Devlog: Changes to Mechanics
Lets start with the most important change: splitting the Protection stat between different body parts. The current Protection system is a remnant of those times when Stoneshard was envisioned as a simpler and shorter game. Every piece of armor increased the unified Protection stat by a certain amount, affecting all incoming strikes and allowing, say, plated boots to protect the entire body. This resulted in a number of issues: the stacking of resistances and heavy armor was way too effective, allowing to almost entirely shrug off most enemies attacks. We decided to abandon this system: Protection, as well as Damage and Bleed Resistances, granted by each individual piece of armor, now affect only their designated body parts. Helmets only protect the head, cuirasses - the torso, and gloves - just the hands.
This makes middle and late game combat noticeably deadlier, strengthens the role of individual pieces of equipment, and allows more flexibility in armor progression - before the City of Gold, heavy helmets only granted 2-3 more Protection than the mail coif, but now the difference is quite substantial. Finding the balance between the offensive and defensive playstyles will become more important than ever: the heavy plate is safer, but takes a toll on Energy; on the flip side, light and medium armors provide less defense, but allow using skills more liberally.
The shown numbers are subject to change Protection, just like Block Power, now also affects the incoming Magic and Nature damage, but only with 50% effectiveness: youll need 20 Protection to fully soak 10 Fire Damage.
As you may have guessed, the Blocking mechanic was affected as well, gaining some extra depth. Meet the new stat: Block Power Recovery. Before the rework, it didnt really matter how hard or how many times you got hit on the shield: if your Block Power was high enough, you were completely invulnerable to enemy attacks. Now, however, Block Power is expended by blocking, representing the exertion and the loss of balance, and then slowly being recovered each turn. Lets say you have 25 Block Power and 20% Block Power Recovery. An enemy strikes you for 25 Damage: you block it, spending 25 Block Power, so youre left with zero. After that, 20% Block Power Recovery replenishes you 5 Block Power: if you block another attack during the next turn, youll receive 20 Damage. This way prolonged fights, especially against multiple opponents, will quickly drain your Block Power, so youll have to use your resources more strategically or rely on specialized skills. Naturally, shields were affected by this change the most. They lost their innate Protection and gained higher Block Chance and Block Power to compensate for it. Other than that, shields were roughly split in three categories: light, medium, and heavy.
The shown numbers are subject to change.
In the current version of the game, the hit chance formula is very simple:
Now to the next important change - the new Dodge system. Initially, Dodge Chance was a completely secondary stat, and we didnt plan making dedicated Dodge builds a thing. This changed with the introduction of the Dual Wielding skill tree, when we tried adding some dodge-focused gear and the Berserk Tradition passive that granted a huge Dodge bonus to characters without armor. That experiment wasnt very successful. The issue with its current implementation lies in the all or nothing conundrum: you either take no damage or you take it all. Dodge builds revolve entirely around stacking Dodge Chance, running a very thin line between invulnerability and being borderline unplayable: sometimes its possible to consistently avoid all damage only to have your character annihilated by a single instance of bad luck.. To sum it up: Dodge builds ignored a large portion of available gear, mindlessly stacked a single stat, and were overly reliant on two key skills (Elusiveness and Berserk Tradition) - none of it worked with the rest of the game. Thats why we listened to our community and changed Dodge in accordance with the suggestion made on our Discord server by @WatcherOfArabia, that was also supported by other players: instead of simply negating all damage, performing a dodge turns successful attacks into fumbles, and fumbled attacks into misses. This way Dodge becomes more nuanced, functioning as an important stat with numerous applications. It can be combined with light and medium armors (their lower Protection is more manageable with the 50% Damage penalty on fumbled attacks) or with more aggressive playstyles that focus on applying Stagger and Fumble Chance debuffs with skills, passives, or certain consumables. The Berserk Tradition passive was remade as well - it no longer requires you wearing no armor and has different mechanics and bonuses associated with it.
The rest of the changes arent that massive, but they are still worth mentioning:
Until the next time!
[ 2021-08-22 16:00:15 CET ] [ Original post ]
Hello everyone!
The City of Gold update is going to be the largest one yet not only in terms of content, but also the overall mechanics. The introduction of the global map will greatly affect the progression and will be the first step in making it work as originally intended - and thats where tweaks to the mechanics come into play. Today well address some of them in this devlog and tell you about every important change to the combat system.
Splitting Protection
Lets start with the most important change: splitting the Protection stat between different body parts. The current Protection system is a remnant of those times when Stoneshard was envisioned as a simpler and shorter game. Every piece of armor increased the unified Protection stat by a certain amount, affecting all incoming strikes and allowing, say, plated boots to protect the entire body. This resulted in a number of issues: the stacking of resistances and heavy armor was way too effective, allowing to almost entirely shrug off most enemies attacks. We decided to abandon this system: Protection, as well as Damage and Bleed Resistances, granted by each individual piece of armor, now affect only their designated body parts. Helmets only protect the head, cuirasses - the torso, and gloves - just the hands.
This makes middle and late game combat noticeably deadlier, strengthens the role of individual pieces of equipment, and allows more flexibility in armor progression - before the City of Gold, heavy helmets only granted 2-3 more Protection than the mail coif, but now the difference is quite substantial. Finding the balance between the offensive and defensive playstyles will become more important than ever: the heavy plate is safer, but takes a toll on Energy; on the flip side, light and medium armors provide less defense, but allow using skills more liberally.
The shown numbers are subject to change Protection, just like Block Power, now also affects the incoming Magic and Nature damage, but only with 50% effectiveness: youll need 20 Protection to fully soak 10 Fire Damage.
Changes to Block
As you may have guessed, the Blocking mechanic was affected as well, gaining some extra depth. Meet the new stat: Block Power Recovery. Before the rework, it didnt really matter how hard or how many times you got hit on the shield: if your Block Power was high enough, you were completely invulnerable to enemy attacks. Now, however, Block Power is expended by blocking, representing the exertion and the loss of balance, and then slowly being recovered each turn. Lets say you have 25 Block Power and 20% Block Power Recovery. An enemy strikes you for 25 Damage: you block it, spending 25 Block Power, so youre left with zero. After that, 20% Block Power Recovery replenishes you 5 Block Power: if you block another attack during the next turn, youll receive 20 Damage. This way prolonged fights, especially against multiple opponents, will quickly drain your Block Power, so youll have to use your resources more strategically or rely on specialized skills. Naturally, shields were affected by this change the most. They lost their innate Protection and gained higher Block Chance and Block Power to compensate for it. Other than that, shields were roughly split in three categories: light, medium, and heavy.
The shown numbers are subject to change.
- Light shields have the lowest Block Chance and Power, boasting a large bonus to Block Power Recovery instead: they block limited amounts of damage, but they do so with reliable effectiveness. Certain Shield skills also grant them additional bonuses.
- Medium shields are a jack of all trades: they have decent Block Chance and Power, but lack the bonus to Recovery, making them a balanced choice for defensive playstyles.
- Heavy shields have a huge bonus to Block Chance and Power and can withstand some of the most devastating attacks. But woe to you if you run out of Block Power in the middle of a fight - heavy shields Recover incredibly slowly, so unless you invest into the specialized skill tree, you risk handicapping yourself with an unwieldy, heavy piece of equipment.
Accuracy Calculation
In the current version of the game, the hit chance formula is very simple:
Hit Chance, % = The attackers Accuracy - The targets Dodge Chance
We decided to change it by splitting dodges and misses into two distinct categories: therell be two independent checks for the attackers chance to hit (depends on their Accuracy) and the targets chance to perform a dodge.
At the same time, Accuracy over 100% still reduces the targets Dodge Chance, and the negative Dodge Chance contributes to the attackers Accuracy.
Changes to Dodge
Now to the next important change - the new Dodge system. Initially, Dodge Chance was a completely secondary stat, and we didnt plan making dedicated Dodge builds a thing. This changed with the introduction of the Dual Wielding skill tree, when we tried adding some dodge-focused gear and the Berserk Tradition passive that granted a huge Dodge bonus to characters without armor. That experiment wasnt very successful. The issue with its current implementation lies in the all or nothing conundrum: you either take no damage or you take it all. Dodge builds revolve entirely around stacking Dodge Chance, running a very thin line between invulnerability and being borderline unplayable: sometimes its possible to consistently avoid all damage only to have your character annihilated by a single instance of bad luck.. To sum it up: Dodge builds ignored a large portion of available gear, mindlessly stacked a single stat, and were overly reliant on two key skills (Elusiveness and Berserk Tradition) - none of it worked with the rest of the game. Thats why we listened to our community and changed Dodge in accordance with the suggestion made on our Discord server by @WatcherOfArabia, that was also supported by other players: instead of simply negating all damage, performing a dodge turns successful attacks into fumbles, and fumbled attacks into misses. This way Dodge becomes more nuanced, functioning as an important stat with numerous applications. It can be combined with light and medium armors (their lower Protection is more manageable with the 50% Damage penalty on fumbled attacks) or with more aggressive playstyles that focus on applying Stagger and Fumble Chance debuffs with skills, passives, or certain consumables. The Berserk Tradition passive was remade as well - it no longer requires you wearing no armor and has different mechanics and bonuses associated with it.
Other Changes
The rest of the changes arent that massive, but they are still worth mentioning:
- Most conditions and injuries were rebalanced to make them more distinct and to increase the influence they have on gameplay.
- Being knocked back into an occupied tile now applies Daze instead of Stun. This was done to prevent stunlocks and counteract the strategy of abusing doorways and corners, which is way too effective in the current version of the game. Stun now grants a significant bonus to Control Resistance, which should also make stunlocks much less frequent.
- Some effects received a rework: Wetness, for instance, now has stacks that depend on the overall duration of the debuff. The longer you stay under the rain, the stronger the effect. Rain now also causes metal items to slowly degrade :)
- Skill trees received short descriptions with keywords, meant to help new players to quickly understand their theme and possible synergies..
- There were also some changes to main Attributes, but more about them later...
Until the next time!
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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