jackofshadows
Arcane
- Joined
- Oct 21, 2019
- Messages
- 5,176
Good luck with that. Good fucking luck with that.will wait till release
Good luck with that. Good fucking luck with that.will wait till release
see you in 2043will wait till release.
99% this never gets finished, but I also didn't believe in Cleve ever finishing Grimoire, so who knowsWhat's the over/under on whether this ever gets finished? I bought this I don't even know how many years ago now, thinking it had a solid foundation and was probably imminently releasable.
All Events > Stoneshard Events >
Devlog: Caravan Upgrades - Part II
Hello everyone!
In today’s devlog, we’ll continue exploring the Caravan Upgrade System, which brings us to the second part of the upgrade tree - “Restoration”.
True to its name, the “Restoration” path is dedicated to maximizing the efficacy of resting at the Caravan. It comes with 6 upgrades that are focused on either improving the quality of your Character’s sleep or introducing more utility to the Camp.
We’d like to remind you that Caravan Upgrades are completely separate from the Leveling System and don’t require Ability Points - all upgrades are unlocked exclusively by purchasing prerequisite items.
Restoration
Straw Bed
Requirements:
basic upgrade (available from the start)
Effect:
adds a sleeping spot to the Caravan Camp
Small Tent
Requirements:
Canvas Roll, Rope, Spool of Thread (х2), Straw (х3)
Effect:
sleeping at the Caravan Camp grants “Vigor”
Sleeping at the Caravan reduces Fatigue 100% more effectively
Roomy Tent
Requirements:
Hardy Tent Cloth, Rope (х2), Spool of Thread (х4), Straw (х5)
Effect:
sleeping at the Caravan Camp grants two stacks of “Vigor”
Shrine
This upgrade adjusts to your Character’s race and religion: Humans will be able to set up a “Praying Spot”, Elves - a “Meditation Spot”, and Dwarves - an “Offering Spot”.
Shrine: Praying Spot
Requirements:
Hieronite Altar, Ritual Candles, Altar Bell
Effect:
allows your Character to pray at the Caravan Camp to receive “Blessing”
Shrine: Meditation Spot
Requirements:
Meditation Table, Incense, Censer
Effect:
allows your Character to meditate at the Caravan Camp to receive “Peace of Mind”
Shrine: Offering Spot
Requirements:
Lesser Runic Stone, Skull, Candle-End
Effect:
allows your Character to call upon their Ancestors to receive “Ancestors' Gaze” - the effect lasts indefinitely, scales with enemies killed, and is removed upon reaching low Health
Training Area
Requirements:
Straw Dummy, Straw (х4), Bolt of Cloth
Effect:
installs two training dummies at the Caravan Camp (basic and armored variants), which can be used to test your Character’s damage and try out new abilities. Dummies can be moved around within a designated area
Soothing Incenses
Requirements:
Incense Burner, Incense (х2), Censer
Effect:
sleeping at the Caravan restores Psyche 100% more effectively
Sleeping at the Caravan removes negative Psyche effects and resets the progress towards them
Herbal Remedies
Requirements:
Apothecary Box, Mindwort (х2), Thyme (х2), Burnet (х2)
Effect:
sleeping at the Caravan restores Health and body parts’ Condition 50% more effectively (100% if also unlocked the “Foraging Supplies” upgrade).
Each hour of sleep at the Caravan replenishes 1% Immunity (1.5% if also unlocked the “Foraging Supplies” upgrade)
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That’s all for now. In the next devlog, we’ll tell you more about the Crafting System for consumable items, which is yet another mechanic that’ll be introduced to the game with the Rags to Riches update. Until next time!
Next friday.So when will this be completed?
So when will this be completed?
Better than Stoneshard.
I've read a lot of complaints about the difficulty and gameplay. I wonder if that's improved.Just got to know about it. Looks amazing. Instant purchase. And so far it plays really really really really good.
All Events > Stoneshard Events >
Devlog: Dungeon Generation - Part I
Hello everyone!
In today’s devlog we’ll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.
Let’s start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:
- There isn’t much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
- All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
- The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.
Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.
Let’s explore what it entails, point by point:
Now let’s have a closer look at Crypt specific features:
- Different dungeon types will use different generation rules: the structure of Crypts will have noticeable differences from the structure of Bastions or Catacombs.
- Dungeons will feature varying visuals and room presets depending on their tier: the higher the tier, the more opulent a dungeon will appear, and the greater diversity of rooms it will display. Tier 4 and 5 dungeons in particular will look especially awe-inspiring.
- All dungeons will be split into two categories: generic and large, the latter consisting of two floors. We don’t have plans to introduce dungeons deeper than that: three floors or more would be way too tiresome and draining in most scenarios. The visuals will change depending on how deep you go: lower Crypt floors, for instance, will appear more damaged and use alternative room layouts.
- Rooms with bosses or contract objectives will spawn in dungeons’ farthest reaches, with secondary rooms branching off from the main path rather than being a part of it, giving you options for additional exploration.
- The updated visuals for dungeon descents and ascents will make them easy to spot and separate from one another: descents will always be a part of the floor, and ascents will be built into dungeon walls, just like they are right now.
- We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
- Rather than remaining the same once they spawn (or respawn after being cleared), dungeons will be generated when you enter them for the first time, just like in the earlier versions of the game (the layout won’t change if you save your progress after discovering it though). This will make dungeon exploration more engaging and unpredictable, since the ability to familiarize yourself with the location of enemies and traps throughout multiple save-load attempts won’t be as easily available by default.
- Secret rooms will be generated once per dungeon instead of once per floor. The roster of available secret rooms and their visuals will also depend on a dungeon’s tier.
- Even though it’s not directly related to the Dungeon Generator, we decided to rework the Noise and Enemy Awareness Systems, as the old ones didn’t work well with new dungeon layouts.
- New Crypts will appear as spacious tombs, with large hallways connecting separate burial chambers that are protected by stone plates. To access such a chamber, your Character will need a crowbar.
- Crypts won’t have wooden doors or narrow passages. Their vast halls will demand some clever maneuvering if you want to avoid getting surrounded by the Undead.
- Among other things, Crypts’ visuals will be affected by Dungeon Modifiers. Each dungeon type will have its own set of possible complications: for example, wafts of nauseatingly greenish air will signify the presence of “Miasmas”.
- The varied and unusual objectives of the reworked Contracts System will affect dungeon layouts as well: for instance, Wells of Souls will serve as spawning points for Wraiths, and the Holy Figurine contract will work quite differently from how it does right now…
- We also changed how the Loot System functions in Crypts and added a number of new items that can’t be found anywhere else. Here are some of them:
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That’s all for now. Until the next devlog!
Im very curious about this.[*]We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
Smarter, maybe. Disappointing? Absolutely.Probably smarter to do the check-ins on a yearly basis at this point.Okey dokey, see you in November.