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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!

Slormite Chronicles #12

Hello everyone!

First and foremost, the Mage Academy Update Part.2 will be released on April 18, 2022.
We're pretty much done with what we wanted to add for this update. We'll try to sneak in a couple more changes and reworks during the remaining days of this week and use one additional week to polish things out and remove as many bugs as possible.
Since we've been reworking the early part of the game, we want to be extra cautious with what we offer to brand new players and make sure there are absolutely no bugs or unintended behaviours.

Act 3: The Mage Academy


Now that all dialogues and missions have been written, we can talk about the details of The Mage Academy, without revealing too much of course.



The next part of the story will take place in the Mage Academy, where you will have to find the Destroyer of Indestructible and Unbreakable Seals that Olorin, the Archmage, uses as a paperweight.

To get to it, you will have to face students, teachers and other weird creatures now under the control of Ohm Agad.

Students in the Mage Academy are divided into 4 Houses: Arcaiman, Temppopotamus, Oblitelican and Necromanchovy (you might be familiar with the idea).



We tried to add diversity by recoloring clothes and other parts of enemies (even from older ones) depending on where you are in the Academy.
If you are in a common room such as the Great Hall, then you will meet students from all houses, but if you are in say, the Arcaiman dormitory, then you will only encounter Arcaiman students.
We've also tried to work on a different ambiant lighting for every house so you can feel different ambiances.

The Great Hall

Arcaiman's Dormitory

The Mage Academy includes a boss fight against Alarin, Olorin's Evil Twin!





You can also read our previous Slormite Chronicle to get more information about The Mage Academy.

Act 1: Rework

The Slormancer slowly reveals its features and richness over the course of the first dozen of hours. Unfortunately, a significant number of players simply does not get to this point and simply stops in the middle of Act 1. To most, Act 1 is boring and repetitive, which is a big issue for us.

So we've been taking the time to rework most missions and the overall pace of the early game:
We've greatly increased the diversity of enemies that you can find in Act 1 (from 4 to 12), we've reduced the size of the larger maps while increasing the density of enemies when possible. We also tried to create more interesting yet approachable fights and compositions.
We've also added Named Elites and Exalted Breaches throughout Act 1.

Regarding pacing, we've reduced the evolution level of Adam Nostrus' Reaper (the base reaper), from level 36 to level 8, so players are introduced to the evolution mechanic much sooner.
We've also forced the loot of specific Slorm Reapers at key points during the history. These are different based on the class you are playing. Again, we want to make sure the "Slorm Reaper loot" mechanic is properly introduced to new players, in an exciting fashion.

We've also changed the 2 missions in Act 1 that let you unlock new classes: These can now be accessed much sooner (after the second mission), and are no longer mandatory, so you can unlock missing classes whenever you feel like it.

All these changes should make Act 1 more dense and interesting.

We also plan to keep improving new player experience and pacing of new mechanics over the duration of Early Access.

That's about it for now!


Oh, and in case you didn't read the very first line and jumped to the end of the article: The Mage Academy Update Part.2 will be released on April 18, 2022.

Cheers!

Slormite Chronicles #11

Hello everyone!

We've pretty much revealed everything that is planned for the upcoming update in the previous Slormite Chronicle. There are a few things that we've implemented and that we haven't (or barely) mentionned so I'll try to cover that instead today, starting with a couple of informations about The Mage Academy itself.

Act III : The Mage Academy

The next part of the story will take place in the Mage Academy, where you will have to find the Destroyer of Indestructible and Unbreakable Seals that Olorin, the Archmage, uses as a paperweight.

There, you will have to fight dead yet deadly students of the four houses of the Mage Academy which is now under the control of no other than Olorin's evil twin... Alarin.

Witches from the 4 houses.

The Mage Academy can now be visited.

Alarin, signing out.

New NPC

We're introducing a new NPC called Cory Ironbender, the last living Reapersmith, that you will be able to unlock throughout Act III. Unfortunately, he is retired.

He will probably have a role to play in The Great Forge, The Slormancer's upcoming endgame mode.
Who knows?

Cory Ironbender, retired Reapersmith.

New Cataclysms

We're introducing 7 new Cataclysms and 2 new Exaltations.
The complete list will be revealed later. For now, here are a couple of examples:
- "Replicant": Enemies summon a copy of themselves when they reach 50% Life.
- "Gargantuan": Enemies are bigger and deal 200% Increased Damage until they receive damage.
- "Assimilation": Enemies receive 15% Decreased Damage for each yard between them and the damage's source.

Gargantuan effect (I died taking that screenshot).

New Breach 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 Chaos Wave spawns a few dozens of enemies, at an accelerating pace and with random compositions.
The description doesn't do justice to this event, it's quite fun if I do say so myself. :)



When?

We still have quite a bit of stuff we want to get done for this update (a skill to rework, a couple of mechanics to improve, Act I to rework and a few more things), and each element could take longer than anticipated so we feel like it's still too soon to give a precise timeframe. On top of that, adding elements to the story and new missions require a bit more testing that the usual.
I'm pretty sure we unfortunately won't make it in time for march, so we'll rather try to get it out before the 1 year anniversary of the game (on April 6), but again, easier said than done.
At the very least, you'll have a new Chronicle on that day with a release date. :x

That's about it for this Chronicle.
Have a nice sunday everyone!

Hotfix 0.3.107

Hello everyone!

0% Pure Stats
- The issue with 0% Pure Stats on equipment has been resolved and should no longer occur.
- This also includes stats that were Locked on your equipment after loading the game.

Items with this issue have been restored:
- Unless I missed something, 0% Pure Stats were not Pure Stat from the start, and only became Pure Stat (at 0%) because of said bug, so your stat should be restored to its Non-Pure Stat version.
- Stats that were Locked to your item should also be unlocked.

If you're still having issues, please let me know.

Major Bugs:
- Fixed a crash occuring when being hit by a trap with Emergency Nova equipped.

Slorm Reapers:
- Reaper of Concentrated Inner Strength should now deal the proper amount of damage.
- Concentration should now work properly and display the correct icon.
- Totem from Slormandrite Reaper of the Shaman should no longer benefit from additional projectiles.
- Inner Fires should no longer trigger the sound of Wall of Omen

Extras
- Treasure Chests should now properly spawn in The Mage Academy.
- Minions should no longer benefit from Cataclysms (this time it's for real).
- Max Slormite, Slormeline and Fragments Stack size has been increased to almost infinity.
- Skill behavior change: You now have to release the button used to cast a Skill inherited from a Reaper or a Legendary before being able to cast it again. This was made to prevent multiple and accidental casts with high Attack Speed.

Enemies
- Elite Witchs should cast slower, so that the seal remains avoidable.
- Witches' Seals should now properly appear in The Slorm Temple.

That's it for now!
Cheers!

Slormite Chronicles #10

Hello everyone!

Today will be a pretty light Slormite Chronicles since we've just released the content we've been working on lately, so we don't have much left to show.
We will instead talk about our short term plans and what's to come in the next update.

First thing first, we have one (hopefully) last patch coming up on Monday that should fix the most important bugs that arose with The Mage Academy update, including the notorious "0% Pure Stat" bug some of you may have.
Our entire Art department (being one person) is already working on the upcoming update while the whole Tech department (being me) is making sure that Monday's patch doesn't add more bugs than it fixes.

That being said, here's the updated Road Map.



We still have 2 updates planned to complete the second part of the Road Map. The first one will be centered around Act III and the second one around what we call The Great Forge, which is an upcoming endgame mode.

The "Act III Update"

This is what we're currently working on. Here's what to expect:

  • Act III:
    Act III should include around 10 new missions, a new Boss, new mission mechanics and new silly dialogues, all taking place in the Mage Academy.

  • New Ancestral Skills:
    A new Act also means a new Ancestral Stone and new Ancestral Skills. The 4th Ancestral Stone will grant you access to 30 new Skills. This includes 10 new Active Skills and a new category of Ancestral Skills called "Imbue Skills".
    Imbue Skills lets you permanently imbue your Primary and Secondary Skill with an element (FIre, Ice, Light, Lightning or Shadow) of your choosing. Each element has its own mechanic.
    For example, Fire applies Burn to enemies hit (dealing Elemental Damage to them every second) while Ice applies Chill (slow) to enemies hit.
    Inside each part of the Ancestral Tree, you will then find new nodes to upgrade these mechanics. At some point, Ice will then have a chance to Freeze Chilled enemies, and later on to trigger Icicles from Frozen enemies.

    On top of that, Imbue Skills also change the design of your Skills.
    Some Exalted Breaches have a similar effect, so if you've ever activated an Exalted Breach granting you a Fire or an Ice buff, it's basically the same, except it's permanent. \o/

  • Increased Level Cap:
    We will increase the Level Cap to 60 with this update.

  • New Cataclysms and Exaltations:
    We will also introduce 5 new Cataclysms and 2 new Exaltations. We've yet to determine which one are going to get into the game, so I can't tell your more about it right now.

  • Act I Rework:
    We will also take the time to rework Act I. We've mentioned this before but the first couple of hours in a game are crucial, and new players tend to get bored by the low amount of diversity and the lack of interesting mechanics at this point in the game.
    We do not plan to rework the whole Act from the ground up but we believe that we can provide a much better flow content-wise. For instance, we'd like to introduce enemies at a much faster pace to new players, and new Reapers as well as Exalted and Cataclysmic Breaches. We also think that introducing a couple of missions outside of the Graveyard, in a different environment would make a huge difference. Introducing named Elites, shortening the larger maps and creating more interesting enemy squads are also on the table.
    Basically, we want to make Act I flashy and fun so new players can get a better idea of what to expect later on.

  • Other Reworks:
    Since our reworks list is getting bigger everyday, we will probably introduce the rework of a couple of mechanics or Skills, depending on the time we have left.
    We know that some Skills like Crest Shield or some mechanics such as "pulling" enemies need a bit of attention from us to make a healthier game so we will try to introduce reworks every now and then while trying to maintain a good pace of new content.

  • WHEN?
    We will do our best to deliver the update as soon as possible and I don't want to make promises but we expect to get the update done in about 2 months.


Final Note

We're thrilled by the latest reviews The Slormancer is getting on Steam, and it seems like players were pleased by the latest additions. This makes a big difference for us: we feel like we're making the right choices and we are happy to work on the game, and I also feel like I'm always having fun when I'm interacting with the community. All in all, this is a huge boost of motivation for us!

So thanks for playing the game and being there with us, you awesome people!


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