Now that the release is behind us and that I have a bit more time to work on The Slormancer, here's the first round of additions and fixes.
To avoid breaking anything that will prevent lots of players from enjoying the game, we will be deploying (almost) every single patch in the Experimental Branch for a short period of time, until we're sure that the new version is stable.
Patch 1.0.1 is now available on the Experimental Branch and should hit the Default Branch soon. So if you want to give it a try, right click The Slormancer, choose Properties then Beta and select Experimental.
Important: The Experimental Branch will use the same save as the Default Branch so you can move back and forth between branches and your progress will follow through.
Important: If you've been playing on the Experimental Branch since the end of Early Access, you will need to rename your save files since they are no longer valid save files. To do so: simply go to: C:\Users\<username>\AppData\Local\The_Slormancer, and change the name of save_exp_cbeta_1 to save_1.
Additions and Quality of Lifes
Added a few QoLs to Rick Manalan's Reinforcement:
Right-Clicking on an Item to send it to The Slormitizer will now always re-equip the previous Item.
Adding an Equipment to The Slormitizer will now immediately add the proper Slormite to The Slormitizer.
Pressing SHIFT will now send 10 Slormelines / Slormandrites to the Slormitizer, and pressing ALT will send 100.
In Rick Manalan's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
Pure Stats will now display !, !! and !!! based on the Max possible Pure Score instead of the current possible Pure Score, to prevent !!! turning into !!.
Added a few QoLs to The Blacksmith:
Right-Clicking on an Item to send it to Friedrich's Forge will now always re-equip the previous Item.
In the Blacksmith's Salvage Menu, you can now press SHIFT + Right Click to Salvage unequipped Equipment.
Choosing a Reforge Recipe at the Blacksmith should now snap the tooltip to the associated stat.
In the Blacksmith's Merge Menu, you can now select 1, 3, 10, 100 and Max as Craft values.
Added a "Sort" button in Storage Stashes.
Added a Search function to:
Inventory Equipment
Storage Stashes
Legendary Stashes
Class Skills: Added a visual cue to better display the fact that only a single upgrade can be active per tier.
Added a function to fully Upgrade or fully Downgrade a Skill / Ancestral Skill when holding SHIFT while upgrading or downgrading a Skill.
Added a "Automatically Start Next Wave" toggle in The Great Forge.
Influence can now be gained in The Netherworld.
Fire Rage and AoEs from The Dreadful Colossus should be less noisy.
Material Tabs:
Stacks of Materials will now only be displayed up to 99 999 to not clutter the screen with useless informations (the actual stack value is still properly displayed in the tooltip).
Stack values are now being displayed with a XX XXX format (it's not much, but it looks nicer).
Goldus, Slorm, Pure and Elder Slorm values are not properly displayed and the font should adjust accordingly to the value.
Changes
Fire Rage Cataclysm is now a single "donut-shaped" attack instead of 3 areas.
The following Damage over Time effects can now deal Critical Strike Damage by default:
Skewer
Retaliation over Time
Arcane Bond
Afflict (from Reaper of Ferocious Affinity)
Exhaustion (from Reaper of Sleepy Butterfly)
Trauma (from Reaper of Deadly Accuracy)
Resonating Force (from Reaper of Upheaval)
Ancestral Firefingers now reads: Damage over Time can now deal Ancestral Strike Damage.
Bugs Fixes
General
In The Slorm Temple and The Netherworld, the proper Wrath level should now be applied when calculating resistances.
Skills Imbued with multiple elements should now have the proper Mana Cost.
Equipping Skills right after opening the Skills menu should now properly work.
The Search function should now work properly with The Netherworld map and no longer return positive for Raw Damage.
Slormites tooltips should now be properly displayed when using a 4k resolution.
Loots on the Minimap should no longer randomly disappear.
Fixed an issue preventing the possibility to Graft some Legendary Effects.
Fixed a crash occuring when opening Jemma's store.
Fixed a few other crashes.
Ancestral Legacy
Waste Not's Overkill Damage should no longer be modified by damage modifiers.
Melting Ice should now reduce the Cooldown of all relevant Skills.
Burning Rage should no longer appear twice.
The Mighty Knight
Skewered should now display the amount of stacks.
The Fierce Huntress
Void Arrow should now charge at the proper speed regardless of FPS.
The Mischievous Mage
Remnants of Overdrive should now trigger Remnant Clouds.
Slorm Reapers
Reaper of Necromancy should no longer prevent Bryan's Seal of Protection to be removed.
Reaper of Support should now properly grant additional damage to Turret Syndrom.
Primordial Malediction of Reaper of the Goldship should now work properly.
Primordial Benediction of Reaper of Upheaval should now only apply to you.
Legendaries
Ironclad Retaliation should now work properly with Cataclysm Damage.
Gloves of the Unleashed Surge should no longer trigger with Support Skills.
Jewel of Odhor should now properly reduce the Cooldown of all relevant Skills.
Jewel of Istrahsil should now properly reduce the Mana Cost of all relevant Skills.
Abrasihl's Verdict should now only trigger when casting Cadence.
Fulgurorn's Elemental Snare should no longer be applied to you.
I still have quite a list of bugs to fix, including very problematic ones that I still can't seem to figure out. So don't worry, I'm still working on those!
đïž Roaming Desert Traders Traders are now driving through the desert in rugged pickup trucks. Find them out in the wild and check the back of the truck to trade gear for gear â no money involved! Each encounter offers randomized loot, including:
đ§ Usable items Every visit is different. Every inventory is unpredictable.
đ Night Vision Goggles Wandering blind in the dark is over. The new night vision goggles attach to your helmet and light up the darkness. Night raids? Now totally viable. Tactical, immersive, and extremely useful in the pitch-black desert nights.
These features are fully integrated in the launch version coming tonight. Get ready â Qumeâs unforgiving world just got even more dynamic⊠and more dangerous.
Dear warriors! We've received a lot of new feedback recently. Thank you again! The game is still in the process of continuously adding new items and making adjustments, so it's inevitable that there will be some balance and numerical issues. This is a long - term process that requires your help. We'll continue to collect your suggestions and opinions. Feel free to share your thoughts and complaints!
1. Game Mechanism Adjustments Post - Hit Blocking Time: Reduce the time available to block after being hit from 2 seconds to 1.75 seconds. Counter - Attack Value Acquisition Efficiency: Decrease the efficiency of all characters' counter - attack value acquisition while blocking. Counter - Attack Value Decrease Speed: Lower the speed at which all characters' counter - attack values decrease. Posture - Break Skill Damage: When a posture - break skill hits an enemy with super armor, increase the posture damage from 2 times to 3 times. 2. Item Adjustments Frozen Ice Block: Reduce the attached Ice elemental anomaly value from 35% to 30% of the base damage. Red Pearl: Decrease the attached Fire elemental anomaly value from 90% to 50% of the base damage. Flame Circlet: Lower the attached Fire elemental anomaly value from 35% to 30% of the base damage. Icy Core: Reduce the attached Ice elemental anomaly value from 100% to 60% of the base damage. Burning Embers: Decrease the attached Fire elemental anomaly value from 100% to 60% of the base damage. Frozen Metal: Lower the attached Ice elemental anomaly value from 90% to 50% of the base damage. Lightning - Attracting Spike: Reduce the attached Thunder elemental anomaly value from 35% to 30% of the base damage. Grounding Boots: Decrease the attached Thunder elemental anomaly value from 100% to 50% of the base damage. Cloud - Splitting Needle: Lower the attached Thunder elemental anomaly value from 65% to 40% of the base damage. Fire Rune Fragment: Reduce the attached Fire elemental anomaly value from 24% to 8% of the base damage. Fire Rune: Decrease the attached Fire elemental anomaly value from 35% to 12% of the base damage. Small Ice Rune: Lower the attached Ice elemental anomaly value from 30% to 10% of the base damage. Ice Rune: Reduce the attached Fire elemental anomaly value from 35% to 12% of the base damage. Small Thunder Rune: Decrease the attached Thunder elemental anomaly value from 30% to 10% of the base damage. Thunder Rune: Lower the attached Thunder elemental anomaly value from 35% to 12% of the base damage. Lion Shield: Decrease the damage increase from 40% to 15%. Dark Moon Emblem: Change the price from 7 gold coins to 4 gold coins. 3. Bug Fixes Counter - Attack Value Accumulation: Fix the issue where some skills do not accumulate counter - attack values. Small Shield Fortitude Addition: Fix the problem where the small shield fails to add fortitude. Anatomical Manuscript Critical Hit: Fix the issue where a critical hit with the Anatomical Manuscript does not add bleeding. Decapitation Combo Description: Fix the inconsistent description of the Decapitation Combo effect.
We have released an update to Ver.1.5.1. We apologize for the delay in announcing this matter.
Changes: ă»Adjusted the display of higher-tier titles ăThis only involves tweaking the specified display range. ăThere are no changes to difficulty or ratings.
Dear COSMOS, the crowdfunding amount of our "Aliya: Timelink" has now exceeded 30W RMB!
Thank you to COSMOS for your support and trust in "Aliya: Timelink"! Our first phase of peripheral crowdfunding is about 10 days away, please pay attention to the deadline if you are willing to buy peripheral~
Thereâs a lot of information available to you when youâre in battle, and knowing where to look for it can sometimes be the difference between victory and defeat!
You can always look at what remains in your Draw Pile. Keep in mind that the cards will not be in order unless you have a certain Relic that gives you that advantage.
Similarly, you can see whatâs in your Discard Pile. Again, they wonât be in order.
You can even see whatâs in your Burn Pile if you have one!
If you want to see your full deck all at once, you can find that on the top right corner. This is available to you even when youâre off the battlefield and exploring the map!
Speaking of the map, you can see that even when youâre in the middle of taking down Warhounds or some other deadly beast. This is nice in case you want to decide how soon after a fight you might get to heal in case you want to make some strategic decisions about your gameplay.
You can also see details about your Relics at any time by mousing over them. This helps you strategize during fights without the need to memorize each symbol, and can help you make decisions when in events or at the shop.
One extremely useful bit of information is your Championsâ passive abilities (accessible at any time by simply mousing over their portrait) and their buffs and afflictions. The symbols you see under their health and around their portraits here indicate what effects are currently applied to them, but mousing over them also gives you details on those traits.
This isnât just for Champions, though! Mousing over enemies will also inform you of any passive abilities you need to keep an eye out for. Similarly, their afflictions and buffs will appear near their portrait.
Keeping track of your enemiesâ abilities, strengths, and weaknesses can be the difference between a successful battle or frustrating defeat.
Wanderers, A tremor has rippled through the fabric of the dream. The city stirs, reshapes, and deepens. Shadows shift anew.
Today we unveil a new update for the demo â one that brings not just balance and clarity, but fresh dread.
Read below to discover what now walks the broken stones of Bononia.
đŻïž New Content and Enhancements
Added new Boss, The Headed Villosus
Changed jump attack behaviour and animation for Dracchis
Added new teleporting sound to The Fearsom Beaklaw
Fixed issues where Beacklaw would not rotate correctly towards player while doing an attack
Modified enemy navigationâs behaviour
Fixed UI of enemyâs health bar and chest bar for better visual clarity
Added option for inverted Y axis
Added light hint on the tutorialâs pressure platform to get back on the lift
Added areas in the map where shadows spawn as the player approaches
Added fractures in map porches to improve aesthetics
Fixed directional light color and intensity
Added visual effect of healing when the character heals
Lightburst skill now lasts less
đ Bugfixes from the Depths
Badges now behave correctly in the UI and will no longer overwrite one another.
Rebirth no longer causes incorrect post-process effects around the lower waist.
The crosshair now turns red even when facing shadows.
Resolved an issue where sound would disappear after restarting the level.
Idol of Fearâs lasers are no longer blocked by projectile collisions.
đ Share Your Findings
Your descent into Vespera Bononia helps shape the abyss itself. Let us know how this update affects your journey â from new horrors to cleaner strikes.