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

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,740
Location
SERPGIA
[NEW] Sexy teasers for Stoneshard. Update is coming Soon.TM. Drink one more Potion of Patience



 

Gastrick

Cipher
Joined
Aug 1, 2020
Messages
1,737
Imgur and spoilers tags on Codex are enemies. That's why pictures didn't load. I learned something today. Fuck Imgur
It works if you copy the image url directly, that starts with "i.imgur" like this:

f6ZErhsl.png
 

Contagium

Savant
Patron
Joined
Aug 2, 2018
Messages
517
Location
New Hampshire, USA
Think they have some Ukranian devs, too....this thing won't be getting finished any time soon.

Some Steam reviewer gave it a bad review because they thought they were Russian.

Another reason Steam's review system has to go.
 

Raghar

Arcane
Vatnik
Joined
Jul 16, 2009
Messages
24,271
Think they have some Ukranian devs, too....this thing won't be getting finished any time soon.

Some Steam reviewer gave it a bad review because they thought they were Russian.
That's amazing. Bad reviews only because of nationality... We are truly living in wonderful age.

Ukrainians? Well, it's same genetics (thus the reviewer wasn't entirely wrong), if they eventually join Belarus and Moscowites again, they would return into family.
...
But, well I remember Owlcat games. If they would have the same development pace as Owlcats, we would see EU falling apart before we would see finished Stonehard.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,362
Is there anything else going on right now in the game besides the random contract missions and the rare fetch quests for various vendors?

The game has a lot of potential, but the 1.0 version seems years ahead right now.
 

Zanzoken

Arcane
Joined
Dec 16, 2014
Messages
4,105
Reminder this was originally funded on Kickstarter in mid-2018 with EA release targeted for end of 2018 and a full release sometime in 2019. And yet here we are in mid-2022 and it's still far from done.

Current events notwithstanding, the project has obviously been spiraling out of control for years now. Maybe they'll keep plodding away at it for a couple more years but I'll be very surprised if the game is ever able to come close to what was promised.

The fact that they still haven't implemented character creation (which is the first thing you do in-game and the foundation of the CRPG genre) is enough to tell me that whoever is in charge doesn't know what the fuck they are doing.
 

Aemar

Arcane
Joined
Aug 18, 2018
Messages
6,362
Reminder this was originally funded on Kickstarter in mid-2018 with EA release targeted for end of 2018 and a full release sometime in 2019. And yet here we are in mid-2022 and it's still far from done.

Current events notwithstanding, the project has obviously been spiraling out of control for years now. Maybe they'll keep plodding away at it for a couple more years but I'll be very surprised if the game is ever able to come close to what was promised.

The fact that they still haven't implemented character creation (which is the first thing you do in-game and the foundation of the CRPG genre) is enough to tell me that whoever is in charge doesn't know what the fuck they are doing.
The game has been a success as far as the sales go. It goes to show that nowadays people would buy any half-arsed product as long as it shows some potential.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,308
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
Here's the devlog proper.
All Events > Stoneshard Events >

Devlog: Electromancy
73c28acb3a2b45296c6296f989168183931cd050.png

Hello everyone!

Let’s start with some context. Unlike other archetypes, mages have been neglected in terms of new content for quite a while. There are multiple reasons for this: before new magic could be added, we had to introduce a number of additional mechanics first, which wasn’t possible while the focus was on building more important and global systems. It also didn’t help that developing new magic requires much more resources than weaponry and utility trees. But now the time has come, and we finally can give magic the attention it deserves. Therefore, meet Electromancy!

We envisioned Electromancy as something in between Pyromancy and Geomancy: it’s capable of dealing high damage to multiple targets while providing ample opportunities for weakening your foes and manipulating their positioning.

The key mechanic of Electromancy is the so-called
Resonance
, which can be applied by the ability tree’s first two spells. This effect in particular distinguishes Electromancy’s AoE spells from those of pyromancy - they target specific targets rather than set areas, allowing you to affect enemies standing on opposite sides of the battlefield. Let’s have a better look at each spell’s function and the overall structure of the ability tree:


dd9671be35f3eb6e731aecdc43fb1f1c8737796c.png

Just like every other magic school, Electromancy includes 14 abilities: 7 actives and 7 passives.

Active Abilities
Jolt
6d1f745bd3cdc6841705d23d471b723e138bed34.gif


The main Electromancy spell that acts as a foundation for the entire ability tree. It allows you to zap your target with a bolt of electricity, dealing a bit of damage and applying it with the effect of “Resonance”, which reduces Shock, Control, and Movement Resistances while also increasing Cooldowns Duration. It’s a simple spell, but its importance shouldn’t be understated - most high tier Electromancy abilities require at least one Resonating target before they can be used.

The varied debuffs applied by Resonance make “Jolt” a great addition even to melee builds, especially if they use one and two-handed maces, spears or just rely on Stuns, Dazes, Immobilization, and Knocking enemies back.

Impulse
eb4b3af36073c103f7f2c245f1be54386c9951e0.gif


“Impulse” is especially useful to hybrid characters - or when enemies catch you off guard and creep too close for comfort. It deals Shock Damage to adjacent enemies with a chance to Knock them back, applying Stagger if they remain in place.

Additionally, it has a chance to apply each affected target with the effect of “Impulse” - essentially, it’s a stronger version of Resonance which debuffs the same stats. Other than that, “Impulse” deals some damage every turn with a chance to Knock enemies back, reducing the possibility of them closing the distance again.

Short Circuit
cf8ea5703beb2fb8959bc8625105110802c059d0.gif


This spell is one of the main offensive tools available to an apprentice electromancer. It does some damage to all Resonating enemies within Vision - the damage scales with the number of Resonating targets. The spell also has a chance to Daze each affected target.

If two Resonating targets are adjacent, “Short Circuit” deals double damage to them.

Static Field
2ec83b246e064d390e62cdebea81c4aba87f9afc.gif


“Static Field” is an AoE spell with an interesting twist. The center of its zone of effect isn’t a targeted tile, but rather all Resonating enemies - each of them receives a harmful aura of sorts. Each turn, “Static Field” deals Shock Damage to its main target (and everyone adjacent to it) with a chance to Immobilize. If the main target moves to a different tile, “Static Field” moves with it. And since damage from multiple instances of “Static Field” adds up, this spell becomes especially deadly when its targets are huddled up.

Ball Lightning
04af36bc5374963114d0d352bcbf56e6762f397a.gif


Casting this spell creates a ball lightning on a targeted tile, which deals damage to anything within a two tile radius with a chance to pull targets towards it. Enemies adjacent to the ball lightning receive slightly more damage, and if you somehow push them into it (or if the ball lightning pulls them in by itself), they receive double damage.

Unlike the previously described spells, “Ball Lightning” doesn’t require Resonating enemies to be used, but its duration is increased by a couple turns for each Resonance within Vision.

Chain Lightning
0709f079a0c54e2cf911b6d3b1bdcfc7f7f9a0d1.gif


Obviously, we had no other choice but to include this spell into Electromancy. “Chain Lightning” deals a large amount of damage to a targeted enemy and then jumps towards a nearby Resonating target, damaging it as well. The number of additional targets is limited only by the number of Resonating enemies, although they can be damaged only once per cast.

On top of its main effect, “Chain Lightning” reduces the ability tree’s active Cooldowns by a couple turns per each affected target. It also has a chance to apply Stagger.

Tempest
0f6309c9956e2bfcc57bf4faf6ed6956b8626522.gif


And finally, “Tempest” - the ultimate Electromancy spell. Casting it summons lightning strikes that hit three random enemies within Vision, instantly finishing them off if their Health is lower than 20% (but not if it’s higher than a certain flat number). The spell hits Resonating targets first.

Each lightning strike removes Resonance with a chance to transform it into Stun - the Stun Chance scales with the number of remaining Resonance turns. The bonuses for removing Resonance don’t end here: each successfully Stunned enemy summons an additional lightning to strike one of the survivors.

Passive Abilities
Residual Charge
Allows Electromancy spells to enchant your weapon for a few turns, adding Shock Damage to your physical attacks and letting them reduce Shock Resistance on hit.

Additionally, natural lightning strikes that occur within Vision grant your character a long-lasting bonus to Electromancy Power.

Potential Difference
Grants “Impulse” a chance to deal double damage to any target it Knocks back and a chance to Immobilize these targets.

Unlimited Power
Grants different bonuses depending on your character’s current energy: each remaining percent of their Max Energy grants a small bonus to Electromancy Power, and each missing percent - a bonus to Energy Restoration.

Conductivity
“Conductivity” allows “Static Field” to drain energy from enemies and transfer it to your character, which is invaluable for maintaining your reserves.

Resonance Cascade
Casting Electromancy spells has a chance to activate Resonance on a random non-Resonating target within Vision. If there’s no valid target, it has a chance to prolong Resonance duration on a random enemy.

Chain Reaction
“Chain Reaction” reduces Shock Resistance of every target struck by Electromancy spells - the power of this effect depends on the number of Resonating targets.

Recharge
This passive grants bonus Energy Restoration for each Resonating enemy - killing them reduces Cooldowns Duration and spells’ Energy Cost.

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

That’s all for now - we hope you liked what you saw! Make sure to stay tuned: in the next devlog we’ll announce the next major update’s title and release date. We might also tell you a few things about changes to the magic system and reveal a new ability tree, Magic Mastery.

Until next time!
 

frajaq

Erudite
Joined
Oct 5, 2017
Messages
2,602
Location
Brazil
I have 0 idea how to survive the early game of Stoneshard, is the archer character a bad idea? Should I just be a mage instead
 

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