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Slormite Chronicles #25

Hello everyone!

Our next update is on tracks, its name: The Royal Wing Update, Part II.
No surprises there, it will include Act 5 (so new missions), new boss fights, new Ancestral Skills and an increased level cap. One important thing to mention is that it should be the last update containing a new Act / Missions. Once this one is out of the way, we will be introducing our last 2 endgame modes followed by various objectives and quests that should link the endgame altogether and lead to a glorious fight against the infamous Slormancer.

That being said, we've mostly been working on "side" stuff lately and things we've been delaying for a while because once we're done with the main content of an update we tend to publish it as soon as possible without taking the time to rework past content or work on "secondary" features. So this time, we're doing it the other way around.

New Feature: Loadouts

This is something that we've always wanted to have in the game since we want to encourage players to change their builds and explore fun and interesting options on the go.

The way it works is that you can take a snapshot of your current build, switch to another build that you've been looking to try (eventually save it aswell), and load back your previous build once you're done. If you're familiar with the Diablo 3 system, I believe that it is exactly the same.



So there now is a large Wardrobe next to the storage area with 5 Loadout Slots per character.
It is important to note that it is not a storage space. Items are not being stored, so you can use them in multiple builds (of the same character).
The tooltips of Equipment pieces will now display whether or not these items are being used in a Loadout Set. In the screenshot above, my Ring is used in Set I and in Set II.

We've also been reworking the "Storage Area" so you access everything faster. The top left chest replaces the Storage NPC, so you no longer have to talk to her. The top right chest, is the legendary chest and the wardrobe opens up the Loadouts menu.



Reworks

We have a few reworks coming with this update. I will not detail most of them right here mostly because we came up with solutions that are yet to be tested (so they are subject to change).

You can expect changes regarding: Legendary Equipment Scaling, Soul Eating Mantle, Runes: such as Thornbite Rune, and Activation Rune of Hagan, Silence in general.

However, we have a few changes coming that I'd like to talk about:

[h2]Armor & Elemental Resistance[/h2]
(I'll only talk about Armor here out of simplicity but the same changes will be applied to Elemental Resistance since they are identical).

Let's be real, Armor does not work or at least, it doesn't make much of a difference.
We've been looking at some numbers to figure out why Armor was not doing its job, and we actually found out that we didn't know what job Armor was supposed to do exactly and where it was supposed to shine, so we had to start from there.

Currently, Armor is really only useful when you take light hits, the lighter the hit is, the stronger your Armor is. For some reason, it felt like the appropriate behavior to us.

Here are few numbers of the current Armor formula:
Assuming 10 000 Armor, which is a decent yet easily obtainable number.

A Level 70 (Wrath 5) Archer deals 486 Damage.
Your Armor will prevent about 91% of the Damage, resulting in about 43 Damage.

A Level 70 (Wrath 10) Archer deals 4 212 Damage.
This time, the same Armor will prevent about 16% of the Damage.

It is already pretty bad at this point. But it gets worse.
Some enemies hit MUCH harder than an Archer, and some Cataclysms and Forge Challenges push this even further.

Assuming a Level 70 (Wrath 10) Colossus (an upcoming enemy based on Act II Boss, Grotagrom), with the Gargantuan Cataclysm, and a Critical Strike from the Assassins Cataclysm:
He will deal 148 044 Damage.

This time your Armor will prevent 0,45% (!!) of the Damage.

It was actually quite fun seeing how wrong we were when doing all these calculations.

This is also true for when the player deals damage to enemies. Even enemies with high Armor values would just not mitigate anything from 100 000+ Damage (which is pretty common).

As mentioned earlier, we first had to figure where Armor is supposed to be useful. And we found out that it was cristal clear that it was supposed to be the opposite of what we were doing.

Given the massive difference in light and heavy damage at a given Level / Wrath (going from 4 212 to up to 150 000) we have in the game, we needed to have viable options for both.

Max Life combined with Life Regeneration and / or Life Leech are great to sustain light hits. But there are currently no proper options to sustain the massive hits that can eventually occur. Regardless of your Equipment, there is no way to sustain a 1-hit 150 000 Damage, except by somehow "cheesing" the game, which is what players have been doing (using Thornbite Rune, Primordial Aïondee etc...), and it is perfectly understandable.

Our rework goes in the way of making Armor the absolute best option to mitigate these heavy hits.

Basically, we are changing the Armor formula: Instead of being based on Damage, it will be based on Level + Wrath. We have yet to find the correct multiplier / value, but what this means is that 10 000 Armor (like in the previous example) will result in the same % of Damage being mitigated whether you're dealt 500 or 500 000 Damage.

And instead of 0,45%, or even 16%, we want to be closer to 30-40% (for 10 000 Armor).
Given how bad Armor currently is, we don't mind overdoing it.
And we'd rather see players being unkillable because they have tons of Armor rather than having lots of shield from Thornbite Rune because they have lots of Armor. It just feels more natural. :)

This also means that enemies' Armor will now work the way it is supposed to and be much more efficient.

[h2]The Great Forge[/h2]
To be honest, The Great Forge was never meant to be so heavily farmed. We expected players to reach the 100th Wave but given how long it takes, we didn't expect it to be the default goal.

There are a couple of issues with The Great Forge (at least when you are properly geared / farming endgame content):
  1. It's too easy.
  2. It's too long.

The first issue is not related to The Great Forge so our goal is not to try and fix it here. We could scale everything up, but it would not make much of a difference. Instead, we should trust ourselves and the many balance passes that are yet to come that will eventually resolve the issue.

So our focus was to work on issue n°2: It's too long.
I personally do not get to Wave 100. At some point, I lack the time and motivation so I actually leave The Great Forge, not because I feel like I can no longer sustain the upcoming wave (the way it's supposed to work), but because I no longer have the time to get to the end.
We believe that even if The Great Forge was much harder or much longer, the goal would remain the same: complete Wave 100. Players simply don't want to leave.

So we decided to embrace that goal and not try to go against it, and went with something that feels like a very simple yet elegant solution (at least to us).

Some Challenges will now have a new bonus tied to them, called "Fast Forward".
It is pretty straightforward: when you pick up the Challenge with a Fast Forward option, you will ignore the next X Waves. This will allow to modulate the length of Great Forge runs: You can complete a quick Great Forge run (by picking up every Fast Forward, you should be able to complete a run in about 30-35 Waves) but you will skip rewards for a certain number of waves.



This solution adds up a new layer of choices to Challenges which is interesting.

But ultimately, it is almost just like before except it's not. If you only have time / motivation to do 30 Waves, instead of leaving after 30 Waves and feel bad about it, you actually get to the end of The Great Forge before leaving. And if you happen to find a Legendary Reward that scales nicely, then you may feel tempted (and not forced) to slow down on the "Fast Forward" challenges.

The objective does not change, but you now have some flexibility to how you want to reach it.

[h2]New Player Experience[/h2]
This one is an ongoing issue that we've been having. We want the game working in a certain way that prevents certain things during the early game.

[h3]Slorm Reapers[/h3]
For instance, we love looting Level 1 Slorm Reapers. It is important for the experience that we want to offer that you level it from the start. But we understand that this completely prevent players from immediately equipping a new Slorm Reaper and experience stuff with it when they loot it. This is even more true for the first 2-3 Slorm Reapers you loot, since the vast majority of your DPS comes from your Slorm Reaper you cannot afford to switch immediately change it during the Story.

We've previously added a few things to ease the leveling process (such as Slorm Reaper Affinity) but it actually does not help new players at all.

So we're introducing a new Item that you will be able to pick up when you unlock Pr. Geranium that will set the level of your current Slorm Reaper to the level of your Character (up to a certain point). This way, players will be able to quickly experiment their freshly found Slorm Reapers, until they no longer need to.

[h3]Early Game Sustain[/h3]
We also love the fact that there are no potions in the game. To us, this mechanic often ends up into a spam-fest that is not fun. But we understand that it is really important in the early game and at least until you get your first Equipment with Regen stats, at which point the game switches to something much more enjoyable. But we've noticed how BIG of a difference the experience is for a player that loots an item with Life Regeneration early on, and the ones that don't.

We've tried adding some base stats to sustain Life, but it actually didn't make much of a difference.

So same as Slorm Reapers, we came up with a simple solution: players will pick up an item that has an Active Skill that acts like a Potion in the very early game and use it until they no longer need to.

On top of that, we'd like to experiment with "Life Globes" (a small globe dropped by enemies that regenerates a small amount of life when you pick it up). We like the mechanic and how it could add fun to early game fights. Life Globes would be available during the Story and in early Wrath levels, and slowly dissapear once you get to higher Wrath Levels.


That's about it!

We currently have no release date to communicate for this update as it is too early in development. We'll probably be able to give a proper date for our next Slormite Chronicles on June 6.

Cheers!

The Royal Update, Part I is now available!

Hello everyone!

The Royal Update, Part I is now available!
Patch 0.6.01d

[h2]New Enemies[/h2]


5 New Enemies have been added to the game.

[h2]New Environment[/h2]


The Royal Wing has been added to the game and can be accessed through Battlefield Expeditions.
This is NOT a new Act. It will come in a later update.

[h2]New Legendary Chest[/h2]


A New Storage Stash has been added to the game and allows you to store up to 1 of each Legendary item that can be found in The Slormancer.

[h2]Changes:[/h2]
Battlefield Expeditions:
You can now choose between:
  • Battlefield Journey: Random and everchanging Environment. Boss Events.
  • Careful Examination: Chosen Fixed Environment. No Boss Events.
Super Elites
  • Super Elites have been removed from regular Battlefield Floors.
  • Super Elites have been reworked and are now Bosses during Battlefield Journey Expeditions.
Various:
  • "The Great Maze" mission has been changed and now have regular fights along the way.
  • The Jetlag Cataclysm has been renamed to "Invulnerability" to match its current effect.
  • The "Head of the Syndicate" mission no longer has the Jetlag Cataclysm.

[h2]Bugs:[/h2]
The Mighty Knight:
  • Whirlwind should now work properly with Reaper of Vindictive Slam.
  • Voracious Swing should now work properly with the "To Each his own" Cataclysm and with the Obelisk of Revocation.
The Fierce Huntress:
  • The Force Transmission + Elemental Sorcerer loop should now be fixed.
  • Fountain of Malady now reads: "While Delighted, you can now Leech Life with Poison Damage and have an additional +3.5% Life Leech on Poison Damage." instead of "While Delighted, you have +3.5% Life Leech on Poison Damage."
  • Fountain of Malady should now work properly with the "To Each his own" Cataclysm and with the Obelisk of Revocation.
The Mischievous Mage:
  • Chrono-Burst should now properly deal its damage to the enemy that triggered it.
  • Chrono-Burst should now trigger properly with the new Leech mechanic.
  • Empowered Rift Nova should now work properly with Supreme Rift.
Legendaries:
  • Ancestral Champions' Present should no longer display Ancestral Gifts that are currently not available in Early Access.
  • Battlefield Mantle (The Mischievous Mage) should no longer trigger when inside Bryan's Seal of Protection.
  • Spectral Sight should now grant you the proper Pierce Chance.
Various:
  • Starting an Optional Mission to unlock a new Hero then immediately leaving the game should no longer your Material Tab and Shared Stash to disappear.
  • You should now properly lose the Stun status when leaving a Boss Room while being Stunned for cinematic purposes.
  • Elite Life Bars should no longer show negative values.
  • Slorm Temple Shrine animation should now be played at the correct speed.
  • NPC moving during cinematics should now walk at the correct speed.
  • Fixed a few typos.
Slorm Reapers:
  • Animations from Vindictive Slam's Holy Ground should now be played at the correct speed.
Enemies:
  • Suffering Soul's visual FX should now be consistant with FPS.
Controller:
  • Reaper Damage and Skill Damage should now properly display their Tooltip when hovering.
  • Talking to an NPC should no longer prevent you to then navigate the Slorm Reapers menu (and a couple of other buttons).
  • Changing Font Sizes with a Controller with Simplified Chinese displayed should no longer crash the game.


If you find a bug, please report it below or on our Discord.
Cheers!

Slormite Chronicles #24

Hello everyone!

The Royal Wing Update is almost ready, and it will be available next week! Today also marks the 2-year anniversary of The Slormancer's Early Access! Two years of Updates, Patches, and Chronicles!

The Royal Wing Update, Part I


We've been talking about upcoming content in our latest Chronicle, so I'll only briefly recap what has been said and move on: The Royal Wing Update, Part I comes with a new environment called "The Royal Wing" (duh) and 5 new enemies, tied to that environment.

Oh, and it will be availble on April 11th!



Now, we've been working on a couple of new exciting stuff that will be available with this update:

[h2]Battlefield Expedition Changes[/h2]

As you can see in the screenshot above, we've added a couple of choices to Battlefield Expeditions.

We wanted to fix different issues we've been having with Battlefield Expeditions:
  • Playing in the same environment over and over gets boring, especially when you've been dealt with an environment you don't really like.
  • Battlefield Expeditions lack special events / changes of pace.
  • If you wish to play in a specific environment, you have to fish for the correct environment by entering/leaving Battlefield Expeditions until you get the one you want.
  • For the same reason, once we introduce the Influence feature tied to Environments, players will want to farm in specific environments, so this has to be doable.

Now, you will get to "Choose your Adventure":
  • You can either choose the Battlefield Journey which is the default option. "Random and Everchanging Environment. Boss Events."
    If you choose "Battlefield Journey", you will get to face a boss every few floors (with appropriate loot :o). We've been working on a nice staging, similar to the one we've made for Story Bosses: The entire floor is dedicated to the Boss fight, just you and him.



    Once you've dealt with the boss, the Expedition will then continue on a different environment so it never gets boring.

  • Or you can choose the Careful Examination option. This alternative allows you to choose the Environment you want to venture in. However, you will face no bosses and the environment will, obviously, never change.


This comes with a change: Super Elites that you could sometimes find in Battlefield Expeditions can no longer be found in a regular Expedition floor. We felt that they didn't have the set-up they deserved and were not noticeable enough to cause the change of pace we wanted them to cause.

So we've actually been working from what we had with these Super Elites and turned them into the Battlefield Journey Bosses mentioned above. The changes we've made should hopefully create more epic/memorable fights.

[h2]The Legendary Chest[/h2]
This is step 1 of the "Loadouts & Smart Stashes" line from our Early Access Road Map. We're introducing a new Storage Chest where you will be able to store one of each Legendary item available in The Slormancer.



We really like collectible stuff so it felt like the most natural option for The Slormancer. And since we plan to have about 200 Legendary items for the 1.0 release, it was almost mandatory to add more storage options. And depending on how much it is needed, we will eventually increase the number of basic stashes later on.

Two years of Early Access

This is a particular milestone because we originally planned to get from Early Access to the 1.0 within two years. Well... We were wrong. Very very wrong.

For the purpose of the Steam Q&A about Early Access that you can read on our Steam Page, we had to give an estimate of how much time we expected our Early Access to last. In which we said "About 2 years".

I believe that we were expecting to have no issues whatsoever, no bugs or setbacks, and less sales (so less feedback to manage). Let's call it optimistic ignorance.

If you've been eagerly waiting for the 1.0 release of the game, then sorry for being optimistic ignorants. We'll do better.

As of right now, we will soon update the Q&A with an honest (yet desappointing) release date answer: We don't know. We have a release date in mind, but we don't trust our own prediction anymore. We would love to get to 1.0 before that date, but we've been reminded many times that developing a game takes time. So we will keep that date to ourselves. I think it's too optimistic anyway :).

On the bright side, we're making good and tangible progress and our to-do list never felt so small and manageable. We still have lots of things to work on, but we can see the end. It's far. But we can see it.

The goal always was to get the best possible game. We know that The Slormancer has the potential to be much more than it currently is. So we'll try our best not to waste it.


That's about it!
Thanks for reading! See you on April 11 for the release of The Royal Wing Update!

The Tech Update (v.0.5.02)

Hello everyone!

As discussed in our latest Slormite Chronicles, I've been working on various aspects of how the Controller behaves, both in menus and in game. Both were causing some frustration and a rework was much needed.

This update introduces major changes to our controller support but I also took the chance to work on other technical and / or quality of life features so everyone has something to look for in this update.
So here goes!

Controller Rework
Controller Aim Assist:
Reworked the Auto-Aim system to be much more efficient.
The Auto-Aim should now accurately follow the direction of the ground cursor.
The Auto-Aim should no longer aim for enemies behind walls.
As a result, switching between targets should be much MUCH easier.

When moving with the Left Stick, the system should aim for pretty much any relevant target nearby in front of you. When using the Right Stick, you will be able to more accurately pick a direction FROM the enemy currently being targetted. If you don't like that behavior, I've also added two other options for you to choose from:

"Aim Assist" Setting:
Added an Aim Assist Setting with 3 options:
  • Auto Aim: (Default option) Use the Right Stick to navigate between targets.
  • Semi-Free: Use the Right Stick to Aim. Your aim will adjust to a relevant target in the direction you're aiming.
  • Free: Use the Right Stick to Aim. No Help.


Toggle "Aim Assist":
Added a Bindable Option called "Toggle Aim Assist" that I encourage you to set to R3 (R3 used to be Toggle Enemy Life Bars by default): Toggle Aim Assist will switch from your chosen Aim Assist setting to "Free" and back to your previous choice when you press R3 again.

Visual Feedback
  • A Locked Target will now glow with a more distinct stroke and the back of its lifebar will change.
  • When a Target is locked, the ground cursor will change color.


User Interface:
The Left stick can now be used to move a newly added cursor around menus and select any button or hover over any kind of tooltip. This should make the navigation much MUCH smoother.

I've also fixed a couple of weird behaviors:

  • Ancestral Tree Menu: Moving the Tree now takes stick sensitivity into account.
  • Ancestral Tree Menu: You can now properly refund Ancestral Legacy choices with a controller.
  • Inventory: Enabled Stick/Pad Navigation to Slorm Reapers, Thumbs and pretty much any button.
  • Inventory: You can now add/remove Traits 10 by 10 by holding RB.
  • Inventory: You should now be able to navigate through the Slorm Reapers menu without issues.
  • Inventory: You should now be able to properly close Reaper Runes / Ultimatums notifications with the A button.
  • The Great Forge: You can now hover over Challenges Effects and Rewards.
  • Expeditions: Now that everything is clickable, the default button to start Expeditions is now Y instead of A (used to click on things).


Bonus:
Button Faces can now be customized between Xbox / PlayStation or Nintendo Switch.

Various Additions
Font Sizes:
Added new Font Sizes called "Biggerer" and "Biggest" which are bigger than the "Bigger" font size.

Search Bars:
Added a Search Function to Skills, Attributes and Slorm Reapers.
The Search Bar in the Ancestral Legacy menu has been moved to the top right out of consistency.

Mouse / Keyboard
You can now bind Side Mouse Buttons (up to 2).

FPS

Added a "Target FPS" setting with 4 options: 30, 60 (default), 120 and Uncapped.

This was heavily requested, so here goes.
I haven't been able to test those options on proper hardware, so please let me know if everything is working properly. When playing above 60 FPS, you may notice elements going slower or faster than usual. If you do, please let met know.


UltraWide Support

Added 21:9 support to The Slormancer.
The following resolutions are now available:
  • 2560 x 1080
  • 3440 x 1440
Same as FPS, I haven't been able to test those options on proper hardware, so please let me know if everything is working properly. You may find some UI elements in the wrong places, or unable to click on some buttons.

Zoom

Added a Zoom setting that allows you to zoom in by 25% and zoom out by 25% (via mouse wheel or via the Settings Menu). It should feel better for people unconfortable with our current level of zoom without breaking the experience.

Bug Fixes

And here are a couple of bug fixes that I've managed to squeeze in before today.

Act 4:
- Minimap sizes should fit better.
- Arnaldow, The Scarecrow, should no longer stop targetting you when you move too far.
- Chaining missions should no longer cause an inappropriate "Time Played" to be displayed on the Victory screen.

Various:
- Influence should now be properly displayed on the Victory screen (there was a small difference due to Influence Gain stats).
- Victory Screen should now properly display Flasks and Books destroyed in The Mage Academy (major bug!).
- When using Bryan's Portal, "Next Floor" should be displayed, instead of "Next Mission", when applicable.
- The number of possible Reforges displayed at the Blacksmith for Masteries, Reaper Affinity and Attributes should now be the correct values.

Crashes:
- Fixed a Crash when clicking on Flawless Defense occuring in Chinese.


That's about it!
Let us know what you think.

Slormite Chronicles #23

Hello everyone!

Controller Update, When?

In our previous Slormite Chronicles, we've said that the Controller Update was expected to be done in February. I later posted a comment regarding the delay that most of you probably missed:
I had personal things that came up so we had to delay the release a bit. But we can now announce that
The Controller Update will go live on March 7.

Things also got out of control as I felt the need to add more and more features to this update! :D
So the "Controller Update" became a larger beast, now known as "The Technical Update".

What's in it?

I don't want this to turn into a patch notes (that we will publish on March 7 as well) but I'm glad you ask!

[h3]Controller Rework[/h3]
Controller Aim Assist:
I've reworked the Auto-Aim system to be much more accurate and efficient.
I've also added an Aim Assist Setting with different control schemes:
  • Auto Aim: (Default option) Use the Right Stick to navigate between targets.
  • Semi-Free: Use the Right Stick to Aim. Your aim will adjust to a relevant target in the direction you're aiming.
  • Free: Use the Right Stick to Aim. No Help.

On top of that, we've added a new bindable option called "Toggle Aim Assist" that is used to quickly switch between your default Aim Assist option and the "Free" control scheme.

We've been working on visual feedback aswell.

User Interface:
Navigating through menus with a controller used to be really painful. But fear not! Things got much MUCH smoother as you can now use the Left stick to move freely inside menus.

And as mentioned in our previous Chronicle, you will be able to change button faces and choose between Xbox, PlayStation or Nintendo Switch.


[h3]Wait! There's More![/h3]
We've also been working on various Quality of Life features and technical stuff that should improve the overall experience.

  • I've added new Font Sizes called "Biggerer" and "Biggest", bigger than the "Bigger" font size.
  • You can now bind Side Mouse Buttons (up to 2).
  • I've added Search Bars (similar to the one in the Ancestral Legacy menu) to Skills, Attributes and Slorm Reapers.
  • The Slormancer now supports UltraWide and the 2560 x 1080 and 3440 x 1440 resolutions are now available.
  • The Slormancer now supports 120+ FPS and a "Target FPS" setting has been added by 4 options: 30, 60 (default), 120 and Uncapped.
  • Last but not least, I've added a Zoom setting allowing you to Zoom Out by up to 25%. It should feel better for people unconfortable with our current level of zoom without breaking the experience.


Everything listed above will be available with the "Technical Update" on March 7.

The Royal Update Part.I

While working on the technical aspect of the game, we've also made progress on The Royal Update that will add a New Environment and 5 New Enemies to The Slormancer.

[h3]New Enemies[/h3]
Here's a preview of our upcoming enemies!



From left to right:
  • The Loot Thief
  • The Decaying Domestic
  • The Spectrum of Justice
  • The Ominous Jester
  • The Undead Paladin


[h3]New Environment: The Royal Wing[/h3]
It is actually the very first environment we've built for the game. It has been through a lot and is now ready to come to The Slormancer.



[h3]Bonus Pic![/h3]
As I've said, the Royal Wing was the very first environment we've built for The Slormancer. Behold its first iteration. You can also enjoy the very first designs for The Mighty Knight and Skeleton Soldiers.
Back then, we were super proud of the result. :o




That's about it for now!
Have a nice day everyone and see you tomorrow for the update!