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 11:10:10 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
Ink Stains Games
HypeTrain Digital
2020-02-06
Indie Strategy RPG Singleplayer EA
Game News Posts 142
🎹🖱️Keyboard + Mouse
Mostly Positive
(25515 reviews)
http://stoneshard.com/
https://store.steampowered.com/app/625960 
Stoneshard Linux [245.94 M]
Stoneshard is a challenging turn-based RPG set in an open world. Experience the unforgiving life of a medieval mercenary: travel across the war-torn kingdom, fulfill contracts, fight, mend your wounds and develop your character without any restrictions.
EXPLORE THE RAVAGED LANDS
- Open World
War always leaves its mark: villages lie in ruins, dungeons are infested with monsters and old roads are abandoned. Travel across Aldor and learn more about its past. - Economy
The wartime economy is ruthless, but it also presents many opportunities: fulfill contracts, hunt for treasure, trade in a variety of goods and travel the land to earn your fortune.
CHOOSE YOUR PATH
- Character Development
Experiment with 100+ abilities and 200+ equipment pieces without any class or level restrictions. Create your very own playstyle! - Enemy Variety
Take part in intense battles against numerous factions. Brigands, abominable cults, the undead - all of them require a unique approach. - Tactical Battles
There is no hand-holding. Only the thoughtful ones shall prevail - plan a few turns ahead, adapt to your surroundings and fully utilize your character’s strengths.
SURVIVE AGAINST THE ODDS
- Health System
Master the simple but deep health system: cauterize bleeding wounds, relieve pain with alcohol and drugs, practice bloodletting and heal your maladies with various concoctions. - Psyche
Different in-game situations have a distinct influence on your character’s mental condition. High morale may turn the tide in your favor when fighting even the most hopeless of battles, while low sanity brings panic attacks and paranoia. - Permadeath
Do you like risk? Then try out the Ironman mode, where every decision is irreversible and your character dies once and for all.
PLANNED UPDATES
- New Content
New settlements, including three majestic cities. New enemy factions: the mysterious Deep Dwellers and the ruthless Hive. Even more activities, equipment, enemies and abilities. - Caravan
Gather your caravan: upgrade it, find new routes and recruit followers - their skills and abilities will surely come in handy. Feeling tired? Return to your camp to hear fresh stories or just rest by the fire. - Devotion
Devote yourself to one of the aspects of the enigmatic deity. But remember: every blessing has
its price. Are you ready to make a pact? - Campaign
To solve the mystery of the Stoneshards, you’ll have to visit dozens of exciting locations, make decisions with long-lasting consequences and slay a number of ferocious bosses. - Alchemy & Cooking
Discover new recipes and experiment with potions and dishes by combining different ingredients.
MINIMAL SETUP
- OS: Ubuntu 18.04.2
- 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 18.04.2
- 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
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