over time it will transform into a wonderful, rich structure surrounded by a beautiful colonnade! 🏛 To achieve this, you must meet many important conditions... but this is the whole other story.
What are the main functions of Agora? Well, many calls this place the very heart of the city. The area around the Agora is always crowded with your subjects who want to replenish their supplies, transport some goods, or just pass by and go about their business. Although being the center of the settlement is a very important role, Agora was created for another crucial purpose. Ok, everyone! Grab your baskets, bags and pouches - it's time to browse some wares 📦
As a wise ruler, you must know, that Agora serves as a kind of warehouse-marketplace, full of all kinds of goods. Whenever your people's pantries are empty, or when they need other important items, you can be sure that they will direct their steps right to the Agora 🦶 Porters are constantly delivering more and more goods here, filling in the gaps, so that their fellow citizens can enjoy undisturbed access to a variety of things that they need in their everyday life. Whether it's clothes, food, tools or other wares, a huge part of them can be found right in this place. What an efficient system!
In the later stages of the game, when your city will stretch to the horizon, some of the Agora's responsibilities will be taken over by Marketplaces. It just would be difficult for residents of more distant residential zones to make long marches to the Agora to grab their goods. Nevertheless, it is the Agora that will always remain the center point of your city 👇 and will be counted among the most beautiful, glorious buildings under your control. We like to think of it as one of the most practical and well-thought-out systems in all of Ancient Greece!
Flour as an essential ingredient 🥖
The agricultural revolution, especially the ability to grow grain, completely changed humanity. The cessation of the nomadic lifestyle meant not only better reproductive conditions, but also technological development. One of the effects of such development is the Mill - an indispensable element in grain cultivation and processing. It is thanks to this unique building that it is possible to produce flour, which became the basis of the diet of many ancient cultures. But how does actually an ancient Greek Mill work? And how can it contribute to the task of feeding your population? Let's take a look!
It all starts with the grain we mentioned above. Without it, valuable flour could not be produced! Your farmers spend long hours in the field to sow, tend and ultimately harvest this valuable resource. The ripe grain then goes to the Mill, where experienced millers begin their work 🤲 This is where the grains are ground into fine, pure flour. To do so, your Mill workers pour them onto a special stone table and then grind them using a huge, heavy, rotating stone. As you can see, such work requires patience and physical strength, but... it's definitely worth it!
White flour is an essential ingredient in all baked goods made in your city, and it is used by such places as Bread Bakery or Tiganites Bakery. It is thanks to them that fragrant, filling bread reaches the tables of your subjects 😜🍞 Bon appétit!
In the following parts of the series, we will return with descriptions of many other cool structures that will ensure the safety, well-being, and development of your city. We hope that the buildings presented today will find their place among the streets of your Polis, and that they will contribute to the growth of your magnificent empire! 😀 As always - thank you and stay tuned!
1. Increase the minimum qualification limit for refining soul beads 2. Change the color and level of the synthetic soul beads 3. Add an asterisk mark to the two skill soul beads 4. Increase the probability of dropping soul beads