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Slormite Chronicles #14

Hello everyone!

If you've been following the Road Map, you are well aware that the next update is the release of The Great Forge, a new endgame mode.

In this Chronicle, we'll talk a bit more about the mode itself, why we can't give a release date yet and what went wrong during development (nothing to worry about, just a few stepbacks).

The Great Forge

When we first thought about The Great Forge, the most important thing we wanted it to be was some form of "Endless Waves" type of challenge. Something that looked a bit like some of the Wave-based missions that you can find in the story coupled with the pace of Chaos Breaches.

That hasn't changed, so you can definitely expect a Wave-based mode out of The Great Forge.

However, we've been trying to add our own touch to the mode, and that's were things went wrong. We've tried a few concepts and different approaches regarding rewards or progression that were not working the way we wanted to.

To understand how we try to design an endgame mode, we try to offer:
  1. A different gameplay loop. Something that moves away from what you can see in Battlefield expeditions, which is the default "Clear Breaches->Clear Floor->Repeat" gameplay loop.
  2. A form of Progression inside the mode, so you can see yourself progress and unlock new things.
  3. A form of "Meta-Progression" which should be a new layer a progression that makes you stronger even in other modes. So besides just fun, it should be the one good reason for players to play that mode.


For The Slorm Temple, the different gameplay would be the different environment, the fact that you're playing against a timer and against The Temple Keeper and the various Traps waiting for you inside.
The Progression would be to reach the latest floor and defeat the final Temple Keeper while unlocking upgrades that makes your life easier. As for the Meta-Progression, it would be to unlock Ultimatums and purchase Pure Stats related upgrades.

A wild screenshot appears. What's a Great Forge without Lava ?

Just for fun, I'll talk about some of the design ideas we had for The Great Forge.
Please note that they were discarded for the time being at this very moment in development but they may come back later down the road if we find a better approach to implement them.

- The Tower Defense Hybrid: At first, we tried to mix a Wave-based mode with Tower Defenses mechanics. So basically, you had one large arena with various paths where enemies would come in to try and destroy the Forge you had to defend. And you had various towers you could drop on the battefield to help you out. This is the VERY basic idea and I'm not going to detail everything that was involved but basically the main issue was that in the current state, most endgame players would simply not need the help of towers to clear what we could throw at them, regardless of number or scaling. The pace was also pretty slow and involved the player going back and forth between the various lanes. We came up with solutions for these issues but they also came up with their own problems which is why we dropped it. We had super cool ideas for upgrades related to Towers and a very nice Talent Tree that came with it though. :(

- The Reaper Runes: We've tried our best to implement this one, and it may very well come into the game later once we figure out how to make it work. Basically, we wanted to give the player the ability to extract effects from Slorm Reapers in the form of Runes that could then be equipped without using the Reaper itself.
Let's say you wanted to extract effects from Adam Nostrus' Reaper: after a bit of farming inside The Great Forge, you would end up with a Reaper Rune with the effect "Whenever you open a Breach, you gain Adam's Blessing, granting you +20% Attack Speed for the next 5 seconds" and/or another Rune with the "+21 Raw Damage" or with the "+15% Attack Speed" from it.



The player would have 3 Rune Slots where he could equip either Minor Runes (containing "Minor" simple effects and taking up 1 Rune Slot) or Major Runes (containing "Major" effects such as new Ancestral Skills or Synergies and taking up 2 Rune Slots).
What's cool about this idea is that disregarded effects from Reapers deemed too weak could very combine very well with another.
We were not happy with our integration with The Great Forge and couldn't find a proper way to balance the whole thing, so we discarded the idea for now.



What's important is that we came to the conclusion that both ideas (besides the fact that they were flawed and that we still had to fix many blanks) were potentially adding a great number of balance issues that we would later have to fix. And of these, we already have more than enough.

So we're going the other way around: instead of adding fancy things that may very well break the game even more, we're instead looking at some of the issues that needs to be adressed and use the Great Forge as a way to fix them.

This means we're shifting toward a lighter mode, and we will probably go easy on new mechanics, but we really feel like our ideas went too far for where we currently are in development and what our goals currently are, which is to deliver a top-notch 1.0, with a balanced experience, within a respectable timeframe.

The Great Forge, HyonD, 2022. Work in progress

Slorm Reapers Issues

Besides The Great Forge, the next update will also contain a number of fixes and changes regarding Slorm Reapers.

As I've mentioned above, The Great Forge will offer various solutions to some issues we're facing with Slorm Reapers.

Below is the list of issues but the solution for those is still a work in progress. :)

  1. We want to ease how regular Slorm Reapers are unlocked with other classes. Basically, if you find a super cool Reaper with your Knight and want to try it out with your Mage, then it should be easier than the classic "pray and farm" technique.
  2. We also want to ease how Primordial Slorm Reapers are unlocked. The very first Primordial Slorm Reaper you get should remain quite a feat. However, subsequent Primordial Slorm Reapers should be easier to obtain.
  3. Unlocking Primordial Slorm Reapers should also be drastically easier when you are trying to unlock it for the second or third time on a different class.
  4. Primordial Slorm Reapers should be much more fun to unlock. Right now the feeling once you unlock a Primordial Slorm Reaper is negative since you know you have to farm from scratch again.
    Basically, there's an abysmal difference between what's required to get the Primordial Slorm Reaper and what you actually feel once you get it. And this has to change.
  5. We're also looking at reducing the difference of damage between the different Reapers in order to emphasize the mechanics and not only their damage.


We're also considering adding a new option from Professor Geranium where you would leave a Slorm Reaper to him and he would work on unlocking its Primordial form while you do your own stuff, just like "Pokemon daycare" if you're familiar with the idea.
This would be on top of other solutions we plan to bring to ease the whole Primordial process but I thought I'd mention it.

The Mighty Knight Mk.II

Besides Slorm Reapers and Great Forges, we're also reworking a couple of skills from The Mighty Knight for the next update. Right now, we've only changed the "mechanic/feeling" of said skills which should be enough to make them enjoyable.

  • Ascension has been reworked so that it is an actual Movement Skill. It's basically much faster and with a smoother jump that doesn't interrupt your rhythm.
  • Whirlwind has been reworked to feel much better. Most changes were minor but completely changed the feeling: Whirlwind no longer "ticks" every few frames but immediately hits enemies that come within its range. The range is slightly larger and the Cooldown is slightly shorter. Oh, and the Knockback has been removed.
  • Crest Shield has been reworked so that you are no longer locked in a "Cast" state. So you can now move normally and cast other Skills (or other Crest Shields even) while a Shield is moving.



Well, it seems like I had a lot of things I wanted to say, even though we've been struggling with progress lately. And as you can see, development is not a linear process.
We hope you had fun reading it.

That's about it for now!
Have a nice day!

Hotfix 0.4.2

Hello everyone!

In 0.4.2, we are introducing a couple of Quality of Life changes for the Ancestral Legacy Tree and a a few bug fixes.

Once we know this patch does not add gamebreaking issues, we'll move on
This update is mostly about fixing bugs.
Some are new, some are really old.

Quality of Life Improvements:

- There is now a Search Function in the Ancestral Legacy Tree.
- You can now zoom in / out of the Ancestral Legacy Tree.

BUGS:
Technical Issues:
- Borderless Full Screen should be working properly again at startup.

Story:
- Temppopotamus' Bastion should no longer drop a Necromanchovy Emblem.

Attributes:
- Bravery 30 is now properly removed by ANY Critical Strike dealt by you or a source under your control.

The Fierce Huntress:
- Wandering Arrow should no longer target enemies while you are in Bryan's Circle of Protection.
- Immortal Arrow should now grant the proper amount of Instructions.
- Heavy Explosive Projectile Auto Aim System should now aim with more accuracy.
- Self Control should no longer be gained while being Delighted or Tormented.

Reapers:
- Power Crystals from the Ancestral Legacy Reaper should no longer target enemies while you are in Bryan's Circle of Protection.
- Reaper of Retaliating Foresight should now properly trigger at the correct range.
- Sight of Vengeance now explicitly mentions a range of 3 yards in the tooltip.

Legendaries:
- Fenren's Barrage Shot should no longer disable itself when you get back to the village.

Various:
- Enshrining Ancestral Stones now only occur when releasing the mouse button. As a result, dragging the Ancestral Tree around should be smoother.
- Friedrich should now always properly trigger its dialogue when you've unlocked him (and unlock additional features).
- The Avenger Cataclysm should no longer trigger on Reaper of Necromancy's minions.
- Chaos Breaches will now spawn enemies slightly faster (this is more Balance than a bug being fixed though).
- Fixed a few typos.

Crashes:
- The game should no longer crash while a minion under your control is attacking while you have Finesse and Free Membership equipped.
- The game should no longer crash while a minion under your control is attacking while you have Fury
45 equipped.


That's about it for now.
I really wanted to fix more bugs for this patch but couldn't find the time this week.

Once we know this patch does not bring a gamebreaking issue, we'll move on to working on new content for a while.

Have a nice day everyone!

Slormite Chronicles #13

Hello everyone!

The Great Forge

If you've been following the Road Map, you know that we're one endgame mode away from finishing the second part and move on to another update cycle.

The endgame mode we're talking about is called The Great Forge (the name may or may not change before it gets released) and we have the ambition to make something Great out of it, otherwise it would be called The Average Forge, or The Meh Forge.
With each endgame mode we try to build, we try our best to offer a different experience, new features and new mechanics that keep the game fresh and exciting for a bit longer.

That being said, we know we've rushed the very first version of The Slorm Temple so we had to rework most of it later on to get to something we're proud of.

And this is something we do not want to reproduce, so we're taking our time to brainstorm and test multiple versions of our vision for The Great Forge until we get something that clicks well.

Building a new endgame mode is much trickier than say designing new Slorm Reapers or new Enemies because we can basically go in any direction: The Great Forge could be about you being a cook and gathering vegetables to create meals that can boost your stats, or be about you hunting monsters that you can later on use as pets or mounts, or something entirely different.
We want to make sure we go with something that is relevant, fun and also not totally out of scope for a 2-man team.

We currently have the concept down (though we believe it is too early to talk about it) and are itterating through various ideas and features that may or may not be in the final cut. Once we have everything planned, we'll be able to let you know what it is all about.
Also, if we plan everything correctly, then the coding/building part should not take too long.

Quality of Life Improvements

That leads me to my next point: While brainstorming and designing stuff is fun, I also really like to just code tangible things so I've been hard at work fixing bugs (or almost fixing them) and implementing some highly anticipated Quality of Life Improvements.

So behold...

The Ancestral Legacy Tree! BUT IT HAS A SEARCH BAR!!!1!!

Looking for Fire-related Skills?


Or Auras?


You can type all sorts of stuff.


...
Also! The Ancestral Legacy Tree can be Zoomed in!
Which is not super useful.


But it can be Zoomed OUT!
Plus, you can combine it with the Search! How great?!


We plan to deploy these changes on Monday the 16th (so in about 10 days from now). That will leave us a bit of room to fix another round of bugs and add a couple more small Quality of Life upgrades.
After that, we'll move on to actually building The Great Forge.

Also, The Ancestral Legacy Tree Zoom + Search function have been requested (multiple times) on our Discord where we have a Suggestions section that we use a lot to get a feel of how bad players want this change or that change into the game.

So if you have an idea of an improvement or a Quality of Life upgrade you'd like to see, feel free to join the Discord and we'll see what can be done. You can also post your idea here as a reply of this post or as a new thread on our forums.

That's about it for now!
See you in a few days for the next Patch!

Hotfix 0.4.19

Hello everyone!

This update is mostly about fixing bugs.
Some are new, some are really old.

BUGS:
Progression:
- Doing one of the optional missions in The Graveyard should no longer unlock Mission 12 "Undeads only live Twice".
- Missions requiring the player to find an Emblem can now be properly redone.

Act III Boss:
- The seal in front of Alarin while he casts should be more easy to see.
- The seal that needs to be activated should more easy to spot as well.

- The Victory OST should no longer loop indefinitely.
- You can no longer hide in the corners of the room to avoid the Multi-Projectile attack.

Critical Strikes Triggers:
Some Critical Strikes Triggers were not properly triggered by "Indirect" Damage (Any source of Damage that was not from your Primary/Secondary/Support Skill).
The following Effects are now properly triggered by ANY Critical Strike Damage dealt by you (this does not include Minions under your control).
- The Mighty Knight: Building a Wall (Gain a Block Stack)
- The Fierce Huntress : Free Membership (Reduces Finesse's Cooldown)
- The Fierce Huntress : Golden Strikes (Chance to loot Goldus)
- The Mischievous Mage : Shut Down (Silence Enemies)
- Attributes: Fury 45 (Increases Primary Skill Attack Speed)
- Attributes: Determination 15 (Increases Life on Hit)
- Attributes: Bravery 30 (Removes Strider Stacks)
- Reapers: Ancient Ancestral Legacy Reaper (Grants Ancient Legacy stacks)
- Legendary: Gazloka's Conquest (Grants Conquest Stacks)

Ancestral Legacy:
- Burning Rage now properly displays a visual effect on enemies.
- Enemies hit by Burning Rage now properly engage the player.
- Walking Bomb's Damage is now properly affected by Area Increased Effect.
- Lightning Arks should now properly target an enemy nearby and not the same enemy.
- Lightning Rod's tooltip should now display the correct value.
- Twitching Warp should no longer let you move out of bounds.
- Icy Veins is now tagged as an Area of Effect and the Radius of Effect has been added to the tooltip.
- Agent of Shield should now properly attract all Shield Globes to you.

Slorm Reapers:
- Primordial Reaper of the Goldfish now properly denies Greater Traits only.
- Primordial Reaper of the Sleepy Butterfly should no longer increase the Cooldown of your Ancestral Legacy Skills.
- The wording of Reaper of Retaliating Foresight has been changed to better reflect the effect. :)

Legendaries:
- Soul Eating Mantle should now be properly triggered with Burn Damage.

The Fierce Huntress:
- Delightful Rain stacks should now be properly removed when unequipping the Skill or the Upgrade.
- Using Tumble right before a Boss cinematic should no longer move you out the room.
- Multiple Ravenous Daggers from the same trigger now properly deal damage to the same enemy

The Mischievous Mage:
- Speed Gate now grants the proper amount of Movement Speed.
- Arcane Clones casting Arcane Barrier should now only cast it once and not cost Mana over time.

Cataclysms:
- Projectiles from Fury of the Storm are now properly categorized as Projectiles instead of AoE.
- The Wrath Multiplier is now properly calculated in the tooltips of Fury of the Storm and Shadow Curse.

Extras:
- Steam Screenshots should be working again.
- Sound from The Slorm Temple should now properly stop when you exit the Expedition.
- Level and Reinforcement Level of Items are now properly displayed in Inventory on smaller/larger resolutions.
- Mana on Hit and Mana on Kill should now be working properly even when the player has Mana Leech.

- Additional Informational Tooltips (such as Fireballs, Frostbolts, Arcane Clones or Inner Fire) are now always displayed after being idle for a few frames on your Skills or Ancestral Legacy menu instead of having to hover.
- Missing Informational Tooltips should now be properly displayed.

Performance:
- The script preventing enemies from staking up has been reworked.
This means performance should be better (although maybe not noticeable unless you used to pack dozens of enemies) when large amounts of enemies are on screen and packed or being packed with Skills.

BALANCE:

- Elite Strict Tutors: Reflected Projectiles from Elite Tutors have been drastically slown down.
- Elite Stric Tutors: There is now a 1 second delay between the activation of the dome and the moment the dome can actually reflect Projectiles.


That's about it for now.
I'll be working on another bug-fixing patch that will also include a couple of very requested Quality of Life upgrades. Once it's done, we will move on to the next update.

The Mage Academy Update, Part.2 is now available!

Hello everyone!

The Mage Academy Update, Part 2 is now available!
Here's the complete list of changes:

ACT 3

- 9 new Missions have been added to the game including a new Boss fight.

ACT 1 - Reworked

- The diversity of enemies in Act 1 has been greatly increased (from 5 enemies to 12).
- Fight composition, diversity and density has been reworked to get more interesting yet approachable fights.
- Larger maps have been sized down.
- Exalted Breaches and Named Elites have been added in Act 1.
- The Great Escape and Nocturnal Escapade (in which you unlock remaining classes) are now optional and can be accessed much sooner so you can actually unlock new characters if/when you want to.
- The Cataclysm from "The Laws of Gravity" has been changed from Gravity to Explosive (the mission has been renamed accordingly).
- To improve new player's experience and pacing, Adam Nostrus' Slorm Reaper now evolves much sooner (Level 5).
- For the same reason, one of the Breaches in Act 1 now has a 100% Chance to drop a Slorm Reaper the first time you close it. The Slorm Reaper you find is based on the class you play.

- (A couple of changes were made to Act 2 missions as well).

Ancestral Skill Tree

- A new Ancestral Stone can be unlocked throughout the story.
- This unlocks 30 new Ancestral Skills in the 4th tier of the Ancestral Skill Tree. Including Imbue Skills.

Level Cap

- The Level cap has been increased to 60.

New Cataclysms:

7 New Cataclysms have been added to the game:
- Replicant
- Gargantuan
- Assassins
- Assimilation
- Reconstruction
- Fury of the Storm
- Shadow Curse

By introducing Shadow Curse (Shadow-based Cataclysm) and Fury of the Storm (Lightning-based Cataclysm), there is now have a Cataclysm for each type of Elemental Damage.
We've made a couple of changes on these Cataclysms, here's how they work now:

- Fire Damage has a chance to apply Burn.
- Ice Damage has a chance to Chill.
- Lightning Damage has a chance to Shock (and stop all Cooldowns for 0.3 seconds).
- Light Damage has a chance to apply Armor Broken, Elemental Resistance Broken, Daze or Slow for a few seconds.
- Shadow Damage has a chance to apply Shadow Confusion preventing ANY form of Mana or Life gain for a few seconds.

For Cataclysms, the chance to apply their debuff is 100%.
This Chance can be reduced by using Resistance Stats such as Fire Resistance (70% Fire Resistance will result in a 30% Chance to get the debuff when hit).

We also plan to add Imbued Attacks to enemies (such as Elites or Bosses or in specific cases):
Enemies' Imbued Attacks are yet to be added to the game but their chance to apply the debuff will be around 5-15%.

Fire Damage / Floor is Lava:
- Burn base damage has been reduced from 121 to 14.
- Burn can now stack up to 10 times.

Light Beam:
- The Light Beam Cataclysm has been reworked to be more oppressive and will now target you with greater accuracy.

New Exaltations:

- Exaltation of Precision.
- Exaltation of Silence.

New Breach Event:

- Chaos Wave Event: We've added a new way for Breaches to spawn enemies (so this is INSTEAD of getting 1, 2 or 3 waves of enemies) called the Chaos Wave.
When triggered, the Breach will spawn hundreds of enemies, at an accelerating pace and with random compositions.
Completing a Chaos Wave adds +5 stacks to your Breach Bonus Reward.

Balance Changes:

- "Boss Loot" from Bosses can only occur ONCE the first time you kill them with each class. Bosses will then loot with a greatly reduced multiplier on subsequent kills.
- Wrath Levels now also apply a scaling on Armor and Elemental Resistance to enemies, like in The Slorm Temple.

Adam Nostrus' Reaper:
- Base Damage is now 22/27 and +6/+9 per level instead of 17/21 +4/6
- Bonus Damage has been increased to 3 (from 2).
- Now grants +15% Attack Speed.
- Now evolves at Level 5 and 12.
- Effects from Adam Nostrus' Mighty Reaper have been swapped with effects from Adam Nostrus' Perfect Reaper (basically we switched the effects of its evolutions).

Reaper of the Untouchable One:
- Evasion bonus is now equal to your Min. Raw Damage instead of your Average Raw Damage (to prevent an infinite synergy that could occur with Evasive Magic)

Bugs Fixed:
Cataclysms:
- Burn applied by Floor is Lava is no longer considered a self debuff (and should no longer apply irrelevant buffs or debuffs)

Reapers:
- You no longer have to release the key pressed to recast an Aura or a Skill
- Reaper of Alpha and Omega should now deal damage more consistently.

Various:
- You can no longer be hit or be targetted while a dialogue is running.
- Ondeath Particles should now have the proper size.
- Added an Alert preventing from merging Slormites or crafting Slormelines while your inventory is full that would result in nothing being created.

The Mischievous Mage:
- Arcane Clones casting Rift Nova will now properly cast Rift Nova when enemies are in their range.

"Infinite Synergies":
- Known infinite synergy loops should no longer occur (They have been edited "manually" to what felt the most natural, and if more are found, I'll have to create exceptions to handle them.)
- Armor of Illusion (Fierce Huntress Passive) + Indomitable Mountain Legendary : Armor given by Indomitable Mountain is no longer granted BACK as Evasion by Armor of Illusion.
- Mana Harvesting Reaper + Savagery 60 Trait : Raw Damage from Good Crop is now ignored from Savagery's 60 calculation.
- Reaper of the Untouchable One + Savagery 45 Trait + Evasive Magic (Fierce Huntress Passive) : has been taken cared of with a minor balance change listed above.

Enemies:
- Strict Tutor's Dome should now properly destroy Ballista's Light Arrows
- Strict Tutor's Dome should no longer destroy Forked Projectiles created within the Dome.

Performance:

- Damage Script should be roughly x5 faster than before (from to 2,5ms to 0,45ms on average). This should drastically reduce the amount of lag when casting AoEs (do let me know).
- Changes made to various scripts should also result in improved performance at all time even when out of combat.

- The Fierce Huntress' Legacy of Pain should have improved performance.
- Improved performance on Projectiles piercing multiple target.
- Improved performance when multiple Buffs are being displayed on Hero's UI.
- Improved performance of the Combo Meter.

Bugs Created:

- Due to the nature of some changes, I might have broken a few things that were perfectly working until then. :x
- I'm sorry about this.
- If you find a bug, then please report it here, on our Steam forums, or on Discord. We try to fix crashes and critical bugs within a day, so please be patient.

We didn't manage to get some of the reworks we talked about in some of the latest Slormite Chronicles, but we felt that it was time to release this update. Rest assured that these changes are still planned and will be added to the game in the near future.


Have a nice day everyone!
Thanks!