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Asid:
Hotfix 0.8.0.18 - Changelog
Sun, 20 November 2022



FIXES

- Fixed the NPC in the Order’s Prison not appearing on some saves.
- Fixed the inability to interact with the Boulder Circle on some saves even after performing all the prerequisite actions.
- Fixed Deathstinger Swarms having 100% Piercing Resistance.
- Fixed tier 4 Electromancy and Magic Mastery treatises spawning only in one specific distant dungeon.
- Fixed “Piercing Shot” not benefiting from “Taking Aim”.
- Fixed magic missiles being affected by the same close range Accuracy penalty as bows.
- Fixed Agility not affecting Backfire Chance.
- Dirwin’s unique trait should now work as intended.
- Fixed Anmarraks not spawning in distant Catacombs.
- Fixed “Keep Them Coming” instantly removing the effect of “Mighty Swing” granted for killing enemies.
- Fixed the incorrect loot in some secret rooms. Increased the amount of loot spawning in secret rooms’ chests and sarcophaguses. Added guaranteed loot to certain secret rooms.
- Fixed the incorrect loot in the Catacombs’ containers. Church-themed valuables should now appear more frequently.
- Fixed Brigand Geomancers and Electromancers dropping incorrect treatises.
- Fixed the occasional crash caused by using “Chain Lightning” in certain circumstances.
- Fixed the occasional crash caused by Harpies’ “Peck”.
- Fixed the crash caused by moving to another location while under the effects of “Will to Survive”.
- Fixed “Will to Survive” checking for incorrect conditions.
- Fixed “Recharge” granting its bonuses before it’s actually learned.
- Fixed “Pathfinder” granting its bonuses before it’s actually learned.
- Fixed the duration and stacks of “Maneuver” not adding up as intended.
- Fixed “Offensive Tactic” being able to indefinitely stack Crit Efficiency.
- Fixed the incorrect duration of the Damage Taken debuff applied to the Ancient Troll upon interrupting its “Troll Regeneration”.
- Fixed “Coordinated Advance” reapplying its bonuses each time the character enters the same location, potentially resulting in enemies receiving a massive damage boost.
- Fixed the effect of “No Retreat” not being removed when moving to a different tile.
- Fixed the possibility of stacking the effect of “Taking Aim” with “Precision”.
- Fixed “War Cry” receiving bonuses for every object and piece of furniture within its area of effect. Fixed the ability’s missing damage.
- Fixed the glitches occurring with the Servant in the Golden Grain when she delivers breakfast.
- Fixed the Tanat's Skull raising Fumble Chance instead of lowering it.
- Fixed the occasional crash caused by purchasing rumors from the Fence.
- Fixed some of the Restless being able to feel pain.
- Fixed Rotten Boiled Eggs’ incorrect sprite.
- Fixed the inability to eat or cook Harpy Eggs.
- Fixed some treatises granting incorrect amounts of XP when read.
- Fixed some high tier Geomancy spells having incorrect Attribute requirements.
- Fixed the incorrect price of renting a room in the Rotten Willow when attempting to pay for it on the second floor of the tavern.
- Fixed the inability to reduce the duration of “Ensnarement” by skipping a turn when it’s applied by Crawlers.
- Fixed the bug allowing extreme Intoxication to drop Immunity below zero (which then prevented it from being raised).
- Fixed the inability to swap between loadouts while interacting with a Backpack or the Caravan Storage.
- Fixed the bug which, upon loading a save, spawned incorrect loot in graves.
- Fixed the possibility of placing a Backpack inside another Backpack.
- Fixed the missing “rotten” state of Gray Crabs.
- Fixed enemies not having a cap on their Weapon Damage and Damage Taken.
- Fixed issues with the barrels in the Rotten Willow.
- Fixed issues with abandoned carts’ generation.
- Fixed issues with some of the Restless’ shadows.
- Fixed various visual bugs in Brynn.
- Fixed the sprite of one of the Craftsmen in the Guild Quarter repeatedly flickering as he attempted to enter the building.
- Fixed Brynn guards being able to sometimes step inside walls.
- Incense now counts as a Valuable.

BALANCE

- Numerous tweaks to various items’ stats*.
- Reduced most weapons’ Armor Penetration - this change affects enemies as well*.
- Reduced most weapons’ penalty to Skills Energy Cost*.
- Rather than being an universal stat, Bleed Resistance from armor now works as it was originally supposed to, providing its benefits only to specific body parts.
- Added Bleed Resistance to most pieces of armor*.
- Certain stats are now less impacted by the Dual-Wielding penalty.
- Magehunters now spawn in higher tier dungeons.
- Magehunters no longer have access to “Against the Odds” and “Seize the Initiative”.
- Added new abilities to some Proselytes.
- Increased the amount of loot in distant dungeons’ boss chests.
- Reduced the effectiveness of most Staff passives.
- Rebalanced One-Handed Axes passive abilities.
- Rebalanced Two-Handed Axes passive abilities.
- Tweaked Two-Handed Axes and Two-Handed Maces abilities to smoothen the difference in their impact and efficiency.
- Reduced the minimal possible value of Block Power Recovery to 1% (from 5%).
- Fixed the overly high chance of “Petrification” to apply its effects. As a baseline, a character with unmodified stats will need a buff from three runic boulders to raise the Petrification chance to 100%. This chance can now be decreased by the target’s Magic Resistance. Also increased the spell’s Damage over time and its Cooldown, but decreased its Energy Cost.
- Numerous tweaks to the AI’s usage of abilities.
- Casting spells now increases Backfire Damage by 30% instead of 20%.
- Tweaked the effects of some enchantments and curses.
- Perception now has 50% higher impact when passively discovering secret rooms.
- Changed the loot-generating algorithm for distant dungeons' boss chests: rather than performing two separate 35% rolls to spawn a Unique and an Artifact, chests will have 50% chance to spawn a Unique. If this roll fails, you'll be guaranteed to find an Artifact instead.

* - these changes won’t affect already saved items.

UI & UX

- “Maneuver” now correctly grants the bonuses listed in its hover.
- Removed the mention of a non-existing Aftermath from Stardust’s hover.
- “No Mercy” now correctly grants the bonuses listed in its hover.
- Updated the hover of “Claw Swipe” - it now has a description of the skill’s hidden mechanic.
- When interacting with a Lute, the “Use” line in its context menu will now appear as “Play”.
- Rather than recover Reputation incrementally with each day spent in jail, you’ll now instantly receive the full amount once you’re done serving your sentence.
- Learning “Austerity” now changes the debuff thresholds listed in the hovers of Thirst, Hunger, and Intoxication.
- The Hostess in the Close Harbor should now have her role correctly displayed.
- Fixed the “Mindwort” dialogue option being displayed incorrectly during “From the Cradle to the Grave” quest.
- Made some improvements to the camera edge panning option.
- The Turkish localization is now up to date.

Asid:

Asid:
Devlog: Settlement Outskirts & New Bags
Thu, 30 March 2023




Hello everyone!

The last couple of months our team has been working on lots of new content: the long-awaited Caravan, the previously highlighted rework of the Dungeon Generator, and dungeon and settlement modifiers that will be a part of the upcoming Contract System rework - speaking of which, today we’d like to elaborate on some of its elements, namely Outskirts locations.

Outskirts are a new type of Points of Interest that will be introduced to the game with the next major update, “Rags to Riches”. Located a few tiles away from settlements, they still act as their continuation of sorts

Their main purpose is to add more variety to the basic contract loop and facilitate early game exploration. Most Outskirts will usually offer you the following things:

    A spot to save your progress.
    Access to one or more traders and craftsmen who will sell vital consumables, fix your gear, etc.
    A chance to interact with new NPCs who can offer you contracts or give rewards for their completion.





It’s fair to say that granting alternative access to contracts and rewards is perhaps the Outskirts’ most important function. After “Rags to Riches”, village Elders won’t be the only ones in the contract business, the following three new NPC types - Officials, Captains, and Couriers - will be able to participate as well.

Their main difference from Elders lies in the rewards they will offer:

- Captains
won’t pay as much, instead providing extra Reputation with settlements you complete contracts for.
- Officials
will split the Reputation boost between all settlements of their faction (for instance, completing Osbrook contracts will slightly improve your standing with both Brynn and Mannshire).
- Couriers
won’t actually hand out quests, instead giving rewards for completing contracts that require you retrieving certain items. Bringing those directly to a Courier will earn you extra gold.

Additionally, contract rewards can be received from any of these NPCs regardless of your initial quest giver, thus breaking the routine of walking the same roads over and over again. So instead of having to stick to the “settlement-dungeon-settlement” route, you’ll be able to receive a contract in a village, clear out its dungeon, get your reward in a nearby Outskirt, grab a new contract there, sell your loot and replenish supplies (optionally), then head straight to the next dungeon.



All Outskirts can be roughly split between these three categories:

- Military Camps and Outposts
. This is where you’ll find Captains and, most likely, someone to fix your gear and sell you medicine and ammunition.
- Trade Posts and Production Sites
. Their main role is selling special goods that can be transported to other settlements via the Caravan and sold at a profit. An example of such a site would be the Osbrook Mill or the Mannshire Winery, which many of you are already familiar with. This is where you may also encounter Officials, who are tasked with overseeing the production.
- Homesteads and Roadside Inns
. These locations will offer a hearty meal, a place to catch some shut-eye, and a chance to meet a Courier, should the need arise.

To better illustrate the system, here are some of the new Outskirts:

Osbrook - Roadside Tower




Not wanting to be caught off guard if the Council suddenly breaches the truce, the Magistrate took it upon themselves to restore the web of outposts and signal towers that now covers the entirety of the Brynn March.


Osbrook - Drunken Woodsman Inn




The Drunken Woodsman is a safe haven for any hunter whose trade brings them close to Osbrook.


Mannshire - New Orchard




The war gave the best cidery in Aldor little time to react: its previous owners couldn’t save neither themselves nor the flourishing gardens, taking the ancient recipe of their specialty beverage to the grave. But not all hope is lost: the new proprietors of the New Orchard are determined to do everything in their power to restore this place to its former glory.


Mannshire - Southern Outpost




This encampment was originally established by Duke di Berro during his brazen counterattack against the Council army. It’s not nearly as large as it used to be, but it still plays an important role in bringing order to the Magistrate-controlled lands.


It’s worth mentioning that the existence of Brynn contracts and dungeons is only temporary (in the future there’ll be an entirely new way of gaining city Reputation), so it won’t have Outskirts in the gameplay sense of the word. At the same time, you can expect a certain other location to receive its share of Outskirts POIs…

New Backpacks

Let’s move onto the next addition planned for “Rags to Riches” - a wide selection of new bags and their overall rework.

Right now the game features just one backpack type that offers as many slots as it occupies in the inventory - this was done to prevent exploits associated with carrying multiple backpacks.

In “Rags to Riches”, all bags and backpacks will become much more capacious. As a tradeoff, you’ll have to equip them first before storing any items, and they’ll have to be emptied before you can place them in the inventory. These combined tweaks allowed us to create a bunch of new backpack configurations:



Medium Backpack
grew in capacity and received sizable side pouches.



Small Backpack
isn’t particularly roomy, but it’ll be much easier to obtain than other bag types.



Field Surgeon Bandolier
- a solid choice for anyone who wants to carry lots of meds and other consumables.



Herbalist Satchel
allows you to not really worry about precious inventory space while transporting large amounts of potion flasks and other vessels or gathering important herbs.



Hunting Backpack
is meant to easily fit a few pelts and can be used to comfortably carry a bedroll.


Treasure Seeker Backpack
will greatly improve your carrying capacity, although its bulky frame will do no favors to your agility and finesse.

On top of all that, it will also be possible to store single cell treasure items in common Purses.

And finally, here’s a teaser for the much-anticipated Armor ability tree that we’re currently working on as well:



===========================================================

That’s all for now. Until next time!

Asid:
Devlog: Armored Combat and the Equipment III Update Announcement
Tue, 2 May 2023




Hello everyone!
In today’s devlog we’ll take a look at the new ability tree - the long awaited Armored Combat. We also have a surprise announcement to make.

Initially, we planned to add Armored Combat with the next major update, “Rags to Riches”. But since there’s still a lot of work to be done, and it’ll be a while before “Rags to Riches” is released, we decided to make this one ability tree a part of the previously unannounced Equipment Update III, which will introduce many new pieces of armor for mages and hybrid builds.

On top of all that, Equipment III will feature various tweaks to half the existing abilities. There was a lot of negative feedback regarding Ranged Weapons, Warfare (former Combat Mastery), and Shields, so these ability trees in particular were changed the most. There’ll also be certain QoL improvements, such as reworked skill hovers and a better system for skills classification. The exact details will be revealed in the patch notes.



We aim to release the Equipment Update III on May 16th. Please take note that this interim update won’t feature new bags, reworked Dungeons, the Caravan, and everything else that was explicitly presented as a part of “Rags to Riches”. The exact date for the latter will be announced a short time before its release. Another thing worth mentioning: the Equipment Update III will be compatible with your current save files.

Now let’s move onto the new ability tree. Armored Combat consists of 8 skills, spread evenly between actives and passives.



While conceptualizing Armored Combat, one of our goals was to make it useful to all armor types, both heavy and light.

As a result, its skills are designed to dynamically change depending on the equipped armor. This mechanic bears some resemblance to the one used by Shields, although the differences between armor types’ effects are significantly more noticeable.

Light armor adds bonus Dodge Chance to the skills’ effects or otherwise improves the effectiveness of evasion. It also allows using Armored Combat skills more frequently.
The main drawback of heavy armor is its hefty penalties to Max Energy, so its changes to the ability tree’s skills are focused on counteracting them in one manner or another.
Medium armor offers a compromise between Energy efficiency and Protection. For the most part, it doesn’t require any bonuses to be effective, and wearing it usually won’t modify Armored Combat skills in any way.


Read On: https://steamcommunity.com/games/625960/announcements/detail/3685676362465959270

Asid:
0.8.2.3 Content Patch - Changelog
Fri, 15 September 2023



MAIN CHANGES

- Added 9 new enemy types
: Accursed Ghast, Ancient Ghast, Putrid Restless Soldier (2H Axe, 2H Mace, and Halberd variants), Wraith Monk, Wraith Cleric, Wraith Squire, Wraith Sergeant, Wraith Templar, and Wraith Commander.
- Added 5 high level minibosses
. Undead: Ritualist, Revenant Commander and Wraithbinder. Proselytes: Brander and Juggernaut.
- Added 12 new enemy abilities
.
- Added paper maps
. Using them creates an outline of a specified area on your global map. Paper maps can be purchased from elders and governors (additional maps become available after you reach Benevolence with their settlement) or found as random loot in Mannshire and Brynn dungeons.
- Added a new artifact
: Barbados the Lame’s Atlas of Aldor. Just like other artifacts, it has a chance to appear in distant dungeons.
- Added a Statistics tab
(can be accessed through the Journal menu).
- Refactored the passive abilities
exclusive to the player character, which made it possible to assign them to enemies.
- Fully reworked the enemies’ Will to Fight mechanic
. The new version basically works as a gauge that can be affected one way or another through a series of random checks. And once a creature’s Will to Fight drops to 0%, it is guaranteed to start fleeing.

The list of conditions and situations that can potentially affect a creature’s Will to Fight:

    The creature is high on Health (gradually restores the creature’s Will to Fight depending on its current amount of Health).
    The opponent is low on Health.
    The opponent is Injured, Bleeding, in Pain, or affected by certain other negative effects.
    There’s an ally within Vision (increases Will to Fight depending on the ally’s level).
    The creature is low on Health.
    There’s a significant level difference between the creature and the opponent.
    The level of the character’s equipment is much higher than the creature’s level.
    The creature is Injured, Bleeding, in Pain, or affected by certain other negative effects.
    The creature loses Health due to the opponent’s attacks and abilities.
    Allies receive Injuries within Vision.
    Allies start fleeing within Vision.
    Allies die within Vision (the impact depends on an ally’s level and whether their death was a result of a critical strike or miracle-casted spell.


GAMEPLAY AND BALANCE

- Rebalanced most enemies to maintain their power on roughly the same level as it had been before they gained access to additional passive abilities.
- Rebalanced the Experience gain from killing most enemy types - high level enemies (and minibosses in particular) will now yield significantly more XP.
- Changed or updated the following enemy abilities: “Curse of Decay” (former “Curse”), “Curse of Agony” (former “Curse of Weakness”), “Desecration” (former “Bolt of Darkness”), “Unholy Blessing”, “Lesser Ritual of Resurrection” (former “Resurrection”), “Blasphemous Sigil” (former “Sigil of Darkness”), “Spectral Haunting” (former “Dispersal”), “Soul Sacrifice”, “Grave Chill”, “Sacrificial Blood”, “Mark of the Feast”, “Draining Sigil” (former “Vampiric Rune”), “Blood Scent”, “Neverending Torment”, “Taste for Flesh”, “Swarm”, “Loud Barking”.
- Changed the special effect of Unholy Damage: [chance to apply “Curse” > Health Replenishment].
- Changed the special effect of Sacred Damage [Health Replenishment > Energy Replenishment].
Added a new Reputation perk, “Specialty Goods”, which makes additional paper maps available for sale.
- “Deadly Tail”: swapped the chance to apply “Sacrificial Blood” with a chance to apply “Mark of the Feast”.
- “Net Throw”, “Bone Throw”, “Web Spit”, “Blood Spit” now use the missile mechanic, giving them a chance to miss their target.
- Made it possible to block and dodge Girruds’ skills.
- Updated the Stealing Mechanic: NPCs should no longer be able to detect you through walls.
- The Casket with St Wald’s Relics now grants immunity to an additional effect, “Curse of Agony”.

UI AND QOL

- Rewrote enemy abilities’ hovers in accordance with the Equipment Update III standards. Added a dynamic display of scaleable stats to enemy abilities’ hovers (their relevant Accuracy and Damage Dealt, for example).
- You’ll now be able to see enemies’ Will to Fight while inspecting them.
- When inspecting enemies, their abilities will be displayed in a predetermined order rather than randomly.
- The Character Menu and Journal tabs will now retain the position of their sliders when reopened.
- Improved the Global Map optimization.

FIXES

- Fixed the bug causing different enemy types to use the same basic Health Restoration value.
- Fixed some AoEs having dead zones.
- Fixed the inconsistent display of certain AoEs and ability trajectories for different character’s positions in relation to the target.
- Fixed the bug preventing negative Dodge Chance from increasing the Accuracy of incoming attacks.
- Fixed the bug which allowed Pain to exceed Pain Limit.
- Fixed the Anmarrak being able to use “Wide Swipe” while its Tentacle Hand is actively participating in combat.
- Fixed Harpies and some other enemies using incorrect animations after recovering from “Petrification”.
- Fixed “Lion Leap” granting the Manticore an unlisted Dodge Chance bonus.
- Fixed the incorrect interaction between the dual weapons’ Damage and “Residual Charge”.
- Fixed Immobilization, Stun, and other similar effects not being able to interrupt Charge skills.
- Fixed the incorrect description of one of the Brynn Reputation perks, “Better Gear”.
- Fixed “Cleaving Strike” granting an incorrect bonus to Counter Chance.
- Fixed the potential softlock caused by missed “Distracting Shot”.
- Fixed “Onslaught” having its Cooldown reduced by an incorrect number of turns after failing to knock the target back.
- Fixed “Mutilating Lunge” having its Cooldown reduced by an incorrect number of turns after failing to cause an Injury.
- Fixed the buggy interaction between “Courage” and counters.
- Fixed “From the Shadows” applying its debuff even after missing the target.
- Fixed the incorrect duration of “Endurance Training” bonuses.
- Fixed the incorrect duration of “Startling Volley” effects.
- Fixed the combination of “Mighty Kick” and “Push the Falling” not prolonging some of the debuffs it’s supposed to.
- Fixed the Codex of the Triple Hand Order granting its bonuses even when the Undead or Proselytes die without the player’s direct participation.
- Fixed the disappearance of certain effect animations after moving to another location.
- Fixed the “Knockback” pop-up hint.
- New sprites for some items.
- New visuals for some Necromancy-themed abilities.




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