Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,205
Location
SERPGIA
Only true alternative to gobbo :) is :troll:

Your game alonside Stygian: Reign of the Old Ones, Realms Beyond, Iron Oath & Vagrus is among my most anticipated. These devs are Keepers of the Incline Flame. Only ones who actually innovate inside RPG genre

Also why all Codex basic smilies have sexual undertone while lookin directly at my soul?! Can't maintain eye contact with them for longer then 3 sec. :smug::oops:

P.S. When can we expect next update? I picked these jpgs that fell of the truck, are they from next update, mayhaps?

amoxGH_D7ro.jpg

5DzqtfD8CVM.jpg

RHv1S3xRWy8.jpg

IIvsD3MP4pU.jpg
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
P.S. When can we expect next update? I picked these jpgs that fell of the truck, are they from next update, mayhaps?

Can't say exacly, hopefully this week. Yes, we're currently working on adding new skills, and it takes lots of time to properly implement and debug their mechanics and visuals.

Also, here're some other skill trees:
3yNQYTs.jpg

O4MlmVXRAxo.jpg
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
And here're some more upcoming skill trees for you:
LWYIHpf.jpg

mVYOkRw.png

Y4HtQ2B.png

There won't be any level/stat requirements for learning skills. Instead you'll need to find a corresponding treatise to unlock needed skills first, and then invest SPs to learn them (granted you've unlocked at least one connected skill).

Different classes will have different initially unlocked skills, thus giving you an initial direction to develop your character. However, such direction isn't mandatory, and you still can turn your warrior into Chronomancer, for instance - though more likely it will take more time and money than going predetermined "sword and board" archetype.
 
Last edited:

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
Here're some upcoming high-tier magic staves.
O4MlmVXRAxo.jpg

By the way, we're currently deciding what types of weaponry to add to the beta (sadly can't include everything at once at this point).
Already had swords, axes, maces, daggers, greatsword and bows in alpha, so now we're choosing between greataxes, greatmauls, polearms, crossbows, staves and wands. Which categories attract you the most?
 
Last edited:

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
New devlog everyone!

https://steamcommunity.com/games/625960/announcements/detail/1598131009997039912

Devlog: Pyromancy
29 JUN @ 9:09PM - WAYFINDER
cb5ec37f501b958d74faf7644e7d0880efd36c96.png


Hello!

Finally, we’ve polished our first abilities branch well enough, so this devlog will be completely devoted to the mighty fire magic – Pyromancy. Beware though: many heavy GIFs!

===================

First we’d like to tell you how the ability system has changed in general in a recent year. As you remember, the Prologue used a so-called Tier-system – all ability branches were divided into 4 tiers, with each including one active and one passive ability. By investing a single SP you could unlock both skills at once.

16305aefd57452cf0da9664b5c7de951546a0ca2.png

Before & Now

However, the feedback was mixed, so it became clear for us it wasn’t our best idea: many players wanted more flexible system of levelling. Perhaps the old system would be just great if we were making short-sessional dungeon-crawler of some sort... But we aren’t, therefore we decided to take a more traditional approach.

Thanks to this, we made trees more diverse and interesting, since we were no longer strictly limited by rigid linear progression of exactly 8 abilities. Now each Sorcery branch contains 14 abilities – 7 active and 7 passive ones. Weapon and Utility abilities branches have fewer abilities: around 8-10.

And now let us explain the design philosophy behind the abilities branches – especially magical ones. There were lots of heated arguments over the general vision, but in the end we concluded that we should aim to make all magic branches as tactically different as possible. After all, it’s very boring if every magic school uses the same pattern of 2 AoEs, 2 nukes and some occasional debuffs, or something like that. So we tried to diversify magic branches in terms of intended playstyle.

3a444780188c95b2e1a7267fce785652db799e1c.png


For instance, Pyromancy is all about powerful AoE-spells, dealing tremendous damage when used at the right time in right combinations. If you love killing crowds of enemies with just several skillful casts, look no further – this’s the branch for you.

So, the most interesting part – the actual abilities! Also, unbelievable truth: we managed to do just great without even a single fireball.
Fire Barrage

TOvKZ7T.gif


Fire Barrage is the only non-AoE pyromantic ability. It consequentially launches three firebolts at the target, each dealing some minor damage. However bolts do increased damage, if the target is already on fire – so if you’re lucky to have your target set aflame by the first bolt, the other two will deal much more damage. Or maybe you’d set the target on fire with some other spell. It’s up to you, really.

Hellbreath (aka Firewave – RIP 2018-2019)

fWjx8Ao.gif


Prologue’s not so silent workhorse, the Firewave, has been reworked. This spell still deals decent area damage, but the shape of the zone was changed. We’ve also improved it with an interesting property: each target damaged by Hellbreath reduces active cooldowns of other pyromantic spells by 1 (including Hellbreath itself). An irreplaceable spell for keeping your spell rotation always ready for action.

Flame Ring

D2pX5u3.gif


Doomsday weapon of some sort. This spell sets all neighboring cells aflame– along with the enemies, of course. Enemies affected by Flame Ring also have their Fire Resistance significantly reduced. You need to use this spell wisely – the pyromancers aren’t fully immune to fire, so an unthoughtful cast could lock you between the raging flames and cut off all possible retreat routes.

Melting Ray

4f2676k.gif


This spell releases a fiery ray into the target tile, igniting and damaging everything on its trajectory. At the end point the beam explodes –the more targets were hit during the ray phase, the more damage the explosion would cause.

Incineration

fYYBCOo.gif


Incineration is quite an interesting spell. It allows you to extinguish the selected enemy ... and then use the released thermal energy to cause an explosion of terrible power. The longer the extinguished burning lasted, the stronger the explosion – and the higher the chance that it will set aflame all affected enemies.

Magma Rain

cRPrgj6.gif


Fiery rain covers the chosen area, leaving a magma puddle afterwards. Each turn enemies caught in the magma take minor damage and have their Fire Resistance slowly reduced – with a chance to be set aflame.

Inferno

Tnh3K8V.gif


Finally, the apex spell of Pyromancy – a terrifying Inferno. It creates a fire storm in the large area, dealing great damage each turn – what’s even better, the more enemies are trapped within Inferno, the hotter are the flames.

===================

And, of course, some passive abilities insight:

  • Feed the Flames – if the enemy’s on fire, each Fire Barrage’s bolt increases burning duration for 1 turn.
  • Flame Saturation – restores some energy each time an enemy is set aflame within the vision range.
  • Scorch – causes Hellbreath to debuff Fire Resistance of all damaged targets.
  • Excess Heat – each enemy killed with Pyromancy restores some energy.
  • Safe Distance - increases casting range of pyromantic spells by 1 tile.
  • Baptism of Fire – taking fire damage reduces the duration of all active pyromantic cooldowns.
  • Pyromania – increases Magic Power and Crit Chance for every burning enemy in sight (yes, casts can also become critical).

Well, that’s all for today. Can’t wait to show you the other branches and some other progress we’ve made. So stay tuned, and until the next time!

===================

Also you can follow us on:
 
Last edited by a moderator:

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
New devlog about our health system changes:

https://steamcommunity.com/groups/inkstainsgames#announcements/detail/1599258900450359468

Devlog: Health System
20 JUL @ 4:57PM - WAYFINDER

28aabdd86a97ba83fcd6bb5e5a1237600da6b567.png


Hello!

In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes.

Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.

In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning – you could only stock up as many consumables as possible, and hope you wouldn’t need them too often.

Since then, the health system has gone through many iterations, changing drastically during the process. Let’s start with the recently added health tab, showing all aspects of your character’s health:

ec80bafeaed3ee826534acf1eee3bbb15ee8b0d7.gif


Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you can’t wield weapons with it anymore. Maims still can be reverted though, but it’s much harder.

Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold – the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries won’t be able to restore health to the maximum, even after using some healing potion – first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit – so being badly battered means you’ll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.

bd4ec5b25c7df3522e7335df9fba4ff56c7b891b.gif


Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines – for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.

The bleeding mechanic was also reworked. First of all, it isn’t some abstract status effect caused by skills anymore – now bleeding is tied to body parts. If your injured limb takes some damage, there’s a chance it’ll start bleeding – thanks to this, bandages aren’t situational vampire dungeon consumables anymore.

uL9uk8i.gif


Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.

That’s all for today. Stay tuned!

=======================

By the way, we've recently created a Steam page for our development studio. Follow us so you won't miss any updates from us!
Also you can follow us on:
 
Last edited by a moderator:

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,105
Would be great to have visual feedback to the kind of damage that affects the body part. If it was muscular or nervous or in the bone. Only a muscle or skelleton texture on the body part image would be great to have.
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
Would be great to have visual feedback to the kind of damage that affects the body part. If it was muscular or nervous or in the bone. Only a muscle or skelleton texture on the body part image would be great to have.
This would be way too in-depth, I guess. We aren't really pursuing realism or simulation goal; instead we try to balance it between being deep enough to make survival interesting and at the same time easy to grasp. This is why we don't explain what type of injury it is (fracture, cut, burn etc.) and keep it pretty abstract.
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,784
Insert Title Here
https://steamcommunity.com/games/625960/announcements/detail/3182276879976161325

Devlog: Equipment
19 AUG @ 10:27PM - WAYFINDER
d45af6a54b4fb1817bdcda7391a38570349b8b32.png


Hello!

There was a period of silence recently, but for a good reason – we are very busy adding and calibrating new skills. There’re still some tweaks to be done, so in meanwhile we decided to show another important aspect – equipment. So let's not protract the introduction any longer and jump right to the interesting stuff.

4b0c9093a405a03f4f72f7c8fe3c691416a42558.gif

Press F for Fashion

All this time our game’s setting was smoothly drifting towards a rather realistic and gritty low fantasy – which of course affected the equipment. Over the past weeks we have added a huge number of new items (100+!) – and most of the old ones you’ve encountered during your Prologue runs were reworked from scratch. Now we try to rely mostly on historical sources for references and inspiration: specialized literature, museum exhibits or some historical re-enactment. Of course, there are exceptions too – this is especially true for various legendary and set items, which will feature a more fantasy-ish design.

27a14a4bc279ca27a823ba5d44a1c48924c71d3a.png


Chestpieces are, of course, the most important part of your armor. We gave up the idea of independent light, medium and heavy armor rosters, and instead decided to take a more logical approach, redistributing all armor by the defense level in a single roster. Thus, the high-level Royal Ranger’s Gambeson won’t protect your better than some starter tier heavy armor – it will be superior to the rest of the light armor but won’t match even mediocre chain mails or brigandines.

19a92c28dfaaa15ad3aa50dffefd09438ca6862b.png


In addition, different armor will differently protect against various types of damage – for example, chain mail is very resistant to slashing blows, but is almost useless against spears; while plate armor offers well-balanced protection against most physical weapons. But be wary: plate armor is incredibly expensive, so maintaining it in good condition will cost a pretty penny too.

There are some other disadvantages as well: hostile pyromancers and electromancers will possess much more danger to you. Heavy secondary equipment will also have some drawbacks: visoreal helmets reduce visibility (though you’ll be able to lift the visor up), the sabatons are significantly noisier, and plate gloves make fencing a bit more difficult.

c0229f84a22add4ba5f8edacfa3a15ce7380211d.png


The same applies for weapons. Swords, for instance: home-made blades and cheap falchions will be your starting point, but in the endgame you’ll have a possibility to wield some mighty arming swords. We’ve also created a whole bunch of so-called Exotic items – equipment of non-Aldor origin in other words. The idea is to encourage world exploration: randomly met elven merchant may offer you some famous Jibean scimitars, and a group of dwarven hirelings may be armed with some well-crafted nordic swords. Such items are usually slightly superior to their Aldor counterparts stat-wise.

706e327f41883d5858d6be27f12c3a85ae694d5b.png


And now something for all you shield-lovers – shields initial roaster is represented by unpretentious wooden samples, but at high levels there will be more choices: from elaborate bucklers and heater shields to pavises and kalkans.

3a020631c767c233602fdd1e9341388e1b5b9f53.png

Could you guess the magic schools these staves belong to?

And, of course, mages. At the game’s start their equipment progression isn’t very diverse; however, everything changes during endgame, when you will be able to purchase more expensive garments. A wizard dressed in his Circle’s mantle and wielding an appropriate staff will receive a significant boost to his school’s spell power.

4052e7785fae50fa7c5e7c4e4cb8539cd1962339.png

From left to right: apprentice, arcanist, pyromancer, electromancer, geomancer, psimancer, cryomancer

That’s all for today! Well, not quite: here comes this sweet little GIF, demonstrating swords skill rotation in action (WIP). By the way, what weapons skills would you like to see next? Let us know in the comment section!

iKxw3Uk.gif


See you soon!

================================

Follow us on Steam so you won't miss any updates from us!
Also you can follow us on:
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,105
Any plans for GOG release before the full game is out? Or We need to just wait to get the game on GOG?
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
Any plans for GOG release before the full game is out? Or We need to just wait to get the game on GOG?
Probably not, we plan to go GOG after finishing EA phase. Supporting game on several platforms at once may be a burden for a small team like ours.
 

Wayfinder

Ink Stains Games
Developer
Joined
May 31, 2017
Messages
30
https://steamcommunity.com/games/625960/announcements/detail/2874908663956827344

Devlog: Geomancy
Rocks, Runes and Explosions
0e0d48c4da3dab93802303cee9b838579e2698ea.png

Greetings everyone!

Our monthly devlog has arrived. As was promised, we present the second magic skill tree – Geomancy. In fact, the development progress over the last month was rather substantial (overall we have finished or have nearly finished a dozen of skill trees), so it doesn't all fit in a single devlog. As a result, we settled on presenting one of the more interesting skill trees.

7d3c94029db9e4e8a7f1e926746c655ad22e2b66.png


To be frank, creating Geomancy wasn't easy. Each skill has gone through at least a couple of reworks and many of them now differ greatly from the original intent. Nevertheless, the skill tree benefited greatly as a result. As we see it, we have achieved our goal – to make an interesting and visually impressive magic school, backed up by some unique mechanics.
The main idea behind geomancy is that most spells of this school require a conductor, a runic boulder which has many uses. All in all the skill tree ended up fairly versatile: there are buffs, disables, an extremely effective single target spell and some powerful AoE effects.

===================

Runic Boulder

aae41fad318539da7d9017c6ea18b018dac777aa.gif


A foundation for the entirety of the skill tree. A caster raises a boulder from the ground, knocking back adjacent enemies and dealing some magic damage. Runic boulders don't have a cooldown, so they can be raised in a quick succession though only three can exist simultaneously.

These summoned entities have three possible functions:

  • Support. Each runic boulder within your range of vision grants a single tier of Runic Empowerment to the character, increasing magic power and energy regeneration. It also reduces received damage and your cooldowns.
  • Positioning. Boulders can strategically shape the battlefield, serving as obstacles wherever required. However this option should be used with care. If the boulder is destroyed, a sudden severance of the link with it will stun the caster for three entire turns.
  • Magic. Boulders are used as a resource for some of the more powerful geomancy spells . However maintaining the buff or blocking an enemy can sometimes prove more strategically sound than an opportunity for direct damage. The choice is yours.


Stone Armor

6c3185ecadfa85059b5d1953242d2050101f21e0.gif


This spell is useful for a variety of builds. It can serve well to a mage (to boost their limited survivability) or to help a warrior who decides to dabble in magic. In addition to greatly raising the resistances to all types of damage, Stone Armor also explodes at the end of its duration, delivering the more damage the more attacks it absorbs. A great finishing move for a large fight.

Stone armor's duration is directly linked to the tier of Runic Empowerment. Raising new boulders prolongs this spell automatically.

Petrification

07c40fa2359b6b2505d066b498e1be1e2e736cfd.gif


A fairly effective AoE disable which has a chance to turn all enemies within its area of effect into stone for few turns. The damage dealt to petrified enemies is greatly reduced which makes Petrification more suitable for creating an opportunity to escape and catch your breath than to finish the enemy off immediately. In addition, nearby petrified enemies grant you a benefit of increasing the power of other geomancy spells.

Stone Spikes

4f13f05c2f9fc2847d6c85ffd6c50db1fcab64bd.gif


This spell destroys a targeted runic boulder, summoning stone spikes on its adjacent tiles. Affected enemies receive decent physical damage with a chance of knockback. The spikes formed on the emptied tiles remain there for 20 turns, allowing you to block off large areas. However, you shouldn't rely on this effect too much – it doesn’t take long for a strong enemy to bash through spikes.

Earthquake

qaFsA2y.gif


A very effective AoE debuff & disable, this spell synergises well with many other skills and even entire skill trees. It destroys a targeted boulder, creating an earthquake which slightly damages everyone within its area. Earthquake also burns energy of the affected targets each turn with a chance to stun while lowering stun and knockback resistances.

Boulder Throw

nsqWHwG.gif


This is perhaps my personal favourite method to initiate a fight. Or to effectively end it. This spell rips a targeted boulder from the ground and launches it at the enemy, delivering significant blunt and arcane damage. The enemy has a high chance to be knocked back and stunned. The power of this spell is affected by the distance – the further the throw, the more damage the boulder inflicts.

Runic Explosion

b064c5d291a9a9a8cdb7da14ac628d80ad6228b9.gif


Destroys a boulder, provoking an immensely powerful magic explosion within a large area. Surviving enemies have a high chance to be stunned and knocked backed by the resulting blast wave. Caster'll also restore some energy per each enemy killed by the explosion.

===================

Now lets get to the second part – passive abilities:

  • Rune of Enfeeblement – reduces physical and stun resistances for enemies adjacent to runic boulders.
  • Rune of Binding – raising a boulder slightly decreases energy cost of the skills used during the next turn.
  • Rune of Absorption – reduces geomancy spells' cooldowns by 1 for each enemy hit by Stone spikes.
  • Rune of Fortification – increases base duration for Stone armor, increases blunt damage delivered by stone spikes as well as improves maximum durability of runic boulders and stone spikes
  • Rune of Destabilization – enemies affected by Earthquake take increased damage and have a higher fumble chance.
  • Rune of Cycle – reduces geomancy spells' cooldowns for each enemy affected by Runic explosion.
  • Rune of Sustention – killing an enemy restores durability of runic boulders. Also reduces energy cost for skills used during the next turn.


That's all for now. Expect news about the start of closed beta very soon. As for now, here is a gif demonstrating a certain other skill tree:

RH8O2DX.gif


Until the next time!

===================

Also you can join ours:


Click to subscribe!
 
Last edited by a moderator:

Grauken

Gourd vibes only
Patron
Joined
Mar 22, 2013
Messages
12,803
Got 2 beta keys, but I only need one

Now it's gone
 
Last edited:

Lagi

Savant
Joined
Jul 19, 2015
Messages
728
Location
Desert
that geomancy looks awesome, and very well though out! Look like would be very fun to play with.

:d1p:

Boulder idea is awesome. [could be possible to make like 3 of them to create small wall? that would be dope control spell].
if this magic school relay heavy on boulders, then to avoid visual repeatabilitym you could create 3x type of boulders xor change the rune on the boulder

[from pseudo-logic point of view] If some one have power to manipulate ground, I would said he should mostly operate with ground movement. This require less energy and provide most effect.
quicksands - enemy need to move out (slowly) of area, or will sink.
burry- immobilize (1 or AoE). till waist, till neck or completely (+suffocating). Victim could have chance to unearth.
chasm - open and devour everyone standing above. [+lvl] Could close after, with no chance to came back.


also idea for passive skill
rune of magnetism - draws targets [could affect armored with metal targets more/only] close to the boulder and prevent them from moving away.
 
Last edited:

Lagi

Savant
Joined
Jul 19, 2015
Messages
728
Location
Desert
Seeing how interesting design is the geomancy, I'm mostly excited about Cryomancy

Some ideas:

Frost grip - melee attack (hp lost). Could do more damage against target clad in metal armor.
Frost bite - more powerful melee attack (should do permanent damage condition penalty)

Glazed frost - AoE slippery surface. Could accelerate victim in random direction or make them go prone.
Stalagmite - AoE surface with spikes coming from the ground. deal dmg.

Hail - AoE light damage over some time
Stalactite - AoE heavy damage short time. Falling from sky spikes. [take into account after playing Stoneshard, people finally 'll learn the difference between stalagmite and stalactite]

Cryostasis - Out Of Combat use, form of healing. Basically should remove negative condition from permanent injuries
Hibernation - as above plus in combat disable completely target from combat (but heal them).

Cold Wave - deal damage in arc
Winter Nova - deal damage all around PC

ice wall - 3 tile wall
ice cage - 9tile wall with empty space in middle. could be use to disable 1 target or create temporary safe space for PC

snow ball - single target is engulf in snow. Need take long time to get out of it
Avalanche - AoE targets need take time to move out of snow. It should suspend combat for a while, giving time to retreat.

hoar frost - target weapon are covered with ice - disarming
freeze - target is covered with ice (could be use on self). Very slow move, Very high armor (toughness). Could deal damage is target is clad in metal armor.

ice dagger - temporary melee weapon that shutter after hit
crystal spear - could be thrown on long distance (GoT Night King style)

breeze - AoE that hinder range combat
blizzard - AoE big wind that disable range combat (also magic one).
===

I group them in 2: weaker & more powerful. Not sure if it break your magic system concept.
I try to avoid prefix Ice, cold in names- everybody know the magic coming from low temperature.
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom