Devlog: Improvements Fixes
You dont have to fix the impassable objects being generated if you can make them destructible. Firstly, weve added the ability to destroy most of the dungeon environment objects. Yes, all those beds, bedside tables and chairs, which previously were purely decorative, now can be properly broken, burnt or blown up. This small innovation introduces a significant variety to tactics, making you to take a different look at the use of the environment in battle. In addition, each environmental object is made of a certain material that sets the level of its resistances to different damage types. For example, wooden furniture can be easily crushed by slashing and blunt weapons, but, lets say, iron maidens are way tougher.
Verren gets he's probably screwed, but prefers to remain optimistic. Mysterious vampires doorphobia has long been a target of our communitys mockery. In the public version of the Prologue, timely escaping behind a closed door was an unbeatable strategy: it gave you unlimited time to heal. Of course, it was an obvious exploit, not intended by us. So recently weve told the mobs that doors dont present any threat to them and can be actually interacted with. However, the type of door interaction depends on enemys type.
Small-sized beasts like bats will need looots of time to break the door, however. For example, vampires have no problems simply opening unlocked doors, while the undead or beasts will try to break them which means you wont have that much time to take a breath anymore. By the way, the same goes for any environment objects that prevent mobs from getting to your character. All this was made possible by changing the door system as well. Now, like the rest of the environment, they have a durability pool, which can be depleted by attacking or using spells. Which means that now you can get injured only when trying to break the door down with your bare hands.
Some pretty angry skeleton. Another feature added to counter The Most Popular Tactic #2, the scourge of many turn-based roguelikes endless kiting (referred to as tactical retreat by some people). If a player is sure the back areas are secure, he can start to run away and, because of the turn-based system and the 1 move = 1 action rule, his enemy will chase him potentially endlessly, unless he has some long-range skills. Usually it was used to reset cooldowns on powerful skills or to lure an opponent to the right spot for example, closer to the ashfire barrel or spike trap. Therefore, weve added the so-called attacks of opportunity: whenever you try to retreat, the enemies surrounding you may receive a chance to deal a bonus hit. In addition, thanks to the change of the movement system, now enemies will no longer wait for one turn before taking the tile of the retreating player, but will do this instantly. In sum, this makes kiting a disadvantageous strategy, forcing you to rely more on movement/knockback skills if you want to escape some sticky situation. Or, alternatively, level up Agility: high Agility unlocks the perk allowing you to avoid attacks of opportunity.
And finally: some changes were made to the durability system. Previously, durability penalties were calculated dynamically depending on the percentage of lost durability, so your equipment started to get debuffs from the very beginning, which was pretty annoying, honestly. Now the penalties are divided in tiers: when at > 50% durability, your items wont receive any penalties; at >25% <50% durability, items will receive a 30% stat penalty; at <25% durability, items will receive a 60% stat penalty. This will make it easier to determine the state of the equipment just by taking a look on its appearance: depending on the durability tier, the sprites of the equipment will become more shabby and battered. That's all for today. See you soon, until the next devlog! ====== Also you can follow us on: https://store.steampowered.com/app/625960/Stoneshard/
[ 2018-11-03 13:47:49 CET ] [ Original post ]
Hello!
Yup, it's new devlog time. Currently our team is working on some big features that we arent yet ready to showcase, so therefore in today's development diary we will discuss several small improvements and fixes weve accumulated. Most of the targeted aspects are probably well known to you because of the Prologue, so I guess today's blog will be pretty interesting.
Destructible Environment
You dont have to fix the impassable objects being generated if you can make them destructible. Firstly, weve added the ability to destroy most of the dungeon environment objects. Yes, all those beds, bedside tables and chairs, which previously were purely decorative, now can be properly broken, burnt or blown up. This small innovation introduces a significant variety to tactics, making you to take a different look at the use of the environment in battle. In addition, each environmental object is made of a certain material that sets the level of its resistances to different damage types. For example, wooden furniture can be easily crushed by slashing and blunt weapons, but, lets say, iron maidens are way tougher.
Enemies & Door Interaction
Verren gets he's probably screwed, but prefers to remain optimistic. Mysterious vampires doorphobia has long been a target of our communitys mockery. In the public version of the Prologue, timely escaping behind a closed door was an unbeatable strategy: it gave you unlimited time to heal. Of course, it was an obvious exploit, not intended by us. So recently weve told the mobs that doors dont present any threat to them and can be actually interacted with. However, the type of door interaction depends on enemys type.
Small-sized beasts like bats will need looots of time to break the door, however. For example, vampires have no problems simply opening unlocked doors, while the undead or beasts will try to break them which means you wont have that much time to take a breath anymore. By the way, the same goes for any environment objects that prevent mobs from getting to your character. All this was made possible by changing the door system as well. Now, like the rest of the environment, they have a durability pool, which can be depleted by attacking or using spells. Which means that now you can get injured only when trying to break the door down with your bare hands.
Attacks of Opportunity
Some pretty angry skeleton. Another feature added to counter The Most Popular Tactic #2, the scourge of many turn-based roguelikes endless kiting (referred to as tactical retreat by some people). If a player is sure the back areas are secure, he can start to run away and, because of the turn-based system and the 1 move = 1 action rule, his enemy will chase him potentially endlessly, unless he has some long-range skills. Usually it was used to reset cooldowns on powerful skills or to lure an opponent to the right spot for example, closer to the ashfire barrel or spike trap. Therefore, weve added the so-called attacks of opportunity: whenever you try to retreat, the enemies surrounding you may receive a chance to deal a bonus hit. In addition, thanks to the change of the movement system, now enemies will no longer wait for one turn before taking the tile of the retreating player, but will do this instantly. In sum, this makes kiting a disadvantageous strategy, forcing you to rely more on movement/knockback skills if you want to escape some sticky situation. Or, alternatively, level up Agility: high Agility unlocks the perk allowing you to avoid attacks of opportunity.
Durability system change
And finally: some changes were made to the durability system. Previously, durability penalties were calculated dynamically depending on the percentage of lost durability, so your equipment started to get debuffs from the very beginning, which was pretty annoying, honestly. Now the penalties are divided in tiers: when at > 50% durability, your items wont receive any penalties; at >25% <50% durability, items will receive a 30% stat penalty; at <25% durability, items will receive a 60% stat penalty. This will make it easier to determine the state of the equipment just by taking a look on its appearance: depending on the durability tier, the sprites of the equipment will become more shabby and battered. That's all for today. See you soon, until the next devlog! ====== Also you can follow us on: https://store.steampowered.com/app/625960/Stoneshard/
Stoneshard: Prologue
Ink Stains Games
HypeTrain Digital
2018-06-05
Indie RPG Singleplayer
Game News Posts 49
🎹🖱️Keyboard + Mouse
Very Positive
(3568 reviews)
http://stoneshard.com/
https://store.steampowered.com/app/869760 
The Game includes VR Support
Хранилище Stoneshard: Prologue Linux [101.54 M]
Stoneshard: Prologue is a free playable alpha demo of Stoneshard — the old school turn-based RPG inspired by legendary roguelikes like ADOM and Nethack. This version of the game contains 2-3 hours of gameplay and introduces Stoneshard's world and combat system.
Keep in mind that Prologue is just an alpha version of Stoneshard and is developed for gaming audience to get familiar with the game's concept.
- Learn the story behind one of Stoneshard's main characters — Verren, who'll play a significant role in the full game
- Explore grim dungeons beneath the kingdom of Aldor
- Fight ancient vampires and customize your hero with different armor sets and weapons
- Get familiar with Stoneshard's health and psyche system — put splints on broken bones, use medical aid and even drugs to ease hero's pain and fend off insanity
- Face the Prologue's mysterious boss and find out if you're strong enough to defeat him
Keep in mind that Prologue is just an alpha version of Stoneshard and is developed for gaming audience to get familiar with the game's concept.
MINIMAL SETUP
- OS: Ubuntu 18.04 LTS 64bit
- Processor: Intel Core 2 Duo E6320 or equivalentMemory: 2 GB RAM
- Memory: 2 GB RAM
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
- OS: Ubuntu 18.04 LTS 64bit
- Processor: Intel Core 2 Duo E6320 or equivalent
- Graphics: GeForce 7600 512 Mb or equivalent
- Storage: 500 MB available space
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