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

Abu Antar

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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
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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:


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

Active Abilities
Jolt
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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
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“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
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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
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“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
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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
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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
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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

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Oct 5, 2017
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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
 

jackofshadows

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Oct 21, 2019
Messages
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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
For the first character - kinda yes (I tried and it felt much harder than anything else + use traps). I'd suggest to build 2h sword guy/gal.
 

normie

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Insert Title Here
Devlog: Fatigue and Magic System
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Hello everyone!

We’d like to begin today’s devlog by making an important announcement. The upcoming major update, titled as “Forgotten Lore”, will be released this year on August 5th.

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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, “Gwynnel’s 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. We’ll 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 game’s 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.
As you may see, one of the largest Stoneshard updates is almost upon us. To ease the wait, we’d like to share more details about two new systems that will be added in “Forgotten Lore” - Fatigue and Backfire.

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 it’s only used for saving the game).
  • Boost the value of certain consumables such as stimulants and exquisite foods.

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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

The rate of Fatigue Gain is tied to a couple other stats: first of all, there’s Fatigue Resistance, which can be both negative and positive. Secondly, Max Energy also plays a big role - the higher it is, the longer it will be before your character gets tired.

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When your character’s Fatigue reaches 25%, 50%, and 75%, they’ll 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. It’s 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 it’s possible to exceed it with certain consumables, abilities, and effects.

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Overall, Fatigue is balanced in such a way that it doesn’t 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 shouldn’t raise it by more than 25-30%.

There are many ways to combat Fatigue:
  • The effect of Vigor, which is acquired after a good night’s 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 Al’qud 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.

As you may imagine, Sleeping received a major overhaul. Just like in real life, your character will no longer be able to sleep for weeks on end thanks to a new mechanic, maximum sleep duration, which comes into play every time you decide to take a nap.

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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 you’ll be able to sleep for 8 hours, and if your character is also exhausted, they’ll 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 isn’t 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

Let’s move onto the second part of this devlog: changes to the Magic System. They were made due to several reasons:
  • There’s 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 can’t 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 isn’t 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, don’t 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.
To fix this issue, we decided to add a new mechanic, Backfire, and a few new stats that go along with it:
  • Backfire Damage
  • Backfire Chance
  • Miracle Chance
  • Miracle Potency
Backfire occurs in situations when a mage fails to cast a spell by mumbling the magic formula, performing a wrong gesture, or just losing concentration. When something like this happens, they take a bit of damage - the exact amount depends on a separate stat, Backfire Damage. Additionally, miscasting a spell drains Sanity and generates more Fatigue than usual.

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The base Backfire Chance is 20%, but it can be higher depending on the complexity of a spell you try to cast: it’s 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 don’t go out of your way to kite enemies and make occasional pauses between spells, it’s 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.

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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.

That’s all for now. In the next devlog, we’ll tell you more about Magic Mastery and its interactions with Fatigue and new magic mechanics.

Until next time!
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
872
I would generally agree but the track record makes it not so clear in this case. We also don't know the exact definition of "August" they're using, like it was with "Summer" before.
 

The Wall

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They said "this year, 5th of August". In less then a month. You can choose to not trust them etc, but they couldn't be more clear. Stoneshard is already great, will be magical one day. Whoever calls it vaporware, can play it. Game already has 30h or more of real fun time
 

normie

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Insert Title Here
Great news. But I'm still waiting for the create your own char update...
to be tbh I've always thought there's no proper excuse for not having a char creator at this stage, even if it's rudimentary and essentially enabling switching around portraits, traits, stats and backgrounds of the few character templates the game's been been building around for ages now
 

Abu Antar

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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
All Events > Stoneshard Events >

Devlog: Magic Mastery
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Hello everyone!

In today’s devlog, we’ll tell you more about the second ability tree, Magic Mastery, which will be a part of the next major update -
“Forgotten Lore”, to be released on August 5th
.

Magic Mastery is designed to be a highly impactful support tree, useful to any mage build. As a result, its abilities are mostly focused on two things: increasing the effectiveness and safety of your own spells and countering enemy magic.

To better understand our design choices, we highly recommend you to check out the previous devlog - it contains important details about the upcoming changes to the Magic System.

OVERALL STRUCTURE
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Magic Mastery consists of 12 abilities: 6 actives and 6 passives. The ability tree can be roughly divided into two paths: the left one mostly targets pure mage builds, while the abilities on the right have a lot to offer to hybrid characters.

Active Abilities
Seal of Finesse

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Activates an effect that lowers Fumble and Backfire Chances, reduces Cooldowns Duration, and speeds up the decay of Backfire Damage. When used, this spell also vents a large amount of already existing Backfire Damage.

The Seal works similarly to Weaponry stances: the number of the effect’s stacks increases with every passing turn, but decreases when your character moves to another tile.

Seal of Power

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Activates an effect that grants major bonuses to Magic Power, Weapon Damage and a bit of Bonus Range. But that’s not all: whenever your character uses a specialized spell, the effect transforms into the Seal of a corresponding Magic School with its own unique bonuses and has its duration slightly prolonged.

For instance, Seal of Pyromancy grants Pyromancy Power, a fiery enchantment for your weapons, and a boost to Crit and Miracle Chances. In addition to Electromantic Power and Shock Damage on strike, Seal of Electromancy reduces Backfire and Fumble Chances. Seal of Geomancy comes with a bonus to Geomantic Power and Block Chance as well as faster Backfire Damage decay and lower Damage Taken.

Seal of Insight

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This Seal reveals a few places of power in a small area around the caster. When the character occupies an empowered tile, they gain Magic Power, Miracle Chance, Energy Restoration and have their Spells’ Energy Cost reduced. The effect persists as long as the character remains in place, growing in power with each passing turn and getting weaker with each cast spell.

This means that if you plan to cast a lot of spells within a short period of time, it might be a good idea to make use of places of power along with Seal of Finesse. This tactic comes with a price though - you’ll have to sacrifice your mobility for it to work.

Seal of Cleansing

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This spell allows you to remove all magical and physical effects, both positive and negative ones, from the main target and everyone adjacent to it. Additionally, the spell extinguishes burning tiles, clears puddles of acid, unholy blood, and magma, and also removes runes and other magical entities. Each removed effect or object replenishes a small amount of energy to the caster and reduces their active Cooldowns.

If the caster targets themselves with the Seal or is affected by its AoE, they gain Miracle Chance and reduced Damage Taken for each removed positive effect and are applied with reduced damage Resistances for each removed negative effect.

Using the Seal on magical creatures, such as the Undead and Wraiths, temporarily increases the damage they receive.

Seal of Reflection

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This powerful defensive buff not only increases your character’s Resistances to all types of damage but also reflects* half the damage received from melee attacks. And most importantly, while under the effect of the Seal, all spells aimed at your character will be redirected to a random target within Vision (if there is one).

* - there were some tweaks to the Damage Reflection mechanic: the damage will now be reflected before Protection or Resistances are applied, which greatly increases the effectiveness of this stat.

Seal of Shackles

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The ultimate Magic Mastery spell applies a powerful Seal that significantly reduces the target’s Energy Restoration and increases its Skills’ Energy Cost, Cooldowns Duration, and Fumble Chance.

While under the effect of the Seal, enemies can’t use spells, and each ability that comes off cooldown will burn their Energy (scaling with its Energy Cost) and deal Arcane Damage for the same amount.

Passive Abilities
Precise Movements

Investing Ability Points into specialized Magic Schools reduces Backfire Chance of their spells.

Remaining on the same tile gradually lowers Backfire Chance.

Dissipation

Each point of received Magic or Nature Damage replenishes one point of Energy and grants a small stacking bonus to Magic and Nature Resistances.

Body and Spirit

Spellcasting generates 20% less Fatigue. By 20% reduces Sanity loss from Backfired spells.

Lingering Incantations

Increases the duration of all magical effects - this includes Areas of Effect created by magic, such as magma or ball lightning.

Thaumaturgy

Grants all spells a bonus to Miracle Chance and Miracle Power. Performing a Miracle provides a stacking reduction to Backfire Chance and Backfire Damage.

Arcane Lore

Grants a small bonus to Magic Power for each learned magical ability*, including Magic Mastery actives and passives.

* - In the current version of the game, this effect exists as Jonna’s starting trait. It will be changed in “Forgotten Lore”: Jonna will receive Magic Power for reading magical treatises, and each learned magical ability will permanently increase her Experience Gain. This is the first of many changes to the preset characters’ starting traits that will arrive with the fully fledged Trait System and Character Creator.

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

That’s all for now: we hope you liked these new abilities and will soon make them a part of your newly created characters’ builds. Make sure to follow the news, it won’t be long until the update is released!
 

BanEvader

Guest
They said "this year, 5th of August". In less then a month. You can choose to not trust them etc, but they couldn't be more clear. Stoneshard is already great, will be magical one day. Whoever calls it vaporware, can play it. Game already has 30h or more of real fun time
It is vaporware though, like Low Magic Age.
NEVER fucking buy early access.
 

The Wall

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Seems like next update, after "Forgotten Lore" that releases in a week, will feature Character Creation and Trait System. If you ask me, ETA for these features is: this year
This is the first of many changes to the preset characters’ starting traits that will arrive with the fully fledged Trait System and Character Creator.
 

The Wall

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Aaaaaand Russians deliver. Massive Update 0.8 Forgotten Lore for Stoneshard is out, on Steam

0.8 “Forgotten Lore” is now available!

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IMPORTANT:
this is a major update that includes changes to the global map generation, so it requires you to start a new game. If you want to continue your old playthrough, it can be done by rolling back to the previous version in the game’s Steam options


MAIN ADDITIONS

- New boss
…and a quest that goes with it. You can receive it in a location of questionable repute after reaching level 14.

- New magic school: Electromancy.

- New ability tree: Magic Mastery.

- New enemies
13 high level Proselytes.

- Brynn content
Added the House of the Azure Thread, the Bank, the Golden Grain Inn, the Cathedral, the University, the Printing House, the Alchemical Emporium of Curious Goods, a dockside store, the Close Harbor Tavern, and the Fence’s hideout - each new location has its own characters and gameplay function.

- Next stage of the main quest: “Gwynnel’s Answers”.
It will wrap up the introduction sequence and prepare you for the sandbox part of the game.

- Stationary Caravan Camp
It comes with access to a sizable storage. This location becomes available after arriving to Brynn and completing “Gwynnel’s Answers”

- New system: Fatigue
Using abilities and performing various actions will now generate Fatigue, which lowers your character’s Max Energy. Fatigue can be kept at bay with regular sleep, quality food, and some consumables.

- Changes to the Sleep System
The character can now only sleep for a limited amount of time that depends on how long they spend awake and their Fatigue.

- Changes to the Magic System
Added several new magic-related stats and a Backfire mechanic that causes reckless mages to take damage from their own spells.

- New loot type: Folios
11 unique books that provide information about the game’s lore and grant some experience when read for the first time.

- New items
1 new sword, 7 new necklaces (including a unique one), 3 new artifacts, 12 new valuables, crabs, crab meat, and shells.

- New Points of Interest.

- New biom: Seashore.

- 4 new achievements.

GAMEPLAY AND CONTENT

- New camp types.
- Changes to some of the existing Proselyte abilities.
- Added a few unique interactions with Brynn guards.
- Changed Jonna’s starting Affinities: instead of Daggers and Dual Wielding she now has access to Electromancy and Magic mastery. Also changed her starting inventory and unique trait.
- Added an option to fill various vessels with water.
- Added a system that lets time pass in locations even if the character isn’t present there.
- It’s now possible to read signs and comment on certain important items.
- Damage Reflection now returns damage before the application of Protection and Resistances.
- Added Armor Penetration to the majority of spells.
- Armor Penetration gained from Perception now also applies to spells.
- Changes to the Curses mechanic. Removed Curses of Goldhoarder and Loudmouth from the game.
- Starting from 2 stacks, the effect of Wetness will increase Backfire Chance for Electromancy spells.
- Some merchants are now willing to purchase artifacts.
- The Witch’s Hat will have a few things to say about your Miraculous and Backfired spells.
-- Hunger and Thirst gain from using abilities now scales with their Energy cost.
- Walking through shallow waters will now slowly drench the character until a certain threshold.
- Walking through shallow waters now takes 2 turns instead of 1.
- Changed some of the existing interiors and Points of Interest.
- Removed thyme from the Herbalist’s request.
- Reading treatises now awards you with experience.

BALANCE

- Reduced the distances between settlements and dungeons.
- Greatly reduced experience and loot gains in the Prologue to be more in line with the Adventure Mode’s gameplay.
- Reduced spawn rates for the Brigands and Wolves you meet in the wilderness.
- Max Health no longer increases with level.
- Major buffs to most 5+ lvl enemies to improve scaling of mid and late game content.
- Increased the difficulty of Brynn and distant dungeons.
- Reduced the impact of Willpower on Cooldowns Duration and Abilities Energy Cost.
- Numerous tweaks to the Survival tree.
- Buffed the bedroll: removed the chance of Body Aches after using it and reduced its price. Investing a point into “Make a Halt” will now completely offset most of the bedroll’s downsides and grant it additional bonuses.
- Increased base damage of all maces. Reduced base damage of most two-handed weapons (with the exception of spears and staves).
- Nerfed bonuses granted by “Dash”. Buffed “Adrenaline Rush”.
- Reduced bonuses from “Runic Empowerment”. “Rune of Fortifying” now allows adjacent boulders to quicken the decay of Backfire Damage.
- Swapped Crit Chance and Fumble Chance for Miracle Chance and Backfire Chance on magic abilities and equipment.
- Reduced the starting Block Power Recovery by 10%.
- Shields now grant less Block Power
- Rest Mode no longer replenishes Morale.
- Changes to dual wielding penalties: reduced the penalty to Abilities Energy cost and Cooldowns Duration and added a penalty to Backfire Chance.
- Increased Immunity gain from vegetables, fruit, and certain other foods.
- Immunity now has a 25% stronger effect on Intoxication decay.
- Greatly increased the duration of most drugs. The duration of an Aftermath is now equal to half the base duration of a drug.
- Reduced the chance to vomit from Hornet Honey’s Aftermath.
- Reduced the Ancient Troll’s Health and some Resistances.
- While in jail, the character will only be fed gruel.
- Enemies will now be less eager to occupy burning tiles.
- Most effects that used to increase Fumble Chance now also increase Backfire Chance.
- Added new effects to exquisite foods.

ECONOMY AND PROGRESSION

- Removed the option to choose your reward after killing the Ancient Troll - it was a placeholder that was only meant to exist while the Troll was the only boss in the game. Now you’ll be rewarded with gold and a unique cloak.

The unique items, which were previously awarded for completing this quest, were relocated to distant dungeons and high level secret rooms.
- Changed the repair cost formula: the base cost was reduced, but it now increases with an item’s level. Starting with level 24, the cost will be the same as it was before the update.
- Reduced Durability loss from both delivering and taking hits.
- Increased Brynn bailiffs’ stock size.
- Reduced the initial level range of the equipment sold by Brynn bailiffs.
- Bailiffs will no longer sell magic gear - it was moved to Renod Kann’s Alchemical Emporium of Curious Goods.
- Increased the impact of Brynn reputation on the level range of sold items.
- Doubled the chance of receiving unique items from distant dungeons' final chests.
- Raised the selling price of pelts to be roughly equal to common loot in terms of value per cell.
- NPCs will now purchase treatises at a better price.
- The Brynn quartermaster now sells lockpicks.
- Brigands now have a chance to drop high value rings and necklaces.
- Increased the price of most valuables.

FIXES

- Numerous fixes to map generation.
- Fixed the bug causing major categories of damage Resistance (Physical, Magic, Nature) to not be taken into account when attacking enemies.
- Fixed the bug with the incorrect “Wetness” duration when entering deep waters.
- Fixed the bug preventing the loss of Block Power when blocking Nature and Magic damage.
- Reduced the frequency of the character and NPCs’ speech popups.
- Fixed the bug causing damage to enemies’ Armor to be applied twice.
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,106
When I can choose my dwarf's beard, I'm in. But this update was very welcome. The first one that I feel that gives the game some hope, to be honest.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
872
I'm pleasantly surprised they met the deadline this time. That said, 4 hotfixes within one day of release, is the new update playable yet?
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,395
I'm pleasantly surprised they met the deadline this time. That said, 4 hotfixes within one day of release, is the new update playable yet?
The game is made more and more tedious with each release, with annoying survival mechanics taking away from the meat of the action, aka the combat and charbuilding

Good base but the devs fixation on being "hardcore" is ruining the whole thing
 

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