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Re: Stoneshard
« Reply #15 on: June 03, 2020, 01:25:18 PM »
0.5.9.1 Changelog
Wed, 3 June 2020


- Numerous text typos and mistakes fixed.
- Removed skill energy penalties for shields as they already have flat Energy/Energy Restoration penalties.
- Increased carpenters’ stocks.
- Decreased NPC restock time by 30%.
- Morsel can be cooked now.
- Parry should counterattack every enemy attack except melee skills (melee skills not triggering counterattacks is a known issue, we’re investigating)
- Fixed outdated energy cost for some abilities (mostly stances)
- Returned broadhead arrows test damage to its intended value.
- Tailor now sells low-level shirts, gloves and boots.
- Added a spear and a crossbow to Osbrook barracks weaponstands.
- Fixed open doors using closed doors' collisions.
- Fixed inventory-related crashes.


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Re: Stoneshard
« Reply #16 on: June 07, 2020, 12:16:35 AM »
0.5.9.2 Changelog
Wed, 3 June 2020

- Fixed invisible buff-related crash.
- Fixed range calculation.
- Fixed counterattacks not triggering on receiving melee skills.
- Fixed innkeeper post-quest discount exploit.
- Reduced weapon switch delay after location transitions.
- Fixed not being able to attack objects via context menu.
- Fixed 100% weapon drop caused by Deafening Roar.
- Fixed indefinite healing caused by Fleawort.
- Minor tweaks to Daze/Immobilization durations from the corresponding stat procs.
- Fixed Immobilization and Stun buffing Dodge Chance, if it was already negative.


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Re: Stoneshard
« Reply #17 on: June 07, 2020, 12:17:02 AM »
0.5.9.3 Changelog
Sat, 6 June 2020


- Added an option to unload crossbows.
- Reduced quivers’ prices.
- Reduced the penalty to Hands Efficiency after using Whirlwind. It also doesn’t last for 2 turns now.
- Fixed long-distance counterattacks..
- Fixed Petrification not granting Geomancy Power.
- Added visual stack indicator to applicable buff icons.
- Fixed grave collision after digging them up.
- Fixed “Enough for Everyone” causing crashes.
- Shooting distance in attack mode is now correctly calculated after switching between ammo types with different range.
- Fixed the bug with the character becoming invisible in the location with the troll.
- Parry now properly counters all received attacks.
- Fixed dead zones of “Impaling Lunge”.
- Fixed enemies not becoming hostile upon receiving Immobilization.
- Fixed bolt tooltips showing wrong values.
- Hail of Blows can no longer knock enemies back with its first 2 strikes.
- New visuals for magma puddles.
- Fixed to the audio.
- Various text fixes.


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Re: Stoneshard
« Reply #18 on: June 18, 2020, 11:54:46 PM »
0.5.9.4 Changelog
Thu, 18 June 2020


- “Pikeman's Stance” cancels in the Rest Mode.
- Enemies no longer move between locations if they are Immobilized.
- Fixed weapon critical effects not applying to offhand critical strikes.
- When turning in commissions, items in your inventory receive higher priority than equipped ones.
- Ancient Troll no longer attacks while Petrified.
- Decreased hunger and thirst gain from the Gnawmaw curse.
- “Parry” and “Piercing Shot” now work correctly.
- “Feint Swing” now correctly decreases Fumble Chance instead of increasing it.
- Weapon Damage stat no longer affects unarmed strikes.
- Bonus Range now applies correctly in the Attack Mode.
- Fixed crossbow unloading crashing the game on some occasions.
- “Anticipation” and “Precision” now work correctly with crossbows.
- Fixed “War Cry” duration.
- Fixed “Sudden Lunge” cooldown reset.
- Fixed immediate decrease of charge skills cooldowns upon usage.
- Fixed “Shoot to Kill” Crit Chance calculation and “Anticipation” duration.
- Fixed “Hunter’s Mark” working incorrectly.
- Fixed “Adrenaline Rush” bonus duration calculation.
- Fixed “Flurry of Blows” not working correctly when used by enemies.
- Fixed some Osbrook’s containers not being properly saved.
- Osbrook Mill location was redesigned.

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Re: Stoneshard
« Reply #19 on: June 29, 2020, 03:46:38 PM »
Devlog: Progress Update
Sun, 28 June 2020



Hello everyone!

In this devlog we’d like to share our progress on the “Way Forward” update. It will be released in the end of summer or in the beginning of autumn and will be the largest and the most complex update we’ve delivered so far - it will include a massive rework of the AI and dungeon generation.

The large amount of time required to develop this update is linked to a significant number of systems, closely connected to the rework. Even if these systems will only be fully implemented at a later date, they already require a proper foundation which we have to lay down. Additionally, AI rework itself requires lots of testing and tweaking, so it’s hard to predict the exact amount of time needed to achieve acceptable results.

However, this rework is essential to finally start adding not just quantity to the game, but also quality. It will allow us to experiment with the behaviour of different enemy factions, add new enemy types, and introduce unique abilities to the existing enemies. With any luck, some of the new enemy types will be added with the “Way Forward” update.

At the moment the basic structure of our new AI is still being conceptualized and prototyped, but we can already share the list of targets we plan to reach:

•   Create a more complex ecosystem. This will include the manual tweaking of the relations between different animal types instead of crudely splitting them depending on their ration. We plan to add some specific behaviour patterns as well. For instance, deer will flee from loud noises (instead of running towards them), carnivores will be territorial (which will allow avoiding their aggression if you make a timely retreat from their territory). There will also be a herd/pack simulation added among other things.


A concept scheme for the reworked relations between different animal types

•   Improve pathfinding and positioning. In the current version of the game mobs simply follow the shortest route to their enemy. We’d like to give them an ability to walk around traps and dangerous AoE zones when it’s possible, avoid tiles with solid objects behind them if the player makes an active use of Knockback, and keep their distance when using magic or ranged weaponry.
•   Add a more context-dependent system for using abilities instead of the existing system, which is based on chance and just one or two conditions per action.
•   Grant enemies some additional options: retreat or swap positions in certain situations, call allies for help, properly react to arrow fire and spells, correctly prioritize targets.
•   Introduce a more transparent awareness system, which will become a basis for the upcoming stealth system.
•   Rework the NPC system, which will allow adding random NPC encounters to the game, making the exploration much more varied.


The variety aspect also pertains to the dungeon generation rework. The existing dungeons are nothing more than a few dozen square rooms, connected with a web of hallways. We are currently working on adding lots of unique rooms to the dungeon generator, removing the mandatory hallways in certain situations, as well as trying out different approaches for generating different dungeon types.

Once we achieve all this, we’ll be able to start introducing new dungeon types to the game, populating them with new enemies (the product of the reworked AI), which in turn means the beginning of the long-awaited expansion of the game’s world.

We’ve already finished working on the prototype for the updated dungeon generation. We are pleased with the result, so it’s currently being added to the game. Still, it will take quite a while to fully flesh the system out, so for now here are some concepts for the new rooms which we plan to add to the game:



That’s all for now, thank you for your attention.
See you in a few weeks!


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Re: Stoneshard
« Reply #20 on: July 26, 2020, 02:06:47 PM »
0.5.9.6 - Equipment Update
Sat, 25 July 2020



Hello everyone!

The work on changes to the AI and dungeon generation is well underway, and we'll soon publish a devlog with some details on our progress. In the meantime, here’s a small interim patch to keep you from getting bored - it expands the roster of available equipment and brings a number of fixes and improvements.

New Items:

•   2 new daggers: Commoner’s Dagger and Elven Stiletto
•   5 new axes: Exquisite Tabar, Heavy Aldorian Axe, Aldwynnian Axe, Gilded Axe, and Lordly Axe
•   1 new mace: Elven Flail
•   4 new chest pieces: Dwarven Armor, Light Brigandine, Elven Brigandine, and Skadian Yushman
•   8 new helmets: Barbute (4 variants) and Cervelliere (4 variants)
•   3 new pieces of footwear: Town Shoes, Duelist Boots, and Splint Boots
•   3 new mage sets (mantle + cowl): Cryomancer, Electromancer, and Chronomancer
•   4 new amulets: Gold Medallion, Jibean Pendant, Amber Amulet, Lazurite Amulet
•   1 new cape: Jousting Cloak

Miscellaneous:

•   Traders can now sell many items which were previously excluded from their stock.
•   Added log messages for critical shots.
•   Added a warning about the progress not being saved on exit when leaving the game.
•   Reduced the effectiveness of roasted mushrooms.
•   Numerous fixes across all localizations.
•   Fixed the item dupe exploit with some of the containers in Osbrook.
•   Fixed the incorrect block power calculation.
•   Fixed the incorrect durability loss when blocking attacks.
•   Fixed the collision between a cell and a door in Mannshire prison.
•   Fixed visual effects displaying above enemies while they are in the fog of war.
•   Mobs no longer display speech messages while they are petrified, stunned, or asleep.
•   Added new equipment sounds.
•   Fixed the incorrect “Blood Oath” log message.
•   Fixed pathfinding when clicking on a NPC to start a dialogue.
•   Fixed the fleawort usage with an open backpack.
•   Fixed the possibility of dropping items on the ground when dragging them outside of the trade menu.
•   The fog of war is now being properly calculated when using “Onslaught”.
•   Fixed the possibility of decapitating targets by using “Mighty Kick” and other non-weapon skills.
•   Fixed the possibility of reloading while stunned.
•   Fixed the absence of psionic damage on items.

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Re: Stoneshard
« Reply #21 on: September 07, 2020, 12:36:54 AM »
Devlog: New Dungeon Generation & Enemies
Sun, 6 September 2020



Hello everyone!

It’s been a while since our last devlog, but we are finally ready to tell you about many new additions which we’ve been working on. Over the next few devlogs we’ll detail most of the new content introduced by the “Way Forward” update, which will be released on September 24th. For now let’s begin with new enemies and reworked dungeon generation.

Overall System



The dungeon generation algorithm was rebuilt from the ground up in order to avoid the annoyance of persistent generation bugs. Now the game is capable of creating much more sophisticated and complex structures, as well as fine-tune dungeons based on many parameters. This will come in handy when we begin expanding the global map and improving the dungeon respawning system.

New Rooms



New dungeons will welcome you with a large variety of unique templates - other than the usual square rooms, dungeons will also contain rooms of uncommon forms and sizes. Twisted corridors, decorated halls, roomy passageways, collapsed walls - you’ll be able to encounter all of this and more while exploring crypts, catacombs, and bastions. This addition brought significant variety into tactical situations created by the game.

In the future we plan to further develop this concept by adding even more new rooms, including rooms with puzzles, special traps, and so on.

Secret Rooms



The dungeon generator can now create long-forgotten treasure rooms, the entrances to which are initially concealed from your character. Those aren’t easy to find, but the result is well worth the effort - observant characters will be rewarded with sizable loot and unique items.

In order to discover a secret passageway, you’ll have to make use of your Perception attribute - the higher it is, the higher the chance to notice that there’s something funny about that particular wall... You can also use the “Examine Surroundings” ability, which is now able to spot more than just traps.

Boss Rooms



Dungeon bosses are no longer cooped in tiny closets with a chest in the middle. Now they’ll be encountered in special rooms with enough space for maneuver and more valuable loot. For instance, necromancers can be encountered in special tombs, where they conduct their unholy rituals, or next to altar circles.

Skeleton Variety



The Undead faction received reinforcements. The skeletons, not unlike the existing bandits, will have different variants based on their dungeon difficulty. In the beginning of the game your opposition will consist of skeletons in rags, but in more dangerous dungeons you’ll have to fight well-armored and well-armed foes.

The skeletons fight with ultimate determination. Even in the most unfair fights they will hold their ground and never retreat.

Ghasts

Necromancy is a heavy burden. Upon acquiring the forbidden knowledge, weak-willed warlocks often quickly lose their sanity. Once the madness settles in, they transform into ghasts - a macabre shell of their former self, guided by a deranged obsession with death in all its forms.

Necromancers often turn ghasts into their servants, using them as commanders of sorts for their undead army - while skeletons and restless keep enemies busy, ghasts use their spells to support and direct them in combat.

The Restless Dead



The restless are favored by beginner necromancers, since it’s much easier to resurrect a fresh corpse rather than time-yellowed old bones. Due to their relatively recent death, the restless’ consciousness is much less fragmented, so it takes considerably less energy from a warlock to sustain them.

However, the restless’ most significant advantage is their incredible resilience. It’s not easy to kill something which is already dead, as rotting flesh, sustained with dark magic, is capable of surviving even the most grievous wounds. Thanks to their passive ability “Abominable Vitality”, each time a restless receives a killing blow, they have a chance to avoid death, losing a body part and completely replenishing their health in the process.

In order to ultimately put a restless in the ground, you’ll have to either bring their health down to zero a few times or deliver as many heavy injuries as possible.

That’s all for now. Until next time!

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Offline Asid

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Re: Stoneshard
« Reply #22 on: September 21, 2020, 11:57:44 PM »
Devlog: Reworked Bastion & Rangers AI Tweaks
Mon, 21 September 2020



Hello everyone!

In today’s devlog we’ll share more details on the dungeon rework and the Bastion (brigand dungeon) in particular. We’ll also touch upon some aspects of the reworked AI.



Of all the dungeon types, the Bastion received the largest amount of changes, allowing it to better match its name. The Bastion’s layout is dominated by spacious halls, complex structures, and wide corridors cluttered with junk.



There’re also some changes to hostage rescue contracts. Hostages can no longer be found in the same room as bosses, instead being held in a dedicated cell which needs to be located first. To open the cell you’ll need a special key, for which you’ll have to fight a dungeon’s boss.



Other than that, the Bastion now has more interactive elements: occasionally you’ll find water barrels, which can be used to refill your waterskin or quench thirst directly. You’ll also be able to raid a dungeon’s pantry and then cook looted meat and vegetables in its kitchen.



=======



Regarding the AI, let’s start with archers - their behaviour was drastically reworked. They’ll try to stay as far from their target as possible during combat. Hiding behind a bush to lure them to a nearby tile is now a much less effective tactic, as they will attempt to keep their distance even while searching for targets outside of their Vision.

Archers will also try to maintain their distance when dealing with approaching enemies, performing a timely retreat when possible. If an enemy is right on top of them, or they run out of ammunition, they’ll draw a melee weapon and defend themselves with it.



Speaking about retreating - most enemies will try to run away if things turn sour. There are many conditions influencing their decision-making, but the most important one is low Health. Once enemies take enough punishment, they’ll begin accessing their situation on a per-turn basis. The amount of injuries and debuffs, their Energy, allies getting murdered and decapitated - all of it will decide whether your enemy will turn tail and run or fight till the bitter end. It’s also worth mentioning that strong and well-equipped foes are less likely to flee.

That’s all for now. A quick reminder - the update will be released in just 4 days, on September 24th. The remaining details on new content will be listed prior to the patch release.

Until next time!

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Re: Stoneshard
« Reply #23 on: September 25, 2020, 01:50:26 PM »
0.6.0.0 "Way Forward" is Live!
Thu, 24 September 2020



MAJOR ADDITIONS

- Complete rework of the dungeon generator.
Bastions, Catacombs, and Crypts now have a new generation algorithm and numerous new room templates.

- Basic AI was completely reworked

There are still ways to go, and we still need to perform many tweaks to make things work exactly as planned, but even with just this update the following features will be introduced to the AI:

- New decision-making system. Instead of relying on RNG when choosing which Ability to use, enemies now use a weight system - each Ability gained a number of specific conditions which either increase or decrease its weight depending on the situation. Enemies will use Abilities with the highest weight at any given time.



- New pathfinding system. Pathfinding was rebuilt from the ground up - the shortest way to a mob’s target is now modified by numerous conditions. Enemies will attempt to avoid traps, wait out AoE effects, stay away from locations where they can be easily knocked into walls, and more.



- Enemies learned to trade places when fighting in corridors and tight spaces. Enemies who prefer to fight in melee will try to swap out archers, retreating enemies will attempt to swap with those who can still fight, and those who have high Health - with those who are about to die.

- Archers and mages prefer to keep their distance and retreat when approached by enemies, wearing them down with arrows and spells.

- Mobs now use a new system to decide which targets to prioritize, trying to focus on the highest threat.

- Archers’ ammunition is now limited. They also learned to swap to melee weapon when they run out of ammo or when their enemy finally manages to catch up.



- Most aggressive animals will first try to intimidate your character and only attack if you don’t leave their territory within a number of turns. Different animals have their intimidation phase set at different duration - wolves, for example, will attack almost immediately.



- Some enemies might decide to retreat in case the fight is going badly for them, attempting to leave the location. The chance to trigger a retreat is influenced by many factors: low Health, allies’ death, whether they have injuries or debuffs.

- The ecosystem is now much more in-depth. Boars and moose will hold their ground and defend against the player and predators, foxes will hunt rabbits, and deer will run away the moment they hear the player approaching.

- Added secret rooms which can only be discovered by highly perceptive characters. Rich loot awaits inside!

- 100+ new containers and decorations across all dungeons.

- New enemy skills: mancatchers gained “Net Throw” and “Sic!”, dogs gained “Loud Barking” and “Grab ‘Em!”, wraiths learned “Grave Chill” and “Dissipation”, ghouls gained “Bone Throw”, ghasts and necromancers - “Death Touch” and “Soul Sacrifice”.

- 25 new undead enemy types: two lineups of high-level skeletons, a lineup of restless dead, as well as ghasts - undead mages, wielding special spells.

- Certain changes to hostage rescue contracts: from now on abducted NPCs will be held in designated cells, requiring you to find a key before you can rescue them.

- Added acorns and burnet.

VISUALS & SOUND

- New culling system.
- Reworked light rendering.
- New fog of war rendering system.
- Updated steppes.
- Added fireflies.
- Visual updates to the Prologue rooms.
- Added four new music tracks, including two battle themes.

BALANCE

- Balance changes to most undead enemies.
- Increased the Abomination’s Health, but decreased its base damage.
- Most enemies gained a larger line of sight.
- “Taking Aim”: reduced Accuracy bonus (+75% > +50%).
- Removed unique items from graves and added them to secret rooms.
- Ravens now generate noise when they take off.
- Mannshire crypth has its danger level increased.

FIXES & UX

- Reworked turn and priority system for various actions.
- Made significant improvements to enemies following the player between zones.
- Added hotkeys for switching between hotbars.
- Fixed sudden Health and Energy replenishment when entering an already visited location.
- Brigands gained new phrases when retreating. The phrases upon getting injured are now tied to specific body parts instead of just triggering a generic response.
- Added lots of log messages.
- Fixed flickering stack numbers on stances’ buff icons.
- Removed the possibility of preemptively destroying the statues in the Prologue before the fight even begins.

RAISING THE PRICE

Way Forward is an important structural update, after the release of which we can finally move onto expanding the map. In the next major update, which is planned for the winter of 2020-2021, we will add the first major city, its surrounding area, and lots of accompanying content. Before that we also plan to release a few interim updates to add the remaining weapon skill trees and more.

Because of this, the base price for the game will be increased by 30% in all regions. If you wish to purchase the game at a lower price, now might be the best time for it!

That’s all for now.
Have fun playing!


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Re: Stoneshard
« Reply #24 on: September 27, 2020, 01:52:35 PM »
0.6.0.6 - Patch Note
Sat, 26 September 2020



These patch notes include changes made by interim hotfixes.

BALANCE

•   Increased the Damage and Health for boars, moose, bison, deer, and saigas.
•   Increased the experience gained for killing most animals and the restless dead.
•   Reduced Health and Dodge Chance for wraiths.
•   Most undead enemies and brigands had their Health reduced by 10-15%
•   The intimidation state is now 1.5-2 times longer for most aggressive animals.
•   Rebalanced spawn points for most enemies. The dungeons should be less overcrowded now.
•   Proselyte Adept’s behavior pattern was changed from Mage to Close Combat.
•   Increased the cooldown of “Loud Barking”
•   Reduced the duration of the “Netted” debuff to 6 turns.
•   Most herbs now raise thirst upon usage to reflect their bitter, astringent taste.
•   Reduced brigands’ Vision range by 10%.

FIXES

•   Numerous minor fixes to the AI.
•   Fixed the rendering algorithm for the fog of war in dungeons.
•   Fixed the issue with enemies not using dashing abilities.
•   Fixed the issue with secret rooms’ generation.
•   Fixed the issue with Morale multipliers, which had been causing each enemy type, including bosses, to have an equal chance to retreat.
•   Numerous fixes to rooms and accompanying collision issues.
•   Fixed the bug with archers replenishing their Energy upon switching weapons.
•   Fixed the bug with archers shooting through walls.
•   Animals can now properly escape instead of darting around frantically.
•   Fixed the crash caused by “Necrophage”.
•   Fixed the crash caused by “Soul Sacrifice”.
•   Fixed the crash caused by “Leg Sweep”.
•   Fixed the crash caused by “Blaze”.
•   Fixed the bug with foxes being stuck in their intimidation state.
•   Fixed the issue with enemies disappearing after following the player to another location.
•   Fixed the bug with ghouls spawning in the fog of war.
•   Fixed the issue with the ghoul’s Morale multiplier, which had been causing them to be much less prone to retreating than intended.
•   Proselyte Flagellants no longer use “Lash Blessing” on the player.
•   Fixed the issue with “Grave Chill” range.
•   Fixed the issue with “Anticipation” having an effect even before it’s actually learned.
•   Fixed the description of “Abominable Vitality”. The chance to trigger the effect is 75%, not 50%.
•   Fixed the issue with “Rune of Enfeeblement” reducing resistances to -100%.
•   Fixed the problem with containers’ reset in brigand camps.
•   Fixed the crash caused by gold inside containers.
•   Made it more preferable for enemies to avoid tiles with traps.
•   Fixed the issue with beds’ collision.
•   Fixed the issue with Burnet using the effect of Nettle.
•   Fixed the bug preventing acorns from being roasted.
•   Fixed the inability to interact with wardrobes in one of the boss rooms in crypts.
•   Fixed the issue with Ghasts granting too little experience on death.
•   Fixed the issue with High Priests not granting any experience on death.
•   Added the missing descriptions to some enemies.
•   “N/A” in fan translations are temporarily replaced with English text (the translations are already on their way!)
•   Optimization improvements.
•   Changes to layouts of some hovers.

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Re: Stoneshard
« Reply #25 on: October 02, 2020, 03:06:18 AM »
0.6.0.9 - Patch Notes
Thu, 1 October 2020


- Fixed the multiplier for noise generated by certain actions.
- Fixed some issues with retreating enemies.
- Added additional statuses to the inspection menu.
- Fixed the bug with dogs spawning inside dungeon walls.
- Fixed the bug causing walls to become traversable after destroying certain objects next to them.
- Fixed the bug causing Cooldowns to drop to zero.
- Fixed the issue with the number of grimoire rooms during one of the crypt contracts.
- Fixed the incorrect zones for ranged attacks.
- Disarming no longer forces you to skip a turn.
- Enemies now properly react to being lured by “Shout”.
- Fixed the AI issue which had been causing mobs to stop reacting to attacks outside of their Vision range.
- Fixed the possibility of picking a lock after throwing away a required consumable.
- Removed guaranteed critical hits against retreating targets.
- Storing food in containers no longer prevents it from spoiling.
- Fixed excessive loot in Proselyte dungeons.
- Removed the possibility of breaking through cell doors with a crowbar during NPC rescue contracts.
- Fixed the issue with crowbars disappearing after their durability reaches zero.


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Re: Stoneshard
« Reply #26 on: October 21, 2020, 01:34:56 AM »
0.6.0.12 Changelog – Reputation Tab
Tue, 20 October 2020

NEW ADDITIONS

- Added a Reputation Tab to the journal. Now you can look up your Reputation level at any time and see how exactly it influences your character.
- Consumables for brigands: brigands are now spawned with a random supply of bandages, splints, and vivifying essences, which they can use to deal with bleeding, injuries, or low Health.
- Added two new variations of Wraiths to high level crypts.
- Ghasts and Necromancers learned a new skill - “Binding Sigil”.

BALANCE

- Rebalanced enchantments. The randomness of stat bonuses was removed - each enchantment stat bonus is now a static value, which is overall slightly lower than the maximum values you could potentially roll in previous versions of the game.

Enchantment scrolls now apply a single enchantment instead of two. Magic items (items with two enchantments) can only be acquired as loot from enemies and containers.

These are just temporary measures, meant to reduce the amount of save scumming (if not to negate it) associated with enchantments before the release of the rarity system update, which is planned for the next year.

- Rebalanced curses. There were also some changes made to curses and cursed items (they will be greatly updated and expanded upon next year as well).

The chance for a curse to trigger now grows significantly slower, and killing enemies is also much more effective at slowing it down. Additionally, curses are now several times stronger than before, making them feel more dangerous.

The changes apply to curses’ stat bonuses as well - some of them didn’t work properly with certain equipment types, so they were fixed or straight up changed.

•   Curse of Everfear: +N Unholy Damage > -5% Damage Taken. Low Morale improves the bonus.
•   Curse of Gnawmaw: +10% > +13% Life Drain. Hunger and Thirst improve the bonus.
•   Curse of Goldhoarder: +25% Lock-picking & Disarming > +13% Experience Gain. High amounts of gold in the inventory improve the bonus.
•   Curse of Gorelust: +10% > +13% Weapon Damage. Low Health improves the bonus.
•   Curse of Soulstealer: +10% > +13% Energy Drain. Low Energy improves the bonus.
•   Curse of Sufferjoy: +7% > +10% Crit Chance. High Pain improves the bonus.
•   Curse of Loudmouth: +N Psionic Damage > +10% Control Resistance.


Curse descriptions were tweaked, improving their transparency, and their effects are now registered in the battle log.

- “Raise Shield” no longer grants Dodge Chance if its value was negative when the ability was activated.
- Increased Control Resistance for skeleton enemies.
- Added Bleed Resistance to Restless and Ghasts.
- Reduced Resistances and Accuracy for Proselyte bosses.
- Enemies now need a visual confirmation that their allies are being damaged before turning Hostile.
- Bottom dungeon floors are now generated with 20% less rooms.
- Reduced Dodge Chance for Chronomancer Mantle.
- Slightly increased “weight” for skeletons, restless, mages, and archers - they will now spawn in smaller numbers.
- Fixed the issue with Moose and Bison granting too little Experience on death.
- Lowered the chance of food and alcohol drops in Bastion containers.
- Overall reduced life span for most food types.

FIXES

- Fixes to actions’ priority: bleeding now triggers before the beginning of the turn, and cooldowns no longer refresh right after the effect is activated.
- Refactored the priority for reducing modifiers’ duration.
- Staff crits now correctly replenish Energy.
- Traps can no longer be spawned under enemies.
- Traps can no longer spawn in boss rooms.
- Fixed the bug with mobs leaving their collision behind after going to another zone.
- Fixed the bug with mobs leaving dungeons to chase the player.
- Mobs now correctly travel between dungeon floors.
- Enemies no longer use “Mark of the Feast” on themselves.
- Fixed crashes caused by Inferno, Ring of Fire, and Fire Barrage.
- Added an additional condition for the Task of acquiring falchions and cleavers: the smith will no longer accept cursed swords.
- Fixed the food spoilage in merchants’ inventories.
- Fixed the bug with Distracting Shot.
- Fixed the bug with lighting up fires.
- Fixed the bug with Distracting shot not dealing damage.
- Fixed the bug with Experience Points not being granted when mobs bleed out outside of Vision range.
- Fixed the bug with repeating reputation gain for completing three contracts.
- Fixed the map activation during dialogues.
- Fixed Brigand Warlocks appearing behind their targets after using a dash.
- Removed the possibility of luring the Ancient Troll away from its location.
- Fixed the bug which had been adding cooldowns to zero cooldown abilities.
- Fixed lightning strikes in villages.
- Fixed the incorrect collision disappearance in certain scenarios.
- Fixed dungeons not resetting upon generation of new contracts.
- Fixed the bug with Proselyte Tormentor’s ability, which had been causing him to apply Stun and Knockback with every strike.
- Fixed a number of bugs caused by animals moving to other zones.
- Fixed the crash caused by opening a container outside of camera view.
- Removed the possibility of leveling “Excess Heat” twice.
- Removed the possibility of performing Counterattacks and Attacks of Opportunity with a bow.
- Fixed the bug with archers recovering from their injuries after switching to melee.
- Fixed the bug with the Troll not using “Shockwave” in melee range.
- Fixed food items being placed underneath other items in the inventory upon spoiling.
- Fixed the crash caused by being forced to drop an open quiver.
- Fixed the bug causing the loss of control over the character upon removing a consumable from hands.
- Fixed the bug allowing to receive both Stun and Daze.
- Fixed the camera return when trading and the movement restriction when opening containers.
- Added a restriction for resting while there are retreating enemies within Vision.
- Fixed the incorrect reset of modifiers’ duration time.
- Fixed camera bugs.
- Fixed NPC collisions.
- Fixed the bug allowing opening doors without spending a turn.
- Fixed the bug with lock-picking not spending a turn if it fails.
- Removed the possibility of moving the camera while the trade or container menus are open.
- Fixed a number of AI bugs.
- Fixed the crash caused by a golem being summoned after the caster’s death.
- Fixed the crash during a delayed attack.
- Fixed the collision bug in hallways.
- Fixed effects’ duration for consuming acorns.

VISUALS

- Added an animation for dropping coins.
- Removed outlines during animations.
- Improvements to the lighting system.
- Fixed visual bugs with Bastion rubble.
- The Mancatcher’s net no longer glows.

SOUND

- Fixed aggroing sounds.
- Fixed the disappearing Troll step sound.
- Added a sound effect for the Curse of Loudmouth.

TEXT

- Villagers received new speech lines for different reputation levels.
- Added a log message for switching ammo types.
- Added a log message for learning an unidentified potion's effect by drinking it.
- Numerous fixes across all localizations.

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

By the way, we’re going to publish a devlog explaining our current plans this weekend. Meanwhile you can take a look at our updated roadmap to find out what to expect next!



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Re: Stoneshard
« Reply #27 on: October 26, 2020, 02:21:36 AM »
Devlog: Current Plans
Sun, 25 October 2020



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!

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Re: Stoneshard
« Reply #28 on: November 06, 2020, 01:17:59 AM »
Hotfix 0.6.0.17 - Japanese Localization
Wed, 4 November 2020


• 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.


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Re: Stoneshard
« Reply #29 on: November 16, 2020, 01:15:52 AM »
Devlog: Throwing System
Sun, 15 November 2020



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!

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