Devlog: Tweaks Changes
Casual cooking is the best way to ease your mind after slaughtering the whole bunch of bandits. Ever since the old Prologue, many players have been complaining that there are no uses for raw meat. In fact, we do have a fairly complex cooking and ingredient system planned, but implementing it is a very complex task, so it wont be coming any time soon. Nevertheless, there is already a need for some option to cook meat acquired from hunting - thats why weve added a small placeholder system, which will allow roasting it. To do it, you will need to find a campfire or an oven, start a fire, and cook raw meat through the context menu. Simple, fast, filling.
With the addition of a new village (well tell you more about it in the next devlog), the necessity of expanding the map became rather apparent. As a result, the map is now almost twice as large. Every village is also surrounded with its own dungeons, which are repopulated with enemies after a certain amount of time.
The amount of available equipment has been increased with the addition of new, regular gear, as well as some special, unique items. Unique items can only be acquired in a single copy and are often gained in a very specific way - during certain encounters or as a rare drop after killing an appropriate miniboss. These are not legendary items, so they dont have any unique properties, but they are generally better than the alternatives of the same level. All preset characters also start the game with two unique items, unobtainable in any other way.
During the closed beta, many players complained that inventory space is too limited and is too fast to get cluttered with gold. Weve fixed this problem with the addition of purses - special containers, which can only hold crowns. A purse only takes up two inventory spaces, while being able to hold up to 2000 coins, saving lots of space. Backpacks are equipped in the cloak slot, adding 12 extra spaces, which increases your inventory capacity by almost 25%. Why just 12 spaces? Because thats the exact amount of space taken up by a backpack if you put it in your inventory. We wanted to avoid the situations when players fill their inventories with many backpacks to maximize their inventory capacity. In our game the small inventory size is vital for balance and is an important tactical element, meant to encourage players to plan and optimize their equipment. We dont plan to add item stacks, as they interfere with the sense of size for each individual item. However, we plan to add more bag types for different items, such as tubes for storing scrolls, alchemy pouches for potions and ingredients and so on.
Geomancy is the most unique magic school in the game at the moment. However, it had many problems: it was fairly independent from gear, and it could become an absolute weapon from level one if used correctly. Our task was to fix it without affecting other well-loved abilities. As a result, Runic Boulder, the cornerstone of the skill tree, was the only ability which got significantly rebalanced. Its problems included overly strong bonuses, lack of cooldowns, and no adverse effects of using the spell. These factors resulted in preventive boulder spam before each battle instead of placing boulders tactically.
To fix this, weve rebalanced the effect of Runic Empowerment, making it less versatile. Weve also added a small 2 turns cooldown between raising boulders, as well as introduced energy cost for maintaining them. Each boulder now drains 2 energy points per turn. If your characters energy runs out, the summoned boulders crumble. On top of this, boulders crumble if the caster loses sight of them, so its no longer possible to lure enemies into rooms with pre-casted boulders.
Little QoL-improvement. Now you don't need to re-cast boulders to get rid of them. Some other geomancy spells also had their numbers tweaked: for instance, stone spikes and stone armor durations have been reduced. To compensate for that, energy costs for all geomancy spells are lower as well - its now possible to create more complicated spell combinations without running out of energy. Thanks to these combined changes, geomancy now feels way more tactical, while still being very powerful in skilled hands, remaining just as fun to use as before. Thats all for now. Until next time! ==================== Also you can follow us on:
[ 2020-01-27 11:20:10 CET ] [ Original post ]
Hello everyone!
This devlog is dedicated to a variety of small tweaks and improvements, which have accumulated over the last few weeks.
Cooking
Casual cooking is the best way to ease your mind after slaughtering the whole bunch of bandits. Ever since the old Prologue, many players have been complaining that there are no uses for raw meat. In fact, we do have a fairly complex cooking and ingredient system planned, but implementing it is a very complex task, so it wont be coming any time soon. Nevertheless, there is already a need for some option to cook meat acquired from hunting - thats why weve added a small placeholder system, which will allow roasting it. To do it, you will need to find a campfire or an oven, start a fire, and cook raw meat through the context menu. Simple, fast, filling.
Expanded Map and More Dungeons
With the addition of a new village (well tell you more about it in the next devlog), the necessity of expanding the map became rather apparent. As a result, the map is now almost twice as large. Every village is also surrounded with its own dungeons, which are repopulated with enemies after a certain amount of time.
New Items
The amount of available equipment has been increased with the addition of new, regular gear, as well as some special, unique items. Unique items can only be acquired in a single copy and are often gained in a very specific way - during certain encounters or as a rare drop after killing an appropriate miniboss. These are not legendary items, so they dont have any unique properties, but they are generally better than the alternatives of the same level. All preset characters also start the game with two unique items, unobtainable in any other way.
Purses & Bags
During the closed beta, many players complained that inventory space is too limited and is too fast to get cluttered with gold. Weve fixed this problem with the addition of purses - special containers, which can only hold crowns. A purse only takes up two inventory spaces, while being able to hold up to 2000 coins, saving lots of space. Backpacks are equipped in the cloak slot, adding 12 extra spaces, which increases your inventory capacity by almost 25%. Why just 12 spaces? Because thats the exact amount of space taken up by a backpack if you put it in your inventory. We wanted to avoid the situations when players fill their inventories with many backpacks to maximize their inventory capacity. In our game the small inventory size is vital for balance and is an important tactical element, meant to encourage players to plan and optimize their equipment. We dont plan to add item stacks, as they interfere with the sense of size for each individual item. However, we plan to add more bag types for different items, such as tubes for storing scrolls, alchemy pouches for potions and ingredients and so on.
Geomancy Tweaks
Geomancy is the most unique magic school in the game at the moment. However, it had many problems: it was fairly independent from gear, and it could become an absolute weapon from level one if used correctly. Our task was to fix it without affecting other well-loved abilities. As a result, Runic Boulder, the cornerstone of the skill tree, was the only ability which got significantly rebalanced. Its problems included overly strong bonuses, lack of cooldowns, and no adverse effects of using the spell. These factors resulted in preventive boulder spam before each battle instead of placing boulders tactically.
To fix this, weve rebalanced the effect of Runic Empowerment, making it less versatile. Weve also added a small 2 turns cooldown between raising boulders, as well as introduced energy cost for maintaining them. Each boulder now drains 2 energy points per turn. If your characters energy runs out, the summoned boulders crumble. On top of this, boulders crumble if the caster loses sight of them, so its no longer possible to lure enemies into rooms with pre-casted boulders.
Little QoL-improvement. Now you don't need to re-cast boulders to get rid of them. Some other geomancy spells also had their numbers tweaked: for instance, stone spikes and stone armor durations have been reduced. To compensate for that, energy costs for all geomancy spells are lower as well - its now possible to create more complicated spell combinations without running out of energy. Thanks to these combined changes, geomancy now feels way more tactical, while still being very powerful in skilled hands, remaining just as fun to use as before. Thats all for now. Until next time! ==================== Also you can follow us on:
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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