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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
3,695
Location
SERPGIA
it will be out before realms beyond
NINJA'D LOL :lol::cool:

Game is regularly updated, clearly worked on, game systems developed further and new added on, looks beautiful, is already FUN, already has 30+ hours of playtime (if not more!), communication with gamers regular on Discord, teasers/hotfixes/small updates/medium updates released in between major updates, major updates worked on, Lead Dev is DANGEROUSLY BASED and regularly mocks Steam Babies and woke monsters on Steam forums and elsewhere, knows when to say No! to stupid game-change demand (such a rare dev quality today!) all while developing game with serious war in the team's background

Don't get me wrong, many aspects of Stoneshard's game development are unoptimized, but this is breathing, living project. That is fun to play Today
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Low-fantasy, hardcore, roguelite turn-based, Skyrim in beautiful pixelart style. With 0% WOKERY and good storytelling. What's there to bitch about except slower development speed?
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
337
Location
Brazil
0.8.2.3 Content Patch - Changelog
0d273eaafea77e9caad377be1e81b7b2865ed590.png


MAIN CHANGES

- Added 9 new enemy types: Accursed Ghast, Ancient Ghast, Putrid Restless Soldier (2H Axe, 2H Mace, and Halberd variants), Wraith Monk, Wraith Cleric, Wraith Squire, Wraith Sergeant, Wraith Templar, and Wraith Commander.
- Added 5 high level minibosses. Undead: Ritualist, Revenant Commander and Wraithbinder. Proselytes: Brander and Juggernaut.
- Added 12 new enemy abilities.
- Added paper maps. Using them creates an outline of a specified area on your global map. Paper maps can be purchased from elders and governors (additional maps become available after you reach Benevolence with their settlement) or found as random loot in Mannshire and Brynn dungeons.
- Added a new artifact: Barbados the Lame’s Atlas of Aldor. Just like other artifacts, it has a chance to appear in distant dungeons.
- Added a Statistics tab (can be accessed through the Journal menu).
- Refactored the passive abilities exclusive to the player character, which made it possible to assign them to enemies.
- Fully reworked the enemies’ Will to Fight mechanic. The new version basically works as a gauge that can be affected one way or another through a series of random checks. And once a creature’s Will to Fight drops to 0%, it is guaranteed to start fleeing.

The list of conditions and situations that can potentially affect a creature’s Will to Fight:

  • The creature is high on Health (gradually restores the creature’s Will to Fight depending on its current amount of Health).
  • The opponent is low on Health.
  • The opponent is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • There’s an ally within Vision (increases Will to Fight depending on the ally’s level).
  • The creature is low on Health.
  • There’s a significant level difference between the creature and the opponent.
  • The level of the character’s equipment is much higher than the creature’s level.
  • The creature is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • The creature loses Health due to the opponent’s attacks and abilities.
  • Allies receive Injuries within Vision.
  • Allies start fleeing within Vision.
  • Allies die within Vision (the impact depends on an ally’s level and whether their death was a result of a critical strike or miracle-casted spell.
GAMEPLAY AND BALANCE

- Rebalanced most enemies to maintain their power on roughly the same level as it had been before they gained access to additional passive abilities.
- Rebalanced the Experience gain from killing most enemy types - high level enemies (and minibosses in particular) will now yield significantly more XP.
- Changed or updated the following enemy abilities: “Curse of Decay” (former “Curse”), “Curse of Agony” (former “Curse of Weakness”), “Desecration” (former “Bolt of Darkness”), “Unholy Blessing”, “Lesser Ritual of Resurrection” (former “Resurrection”), “Blasphemous Sigil” (former “Sigil of Darkness”), “Spectral Haunting” (former “Dispersal”), “Soul Sacrifice”, “Grave Chill”, “Sacrificial Blood”, “Mark of the Feast”, “Draining Sigil” (former “Vampiric Rune”), “Blood Scent”, “Neverending Torment”, “Taste for Flesh”, “Swarm”, “Loud Barking”.
- Changed the special effect of Unholy Damage: [chance to apply “Curse” > Health Replenishment].
- Changed the special effect of Sacred Damage [Health Replenishment > Energy Replenishment].
Added a new Reputation perk, “Specialty Goods”, which makes additional paper maps available for sale.
- “Deadly Tail”: swapped the chance to apply “Sacrificial Blood” with a chance to apply “Mark of the Feast”.
- “Net Throw”, “Bone Throw”, “Web Spit”, “Blood Spit” now use the missile mechanic, giving them a chance to miss their target.
- Made it possible to block and dodge Girruds’ skills.
- Updated the Stealing Mechanic: NPCs should no longer be able to detect you through walls.
- The Casket with St Wald’s Relics now grants immunity to an additional effect, “Curse of Agony”.

UI AND QOL

- Rewrote enemy abilities’ hovers in accordance with the Equipment Update III standards. Added a dynamic display of scaleable stats to enemy abilities’ hovers (their relevant Accuracy and Damage Dealt, for example).
- You’ll now be able to see enemies’ Will to Fight while inspecting them.
- When inspecting enemies, their abilities will be displayed in a predetermined order rather than randomly.
- The Character Menu and Journal tabs will now retain the position of their sliders when reopened.
- Improved the Global Map optimization.

FIXES

- Fixed the bug causing different enemy types to use the same basic Health Restoration value.
- Fixed some AoEs having dead zones.
- Fixed the inconsistent display of certain AoEs and ability trajectories for different character’s positions in relation to the target.
- Fixed the bug preventing negative Dodge Chance from increasing the Accuracy of incoming attacks.
- Fixed the bug which allowed Pain to exceed Pain Limit.
- Fixed the Anmarrak being able to use “Wide Swipe” while its Tentacle Hand is actively participating in combat.
- Fixed Harpies and some other enemies using incorrect animations after recovering from “Petrification”.
- Fixed “Lion Leap” granting the Manticore an unlisted Dodge Chance bonus.
- Fixed the incorrect interaction between the dual weapons’ Damage and “Residual Charge”.
- Fixed Immobilization, Stun, and other similar effects not being able to interrupt Charge skills.
- Fixed the incorrect description of one of the Brynn Reputation perks, “Better Gear”.
- Fixed “Cleaving Strike” granting an incorrect bonus to Counter Chance.
- Fixed the potential softlock caused by missed “Distracting Shot”.
- Fixed “Onslaught” having its Cooldown reduced by an incorrect number of turns after failing to knock the target back.
- Fixed “Mutilating Lunge” having its Cooldown reduced by an incorrect number of turns after failing to cause an Injury.
- Fixed the buggy interaction between “Courage” and counters.
- Fixed “From the Shadows” applying its debuff even after missing the target.
- Fixed the incorrect duration of “Endurance Training” bonuses.
- Fixed the incorrect duration of “Startling Volley” effects.
- Fixed the combination of “Mighty Kick” and “Push the Falling” not prolonging some of the debuffs it’s supposed to.
- Fixed the Codex of the Triple Hand Order granting its bonuses even when the Undead or Proselytes die without the player’s direct participation.
- Fixed the disappearance of certain effect animations after moving to another location.
- Fixed the “Knockback” pop-up hint.
- New sprites for some items.
- New visuals for some Necromancy-themed abilities.
wow an update.
wasnt expecting an update "so soon" since the devs release updates at glacial pace.
I hope they prove me wrong because for me, it feels like Stoneshard will become another one of those "eternal early access" games that will take at least 10+ years to get a full release (if it ever gets released). Just like Project Zomboid, 7 days to die and Examina.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
15,420
Stoneshard will always be light years ahead of Realms Unknown which are so Unknown it is doubtful it even exists in the imaginary world.
 

Cohesion

Codex made me an elephant hater.
Patron
Joined
May 14, 2015
Messages
1,323
Location
Moscow, Russia
Codex+ Now Streaming!
Unknown Realm doesn't exist, it is a scam. Stoneshard OTOH is already playable and receiving updates.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,187
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: Caravan Upgrades - Part I
fe53a8ccc3aebab5ffdffbf4d240ec6b435e2aef.png


Hello everyone!

This is the first post in the series of devlogs dedicated to the new features of the upcoming update, “Rags to Riches”, the release date of which will be revealed in the final entry. Today’s topic is the update’s most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.

We’d like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who’s always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren’t averse to the concept of home in a broader sense - and that’s where the Caravan System comes into play by adding a customizable mobile camp.

d2edb19d962d2f51c1a455f46a210e03f2860b92.png


The Caravan’s main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.

  • Firstly, the Caravan can travel only to empty map tiles. You won’t be able to set up a camp right next to villages, dungeons, hunting grounds, or Point of Interest. Your destination must also not be shrouded in the fog of war - at the very least, you’ll need a rough outline of the terrain, obtainable through the use of paper maps.
  • Secondly, moving the Caravan will require a special resource, Fodder, the spending rate of which will scale with the distance and difficulty of your chosen route.
  • Thirdly, each journey will be followed by a cooldown, as both Verren and the horses will need some time to rest.
In general, the optimal strategy is to park the Caravan in a spot between multiple locations you want to visit (settlements, dungeons, Points of Interest, etc), conclude your business there, then return to the Caravan, which by that time should be ready for another journey.

At the moment, we’re still experimenting with the cooldown duration - currently the base value is a day and a half, which can be shortened to half a day through a series of upgrades.

This topic will be further expanded upon in a separate devlog about the Caravan travels and all the mechanics that come with them.

1081d0a080cb5520aeae34ec0edb27295104fc15.png


Now let’s talk about customization - this part of the Caravan System is represented by a dedicated upgrade tree. In total, there are 24 possible upgrades, not including the basic ones - all of them can be unlocked within a single playthrough. As for their effects, there’s quite a lot of variation: some upgrades will change your Caravan’s stats, others - introduce new options or modify pre-existing ones. Each upgrade will also change your camp’s appearance by adding new furniture and gear or altering some elements that are already there.

Upgrades can be accessed by interacting with Verren’s Ledger at the Caravan camp. Before you can go through with them, you’ll first need to have all the prerequisites in either your Inventory or the Caravan Storage: this includes unique items (purchasable from corresponding traders) and additional materials.

ab38e69fe7e367b3b0d864cefa8108582a0beb28.png


All upgrades can be thematically split into four categories: “Provision”, “Restoration”, “Traveling”, and “Communication”. This devlog only covers the first one, which revolves around introducing additional utility to your camp:

Provision
857f66525d2b0d8f56c7aee36eb37e1ceed3b2f1.png


Firepit
bab0fc886ec22d99cde9e11bd472fa3d0991e210.png


Requirements:
basic upgrade (available from the start).
Effect:
adds a firepit to the camp that can be used to roast food and salt meat.

Cooking Spot
4590175f2a0a36f1a25545cc8b939552d1db1653.png


Requirements:
Huge Cauldron, Coal Chunk (х4), Ladle (х1)
Effect:
installs a cauldron on top of the camp’s firepit, allowing you to cook complex dishes.
Cooking at the camp replenishes a certain amount of Morale depending on the recipe’s rarity.

Special Spices
d79f1aaa34d86c7078064d366774fa7e373d6613.png


Requirements:
Spice Box, Spearmint (х2), Rhubarb (х2), Ginger (х2), Leek (х2), Garlic (х2)
Effect:
food spoils 75% slower while inside the Caravan Storage.
Cooking at the camp replenishes a certain amount of Sanity depending on the recipe’s rarity.

ed7b0d086560b9fb3d5eaf51b4545d31b4a17f78.gif


Workbench
7ef888d1cdc33564237896a89fb2da7178e3e9f6.png


Requirements:
Toolbox, Nails (х2)
Effect:
adds a Workbench to the camp that can be interacted with to craft moderately complex consumables.

Alchemy Station
5d4cf44546ff1f5b51ad90625464d3063c6ff99a.png


Requirements:
Alchemical Apparatus, Hourglass (х1), Coal Chunk (х1), Flask (х3)
Effect:
adds an alchemical apparatus to the camp that can be used to brew potions (after Alchemy is fully implemented) and create some medical consumables (in “Rags to Riches”).

38bb159fe5f0dfbde4852191f24b9db466ded6fe.gif


Foraging Supplies
b2c30094be9271d373b89cdf8d287f1a391e2379.png


Requirements:
Foraging Supplies, Shovel (х1), Sickle (х1)
Effect:
adds a foraging table to the camp, allowing Verren and Followers to capitalize on nature’s bounty while you’re busy adventuring. Once per day, it will generate a certain amount of herbs, berries, and mushrooms, their type depending on the currently occupied biome. Some of the gathered herbs can then be turned into Fodder to fuel your future travels, while mushrooms and berries can be used for cooking.

fcd88c3bb66655072660b0a94949a4c7085f7c4d.gif


Mobile Coop
7b1f11706268ea92a6db90a3f4285590dff685cc.png


Requirements:
Cage with Chickens, Bucket (х1), Sack of Grain (х1)
Effect:
adds a few chickens to the camp. Once per day, they’ll lay eggs that can be used for cooking. There’s also an option to slaughter chickens for meat, but it’ll take some time for them to respawn - in the meantime, you’ll have to do without a steady supply of fresh eggs.

52f3def7c15dbd5d45d0fd123fbba20657b7ba7f.gif


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

As you might have already noticed, some of the upgrades are closely linked to Cooking and Crafting - the former will be the focus of our next devlog. And while you wait, here’s a small teaser of things to come:

c43541f1f16058305ff53efbef5246fec272f22f.png


Until next time
 

Zeriel

Arcane
Joined
Jun 17, 2012
Messages
13,965
0.8.2.3 Content Patch - Changelog
0d273eaafea77e9caad377be1e81b7b2865ed590.png


MAIN CHANGES

- Added 9 new enemy types: Accursed Ghast, Ancient Ghast, Putrid Restless Soldier (2H Axe, 2H Mace, and Halberd variants), Wraith Monk, Wraith Cleric, Wraith Squire, Wraith Sergeant, Wraith Templar, and Wraith Commander.
- Added 5 high level minibosses. Undead: Ritualist, Revenant Commander and Wraithbinder. Proselytes: Brander and Juggernaut.
- Added 12 new enemy abilities.
- Added paper maps. Using them creates an outline of a specified area on your global map. Paper maps can be purchased from elders and governors (additional maps become available after you reach Benevolence with their settlement) or found as random loot in Mannshire and Brynn dungeons.
- Added a new artifact: Barbados the Lame’s Atlas of Aldor. Just like other artifacts, it has a chance to appear in distant dungeons.
- Added a Statistics tab (can be accessed through the Journal menu).
- Refactored the passive abilities exclusive to the player character, which made it possible to assign them to enemies.
- Fully reworked the enemies’ Will to Fight mechanic. The new version basically works as a gauge that can be affected one way or another through a series of random checks. And once a creature’s Will to Fight drops to 0%, it is guaranteed to start fleeing.

The list of conditions and situations that can potentially affect a creature’s Will to Fight:

  • The creature is high on Health (gradually restores the creature’s Will to Fight depending on its current amount of Health).
  • The opponent is low on Health.
  • The opponent is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • There’s an ally within Vision (increases Will to Fight depending on the ally’s level).
  • The creature is low on Health.
  • There’s a significant level difference between the creature and the opponent.
  • The level of the character’s equipment is much higher than the creature’s level.
  • The creature is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • The creature loses Health due to the opponent’s attacks and abilities.
  • Allies receive Injuries within Vision.
  • Allies start fleeing within Vision.
  • Allies die within Vision (the impact depends on an ally’s level and whether their death was a result of a critical strike or miracle-casted spell.
GAMEPLAY AND BALANCE

- Rebalanced most enemies to maintain their power on roughly the same level as it had been before they gained access to additional passive abilities.
- Rebalanced the Experience gain from killing most enemy types - high level enemies (and minibosses in particular) will now yield significantly more XP.
- Changed or updated the following enemy abilities: “Curse of Decay” (former “Curse”), “Curse of Agony” (former “Curse of Weakness”), “Desecration” (former “Bolt of Darkness”), “Unholy Blessing”, “Lesser Ritual of Resurrection” (former “Resurrection”), “Blasphemous Sigil” (former “Sigil of Darkness”), “Spectral Haunting” (former “Dispersal”), “Soul Sacrifice”, “Grave Chill”, “Sacrificial Blood”, “Mark of the Feast”, “Draining Sigil” (former “Vampiric Rune”), “Blood Scent”, “Neverending Torment”, “Taste for Flesh”, “Swarm”, “Loud Barking”.
- Changed the special effect of Unholy Damage: [chance to apply “Curse” > Health Replenishment].
- Changed the special effect of Sacred Damage [Health Replenishment > Energy Replenishment].
Added a new Reputation perk, “Specialty Goods”, which makes additional paper maps available for sale.
- “Deadly Tail”: swapped the chance to apply “Sacrificial Blood” with a chance to apply “Mark of the Feast”.
- “Net Throw”, “Bone Throw”, “Web Spit”, “Blood Spit” now use the missile mechanic, giving them a chance to miss their target.
- Made it possible to block and dodge Girruds’ skills.
- Updated the Stealing Mechanic: NPCs should no longer be able to detect you through walls.
- The Casket with St Wald’s Relics now grants immunity to an additional effect, “Curse of Agony”.

UI AND QOL

- Rewrote enemy abilities’ hovers in accordance with the Equipment Update III standards. Added a dynamic display of scaleable stats to enemy abilities’ hovers (their relevant Accuracy and Damage Dealt, for example).
- You’ll now be able to see enemies’ Will to Fight while inspecting them.
- When inspecting enemies, their abilities will be displayed in a predetermined order rather than randomly.
- The Character Menu and Journal tabs will now retain the position of their sliders when reopened.
- Improved the Global Map optimization.

FIXES

- Fixed the bug causing different enemy types to use the same basic Health Restoration value.
- Fixed some AoEs having dead zones.
- Fixed the inconsistent display of certain AoEs and ability trajectories for different character’s positions in relation to the target.
- Fixed the bug preventing negative Dodge Chance from increasing the Accuracy of incoming attacks.
- Fixed the bug which allowed Pain to exceed Pain Limit.
- Fixed the Anmarrak being able to use “Wide Swipe” while its Tentacle Hand is actively participating in combat.
- Fixed Harpies and some other enemies using incorrect animations after recovering from “Petrification”.
- Fixed “Lion Leap” granting the Manticore an unlisted Dodge Chance bonus.
- Fixed the incorrect interaction between the dual weapons’ Damage and “Residual Charge”.
- Fixed Immobilization, Stun, and other similar effects not being able to interrupt Charge skills.
- Fixed the incorrect description of one of the Brynn Reputation perks, “Better Gear”.
- Fixed “Cleaving Strike” granting an incorrect bonus to Counter Chance.
- Fixed the potential softlock caused by missed “Distracting Shot”.
- Fixed “Onslaught” having its Cooldown reduced by an incorrect number of turns after failing to knock the target back.
- Fixed “Mutilating Lunge” having its Cooldown reduced by an incorrect number of turns after failing to cause an Injury.
- Fixed the buggy interaction between “Courage” and counters.
- Fixed “From the Shadows” applying its debuff even after missing the target.
- Fixed the incorrect duration of “Endurance Training” bonuses.
- Fixed the incorrect duration of “Startling Volley” effects.
- Fixed the combination of “Mighty Kick” and “Push the Falling” not prolonging some of the debuffs it’s supposed to.
- Fixed the Codex of the Triple Hand Order granting its bonuses even when the Undead or Proselytes die without the player’s direct participation.
- Fixed the disappearance of certain effect animations after moving to another location.
- Fixed the “Knockback” pop-up hint.
- New sprites for some items.
- New visuals for some Necromancy-themed abilities.
wow an update.
wasnt expecting an update "so soon" since the devs release updates at glacial pace.
I hope they prove me wrong because for me, it feels like Stoneshard will become another one of those "eternal early access" games that will take at least 10+ years to get a full release (if it ever gets released). Just like Project Zomboid, 7 days to die and Examina.

So long as they remain dedicated to their original/current vision I wouldn't mind. The issue with 7 Days to Die is in their boredom and long dev time they kept changing their goal/vision, which led to previous game models that people got used to and liked being completely removed in favor of a new direction. Absolutely horrifying to see in action.
 

Tyranicon

A Memory of Eternity
Developer
Joined
Oct 7, 2019
Messages
7,790
So long as they remain dedicated to their original/current vision I wouldn't mind. The issue with 7 Days to Die is in their boredom and long dev time they kept changing their goal/vision, which led to previous game models that people got used to and liked being completely removed in favor of a new direction. Absolutely horrifying to see in action.

There are worse things in the world than a game that takes a long time to make.

It can take a long time to make and also be shit.

Did we get chargen yet though? Otherwise :argh::argh::argh:
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
337
Location
Brazil
So long as they remain dedicated to their original/current vision I wouldn't mind. The issue with 7 Days to Die is in their boredom and long dev time they kept changing their goal/vision, which led to previous game models that people got used to and liked being completely removed in favor of a new direction. Absolutely horrifying to see in action.
I understand... maybe im over reacting.
its just that I find really annoying when a game stay in early access for more than 5 years... I got this sort of hatred mostly because of the zomboid devs. (+10 years early access and counting)
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,017
Location
Frostfell
Any good review of the game? I tried to find in yt but din't found any detailed review, detailing talents and game mechanics. Thi game seems very interesting. There is cryomancy in the game? In wiki they say "TBA".
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,417
Any good review of the game? I tried to find in yt but din't found any detailed review, detailing talents and game mechanics. Thi game seems very interesting. There is cryomancy in the game? In wiki they say "TBA".
Don't expect reviews just yet. The game is still in Early Access.
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
337
Location
Brazil
Any good review of the game? I tried to find in yt but din't found any detailed review, detailing talents and game mechanics. Thi game seems very interesting. There is cryomancy in the game? In wiki they say "TBA".
for now you can only use pyro/geo/electro-mancy
about talents/traits, there is still no character creation; there is only 5 presets with unique traits each (and each presset has different starting skills and equipment)
since this is still early access, skill trees can change but right now theres a few skill trees that feel l ike a waste of skill points and some of them feel underwhelming compared to other trees (for example: spears compared to other weapon trees)

dont expect this game to be release on this decade, so you can safely wait for a sale before buying it
i would say its worth if you like grinding for gear and dont care about downtime (there is A LOT of downtime in this game: you walk A LOT and pretty much ALL interactions on the game are slow)
when i play this from time to time, I use cheatengine/mods to speed up the game by 2x/3x
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,187
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: Cooking
20db95be18fcce1bd9615de5b97fd2e7e2bd9e0d.png


Hello everyone!

Today the topic is Cooking, a mechanic that will play a significant role in both your adventures and the Caravan System.

Important note: the effects, prices, and availability of most existing foods will be rebalanced in Rags to Riches. The numbers you see on the screenshots are also subject to change.

Cooking can be split in two parts: Basic Actions and the cooking of dishes.

Basic Actions include Roasting and Meat Salting. Roasting is basically the Cooking of the current version of the game. In Rags to Riches it’ll be performed through a separate menu with an option to roast multiple ingredients at once rather than going through them one by one.


275d7f2976acd6fd207969862446c87adb923dd8.gif


Salting requires any type of meat and a few handfuls of Salt. Once preserved, meat loses some of its nutritional value but can be stored indefinitely, which is quite convenient during prolonged expeditions or when you want to preserve the spoils of your hunt for later.

5b0cfc52894c9486ae26a008d5974e4e1492ec44.gif


The preparation of actual dishes is more complex. First of all, you’ll need a recipe. Some basic recipes will be available to all characters from the beginning. The rest will have to be found, bought, or earned through high Reputation in settlements. For instance, reaching Respect in Osbrook will make it possible to purchase the secret of preparing Osbrook Bread Bowl Stew, in Mannshire - Mannshire Fair Salad, in Brynn - Harpy Omelette à la Brynn. For now, we’ve created 37 different recipes, but their total number might grow by the time Rags to Riches is out.

c43541f1f16058305ff53efbef5246fec272f22f.png


So, you’ve got the recipe, what’s next?

Firstly, you’ll need an open fire - any fireplace or campfire will do. Then you’ll have to place a pot on top of it. Tavern fireplaces and some campsites already have pots pre-installed, but you’ll need to bring one for any fires you start yourself. Although, not every recipe requires a pot - for instance, Hunter-Style Drumsticks or Meat Skewer can be cooked without it.


5996466c7b3dd1863436a08da8ff10436519e340.gif


In order to prepare soups and some deserts (such as Fruit Soup or Flapjacks), you’ll need to fill your pot with water or milk. This can be done simply by pouring liquid from other vessels into it.


d5319a3470fab924f31994d0f1a5159a8913d993.gif


Once this part is over, you can start adding the ingredients. Most recipes allow a certain level of deviation: sometimes, they can be interpreted quite liberally - if you cook a Vegetable Salad, any “Vegetable” type ingredient will do. Other recipes might require a specific item, such as Garlic, Onion, or Leek. Keep in mind that the end result will always look the same and have the same effects regardless of the exact ingredients used - this is done for the sake of straightforwardness and more consistent visuals.

eb7705dbf0e4a30fec87588827f5dd27420d29c0.gif

The numbers and stats you see are a placeholder and a subject to change.

Still, there’s a caveat: some recipes have a place for optional Additives that will imbue dishes with extra effects. For example, Salt will double your dish’s expiration time, Butter will give it a bonus to Hunger Resistance, and more exotic variants (such as Jibean Spices, Nistrian Condiments, and Skadian Herbs) will provide a sizeable boost to Morale, Sanity, or Immunity.

db6c3678e8e00100f9a9a078b85bbcf2a6dc2066.png


All in all, dishes will differ not only in the amount of Hunger they sate but also many other aspects: they might reduce Fatigue, improve Morale, Sanity, or Immunity, grant bonus Experience Gain, increase some Resistances, and so on. On top of that, “Satiety” (the effect granted for overfilling your Hunger meter) will receive an additional stack and some other bonuses if you gain it by consuming an advanced dish.

7b20d120ed1f7e0c789a4bce9f2d88099290e6e4.png


Once you’re done cooking, food can be eaten directly from the pot. But if you want to leave it for later, you’ll need a suitable vessel. Obviously, soups require a deep bowl, but everything else can be placed on any plate (gold plates will work as well!). It’ll also be possible to place some dishes directly into your Inventory, such as loafs of Garlic Cheese Bread.


102e880e8b39f7b9efa27ba29535c31affd77608.gif


That’s all for now. Stay tuned for the next devlog, which will be focused on the second branch of the Caravan Upgrades!
 

PlayerEmers

Educated
Joined
Sep 15, 2023
Messages
337
Location
Brazil
All Events > Stoneshard Events >

Devlog: Cooking
20db95be18fcce1bd9615de5b97fd2e7e2bd9e0d.png


Hello everyone!

Today the topic is Cooking, a mechanic that will play a significant role in both your adventures and the Caravan System.

Important note: the effects, prices, and availability of most existing foods will be rebalanced in Rags to Riches. The numbers you see on the screenshots are also subject to change.

Cooking can be split in two parts: Basic Actions and the cooking of dishes.

Basic Actions include Roasting and Meat Salting. Roasting is basically the Cooking of the current version of the game. In Rags to Riches it’ll be performed through a separate menu with an option to roast multiple ingredients at once rather than going through them one by one.


275d7f2976acd6fd207969862446c87adb923dd8.gif


Salting requires any type of meat and a few handfuls of Salt. Once preserved, meat loses some of its nutritional value but can be stored indefinitely, which is quite convenient during prolonged expeditions or when you want to preserve the spoils of your hunt for later.

5b0cfc52894c9486ae26a008d5974e4e1492ec44.gif


The preparation of actual dishes is more complex. First of all, you’ll need a recipe. Some basic recipes will be available to all characters from the beginning. The rest will have to be found, bought, or earned through high Reputation in settlements. For instance, reaching Respect in Osbrook will make it possible to purchase the secret of preparing Osbrook Bread Bowl Stew, in Mannshire - Mannshire Fair Salad, in Brynn - Harpy Omelette à la Brynn. For now, we’ve created 37 different recipes, but their total number might grow by the time Rags to Riches is out.

c43541f1f16058305ff53efbef5246fec272f22f.png


So, you’ve got the recipe, what’s next?

Firstly, you’ll need an open fire - any fireplace or campfire will do. Then you’ll have to place a pot on top of it. Tavern fireplaces and some campsites already have pots pre-installed, but you’ll need to bring one for any fires you start yourself. Although, not every recipe requires a pot - for instance, Hunter-Style Drumsticks or Meat Skewer can be cooked without it.


5996466c7b3dd1863436a08da8ff10436519e340.gif


In order to prepare soups and some deserts (such as Fruit Soup or Flapjacks), you’ll need to fill your pot with water or milk. This can be done simply by pouring liquid from other vessels into it.


d5319a3470fab924f31994d0f1a5159a8913d993.gif


Once this part is over, you can start adding the ingredients. Most recipes allow a certain level of deviation: sometimes, they can be interpreted quite liberally - if you cook a Vegetable Salad, any “Vegetable” type ingredient will do. Other recipes might require a specific item, such as Garlic, Onion, or Leek. Keep in mind that the end result will always look the same and have the same effects regardless of the exact ingredients used - this is done for the sake of straightforwardness and more consistent visuals.

eb7705dbf0e4a30fec87588827f5dd27420d29c0.gif

The numbers and stats you see are a placeholder and a subject to change.

Still, there’s a caveat: some recipes have a place for optional Additives that will imbue dishes with extra effects. For example, Salt will double your dish’s expiration time, Butter will give it a bonus to Hunger Resistance, and more exotic variants (such as Jibean Spices, Nistrian Condiments, and Skadian Herbs) will provide a sizeable boost to Morale, Sanity, or Immunity.

db6c3678e8e00100f9a9a078b85bbcf2a6dc2066.png


All in all, dishes will differ not only in the amount of Hunger they sate but also many other aspects: they might reduce Fatigue, improve Morale, Sanity, or Immunity, grant bonus Experience Gain, increase some Resistances, and so on. On top of that, “Satiety” (the effect granted for overfilling your Hunger meter) will receive an additional stack and some other bonuses if you gain it by consuming an advanced dish.

7b20d120ed1f7e0c789a4bce9f2d88099290e6e4.png


Once you’re done cooking, food can be eaten directly from the pot. But if you want to leave it for later, you’ll need a suitable vessel. Obviously, soups require a deep bowl, but everything else can be placed on any plate (gold plates will work as well!). It’ll also be possible to place some dishes directly into your Inventory, such as loafs of Garlic Cheese Bread.


102e880e8b39f7b9efa27ba29535c31affd77608.gif


That’s all for now. Stay tuned for the next devlog, which will be focused on the second branch of the Caravan Upgrades!
please devs... don't make me think you are taking the Project Zomboid route: focusing on filler/side content and mechanics instead of focusing on the main thing
dont get sidetracked; focus on what matters the most
more dungeon/skills/characters/rpg mechanics, refine what we already got
leave secondary mechanics and content for later in development

cooking is nice, but i don't think using their time to implement it NOW is a good thing
the game desperately needs more real content
 

Mise

Not The Best Games
Developer
Joined
Feb 6, 2020
Messages
79
Something about the game just seems, I don't know, boring. Maybe it's because it's too slow. Maybe it's because traveling is boring and you need to pass a lot of time traveling. Combat was ok, nothing great. Maybe it was because it has that good awful trees taking most of the screen in wilderness and they pop in pop out all the time causing a mild headache. I can see the depth this game has and maybe it gets better but just couldn't last long with it. I mean props to developers you can see they really enjoy creating it and maybe it will be great in the end, or maybe it already is to a lot of people, I just couldn't find it interesting at all.
 
Joined
Dec 17, 2013
Messages
5,392
I also bought this years ago, barely played. Seems like one of those games that will go one of two routes:

1. In 10 years, it will become an excellent game.
2. Shovelware/Abandonware.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
13,538
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I also bought this years ago, barely played. Seems like one of those games that will go one of two routes:

1. In 10 years, it will become an excellent game.
2. Shovelware/Abandonware.

I mean... yes?

It will either be great.
Or it won't. Or it will be abandoned and never finished.

So, yes, it exists and will continue to exist. What other options are there? :lol:
 
Joined
Dec 17, 2013
Messages
5,392
I also bought this years ago, barely played. Seems like one of those games that will go one of two routes:

1. In 10 years, it will become an excellent game.
2. Shovelware/Abandonware.

I mean... yes?

It will either be great.
Or it won't. Or it will be abandoned and never finished.

So, yes, it exists and will continue to exist. What other options are there? :lol:

You missed the 10 year part. Most games that come out on Steam, you can tell right away if they are good or bad. This one, it's moving along at a snail pace, and the devs are a bit clueless, but they seem to care and put the work in, so who knows...
 

thesecret1

Arcane
Joined
Jun 30, 2019
Messages
6,683
I might remember this wrong since it's been a while since I last played, but wasn't inventory space in Stoneshard rather limited? In which case, who in their right mind will haul around a fucking cauldron and ingredients? The sensible thing is to only cook at "base" (either in town or right next to it if that's not an option) where you'll have all the tools you need in one place, and haul interesting ingredients there. That, however, results in the various cooking buffs becoming irrelevant, as by the time you get from base to a dungeon, they'll already be expired. Therefore, the only way to actually gain benefit will be to haul said food around with you (using yet more tools) up until the dungeon entrance and eat it there, though from the gifs provided it seems like the buffs are negligible (nature resistance +5%? Come on!), and don't last very long anyway, so it's doubtful anyone will even bother.

Overall it seems like tedium that most players won't bother with, and the few that do will only do so for RP reasons rather than gameplay ones. Devs seem to not understand that if they put in a system that requires a lot of activity from the player (gathering tools and ingredients, managing expiration period, logistics, etc.), then the payoff should match that and make it worth their time. As is, the most likely scenario I can see if players finding a recipe that is simple, removes a lot of hunger, and takes little inventory space, and just spam that single dish for the rest of the game.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
Joined
Jul 19, 2017
Messages
3,695
Location
SERPGIA
Base is moving base. Your caravan. Every adventure means your base moves with you. Not mandatory, but obvious and optimal way to play. Devs confirmed
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,017
Location
Frostfell
Honestly, I bought the game, the game in linux needed a obscure lib which I could't find, so I installed teh M$ Bloatware in wine and what I really hated is that there is no character creation in "beta" and in order to be a caster, I must play a female character, I played very little but honestly will wait till release.
 

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