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Slormite Chronicles #3

Hello everyone!

We've made good progress on the first part of our Road Map. However, we've been delayed quite a bit by the numerous bug patches and by upgrading our Game Engine, which was mandatory to let everyone play the game.

Releasing The Prison Update as a whole in July is unfortunately no longer an option for us. That being said, we've decided to cut it in half so we still plan to deliver actual new (and hopefully fun) content by the end of the month.

The Prison Update was supposed to be:
  • New Feature: Breach Events
  • New Endgame Content: The Tower of Despair
  • 5 New Enemies
  • New Act (New Story Missions and Bosses) - Delayed
  • New Ancestral Tree Tier - Delayed
  • Increased Level Cap - Delayed


Basically, we're going to cut it in half, and deliver the new Feature, new Endgame and the new Enemies in time for July and take the month of August to work on the new Act.

We're sorry about the delay. We definitely made a mistake by announcing the release date of an Update even before the actual release of the game and without a single clue of the amount of feedback and bugs and issues we were going to get.

The July Update should be available anywhere between July 26 and 31. Depending on the time we need to polish things out. The rest of the Update should come around August-September.

Now, I'd like to develop on bit on what's to come in July, and what we have in store:


[h2]The Endgame Content: The Tower of Despair[/h2]

First thing first, this was a placeholder name and it has been renamed to "The Slorm Temple". It still kind of is a Tower, but there's Slorm instead of despair in it...
That would be a different story if the game was called The Despairmancer...

Anyway. At first, it was supposed to be a basic "ladder" kind-of content where you could just endlessly grind environments and climb up harder and harder floors to figure out where your character/build stands against others.

It has evolved quite a bit even though the idea remains the same:
You progress through harder and harder floors of The Slorm Temple but unlike Battlefield Expeditions, floors reached are "unlocked", meaning that if you reach Floor 32, you can come back to Floor 32 whenever you want from the Expeditions menu. There's actual progress to be made.
Enemies there benefit from various multipliers for most of their stats based on the Floor you're in so it shouldn't be as straigthforward as climbing Wrath Levels.

The Slorm Temple also has its own unique environment. It wasn't planned but we had cool ideas we wanted to try, so we did! It is an ancient Temple that builds itself along the way so you never know where you're going or where it ends.



Your goal in The Slorm Temple is to get to the end of a Floor where you'll find a Slorm Shrine containing Pure Slorm. Which brings me to my next point:

We are introducing two new Endgame currencies that will be used to access and upgrade Endgame modes.
  • Elder Slorm (Black Slorm): it is found on Elite enemies and allows you to access The Slorm Temple.
  • Pure Slorm (White Slorm): It can only be found by completing floors in The Slorm Temple. The more you progress in the Temple, the more Pure Slorm you will find.




Now here's the twist:
Olorin the Archmage (an NPC that will become available with this Update) is the one that can open The Slorm Temple, and he has to stay inside the Temple for you to make progress. However, he is also the one selling the various Upgrades that you can purchase with Pure Slorm. Which means that in order to purchase Upgrades, you have to get Olorin back to the Village, causing The Slorm Temple to collapse and your progress to reset (basically, a "Prestige" mechanic, if you're familiar with the idea).

If you make good progress in The Slorm Temple, and if you use the right tools and upgrades, you will then be able to climb back up faster and find better Rewards along the way.



This means we're also introducing Olorin as a new "Merchant". He does various things:
  • Selling Upgrades for Elder Slorm and Pure Slorm: Purchasing those will let you get back faster in The Slorm Temple and also get better Rewards.
  • Selling Upgrades for Pure Stats: We've introduced Pure Stats in our latest update, and Olorin will let you upgrade the Drop rate of Pure Stats but most importantly their Max Roll.
    Basically a Pure Stat was able to roll between 101 and 110% of a regular Roll. Olorin sells a +0.45% Boost to that roll, that you can purchase up to 200 times for a +90% upgrade on Max Rolls. Meaning that if you bought all the upgrades, you will be able to roll Pure Stats up to 200%.
  • Selling "Visions": These are buffs that you purchase and that are triggered whenever a condition is met. Example: "Vision of Purity" is triggered whenever you loot an item with Pure Stats that says: "The next Pure Item you find will have at least 2 Pure Stats." They are quite expansive but they're also quite strong, and their effect can also be upgraded with Pure Slorm.
  • Trading Slorm and Pure Slorm for Elder Slorm: So if you're sitting on a huge amount of Slorm, you will be able to trade it for Elder Slorm and get into The Slorm Temple as soon as possible. Rates are horrible though (but can be upgraded), so make sure you have nothing left to do with Slorm.




[h2]The New Feature: Breach Events[/h2]

We're introducing various Events that can occur when you open a Breach, to cut with the monotony of Expeditions / Grind. We're starting with the following additions with more to come.

Breaches Types:
There are 3 kind of Breaches that you will be able to find:
  • Standard Breaches: The ones you're used to. They will remain the most common type of Breach you can find.
  • Cataclysmic Breaches: Enemies inside the Breach will come with 1 or more unique effects called Cataclysms that you will have to take into consideration. We will start with about 15 Cataclysms and expand from here. You can expect this kind of effect:

    • Reincarnation - Enemies are revived once upon dying.
    • Avengers - Enemies gain +10% Increased Damage whenever you kill an enemy nearby.
    • Explosive - Enemies explode when dying, dealing Skill Damage in a small radius.
    • Unified - Enemies have +5% Increased Damage for each other enemy within a small radius.
    • Jetlag - Enemies are immune to damage during 2 seconds upon spawning.


    On top of that, Cataclysmic Breaches will also grant Loot once you close them.
  • Exalted Breaches: Closing an Exalted Breach will grant you an Exaltation for a set duration. These are superstrong bonuses that will last for a small duration. We will also be using these as an introduction to "Imbued Attacks" since some of these Exaltations will add Elemental effects (the cool-looking attacks you can see on the Trailers) to your skill (and modify their look). You can expect this kind of effect:

    • Fire Exaltation - Fiery Weapon is equipped and at Max Rank, meaning your Skills will Burn enemies and deal Fire Damage. The Exaltation also grants quite a large Elemental Damage bonus.
    • Lightning Exaltation - Electric Overcharge is equipped and at Max Rank, meaning your Skills will cast Electric Arcs toward nearby enemies.
    • Speed Exaltation - Will grant you +70% Attack Speed.
    • Resilience Exaltation - Will grant you +1000% Retaliation and +100% All Damage Reduction.


Additional Waves:
On top of new types of Breaches, each Breach will now spawn a set number of waves of enemies ranging from 1 to 3. Each completed Wave will trigger the Breach Reward (Slorm and Goldus).
Additional Waves will also grant you % Gold Reward and % Slorm Reward Multipliers for the rest of the Expedition, meaning that the longer you stay inside an Expedition, the better the Rewards are for closing Breaches.

At the moment of this Slormite Chronicle, we have nothing but prototypes so we have no screenshots or footage to show for it.


[h2]New Enemies[/h2]
Five new enemies are on their way and will be available for the Update in July:



  • The Entangling Spider: casts a Web that roots its target. The Elite version also spawns eggs that will then spawn new Spiders unless destroyed.
  • The Howling Bat: continuously casts an Area of Effect dealing damage and applying a strong knockback.
  • The Executioner: Stays idle and applies a strong buffs to his allies if surrounded by at least 3 allies. If left alone, he will relentlessly hunt you down, dealing quite a bit of damage.
  • The The Suffering Soul and The Condemned Prisoner are the last two enemies we are working on so I have no fresh screenshots.
    The Suffering Soul is a ghost that can get past through enemies and walls, it is immune to Crowd Control and knockback. It will try to get past through you and it will deal damage over time if it does.
    The Condemned Prisoner is a cute little fella stuck in a door throwing boulders. His door will absord the next 3 hits he receives before breaking, at which point he will be defenseless.






That's about it!
If something is not clear, or there is something that you don't understand, feel free to ask questions!

Sorry again for the delay on Act 2. We're doing the best we can to deliver this Update as soon as possible.

Cheers!

The Slormancer: Hotfix 0.2.061

Hi everyone!

We've been working on new content for our upcoming Major Update lately but we've had reports of a few annoying bugs that needed to be fixed.

BUGS:
- Breaking Pots and Graves should no longer reduce your FPS
- You should no longer get stuck in walls when opening a Breach

MINOR BUGS: The Slormancer can sometimes be flagged as a spyware or ask you to Check File Integrity since the 0.2 build. That is caused by an extension we use for the "Lock cursor to Screen" option. If you are not using said option, you can disable the flagged file "display_mouse_lock_x64.dll", the game should run fine without it.
We should have a solution for it soon.


Legendaries:
- Using Shackles of the Forest should no longer crash the game

Ancestral Legacy:
- Burning Shadow: The "%" should now appear in the cost

Attributes:
- Zeal 15: should no longer affect the Mana Lock cost of Auras

The Fierce Huntress:
- The Awoken should now work properly with Immortal Arrow's Fulfilling Moments
- Fist of the Wild: Windsurfer: Unequipping the Upgrade should now properly remove the Buff.
- Stab's Backstab now displays the correct Damage

QUALITY OF LIFE ADDITIONS:
- Auto Pickup radius has been doubled.
- There is now a "Sort" button in your Inventory (that, well... sorts your inventory)
- For clarity, while crafting at Friedrich's, Stats that can't be rolled because they already appear on your Item are now shown in grey.

That's not much since we're focused on actual additional content lately, but these are the few things I felt were relevant and not too time consuming on our side.


We'll be back on July 6 for our Slormite Chronicles #3 and a lot more infos on what's to come, and when it's coming.

Have a good day everyone!

The Slormancer: v.0.2 is now live!

Hello everyone!

The 0.2 patch has been tested on the Experimental branch for about 2 weeks so we're confident on the stability of the build. However, since we've made major changes to some systems and because upgrading a game engine is no easy task, some things might be broken or lag or freeze.
If so, please report your issue on Steam or on Discord and we'll do our best to fix your issues as soon as possible.

Patch 0.2 was mostly about us upgrading the game engine so everyone could enjoy the game without black screen or texture issues but we've also made balance changes that can be found below.


Patch 0.2.05

If you've played on Experimental and if you've already read the 0.2 Patch Note, there are a couple of changes that have been made :

  • Movement Speed no longer works with Diminishing return. So it will stay the way it was during 0.1.94. The cost on fun was a bit too high compared to the effect on balance, so we'll propably come back to Movement Speed at some point with a smarter change but not right now.
  • Elite Life Multiplier has been reduced by 25%. So the difference between Elites and regular enemies has been slightly reduced. We're aware that Elite enemies are currently quite tedious to fight and we have plans to rework them deeply. Until then, this felt like an appropriate change.



Here's the rest of the 0.2 Patch Note that was available on Experimental:


Patch 0.2


Game Engine Migration
  • We've upgraded our game engine. Hopefully, all black screen issues should be resolved.
  • Everyone with proper specs should now be able to play the game. If not, let us know!
  • This also means that you should have better performance overall and slightly less FPS drops.
This means that you might (will) run into things that no longer work anymore. If so, please let us know as soon as possible.

Resolution & Quality of Life
  • The Slormancer now supports the following resolutions:
    • 2560x1440
    • 3840x2160
  • WINDOWED FULL SCREEN !
  • You can now change the monitor where the game is displayed (by dragging it or by pressing WIN+SHIFT+(Left or Right)) to change it.
  • Fonts should no longer be blurry/fuzzy. Text should be nice and sharp under every circumstance.
  • Added an option to customize Interface and Damage Font Sizes.
  • Added an option to Lock Cursor to screen.
  • Added an option to hide Slorm when it is being gathered for readability.



Balance


[h2]Pure Stats[/h2]
  • Stats found on items can now roll Critical scores and have a score ranging from 101% to 110% of their base value.
  • Critical rolls are called "Pure" stats.
  • A Pure stat whose score or stat is modified by Friedrich loses its Purity and gets back to a regular stat.
  • Pure stats cannot be rolled by Friedrich and can be found on looted equipment or at Jemma's store.
  • Pure stats are shown on Tooltips, and Items on the ground with a Pure stat are highlighted.
  • Pure stats can be rolled on any stat (and on every stat, if you're lucky) of an item.
  • Pure stats can only appear once level 25 has been reached.


[h2]Craft[/h2]
  • Slormandrite of True Potentiel now increased the Level of your item by 1, up to your current level, instead of instantly bringing it to your current level.
  • The Gold cost to Reroll Scores has been reduced by 60%.
  • Gold cost to Add Stats and change the rarity of an item has been increased by 60%.
  • The Gold cost of Rerolling Stats or Score and Locking and Unlocking Epic stats has been reduced by 40%.
  • Gold cost of all operations on Reaper, Mastery and Attribute stats have been increased by 1000% as this should be late-game min-maxing, not something to consider doing on every new item equipped.
  • The appearance rate of Reapers, Mastery and Attributes stats on looted items has been increased by 100%.


[h2]Slormites and Reinforcement[/h2]
  • Important: Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat.
    That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
  • Reinforcement cost rarity multiplier has been greatly reduced. On average, Reinforcement costs on Magic and higher items have been reduced by about 50%.
  • This change also applies to Potential rarity multiplier, so it should be easier to increase the Potential of Rare+ items.
  • Important: Bonus Reinforcement Chance given by Slormelines during Reinforcement have been changed. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with the following rate:

    • Normal Slormeline: +0,1% Reinforcement Chance.
    • Magic Slormeline: +0,5% Reinforcement Chance.
    • Rare Slormeline: +2% Reinforcement Chance.
    • Epic Slormeline: +15% Reinforcement Chance.
    • Legendary Slormeline: +75% Reinforcement Chance.


[h2]Changes on Items[/h2]
The following changes only concern rolls you can get on Items.

We realized how easy it was to get to high % stats on items, due to various factors, including how generous items were. As an example, it was quite easy to reach +100% Critical Strike Chance with a few pieces and a bit of crafting. This is true for most % stats, including game-breaking ones such as All Damage Reduction.

Also, an important thing to keep in mind is that Level 40 items that you can currently loot right now ARE NOT rolling the highest % value. An item rolling Critical Strike Chance at Level 40 can grant up to 3% Critical Strike Chance while the same item rolling at level 70 will grant 5%.

The following stats have been reduced by 50%:
  • Raw Damage %.
  • Elemental Damage %.
  • Critical Strike Chance.
  • Ancestral Strike Chance.
  • Elite Damage Reduction.
  • Melee Damage Reduction.
  • Projectile Damage Reduction.
  • Area of Effect Damage Reduction.
  • All Damage Reduction.
  • Movement Speed %.
  • Life Leech %.
  • Mana Leech %.
  • Pierce Chance %.
  • Fork Chance %.
  • Rebound Chance %.
  • Area Increased Size % (Decreased by 25%).
  • Area Increased Effect % (Decreased by 25%).


The following stats have been increased by 50%:
  • Life Regeneration %.
  • Life on Hit %.
  • Life on Kill %.
  • Mana on Hit %.
  • Mana on Kill %.
  • Inner Fire Damage %.
  • Overdrive Damage %.
  • Overdrive Bounce Number % (Increased by 100%).


Additional Changes on Items:
  • Important: An item can no longer roll the same stat multiple times. Meaning if you have +10% Max Life as a Magic Stat, it can no longer be rolled as a Base, Rare or Epic stat. That is true for both crafting and loot.
    If you have items with multiple rolls of the same stats, you will be able to keep them for now and slowly transition to items of higher levels when we roll new upgrades and increase the level cap.
    These items will become invalid once we reach 1.0.
  • Melee, Projectile, Area of Effect and All Damage Reductions are now capped at 75%.
    Movement Speed now offers diminishing returns.
  • Life Regeneration % can now appear on Belts as a Magic/Rare stat.
  • Raw Damage % can no longer appear in Armors, Belts and Boots as a Magic/Rare stat.
  • Elemental Damage % can no longer appear in Belts, Shoulders and Bracers as a Magic/Rare stat.


[h2]Attributes[/h2]
  • Savagery 5 and 10 (Critical Strike Damage) have been swapped with 35 and 40 (Reaper Damage Multiplier)
  • Savagery 60 is now based on the difference between your Raw Damage and Elemental Damage instead of Skill Damage and Elemental Damage.
  • Fury 30: Reaper Damage Multiplier is now 30% instead of 50%.
  • Fury 45: Increased Attack Speed is now 20% instead of 50%.
  • Willpower 30 (Elemental Prowess) now gains +2% Elemental Damage per trait instead of 1%.
  • Willpower 30 (Elemental Prowess) has been swapped with 60 (Elemental Resistance).
  • Bravery 15 (Increased Elemental Damage based on Legendary numbers) has been moved to Bravery 75. Other Greater Traits have been moved down so Bravery 30 is now at level 15, Bravery 45 is at 30 etc...


[h2]Ancestral Legacy[/h2]
  • Cold Snap now deals 80% (+10% per rank) Elemental Damage instead of 40%+5%.
  • Burning Shadow now grants 10%+2% Raw Damage and 25%+3% Critical Strike Damage instead of 20%+3% and 50%+5%. Burning Shadow now costs 5% Life instead of a flat Life cost and lasts 7 seconds instead of 12.
  • Scorched Earth now deals 15%+8% Elemental Damage instead of 15%+3%.
  • Elemental Emergency now grants 110+50 Elemental Damage instead of 110+18.


[h2]Reapers[/h2]
  • Reaper of the Recruit now deals 10 times your Experience Find as Additional Damage instead of 1.
  • Big Fury Reaper now has +4 Max. Raw Damage per level instead of +2 and has +0.5% Raw Damage Multiplier per level instead of +1%.
  • Primordial Big Fury Reaper now has +3% Raw Damage instead of +4%.
  • Reaper of Ferocious Affinity now grants +8% of your Max Mana as Raw Damage instead of +5%.
  • Primordial Reaper of Ferocious Affinity now grants +15% of your Max Mana as Elemental Damage instead of +20%%.
  • The Most Powerful Reaper now has +1% Reaper Damage Multiplier per level instead of +2%.
  • Reaper of the Sharpshooter now fire +3 Additional Projectiles instead of +2 while Idle.
  • Reaper of the Larva/Chrysalis/Butterfly: Movement Speed multiplier is not 0.3% per level instead of 0.5%.
  • The Ancestral Legacy Reaper: Power Crystals now deal 100% Elemental Damage instead of 30%.
  • Reaper of the Goldfish/Magnificent Leviathan: Skills now have a 60 second Cooldown.
  • Primordial Reaper of the Goldfish/Magnificent Leviathan: The Primordial Malediction now only prevents you from benefiting from Attributes' Greater Traits instead of all Traits.


[h2]The Mighty Knight[/h2]
  • Practice Makes Perfect's Critical Strike Chance is now +0.5% per rank instead of +1%.
  • Miracle: Call of the Wild now fires 6 Additional Projectiles instead of 10.
  • Triple Fun now has +10%+2% per rank to fire +2 Additional Projectiles, and 100% Chance is the cast is Fortunate or Perfect instead of +2 Additonal Projectiles and +4 if Fortunate or Perfect.
  • Upheaval Strike's Silence duration has been increased to 1 second, from 0.5 seconds.
  • Shining Star's Blind duration has been increased to 8 second, from 4 seconds.
  • Friendly Knight now has increased Critical Strike Damage equal to the highest Level among The Fierce Huntress and The Mischievous Mage instead of the total of both.
  • To Glory now increases the Luck by 2 instead of 3.
  • Never Skip Leg Day now has +10%+3% Chance to Stun instead of 30%+3% Chance.
  • Static Vortex no longer removes Whirlwind's CD.


[h2]The Fierce Huntress[/h2]
  • So Many Arrows now costs 64+64 Mana instead of 31+31.
  • Heavy Rain now deals +15% Increased Damage instead of +30%.
  • Backstab now deals 0%+2% Increased Damage instead of 0%+3%.
  • Punishing Fence now grants 25%+5% Critical Strike Damage instead of 50%+10%.
  • The Weight of Sorrow now grants 10+6 Life on Hit instead of 5+2.
  • Know your Enemy now grants 5+3% Projectile Damage Reduction instead of 10+4%
  • Superior Endless Quiver now grants +2 Additional Projectiles and another +3 Additional Projectiles when Tormented, instead of +5 Additional Projectiles (at max rank).


[h2]The Mischievous Mage[/h2]
  • Experienced Battlemage now grants Critical Strike Damage equal to half the level of The Mischievous Mage instead of being equal to the level of The Mischievous Mage.
  • Protective Ray now deals 15%+3% Elemental Damage instead of 5%+2%.
  • Concentrated Ray now deals 30%+7% Increased Damage instead of 60%+24%.
  • Prismatic Ray: Side Rays now deal 50% Reduced Damage.
  • Autobiography now grants Ancestral Strike Damage based on the number of fully upgrades Passives and Upgrades instead of twice that number.
  • Reap what you Sow now grants +0.5% Mana Max per rank instead of +1% and 2+1 Mana Regen instead of 1+2. Reap what you Sow no longer counts multiple times enemies in range of multiple breaches.
  • Gravitational Force now costs 249 Mana instead of 0.
  • Rifts of Oblivion now costs 0 Mana instead of 27+27 per rank.
  • Orb of the Obliteration Master now only casts a single Orb regardless of Additional Projectiles.
  • Orb of the Temporal Master now only casts a single Orb regardless of Additional Projectiles.
  • Arcanic Leyline now grants 10%+2% Increased Area Size instead of 10%+3%.
  • Remnant Clouds now deal 25%+10% Elemental Damge instead of 10%+4%.
  • Mana Protection now grants Armor equal to 5%+3% of your Mana Max instead 0%+2%.


Changes on Clones
  • Skills cast by Arcane Clones now cost you Mana as if you were casting them.
  • Arcanic Delegation now costs 54 Mana instead of 18.
  • Clone of Obliteration now costs 306 Mana instead of 116.
  • Temporal Representant now costs 300 Mana instead of 100.
  • Pulsating Clone now costs 174 Mana instead of 58.
  • Orb of the Arcane Clone now costs 612 Mana instead of 204.
  • Defensive Clone now costs 126 Mana instead of 0.


[h2]Legendaries[/h2]
  • You now have to deal damage to enemies hit to trigger Golden Fleece of Midos and not just hit them.
  • Inextricable Torment now reduces the damage by 10% (+0.5% per Reinforcement Level) instead of 40%+2%, it increased the Attack Speed of enemies by 50%+5% instead of 40%+0% in a 4 yard radius instead of 2.
    Inextricable Waistguard was initially designed for Thorns/Retaliation builds, and not as a defensive item. Hence the changes.



[h2]Additional Balance Changes[/h2]
  • Inner Fire's base Damage has been increased to 50% Raw Damage from 25%.
  • Overdrive's base Damage has been increased to 60% Raw Damage from 30%.
  • Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed.


Early Game Life Regeneration Changes

The Slormancer: v.0.2: Patch Notes

Hi everyone!
Update 0.2 is now available on Experimental!

Experimental: Please read carefully

We are using the Experimental branch to test important changes that may make the game unplayable on some systems until we feel the version is stable enough to move to the Public branch.

The Experimental period should not last long. However, at this time, progress made in the Experimental version will not be transferred to the public/regular version of the game once the Experimental period ends.

If you want to keep your progress, we encourage you to play on the Public branch of the game and wait for the official update.

If you are willing to test out the latest changes, that's awesome! Please remember to report bugs found on our Steam forums or on our Discord.

Just so you can quickly test our your current builds and changes made to them, your Save files will be loaded into Experimental so you will be able to continue your game as you left it in the public/regular version of the game.

TL;DR: WARNING! Your progress in the Experimental branch will be reset at the end of the Experimental period.


How to access Experimental?

On your Steam Library, right-click The Slormancer>Properties>Betas and choose the "Experimental - Testing Branch" beta. Then close the menu and download the update.

If you want to leave Experimental and get back to the regular version, simply choose "None" from the Betas menu.


Here is the complete list of changes.

Game Engine Migration
  • We've upgraded our game engine. Hopefully, all black screen issues should be resolved.
  • Everyone with proper specs should now be able to play the game. If not, let us know!
  • This also means that you should have better performance overall and slightly less FPS drops.
This means that you might (will) run into things that no longer work anymore. If so, please let us know as soon as possible.

Resolution & Quality of Life
  • The Slormancer now supports the following resolutions:
    • 2560x1440
    • 3840x2160
  • WINDOWED FULL SCREEN !
  • You can now change the monitor where the game is displayed (by dragging it or by pressing WIN+SHIFT+(Left or Right)) to change it.
  • Fonts should no longer be blurry/fuzzy. Text should be nice and sharp under every circumstance.
  • Added an option to customize Interface and Damage Font Sizes.
  • Added an option to Lock Cursor to screen.
  • Added an option to hide Slorm when it is being gathered for readability.



Balance

Here comes the very first balance changes of the game. We are mostly trying to rework BIG chunks rather than making minor changes.

We've noticed that we were absolute mad lads with some numbers and systems so we mostly fixed those.

Also, we've said it in our previous Slormite Chronicles: It was never intended for players to reach Wrath 10 at this point in development (with so many build options and items missing). So you may not be able to clear the content you used to, and we believe that it is fine. You will be able to climb back up in difficulty with our upcoming Major Updates and the increase of level cap.

[h2]Pure Stats[/h2]
  • Stats found on items can now roll Critical scores and have a score ranging from 101% to 110% of their base value.
  • Critical rolls are called "Pure" stats.
  • A Pure stat whose score or stat is modified by Friedrich loses its Purity and gets back to a regular stat.
  • Pure stats cannot be rolled by Friedrich and can be found on looted equipment or at Jemma's store.
  • Pure stats are shown on Tooltips, and Items on the ground with a Pure stat are highlighted.
  • Pure stats can be rolled on any stat (and on every stat, if you're lucky) of an item.
  • Pure stats can only appear once level 25 has been reached.


[h2]Craft[/h2]
  • Slormandrite of True Potentiel now increased the Level of your item by 1, up to your current level, instead of instantly bringing it to your current level.
  • The Gold cost to Reroll Scores has been reduced by 60%.
  • Gold cost to Add Stats and change the rarity of an item has been increased by 60%.
  • The Gold cost of Rerolling Stats or Score and Locking and Unlocking Epic stats has been reduced by 40%.
  • Gold cost of all operations on Reaper, Mastery and Attribute stats have been increased by 1000% as this should be late-game min-maxing, not something to consider doing on every new item equipped.
  • The appearance rate of Reapers, Mastery and Attributes stats on looted items has been increased by 100%.


[h2]Slormites and Reinforcement[/h2]
  • Important: Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat.
    That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
  • Reinforcement cost rarity multiplier has been greatly reduced. On average, Reinforcement costs on Magic and higher items have been reduced by about 50%.
  • This change also applies to Potential rarity multiplier, so it should be easier to increase the Potential of Rare+ items.
  • Important: Bonus Reinforcement Chance given by Slormelines during Reinforcement have been changed. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with the following rate:

    • Normal Slormeline: +0,1% Reinforcement Chance.
    • Magic Slormeline: +0,5% Reinforcement Chance.
    • Rare Slormeline: +2% Reinforcement Chance.
    • Epic Slormeline: +15% Reinforcement Chance.
    • Legendary Slormeline: +75% Reinforcement Chance.


[h2]Changes on Items[/h2]
The following changes only concern rolls you can get on Items.

We realized how easy it was to get to high % stats on items, due to various factors, including how generous items were. As an example, it was quite easy to reach +100% Critical Strike Chance with a few pieces and a bit of crafting. This is true for most % stats, including game-breaking ones such as All Damage Reduction.

Also, an important thing to keep in mind is that Level 40 items that you can currently loot right now ARE NOT rolling the highest % value. An item rolling Critical Strike Chance at Level 40 can grant up to 3% Critical Strike Chance while the same item rolling at level 70 will grant 5%.

The following stats have been reduced by 50%:
  • Raw Damage %.
  • Elemental Damage %.
  • Critical Strike Chance.
  • Ancestral Strike Chance.
  • Elite Damage Reduction.
  • Melee Damage Reduction.
  • Projectile Damage Reduction.
  • Area of Effect Damage Reduction.
  • All Damage Reduction.
  • Movement Speed %.
  • Life Leech %.
  • Mana Leech %.
  • Pierce Chance %.
  • Fork Chance %.
  • Rebound Chance %.
  • Area Increased Size % (Decreased by 25%).
  • Area Increased Effect % (Decreased by 25%).


The following stats have been increased by 50%:
  • Life Regeneration %.
  • Life on Hit %.
  • Life on Kill %.
  • Mana on Hit %.
  • Mana on Kill %.
  • Inner Fire Damage %.
  • Overdrive Damage %.
  • Overdrive Bounce Number % (Increased by 100%).


Additional Changes on Items:
  • Important: An item can no longer roll the same stat multiple times. Meaning if you have +10% Max Life as a Magic Stat, it can no longer be rolled as a Base, Rare or Epic stat. That is true for both crafting and loot.
    If you have items with multiple rolls of the same stats, you will be able to keep them for now and slowly transition to items of higher levels when we roll new upgrades and increase the level cap.
    These items will become invalid once we reach 1.0.
  • Melee, Projectile, Area of Effect and All Damage Reductions are now capped at 75%.
  • Movement Speed now offers diminishing returns.
  • Life Regeneration % can now appear on Belts as a Magic/Rare stat.
  • Raw Damage % can no longer appear in Armors, Belts and Boots as a Magic/Rare stat.
  • Elemental Damage % can no longer appear in Belts, Shoulders and Bracers as a Magic/Rare stat.


[h2]Attributes[/h2]
  • Savagery 5 and 10 (Critical Strike Damage) have been swapped with 35 and 40 (Reaper Damage Multiplier)
  • Savagery 60 is now based on the difference between your Raw Damage and Elemental Damage instead of Skill Damage and Elemental Damage.
  • Fury 30: Reaper Damage Multiplier is now 30% instead of 50%.
  • Fury 45: Increased Attack Speed is now 20% instead of 50%.
  • Willpower 30 (Elemental Prowess) now gains +2% Elemental Damage per trait instead of 1%.
  • Willpower 30 (Elemental Prowess) has been swapped with 60 (Elemental Resistance).
  • Bravery 15 (Increased Elemental Damage based on Legendary numbers) has been moved to Bravery 75. Other Greater Traits have been moved down so Bravery 30 is now at level 15, Bravery 45 is at 30 etc...


[h2]Ancestral Legacy[/h2]
  • Cold Snap now deals 80% (+10% per rank) Elemental Damage instead of 40%+5%.
  • Burning Rage now grants 10%+2% Raw Damage and 25%+3% Critical Strike Damage instead of 20%+3% and 50%+5%. Burning Rage now costs 5% Life instead of a flat Life cost and lasts 7 seconds instead of 12.
  • Scorched Earth now deals 15%+8% Elemental Damage instead of 15%+3%.
  • Elemental Emergency now grants 110+50 Elemental Damage instead of 110+18.


[h2]Reapers[/h2]
  • Reaper of the Recruit now deals 10 times your Experience Find as Additional Damage instead of 1.
  • Big Fury Reaper now has +4 Max. Raw Damage per level instead of +2 and has +0.5% Raw Damage Multiplier per level instead of +1%.
  • Primordial Big Fury Reaper now has +3% Raw Damage instead of +4%.
  • Reaper of Ferocious Affinity now grants +8% of your Max Mana as Raw Damage instead of +5%.
  • Primordial Reaper of Ferocious Affinity now grants +15% of your Max Mana as Elemental Damage instead of +20%%.
  • The Most Powerful Reaper now has +1% Reaper Damage Multiplier per level instead of +2%.
  • Reaper of the Sharpshooter now fire +3 Additional Projectiles instead of +2 while Idle.
  • Reaper of the Larva/Chrysalis/Butterfly: Movement Speed multiplier is not 0.3% per level instead of 0.5%.
  • The Ancestral Legacy Reaper: Power Crystals now deal 100% Elemental Damage instead of 30%.
  • Reaper of the Goldfish/Magnificent Leviathan: Skills now have a 60 second Cooldown.
  • Primordial Reaper of the Goldfish/Magnificent Leviathan: The Primordial Malediction now only prevents you from benefiting from Attributes' Greater Traits instead of all Traits.


[h2]The Mighty Knight[/h2]
  • Practice Makes Perfect's Critical Strike Chance is now +0.5% per rank instead of +1%.
  • Miracle: Call of the Wild now fires 6 Additional Projectiles instead of 10.
  • Triple Fun now has +10%+2% per rank to fire +2 Additional Projectiles, and 100% Chance is the cast is Fortunate or Perfect instead of +2 Additonal Projectiles and +4 if Fortunate or Perfect.
  • Upheaval Strike's Silence duration has been increased to 1 second, from 0.5 seconds.
  • Shining Star's Blind duration has been increased to 8 second, from 4 seconds.
  • Friendly Knight now has increased Critical Strike Damage equal to the highest Level among The Fierce Huntress and The Mischievous Mage instead of the total of both.
  • To Glory now increases the Luck by 2 instead of 3.
  • Never Skip Leg Day now has +10%+3% Chance to Stun instead of 30%+3% Chance.
  • Static Vortex no longer removes Whirlwind's CD.


[h2]The Fierce Huntress[/h2]
  • So Many Arrows now costs 64+64 Mana instead of 31+31.
  • Heavy Rain now deals +15% Increased Damage instead of +30%.
  • Backstab now deals 0%+2% Increased Damage instead of 0%+3%.
  • Punishing Fence now grants 25%+5% Critical Strike Damage instead of 50%+10%.
  • The Weight of Sorrow now grants 10+6 Life on Hit instead of 5+2.
  • Know your Enemy now grants 5+3% Projectile Damage Reduction instead of 10+4%
  • Superior Endless Quiver now grants +2 Additional Projectiles and another +3 Additional Projectiles when Tormented, instead of +5 Additional Projectiles (at max rank).


[h2]The Mischievous Mage[/h2]
  • Experienced Battlemage now grants Critical Strike Damage equal to half the level of The Mischievous Mage instead of being equal to the level of The Mischievous Mage.
  • Protective Ray now deals 15%+3% Elemental Damage instead of 5%+2%.
  • Concentrated Ray now deals 30%+7% Increased Damage instead of 60%+24%.
  • Prismatic Ray: Side Rays now deal 50% Reduced Damage.
  • Autobiography now grants Ancestral Strike Damage based on the number of fully upgrades Passives and Upgrades instead of twice that number.
  • Reap what you Sow now grants +0.5% Mana Max per rank instead of +1% and 2+1 Mana Regen instead of 1+2. Reap what you Sow no longer counts multiple times enemies in range of multiple breaches.
  • Gravitational Force now costs 249 Mana instead of 0.
  • Rifts of Oblivion now costs 0 Mana instead of 27+27 per rank.
  • Orb of the Obliteration Master now only casts a single Orb regardless of Additional Projectiles.
  • Orb of the Temporal Master now only casts a single Orb regardless of Additional Projectiles.
  • Arcanic Leyline now grants 10%+2% Increased Area Size instead of 10%+3%.
  • Remnant Clouds now deal 25%+10% Elemental Damge instead of 10%+4%.
  • Mana Protection now grants Armor equal to 5%+3% of your Mana Max instead 0%+2%.


Changes on Clones
  • Skills cast by Arcane Clones now cost you Mana as if you were casting them.
  • Arcanic Delegation now costs 54 Mana instead of 18.
  • Clone of Obliteration now costs 306 Mana instead of 116.
  • Temporal Representant now costs 300 Mana instead of 100.
  • Pulsating Clone now costs 174 Mana instead of 58.
  • Orb of the Arcane Clone now costs 612 Mana instead of 204.
  • Defensive Clone now costs 126 Mana instead of 0.


[h2]Legendaries[/h2]
  • You now have to deal damage to enemies hit to trigger Golden Fleece of Midos and not just hit them.
  • Inextricable Torment now reduces the damage by 10% (+0.5% per Reinforcement Level) instead of 40%+2%, it increased the Attack Speed of enemies by 50%+5% instead of 40%+0% in a 4 yard radius instead of 2.
    Inextricable Waistguard was initially designed for Thorns/Retaliation builds, and not as a defensive item. Hence the changes.



[h2]Additional Balance Changes[/h2]
  • Inner Fire's base Damage has been increased to 50% Skill Damage from 25%.
  • Overdrive's base Damage has been increased to 60% Skill Damage from 30%.
  • Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed.


Early Game Life Regeneration Changes

Slormite Chronicles #2

Hello everyone!

New Slormite Chronicle for our second month anniversary and we have lots of good things to share!

New Patch coming next week!

First thing first, we have our largest patch to this date coming next week. We've been working on quite a lot of things that we are going to talk about below and detailed Patch Note will be released with the patch.

Also, because we've changed the engine and because various things might break the game, we are going to deploy this patch on the Experimental Branch at first so we can make sure everything is working properly. The Experimental period should not last long if everything works properly.

If you're interested in checking the new patch on the Experimental Branch, please do so. Your feedback matters a lot.
Especially, if you have a 1440p or 4k screen, we need to know that everything is working properly. ːsteamhappyː

What's New in Patch 0.2.0
[h3]Game Engine Migration[/h3]
So we've decided to update our Game Engine to a more recent and more powerful version (we moved from GameMaker: Studio 1.4, to GameMaker: Studio 2). We felt that the sooner was the better since we believe that most issues preventing players from entering the game were related to the engine and fixing these issues were our top priority.

Migrating from an engine to another prevented me from working on new features hence the long hiatus. However, I've had to rework multiple systems to make the game work with the new engine so I took the chance to upgrade a bunch of things.

[h3]New Settings[/h3]
  • The Slormancer now supports 2560x1440 and 3840x2160 resolutions.
  • Windowed Full Screen is now a thing.
  • You can change the monitor where the game is displayed.
  • You can customize FONT SIZE.
  • Also, fonts should no longer appear blurry/fuzzy on various resolutions. It should be nice and sharp.
  • You can lock the cursor to screen.




For other resolution settings: 21:9 (and above) support will come later. Due to a pretty rigid UI, I have to rework a bunch of things to make it work but we feel like we've already spent too much time working on technical stuff and not enough on content so we'll switch to content for a while for now.

[h3]Balance Changes[/h3]
We believe that it is too soon to make small changes and tweaks on individual Upgrades, Passives or Skills unless they are widely overpowered so we mostly worked on general things such as Equipment as a whole, and mostly targeted specific stats such as All Damage Reduction.

We are not going to detail everything here, as we'll post a detailed patch note during next week. However, here's what you can expect:

  • The most important changes are on Equipment. We like how Crafting works in The Slormancer, however it is detrimental to the excitement of looting new gear. So we're introducing a new genre of stat, called "Pure Stats". This is basically a critical roll of a stat on gear.
  • These can be found on looted equipment but cannot be rolled by Friedrich. Also, if you modify the score or the stat itself at Friedrich's it will lose its Purity and turn back to a regular stat.
  • Every stat on an item can be Pure, so you can loot an Epic Item with up to 7 Pure Stats.
  • The difference between the perfect roll of a stat and a Pure roll is between 1% and 10%, so nothing crazy, but quite noticeable.
  • We also have plans to upgrade Pure Stats chances and scores, but we'll talk about it later.



  • Items can no longer roll the same stat twice since. The original purpose was to increase the possibility and the number of combinations on each item but it did the opposite, and players tend to just stack the same stat over and over.
  • Reinforcement now offers diminshing returns. +1 Reinforcement gives a +15% bonus, +2 gives +14% bonus, up to +15 and above granting a +1% bonus to the Reinforced stat. That is instead of the former Reinforcement that granted +15% bonus to stats, at any Reinforcement level.
  • We've made changes to how Slormelines work during Reinforcement. Players tend to completely bypass the Potential mechanic at the later stages of the game, which was obviously not intended. Instead of giving +10% Chance on items of equal rarity, Slormelines now work for every item regardless of rarity with different rates. The Normal Slormeline now gives +0.1% Reinforcement Chance, Epic Slormeline now gives +15% Reinforcement Chance etc...
  • We've also reduced the value of some stats that were easily stacked on items, such as Critical Strike Chance or All Damage Reduction.
  • We've made a lot of other changes but I feel like I'm writing the patch note all over again, so I'll just talk about the most important changes:
  • Projectiles can no longer Pierce AND Fork. A Projectile will try to trigger the highest stat first, and try to trigger the second stat only if the first has failed. This change was made so you actually have to pick one of these options (or a little bit of both) and build around it. Same as how you can build around Overdrive or Inner Fire but not both while playing Melee.
  • If you are a Mage using Arcane Clones: Skills cast by Arcane Clones now cost you Mana as if you were casting them. We really love Arcane Clones but we just feel they are just too strong all around. Especially because they can cast Skills with the most expensive Upgrades without batting an eye.


[h3]Other Changes[/h3] Mastery Changes
The following changes were made to keep the original idea of using the actual Skill you want to upgrade but also to offer players an alternative to slowly but passively upgrade other Skills.
It should now also be easier to try out a new Skill from the start and level it quicker once your level is high enough:
  • Characters will now gain a permanent +2% Mastery Gain per level so gaining Mastery gets easier over time.
  • Every time a Skill gains Mastery, other equipped Skills will gain a small portion of Mastery as well.


Enemy Changes
We've had lots of feedback talking about how easy the game is or how dumb enemies are.
We hear you. But right now, Enemies and Breaches are still missing a good amount of important features that will make the overall experience harder, so we feel like now is not the time to drastically change their behavior.

However, we do feel like Melee enemies (The Skeleton Soldier and The Rogue) are not oppressive enough (or should I say, AT ALL), so we've increased their Movement Speed, their Cast Time and their Attack Speed by quite a bit (if you're a new player, these changes are made throughout the first Act, so you can still get the basics at a comfortable pace).

What's Next

So once the 0.2 build is stable, we are going to focus on adding content for a while. We know we've been working on fixing bugs and technical features for too long and it is now time to add fun stuff!

While working on the 0.2 version, we've made progress on our upcoming Major Update. We have everything sorted out, we now need to move everything into production.

We're happy with what we are about to offer but I can't share much more about it yet. However, I've managed to sneak into the dungeon and take a few pictures of the upcoming enemies.
They will introduce new, and hopefully fun, mechanics.





That's about it!
We hope you enjoy reading these posts!

Next week is patch week! See you then!