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Stoneshard
Asid:
0.7.0.0 “City of Gold” is out!
Thu, 18 November 2021
MAIN ADDITIONS
- Global Map and Rumor System
The size of the game’s world has grown almost 10 times - from 17x10 tiles to 40x40. You’ll be able to track your journey across it with a new global map menu that will also feature a character marker.
In your travels you’ll have a chance to encounter many Points of Interest, including monster dens and a handful of new unique locations.
- Brynn
The first major city will open its gates before you. It consists of four separate districts, each with their own vibe and special traders.
- Saving on Exit
Your progress is now saved automatically upon exiting the game. However, these saves are deleted upon loading, so in case of your character’s death, you’ll be brought to the latest “hard” save made by sleeping.
- Rumor System
Instead of being marked on the map from the get-go, Points of Interests are now discovered by learning rumors about them. You’ll be able to learn gossip and news from certain characters - some of it will end up leading you to an interesting location.
- Crime System
Theft, assault, and disturbing order within settlements is now a punishable offense. The punishment includes fines, jail time, and being executed on the spot.
- Bodies of Water
The game’s world will now feature rivers, allowing you to fill a waterskin in the wild or just take a dip.
- Changes to Combat
- Protection values from different items no longer stack, instead affecting only the body parts they are actually equipped on.
- Fumbled attacks now have their Stun, Daze, Knockback, Immobilization, and Bleed Chance set to zero.
- Dodge Chance now turns successful melee attacks into fumbles, and fumbles - into misses.
- Block Chance received an additional sub-system: successful blocking now costs some Block Power, which takes time to recover.
- Changes to the Accuracy formula: Accuracy and Dodge Chance now have two separate rolls, but their extreme values (Accuracy over 100% and Dodge Chance below 0%) will still have an effect on each other.
- Improved Leveling and Trainers
- Decreased Stat Point gain per level to 1. Main Attributes cap at 30 points.
- Attributes grant larger bonuses to a smaller number of stats.
- Each 5 points invested into an Attribute grant a special bonus to three additional stats.
- Reworked the structure of every Ability Tree: each of them received more starting paths. Unlocking powerful spells and skills will now require you to first learn all the abilities connected to them.
- Abilities now have Attribute requirements as an alternative way of unlocking them.
- You can now learn the first tier of Ability Trees from trainers - for the right price.
- Artefacts
These are powerful relics of the past that possess unique properties - some of them require activation, while others grant their boon directly from your inventory.
You’ll have a chance to acquire them from distant dungeons - particularly dangerous locations, situated far from the settlements.
- New Enemies
Encounter three new enemy types: Crawlers, Harpies, and Deathstinger Swarms.
- New Throwables
Three new bombs: Nistrian Flame Flask, Spider Blood Flask, and Deathstinger Jar.
- Playable Lute
Recreate your favourite songs!
- 41 Steam Achievement
Will you be able to earn them all?
AND ALSO
- A special quest in the beginning of the game.
- Reworked dungeon progression.
- Most dungeons won’t have a fixed difficulty level - it can shift back and forth during subsequent repopulations.
- Added special distant dungeons: there are no roads or contracts leading to them. They have the most dangerous enemies and the most valuable loot.
MECHANICS
- Rebalanced most passives and some active abilities.
- Rebalanced all Injuries and Conditions.
- Being Knocked into an occupied tile now applies Daze instead of Stun.
- Fixed and rebalanced Durability - it now functions as intended.
- Bows now have an Accuracy penalty when shooting at targets within 1 or 2 tiles.
- Ranged weapons receive Accuracy penalty for shooting at distant targets: -2% Accuracy for each tile beyond half the maximum Range.
- “Sudden Lunge” and “Seize the Initiative” have an increased Range when used with a spear.
- “Seize the Initiative” now properly works with bows and crossbows, using the Range of an equipped weapon.
- Each firebolt from “Fire Barrage” now has a separate chance to hit.
- “Petrification” will now remove Bleeding.
- “Ensnarement” and “Immobilization” will either decrease Dodge Chance by 25% or set it to zero, whichever is more impactful.
- Tweaked caps of many secondary stats.
- Abilities’ hovers now properly display the Attributes that modify them.
- Increased damage from Knockback.
- Decreased the chance for curses to trigger their effect.
- Shouting now generates less noise.
- “Stun” will also grant Stun Resistance to reduce the possibility of stunlocks.
- “Wetness” now has stacks, the number of which depends on the duration of the effect.
- Dungeons will take twice as long to repopulate.
ENEMIES
- Birds can now be hunted.
- Rebalanced the Troll: decreased its Resistances and increased its Max Health. The Troll also gets weaker when low on Energy.
- The Restless received higher Bleed Resistance.
- Archers can now drop their melee weapons on death.
- Rebalanced the chance of enemy spawns - it now depends on the nearby dungeons, hunting grounds, and the hidden wilderness factor.
ECONOMY
- Rebalanced prices for most items.
- Increased the amount of valuables inside NPCs' homes.
- Rebalanced the price of arrows and bolts.
- Rebalanced money and reputation rewards for completing contracts.
- Tweaked reputation values.
- Rebalanced merchants’ stock.
- You can now request a starting weapon from the sergeant in Osbrook.
- Added 2 Catacomb and 3 Brynn-specific contracts.
- Changed rewards for completing tasks.
- Reduced the Mannshire scribe’s stock.
- Changes to the Troll quest: it can now be accessed only after reaching level 10.
ITEMS
- Added lots of new dishes.
- Added new items.
- Increased the base chance of triggering “Battle Rage” with Henbane.
- Antitoxin no longer completely removes Aftermaths from drugs, now only reducing them by half.
- Mindwort no longer completely removes Drunkenness, only decreasing its duration by a few turns.
- Increased the spawn chance for herbs.
- Added spoiled milk.
OTHER CHANGES
- Added pop-up speech lines for casting spells.
- Ability trees now have hovers with a short list of their strengths and effects.
- Numerous changes to in-game texts: item descriptions, characters’ bio, contents of treatises, etc.
- You no longer need to earn entrance to the Mannshire castle.
Asid:
Hotfix 0.7.0.14 – Grocery Shop and Bakery
Mon, 29 November 2021
THIS UPDATE IS SAVE COMPATIBLE!
MAIN CHANGES
- Added two shops to Brynn along with their own NPCs: Fat Yann’s Grocery Shop
and the Bakery
. You can find them in the Old Towers quarter (northeastern part of the city).
- Added a few secondary NPCs to Brynn.
- Added Long Bread
, Kipfel
, and a few other dishes.
- Hunting Grounds
have been fully implemented. You can find them in the previously empty Points of Interest.
- Dungeons can now properly change their level
upon respawning, growing more or less difficult in the process.
- It’s now possible to skip the Prologue
even if it hasn't been completed yet.
OTHER
- Increased the radius for rumors by 20% (NPCs can now give hints about more distant Points of Interest).
- Fixed the bug with the missing rumors for Camps and Hunting Grounds.
- Fixed the bug causing the character to skip a turn when performing a counter while dual-wielding.
- Fixed the bug with the missing chests in distant dungeons.
- Fixed the issue causing impassable tiles to be generated in secret rooms and in some doorways.
- Fixed the Prologue hints not working as intended.
- Fixed “Rune of Cycle” not working as intended.
- Enemies should no longer attack the obstacles that they can simply walk around.
- Enemies will no longer use charge abilities against targets in deep water.
- Guards will no longer follow the character into deep water.
- Fixed the inability to trade with a vegetable vendor in Brynn.
- Fixed the Mannshire carpenter’s dialogue.
- Fixed the issue preventing the character from using abilities after being affected by skills that put them on cooldown.
- Fixed the issue causing the text from other translations to appear in some localizations.
- Enemies can no longer spawn on impassable terrain on map tiles next to mountains.
- NPCs at the vineyard are now assigned to the correct settlement.
- Raised the cap for Magic Power to 250%.
- Reduced damage from Burning by 10%.
- Added a new sprite for Bread: it now occupies two inventory tiles.
- Certain items (such as nails and coal) were moved from the “Junk” category to “Valuables”.
Asid:
Hotfix 0.7.0.16 - Custom Map Markers & More Fast Travel Destinations
Mon, 6 December 2021
THIS UPDATE IS SAVE-COMPATIBLE
MAIN CHANGES
- Verren can now give you a ride to some additional destinations: the Ralph & Sons Inn, the Rotten Willow Tavern and the Oaken Barrel Brewery. You’ll need to discover these places first though.
- Added an option to place markers on the global map.
- It’s now possible to use a waterskin to pour water over yourself or surrounding tiles. This feature can be used to extinguish flames and reduce the duration of Burning.
BALANCE
- Traveling with Verren now skips time in the same manner as does sleeping in a tavern: it will increase Hunger and Thirst, improve Bodypart Condition, although it won’t grant Vigor or improve Morale and Sanity. The amount of skipped time depends on the travelled distance.
- The composition of ambushes and random brigand groups is now more diverse.
- Block Power now scales with Strength rather than the character’s level. Starting Block Power was reduced.
- Tweaked Pyromancy spells’ damage in accordance with the updated armor system.
- Rebalanced secret rooms: their loot now scales with a dungeon’s level. Overall they’ll provide you with much more money and valuables. High tier unique items no longer spawn in low level dungeons’ secret rooms.
- Rebalanced Hunger and Thirst: reduced Hunger and Thirst gain from traversing tiles, skipping a turn, and attacking. Increased Hunger and Thirst gain from the Rest mode and casting spells. Reduced Thirst gain from shouting.
- Reduced items’ Durability loss from Wetness by 25%.
- All characters start the game with Peasant Shoes instead of Travelling Shoes.
- The Hazzun Celestial Sphere no longer grants the effects of Elusiveness and Vigor.
- Reduced the chance to ruin a pelt with Slashing Damage (slightly), Piercing Damage (significantly), and Crushing Damage (significantly).
- Reduced the influence of the wilderness factor on enemy and animals’ spawn rates: very low wilderness will no longer result in completely empty tiles.
- The duration of Burning can now be reduced by skipping a turn (the same mechanic as with freeing yourself from Ensnarement).
- The speed of reducing the duration of Ensnarement by skipping a turn is now also affected by Agility.
FIXES
- Removed the possibility of finding additional copies of already acquired artifacts.
- Fixed the error in the fog of war calculations that sometimes allowed revealing tiles through walls upon entering a dungeon.
- Fixed the incorrect trajectory for chopped heads.
- Fixed the combination of Saiga Horns and Lentil Soup appearing in containers more often than it should.
- Fixed “Seize the Initiative” always hitting its target when used with a ranged weapon.
- Fixed “Endurance Training” not triggering under certain circumstances.
- Removed the possibility of selling unidentified and cursed items to regular traders. Cursed items can still be sold to a certain NPC that was added in one of the previous hotfixes.
- Fixed enemies abandoning the chase quicker than expected.
- Increased the number of turns required for transitioning from the Territorial state to Hostile.
- Fixed incorrect formatting of the pawnbroker's opening line.
- Fixed Magic Resistance affecting Rending Resistance.
- Traders should no longer move around while you trade with them.
- Removed the possibility of repeating the dialogue about the brewery with Odar, preventing repeated Reputation loss from choosing certain lines.
- The dog at the mill no longer complains about the weather or tells you to move out of the way.
- Birds will now fly away if you miss a shot at them.
- Fixed some containers in houses not having an owner.
- Fixed the crash caused by opening a new container without closing the previous one.
- Fixed the possibility of moving around while sleeping.
- Fixed Two-Handed Swords’ treatises unlocking incorrect passives.
Asid:
Hotfixes 0.7.0.18-0.7.0.22 - Changelog
Tue, December 21, 2021
- Curbed the inflation to reduce the amount of gold purses required for purchasing and maintaining high level gear.
- Rebalanced weapons’ Durability - most weapons will now require less frequent repairs.
- Reduced the amount of food dropped in Bandit dungeons.
- The money reward for killing the Troll is now the same as declared in the dialogue.
- The Royal Ranger Gambeson is now a unique item - its stats were adjusted accordingly.
- Starting enemies’ stats were tweaked to better work with balance changes to weapons’ damage.
- The map marker for the “Head to Brynn” quest is now placed on the correct map tile.
- Increased Reputation gain from bringing occult items to l’Owcrey.
- Increased the influence of Reputation on NPCs’ selling prices (-5%/-10%/15% > -10%/-15%/-20%).
- The power difference between low and high level Necromancers is now more apparent.
- Returned lockpicks to the Osbrook blacksmith’s stock.
- The Brynn merchant now sells gold purses.
- Fixed the bug causing higher level minibosses to spawn in low level Undead and Proselyte dungeons.
- Fixed “Crimson Gift” being applied to all enemy types in distant dungeons rather than just Proselytes.
- When performing a task for the Osbrook blacksmith, you can now also bring him Home-Made Swords.
- Fixed destroyed crates not dropping loot.
- Fixed the buying and selling prices for Barrels of Beer - trading in them is now profitable.
- Fixed the bug allowing Barrels of Beer to be bought for cheap and then sold at a higher price to the same character.
- Fixed the bug granting additional Crushing Damage to shield-wielding enemies’ attacks.
- Fixed the bug allowing to indefinitely stack Magic Power with “Baptism by Fire”.
- Fixed the bug causing minions in Necromancer rooms to spawn multiple times.
- Fixed some Brynn craftsmen not being able to repair equipment.
- Fixed the Mannshire milk trader’s missing stock.
- Fixed Forest Vipers' overly high spawn rates.
- Fixed the crash caused by Harpies’ passive.
- Fixed the crash caused by certain Brynn NPCs.
- Fixed “Precision” not working as intended.
- Fixed the bug causing you to lose all money when bribing the carpenter in Osbrook.
Asid:
Devlog: Survival
Fri, 28 January 2022
Hello everyone!
Over the last couple months, we’ve received a lot of feedback and justified criticism about drastically increased travel times and long distances between Points of Interest.
We’d like to assure you that the current version of the global map is far from final. In addition to obvious tweaks to distances between locations, which will happen in the next major update along with the saves wipe, we also plan to implement a number of systems and mechanics focused on making the open world exploration less time-consuming and tedious. One of these additions is the Survival tree that will soon be introduced to the game.
The main purpose of this ability tree is to help your character weather the hardships of mercenary life, giving them a better chance of surviving the wilderness without a sizable stash of supplies. It’s worth mentioning that over the course of development Survival and Medicine ability trees were merged together, allowing us to remove unnecessary fluff and fully focus on the synergy between some of their skills.
Let’s start with the ability tree’s overall structure. It consists of 6 active and 5 passive skills:
Survival skills are acquired in the usual manner - first, you need to unlock them by finding a corresponding treatise or improving relevant Attributes, then you purchase whatever you need with Ability Points. There is a caveat though: the first tier of Survival is unlocked for every character by default.
On top of that, Survival skills have much lower Attribute requirements than other ability trees: in order to unlock the second tier, you’ll only need to invest 3 Stat Points into relevant Attributes, and the third tier becomes available right after you spend 5 SP.
Active Abilities
“Skinning”
was moved to the Survival tree where it belongs, and you’ll need to spend an Ability Point before you can use it. At the same time, we greatly increased the price of most pelts, making hunting so much more profitable.
With the exception of these tweaks, the skill remains the same - the chance to harvest a pelt still relies on the damage type you kill a creature with.
“Campfire”
allows you to start a fire at any suitable location. To do so, you’ll need four sticks - a new item that is aplenty in the woods. This campfire has the same functionality as the ones you find when exploring the world: it can be used for cooking, drying your clothes, and to empower some of the ability tree’s skills.
The campfires you make only exist for a limited amount of time: they go out after 6 in-game hours.
It’s the only skill in the ability tree that doesn’t need to be purchased with Ability Points - all characters start with “Campfire” already learned.
“Make a Halt”
allows you to combine a pelt, a length of rope, and some straw to craft a new single-use consumable - a sleeping bag. Sleeping bags give you an option to sleep and save your progress in suitable locations far enough from dungeons, settlements, and points of interest.
Sleeping this way is rather uncomfortable and doesn’t provide the benefits of resting in an actual bed: you’ll suffer a penalty to Health Restoration, won’t replenish Morale and Sanity, and won’t receive the Vigor effect. Additionally, there’s always a distinct possibility of being ambushed by brigands or wild animals that can stumble onto you while you're asleep…
Investing into this skill is completely optional, and it is possible to purchase sleeping bags from some traders. Still, being able to craft them yourself will save you money and inventory space - it’s fairly easy to find the required items while exploring, and the materials themselves don’t take as much space as an actual sleeping bag.
“Cauterize Wounds”
is great for emergencies: this skill allows you to instantly stop all Bleedings, suffering some Pain and slightly damaging affected body parts in the process. Using this skill will also temporarily increase your Bleed Resistance. This bonus becomes stronger and has a longer duration if there’s a lit campfire nearby.
“First Aid''
teaches your character the procedures necessary to set a dislocated limb or clean a wound without outside help. This skill stabilizes all your Injuries, but raises Pain and reduces Morale.
If there’s a lit campfire nearby, this skill slightly improves the condition of Injured body parts.
“Will to Survive”
replenishes a small amount of Health and removes all physical and mental debuffs. This skill also affects persistent Conditions (effects caused by Hunger, Thirst, Pain, Injuries, etc), removing them for 10 turns.
If there’s a lit campfire nearby, using this skill additionally replenishes some Health for every removed negative effect.
Passive Abilities
“Pathfinder”
improves the “Examine Surroundings” basic skill, granting it new functionality.
Firstly, when used on the surface, it allows you to spot tracks left by beasts and other enemy types, making it much easier to locate them on the map tile.
Secondly, “Examine Surrounding” lets your character to closely listen to what’s happening around them, displaying hidden creatures as question marks in a large radius. This skill works in dungeons as well, allowing you to better prepare for dangers that lurk behind closed doors.
And finally, “Pathfinder” greatly increases your character’s passive chance to hear nearby creatures.
Passive bonus:
+1 Vision
“Huntmaster”
significantly improves the chance to successfully harvest a pelt. In addition to this bonus, it allows your character to extract rare ingredients that can later be sold at a high price (in the future they will have alchemical uses). Right now there are three rare ingredients: Bear Fat, Crawler Eyes, and Harpy Stomachs.
“Huntmaster” also grants your attacks +15% Weapon Damage and 10% Crit Chance when fighting beasts. As a side note, the Ancient Troll counts as a beast.
Passive bonus:
+3% Accuracy
“Adaptability”
is a skill for those who want to shrug off anything that life throws at them. It passively improves the rate at which you recover from Pain and Intoxication, decreases the duration of Poisonings, Bad Trips, and Drug Aftermaths, while also removing Restoration penalties when using a sleeping bag. Other than that, “Adaptability” improves your Morale when resting near lit campfires.
Passive bonus:
+10% Fortitude and 10% Intoxication Resistance
“Austerity”
makes your character less reliant on food and water, raising the thresholds for negative Conditions caused by Hunger, Thirst, and Pain by 10% (these Conditions will activate only upon reaching 35% / 60% / 85% thresholds rather than 25% / 50% / 75% ).
This skill also decreases Hunger and Thirst gain by 20% and makes resting near campfires more beneficial, granting Healing Efficiency and restoring Sanity.
Passive bonus:
+15% Pain Resistance
“Ever Vigilant”
is perhaps the most “combat-oriented” skill of the Survival tree. Once learned, it lowers the Accuracy of enemy attacks by 5% and halves their Crit Chance (this is particularly useful when hunting bears).
It also halves the chance of ambush when using a sleeping bag, doubles the chance of evading a trap instead of activating it, and reduces the Vision penalty while in the Rest Mode.
Passive bonus:
+5% Dodge Chance
==========
That’s all for now. As mentioned above, the Survival tree will be added with the next intermediate patch, so you’ll soon have a chance to test it out for yourself!
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