1. The Slormancer
  2. News

The Slormancer News

Slormite Chronicles #36

Hello Everyone!

Since the Encyclopedia Update that introduced the Codex, Achievements and Performance Updates, we've been working on the 0.9 Update, called the "Balance Update".

This update will introduce a LOT of fixes, changes, and balance to The Slormancer to get it ready for the last content Updates and for the 1.0 release. We're getting close!

This Balance Update is pretty much a community update since it involves making changes to all the points raised by the community over the last three years that we felt were relevant. That's a lot of things to rework and sort out but balance has been neglected for most of our Early Access so it is now time to address it.

One giant trap at this stage of development would be to try to rework too many points and/or too deeply. This is something we did before early access and it took us nearly a year. Therefore, we need to sort out what needs to be reworked and what, despite being imperfect, is part of the charm of the game. After all, we have a game that feels solid in many aspects but can seem a bit rough around the edges in others.

Below, I'll list all the changes that you can expect from the Balance Update.
They are divided in two major categories: Balancing the Experience and Balancing Combat.

[h2]Balancing the Experience[/h2]
The Slormancer can be a tedious game. This is something that we've had to ackowledge to move forward. Most mechanics and features come with a downside that can heavily harm the fun that was initially intended.
Here are a couple of examples, but if you've played the game, I'm sure that you've experienced the feeling:
  • Whenever a players loots a Slorm Reaper (say, its first, around Level 10), he should be nothing but super excited to discover and equip its new weapon however, it is unplayable because of the level difference with its current Slorm Reaper.
  • Whenever a player finally unlocks its first Primordial Slorm Reaper, after sweating on that 40k+ victims, he should be thrilled, yet it is unusable for at least another couple of hours or so of grind to get it back to a relevant level.
  • Whenever a player unlock its first NPCs, he should be super excited to find out about all the fancy features that the game is made of, but no, he first has to pay a substantial amount of Goldus to unlock these features.


I could go on about other mechanics that work in a similar way where we ended up turning an experience that should be full of fun into something tedious and ultimately, disappointing.

We've always wanted for The Slormancer to be a game where you can easily create and experience new builds on the fly, yet somehow it sometimes feels like the game is actively preventing you to.

I'm not going to go into details about how we're about to change what has been detailed above just because everything is still subject to change but these issues will no longer exist. We're moving back and forth with our solutions because although some of the issues may seem easy to resolve, or have been resolved in a certain way by other games, the solution has to fit the greater picture, and that includes all of our upcoming changes.

We're also going to remove or change mechanics that can be bypassed by cheesing the game. You can expect a complete rework of Masteries that will no longer require you to afk-farm and / or mind-numbingly afk-cast Skills to get Mastery points. Same goes for the Temppopotamus' Bastion runs to get those Primordial Slorm Reapers, though it is important to mention that we are not going to prevent these runs, but simply change the prerequisite to get a Primordial Slorm Reaper to something more fun and natural.

Basically, we know that we have really exciting features but we now need to get rid of the unnecessary tediousness that breaks the fun for some players.

Generally speaking, the time to access to horizontal features such as new Slorm Reapers, new Legendary Items, new Class Upgrades and Passives, will be reduced and the content easier to access.

[h2]Balancing Combat[/h2]
There's a lot of things to say about Combat but I'll try to keep it short and on point.

[h3]Reworks[/h3]
There are a few major reworks that are coming up that will impact all classes and how the game is played:
  • Attack Speed: We're going to rename the current Attack Speed stat to what it is: Cooldown Reduction. Then we're going to add a proper Attack Speed stat to the game that will be used to reduce the animation time of the Skills you cast.

    This Attack Speed stat will be found on Equipment and on the various layers of the game.

  • Cooldown Reduction: Currently, Cooldown Reduction (the current Attack Speed) is a necessary stat for every build because it is a quick and efficient way to increase your overall DPS and to add comfort and ease of use.

    We are first going to drastically reduce the need for Cooldown Reduction by reducing the Cooldown of most Class Skills (more on that below).

    But we are also going to reduce the Cooldown Reduction that can be found in the various layers of the game. And most importantly reduce its presence on Equipment. With the proper Equipment, you can reach +66% Cooldown Reduction (Attack Speed) on a single stat roll which is too damn high!

  • Class Skills and Ancestral Legacy Skills: As I've mentioned above, we will greatly reduce the Cooldown Time of most Class Skills so that they are much more comfortable to use without the need to reduce their Cooldown.

    This will also lead in more contrasted Cooldowns as we, with a proper Attack Speed, currently either have 0.1 second Cooldown Time on Primary / Secondary Skills and 1 second Cooldown Time on greater Ancestral Skills that have a 60-second base Cooldown Time.

  • Skill / Elemental Damage Ratios: Currently, The Slormancer doesn't encourage damage hybridation even though this was the intended behavior. You either build Elemental Damage through conversions and / or by playing the Mage or you simply don't. The Mighty Knight lacks the proper options to use Elemental Damage whereas The Mischievous Mage is strongly encouraged to build around it because both the Ancestral Legacy and his Class Kit benefit from it.

    The first thing that we need to change to encourage hybridation is to grant Elemental Damage to everyone, through leveling, but also through the Ancestral Legacy Tree.

    We are introducing a new mechanic to the Ancestral Legacy: You will now gain Elemental Damage for every Upgrade you've purchased on the Ancestral Legacy Tree, whether it is equipped or not. This both acts as a way to grant Elemental Damage to everyone but also as a Slorm Sink that is, even though limited, quite large.

    As for The Mischievous Mage, the Skill / Elemental Damage ratios will be changed for something more similar to the other classes. He will keep Elemental Damage ratios on Skills because we like the asymmetry that it creates. They will simply be reduced so that, as expected, Skills deal Skill Damage and Elemental Effects deal Elemental Damage.

  • Conversions: A longstanding issue we've had is how we manage the numbers coming from synergies / conversions. An issue called "double dipping", because a Flat Value gained from a Synergy is added to the stat before Percent Increases and Multipliers. So if you keep converting that value, say from Evasion to Armor to Mana to Life, then that value is inheriting the Percent Increases and Multipliers of every conversion that it goes through.
    By building it properly, you can quickly reach gigantic numbers that were not intended.

    We're basically going to remove the double dipping. With the 0.9 Update, conversions will now be added on top of the final value. So instead of having ((Added Flat + Conversion)
  • Percent
  • Multiplier) for each stat, it will become (Added Flat
  • Percent
  • Multiplier) + Conversion.

    This feels like the healthier option even though we might lose some of the fun there is in finding these chains.


[h3]Balance[/h3]
Besides the larger reworks, we are also adjusting and fine tuning every layer that's available in The Slormancer. As I've mentioned above, it would be a trap to rework every Skill, Reaper or Legendary that is in the game so we are prioritizing the things that need to be changed and / or deeply reworked and the things that only need a bit of fine tuning.

But we are going through everything. And everything includes:
  • Equipment and Stat Rolls
  • Attributes
  • Class Skills, Upgrades, Specialisations and Mechanics
  • Slorm Reapers
  • Ancestral Legacy
  • Legendary Effects
  • Ultimatums
  • Reaper Runes
  • Elite Affixes & Cataclysms
  • The Great Forge Rewards


Given the cheer amount of changes that is coming up, I'm writing the Patch Notes as I go, and boy, it is going to be a long one.

That's about it for today!
We're making good progress but it is not yet possible to give a release date for the 0.9 Update.

Stay tuned.
Cheers!

Hotfix 0.8.0j

Hello!
Don’t mind me, I’m just fixing a few minor bugs.

  • This issue with the various Passives and Upgrades stacking up everytime you come back to the Village or Load your Save has been resolved.
  • The following Achievements should now work properly:
    • Ancient Slorm Siphoner
    • Legendary Object Collection
  • Legion, Reaper of Unity should now target properly and display the correct sprites.


Cheers!

The Encyclopedia Update is now available!

Hello everyone!

The Encyclopedia Update (v.0.8.0) is now available!

[h2]Codex[/h2]
  • A Codex has been added to the game and should answer the most frequently asked questions regarding most mechanics.
  • Stats Tooltips have been added, displaying current value and valuable informations to all the stats that may appear on Skills or Upgrades.
If you feel like an entry is missing an important information, please let us know. After working on the game for so long, we lost track of what is easy to understand and what is not.

[h2]Achievements[/h2]
  • A little over 200 Achievements have been added to The Slormancer.
  • Steam Achievements will be added later (for the 1.0 release).
There are quite a few values that were not tracked before adding Achievements so there are a few Achievements that will be starting at 0.

[h2]Profile Menu[/h2]
  • The Profile Menu has been reworked to look more modern and better reflect the actual content of the game.


[h2]Click to Move[/h2]
  • Click to Move has been reworked and should feel more natural to use.
  • The Click to Move key can now be rebind.
  • Aiming should be more precise and now come with visual feedback.


[h2]Performance[/h2]
We've done numerous changes that should drastically improve the performances of the game. That being said, new issues might arise from all these changes (basically, we might have broken something).
If so, please let us know.

And since we've made changes to how the game compiles and executes, there is a small possibility that it just no longer works on your setup. If so, let us know as soon as possible so we'll be able to work things out.

We've done a great deal of changes yet there are some things remaining that may cause the game to slow down, if you happen to find one, please let me know (such as when equipping this X Legendary Item or that Y Upgrade).

Even though everything should work much faster, the game can still be quite demanding for the more modest configs. On your side, you can disable Damage Numbers and / or Lifebars, both of these can take a toll on performance when many enemies are being displayed. Enabling the "Low FX" option from the Settings menu also helps a lot.

[h2]Bugs[/h2]
Slorm Reaper
  • Fixed a crash with Primordial Reaper of Time and Space.
  • Changed the lore of Reaper of the Spider Nest to match its Reapersmith.
  • Relevant Projectiles should now properly rebound when hitting the edges of the screen when Reaper of the Spider Nest is equipped.
  • Changed the lore of Reaper of Support to match its Reapersmith.
  • In The Great Forge, Imps should no longer be locked outside the Area when using Slasha.


Various
  • Using "Sort Inventory" should no longer mess with Loadouts.
  • Blazing Fireball now add the correct amount of stacks.
  • Opening Random Boxes with Jemma with a Controller should no longer lock you out of the menu under specific circumstances.
  • In The Great Forge, the "War Chest Quantity is equal to War Chest Quality" reward should now work properly.
  • You should no longer be able to use an exploit allowing you to unlock all Slorm Reapers through the campaign.
  • Imps should now behave properly when Slowed or Chilled.


That's about it for now!
Cheers!

Slormite Chronicles #35

Hello Everyone!

If you've missed the last Slormite Chronicles then here's a quick recap: We are currently working on Update 0.8 that will introduce Achievements, a Codex and various quality of life features regarding stats and mechanics to The Slormancer,

[h2]Update 0.8: Achievements and Codex[/h2]
You can read more about Achievements and Codex in our previous Slormite Chronicles. Quickly put, we're introducing over 200 Achievements and a Codex, detailing most mechanics, stats and game modes of The Slormancer.




[h2]Working on Performance[/h2]
Besides the Codex and Achievements, we wanted to work on one last thing for this Update before calling it ready: Since the beginning of our Early Access, The Slormancer has struggled with performance toward the endgame when using heavy builds against lots of enemies. And this has only gone worse since the release of The Great Forge and then even worse when we allowed to fight multiple waves at once, coming from multiple directions. So you guessed it, we've been working on Performance.

We're trying to get rid of any sort of slowdown or freeze and to maintain FPS at a good enough rate regardless of the situation you're in. Hopefully, this is our final work on performance, and once we're done, The Slormancer will be ready for 1.0 performance-wise.

I've recorded a Before / After using a VERY intensive build in which I have about 100% Critical Strike Chance and 50% Ancestral Strike Chance, resulting in lots of Ancestral Effects triggering on top of constant Burn ticks everywhere. I'm also using Echoes of Vilinis, which can be quite demanding (to say the least) when lots of Crits are occuring. It's quite a messy build yet it's much cleaner when it stops being a slideshow.

[previewyoutube][/previewyoutube]

We've done incredible improvements by reworking pretty much every script that are heavily used in combat, whether by your own Character and Skills or by Enemies. We've also changed the way the game is compiled, again gaining quite a bit of speed.

I'm happy to say that improvements are satisfying enough to the point that we now feel confident with the performances of the game. That being said, some very specific builds may still be slowing the game down, but these will now be easy to target and work on.

[h2]Release when?![/h2]
That's where we're at. At this point, it is safe to say that the 0.8 Update should be available before the end of March, unless we run into some big issues during our final tests.

We've been working on mostly technical stuff for the past month so this is not the most exciting Chronicle, and we don't have much to share. But we believe it's for the best!

Cheers!

Slormite Chronicles #34

Hello Everyone!

Today, I'd like to talk about our plan for 2024. We've layed down the last steps that should allow us to hopefully leave Early Access this year! Without further ado, let's break it down.

[h2]The 2024 Roadmap[/h2]


Here is our latest (and last) Early Access Roadmap.

Some steps have been removed while others have been changed:
We've removed "Enemies & Environment" along with the "5th Endgame Mode" that were in our previous Roadmap. The truth is that it does not feel necessary to consider the game as complete. Of course, we could keep adding stuff to The Slormancer but we feel that we have enough enemy diversity and enough environments for now. As for the 5th Endgame Mode, we believe that our 4th Endgame Mode called "The Warlords" will be more than enough to complete the gameplay loop we want for the game.

We believe that these additions would benefit the game so we may very well add them after the release in 1.0 but our current priority is to polish our game and get it out of Early Access.

As you may have noticed on the Roadmap, there should be 3 Major Updates leading to the release.
  • Update: 0.8: Will introduce the Codex and the Achievements.
  • Update: 0.9: Will introduce a lot of changes regarding Balance and Player's Experience based on all the feedback we've gathered this past few years.
  • Update: 1.0: Will introduce the end to the Story, the fight against The Slormancer, The Warlords Endgame Mode, the Influence that will be tied to it along with a big batch of Legendary Items.
At first, we wanted The Warlords to come earlier but we decided that we needed to drop something big along with the 1.0 Release so The Warlords Update will actually sign the end of Early Access.
We will playtest it in Closed Beta just to make sure that everything works properly before the release.

There are a few key elements that will be worked on along with Update 0.8 and Update 0.9 such as:
  • Performance.
  • Massive Debugging.
  • Translation.
We have a bunch of deadlines set up along the year and we'll quickly know whether we can make it for 2024 or not. Now that we're so close, better not mess up.

[h2]Update 0.8: The Encyclopedia Update[/h2]
[h3]The Codex[/h3]


We've been working pretty hard on this Update already: We're done with the Codex (see above) but we've also added a pretty neat little feature: Since some new players were lost when reading their Skills and Upgrades for the first time as to what stat does what, we've added an extra tooltip that explains all stats that are mentioned in said Skill or Upgrade. AND for seasoned players, it also displays the current value of the stat so that you don't have to move back and forth your inventory.

This should be really useful for everyone that doesn't quite understand how some of our stats work.



[h3]Achievements[/h3]
As for Achievements, we're almost done as well. The menu and most achievements are complete and we're currently sitting at more than 200 Achievements divided in about 700 steps.



About Steam Achievements: They will be available for the release of The Slormancer (for the 1.0 release). There should be around 50 to 70 Steam Achievements chosen among all the ingame Achievements. We believe that Achievements are a powerful tool to encourage players to return to the game and we would like for this to happen at the best time for the game which is when it leaves Early Access.

That being said, everything you unlock now with ingame Achievements will be synchronized with Steam Achievements as soon as they become available (you won't have to do them twice).

Regarding Steam, we will also introduce Badges, Emoticons, Cards, Wallpapers etc... with the release of the 1.0 release. These are ready aswell so we can give you a small preview.



As you can see, the "Big Features" of the update are almost complete and it is now time to work on some of the invisible stuff such as Performance and Bugs. I really want to take the time to take care of most of our Performance issues in the next couple of weeks.
So, no release date just yet for Update 0.8. It'll depend on how fast I'm able to fix Performance issues.

That's about it for now.
Cheers!