Devlog: Fatigue and Magic System
Fatigue is one of the few remaining survival mechanics that we plan to implement. It has a number of important gameplay functions:
Fatigue works similarly to other Health mechanics: it can range from 0 to 100% and is generated by a variety of actions:
When your characters Fatigue reaches 25%, 50%, and 75%, theyll receive increasingly powerful debuffs to their Fumble Chance, Energy Restoration, and Cooldowns Duration. In addition to all that, Fatigue also gradually lowers your Max Energy Threshold. Its a new stat that works similarly to Max Health Threshold, albeit with one important difference: Max Energy Threshold only limits the amount of Energy that can be replenished through Restoration, so its possible to exceed it with certain consumables, abilities, and effects.
Overall, Fatigue is balanced in such a way that it doesnt become a source of frequent annoyance while still carrying enough impact to not be ignored: as long as you make smart use of the available resources, an average dungeon run shouldnt raise it by more than 25-30%. There are many ways to combat Fatigue:
Every two hours of staying awake increase the maximum sleep duration by one hour, capping at 8 possible hours of sleep. Each 10% Fatigue additionally increases this number by one hour. This means that after 16 hours of activity youll be able to sleep for 8 hours, and if your character is also exhausted, theyll be able to stay in bed for up to 18 hours. Naturally, we anticipated the situation where you might need to save your progress while the character isnt tired enough to sleep - the Sleeping UI now has a Rest button, which gives an option to save the game without skipping time.
Lets move onto the second part of this devlog: changes to the Magic System. They were made due to several reasons:
The base Backfire Chance is 20%, but it can be higher depending on the complexity of a spell you try to cast: its much easier to make a mistake while summoning Inferno than when casting Fire Barrage. Backfire Chance can be reduced with special gear, certain abilities, by using Stardust, or by leveling Agility. Backfire Damage is a percentage of Energy used to cast a spell that is dealt as damage if it Backfires. For example, if Backfire Damage is 50%, miscasting a 20 Energy spell will deal you 10 damage of the corresponding type. By default, Backfire Damage is 0%, but it grows by 20% with each cast. Remaining on the same tile lowers Backfire Damage by 10%, and skipping a turn reduces it by another 10%, reflecting the fact that mages need time to recover their concentration. This way mages still have a lot of tools to work with while finally gaining more opportunities for meaningful decisions: as long as you dont go out of your way to kite enemies and make occasional pauses between spells, its possible to keep Backfire Damage at zero, receiving no damage even if you miscast. Alternatively, nothing really prevents you from using spells every turn while actively maneuvering around the battlefield - although in this case you may want to acquire some Magic and Nature Resistances or make liberal use of Stardust.
Miracle Chance and Miracle Potency are magical alternatives to Crit Chance and Crit Efficiency: their addition to the game will improve the variety of mage-related gear, raise the importance of Perception to magic builds, and remove the silliness of being able to cast more critical spells by equipping physical weaponry with high Crit Chance. ========= Thats all for now. In the next devlog, well tell you more about Magic Mastery and its interactions with Fatigue and new magic mechanics. Until next time!
[ 2022-07-09 13:39:21 CET ] [ Original post ]
Hello everyone!
Wed like to begin todays devlog by making an important announcement. The upcoming major update, titled as Forgotten Lore, will be released this year on August 5th.
It will include the following:
- The long-awaited surprise that we promised some time ago - a new boss! Similarly to the Ancient Troll hunt, this quest can be acquired in a location of questionable repute after you reach a high enough level.
- A new quest, Gwynnels Answers, which will conclude the opening sequence of the main story and send you off to explore the open world. A quick reminder - for the time being, this quest will be the end of the main questline. We plan to focus on the overarching plot only after we finish implementing the necessary systems and mechanics.
- New magic school, Electromancy, which will allow you to master dangerous and unpredictable lightning spells.
- New utility tree - Magic Mastery. Well tell you more about it in the next devlog.
- Several new points of interest.
- A large portion of the remaining Brynn buildings: the printing house, the House of the Azure Thread, the Bank of Brynn, the Golden Grain Inn, the Cathedral, the University, the Close Harbor Tavern, the Alchemical Emporium of Curious Goods, and a dockside store.
- New enemies: 13 new types of Proselytes (including two minibosses), as well as Gulons and Young Trolls.
- New mechanic: Fatigue. More details below.
- New magic mechanic, Backfire, and a few additional magic stats. More details below.
- New loot type: Folios. These texts provide information on various aspects of the games lore. Reading them also grants some Experience.
- Caravan Stop that can be used for resting and storing your items. Caravan travels will be added in subsequent major updates.
- New biome, seashore.
- New items.
FATIGUE
Fatigue is one of the few remaining survival mechanics that we plan to implement. It has a number of important gameplay functions:
- Create an additional layer of planning and character management.
- Increase the importance of sleeping (right now its only used for saving the game).
- Boost the value of certain consumables such as stimulants and exquisite foods.
Fatigue works similarly to other Health mechanics: it can range from 0 to 100% and is generated by a variety of actions:
- Traversing tiles
- Attacking
- Blocking and dodging
- Using skills (Fatigue Gain is 2%* of their Energy Cost) and casting spells (Fatigue Gain is 4%* of their Energy Cost) * - these are rough numbers that are subject to change
When your characters Fatigue reaches 25%, 50%, and 75%, theyll receive increasingly powerful debuffs to their Fumble Chance, Energy Restoration, and Cooldowns Duration. In addition to all that, Fatigue also gradually lowers your Max Energy Threshold. Its a new stat that works similarly to Max Health Threshold, albeit with one important difference: Max Energy Threshold only limits the amount of Energy that can be replenished through Restoration, so its possible to exceed it with certain consumables, abilities, and effects.
Overall, Fatigue is balanced in such a way that it doesnt become a source of frequent annoyance while still carrying enough impact to not be ignored: as long as you make smart use of the available resources, an average dungeon run shouldnt raise it by more than 25-30%. There are many ways to combat Fatigue:
- The effect of Vigor, which is acquired after a good nights sleep or by using some consumables (such as Elven Mud). It reduces Fatigue Gain and gradually lowers already existing Fatigue.
- Many exquisite foods, which can be bought in Brynn taverns and grocery shops, can either alleviate Fatigue or reduce Fatigue Gain.
- Some stimulant drugs might help you stay awake longer than usual: Nikkaf has a noticeable effect on Fatigue Gain, and Alqud slowly reduces Fatigue every turn.
- Rest Mode can provide a moment of respite after a fight.
- And finally, the most obvious method - sleeping. Each hour of sleep significantly lowers Fatigue, which makes Bedrolls and distant camps all the more important when embarking on a long journey. Resting in more expensive taverns also has a greater restorative effect.
Every two hours of staying awake increase the maximum sleep duration by one hour, capping at 8 possible hours of sleep. Each 10% Fatigue additionally increases this number by one hour. This means that after 16 hours of activity youll be able to sleep for 8 hours, and if your character is also exhausted, theyll be able to stay in bed for up to 18 hours. Naturally, we anticipated the situation where you might need to save your progress while the character isnt tired enough to sleep - the Sleeping UI now has a Rest button, which gives an option to save the game without skipping time.
CHANGES TO MAGIC
Lets move onto the second part of this devlog: changes to the Magic System. They were made due to several reasons:
- Theres a dissonance between the depiction of mages in the lore and their actual gameplay. In our setting, magic was haphazardly put together from scraps of ancient knowledge, which fell into obscurity during the local version of the Dark Ages. Magic is mostly limited to battlefield use, and no one understands its true nature or how it actually works. As a result, mages cant do much else apart from mechanically memorizing the few surviving spells from their preferred magic schools and then simply reciting them without any alterations. From time to time, extraordinary minds find ways to modify or improve upon the existing spells, but any kind of deviation from the established tradition is extremely dangerous and often leads to injuries, madness, or agonizing death. On top of all that, mages have to use their own body and mind as a conduit for energies - this kind of stress is extremely unhealthy for any practitioner of magic. Take Jonna, for instance - despite her haggard looks, she isnt even in her thirties
- In the current version of the game, magic gameplay lacks the tactical depth of melee builds and requires significantly less resources. Mages hardly interact with the Health system, dont spend gold on consumables and repairs, and barely ever have to think about their positioning. Magic builds only have to worry about Energy and Magic Power, which greatly reduces their variety.
- Backfire Damage
- Backfire Chance
- Miracle Chance
- Miracle Potency
The base Backfire Chance is 20%, but it can be higher depending on the complexity of a spell you try to cast: its much easier to make a mistake while summoning Inferno than when casting Fire Barrage. Backfire Chance can be reduced with special gear, certain abilities, by using Stardust, or by leveling Agility. Backfire Damage is a percentage of Energy used to cast a spell that is dealt as damage if it Backfires. For example, if Backfire Damage is 50%, miscasting a 20 Energy spell will deal you 10 damage of the corresponding type. By default, Backfire Damage is 0%, but it grows by 20% with each cast. Remaining on the same tile lowers Backfire Damage by 10%, and skipping a turn reduces it by another 10%, reflecting the fact that mages need time to recover their concentration. This way mages still have a lot of tools to work with while finally gaining more opportunities for meaningful decisions: as long as you dont go out of your way to kite enemies and make occasional pauses between spells, its possible to keep Backfire Damage at zero, receiving no damage even if you miscast. Alternatively, nothing really prevents you from using spells every turn while actively maneuvering around the battlefield - although in this case you may want to acquire some Magic and Nature Resistances or make liberal use of Stardust.
Miracle Chance and Miracle Potency are magical alternatives to Crit Chance and Crit Efficiency: their addition to the game will improve the variety of mage-related gear, raise the importance of Perception to magic builds, and remove the silliness of being able to cast more critical spells by equipping physical weaponry with high Crit Chance. ========= Thats all for now. In the next devlog, well tell you more about Magic Mastery and its interactions with Fatigue and new magic mechanics. Until 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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