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ASU 0.300.03

Hello all!

Another week, another build! Or at least that's how this week worked out.

Got the last, big mechanic that is planned added, the Hymns system.

Hymns

Essentially, hymns are a way to have the game be scalable infinitely. They are character specific, so for example, once you unlock all of Willow's blacksmith and potion shop upgrades, you will be able to level her hymn to +1. This will reset all of the blacksmith and potion shop upgrades, but also increase the difficulty and the reward of all subsequent dungeon runs. You needn't max the legendary upgrades either, mind you, as that would take a very long time, nor do they get reset when levelling hymns.

A caveat, you cannot lower your hymn level by any means, this may change but for now that is how it is. So, be extra certain that you want to increase your hymn level.



Version: 0.300.03
Updates:


-Added the Hymn mechanic

-Allows the player to reset a characters upgrades back to zero once they are all full, this excludes legendary upgrades, which neither need to be completely upgraded, nor are they reset

-Increases their hymn level by 1

-Hymn levels increase a myriad of things, from trap density to mana shard gain

-Essentially, the dungeons will all become harder but more rewarding

-Hymn levels cannot be reset by any means, but they are character specific

-Ex. a +10 Rowan is going to have a much tougher experience than a +0 Ky

-There is no cap on hymn levels


-Moira

-Adjusted her model to more properly reflect her icon

-Added new icon, courtesy of Lil Zitania


-Forgotten Footnote

-Added sounds when the phylacteries are destroyed to make the trick of the fight more obvious


-Honeyed Moteshroom Colony

-Fixed a bug where its mycelium sweep wasn't properly oriented toward the player


-Saren Glass

-Buffed base stats

-Shield

-120 -> 180

-Armor

-120 -> 180

-Health

-500 -> 750

-Damage

-12 -> 16

-Adjusted difficulty stat multiplier

-1.0 / 1.7 / 2.1 / 3.0 -> 1.0 / 1.8 / 2.6 / 3.6


-Sheer Cold

-Now pushes things along the path it takes


-Honeyed status effect

-Increased length

-5 sec -> 7 sec


-Castle Glass

-Added all the remaining hard difficulty tile variants

-Added all the remaining very hard difficulty tile variants

-Added all the remaining ultimate difficulty tile variants

-Adjusted the way that older tiles will spawn, so all common and rare tiles from lower difficulties will now spawn as uncommon tiles


-Added the Fetid Jet trap

-Only found in ultimate Castle Glass

-Knocks players and enemies away from itself while doing magic damage

-Does not spawn randomly


-Adjusted the volume of various things


-Damage numbers are now either blue or yellow, depending on damage typing


-Soul gains are now color coded as well


-Adjusted the landscape difficulty texture to be less intense on lower difficulties


-The beam for skill point shrines now is destroyed once they are claimed


-Adjusted the size of the return volume attached to tiles to minimize the chance of flying too far away and never respawning on a tile


-Optimized the landscape tile parent



---
Bug Fixes:

-Fixed a bug where certain projectiles would teleport to 0,0,0 when striking buildings in town

-Fixed a bug where the physics for the lids of chests was enabled before they were opened

-Fixed an issue with the VH corona around the teleporter

-Fixed an issue with the code concerning falling from the map, where it was possible to enter an infinite falling loop

-Fixed a weird spawn for captive motes

-Fixed a bug where legendary healing and legendary defense mending both had no mana shard cost

-Fixed a bug where rare tile chance was not affecting the rarity of cap tiles

-Fixed a Putrid Plains tile that was spawning at the incorrect height

-Fixed some missing collision for the face of a landscape tile mesh


And that is our second update! I hope you all enjoy playing it as much as I enjoyed making it!

Thank you all,
Until next time,
Lucas

Join our Discord!

Rowan Black, the Purging Flame: Character Spotlight

Greetings,

Xermillion Glass, once again.

This week we will be talking about Rowan Black, a former Iron Sentinel from the Iron Kingdoms.

Rowan will tell you much and more, but most of what he tells are things that one could or should know about without being told. He tells that he is from the Iron Kingdoms, but no specifications. He tells that he was once an Iron Sentinel, but neither where he served nor how he lost his name.

Luckily, his pride in his house allows me to postulate about who he really is. Though, this could all just be conjecture, and he could be some unnamed Rowan who stole a shield, or the name itself, for that matter.

The blazing bonfire that Rowan wears on his shield belongs to house Stoir. Stoir is an ancient house, it dates its founding back before the Singing Star separated Xerenia from mainland Goldwrath. As such, I have extensive records for house Stoir.

There are, by my count, forty different Rowans in my records. The vast majority of them are dead, some of them for a thousand years. There are four Rowans in living memory from house Stoir: one which is dead, two are under ten, and one should be in his early thirties. It's safe for me to guess that our Rowan Black is none other than Rowan Stoir, the 2nd - though he is more akin to the 38th, but the name seemed to have fallen out of use some time last century.

Black, however, is the name given to one who has lost his honor. His titles, holdings, and even his name are taken away and replaced with Black. How Rowan lost his honor, I cannot say. Very few situations call for a loss of honor of that scale among the Iron Kingdoms. I somehow doubt that Rowan deserted or fled from some battle, but I have known better men to break and run when they are overwhelmed.

In any case, Rowan is likely in exile, his family having lost everything they ever knew. Where they are, I also cannot say - I have tried to breach the subject once or twice with Rowan and each time he simply walks away. He doesn't seem to be angry, only forlorn.

That is, of course, assuming he actually was Rowan Stoir, the 2nd, heir to Blazehold and all the surrounding territories.


Main

As a former Iron Sentinel, Rowan's primary method of dispatching foes is through the use of his spear. Rowan employs a bit of fire mana to cause a micro explosion in the air, harming all those nearby and emboldening himself in the process.

From the shroomery, he can learn to: increase the scale of the explosion, increase the harm caused by a direct strike with the spear, or decrease the time it takes him to prepare a second stab.


Secondary

Rowan's fire proficiency is displayed as well in combat, as he is want to conjure pillars of flame which take the shape of his spear. They hover briefly before flying forward in an arc to burn those they touch.

From the monkey, it is possible for him to learn to: cause the flaming spear to fly immediately, fire an inaccurate salvo of spears at once, or create an explosion at the point of impact, harming all nearby.


Dodge

Rowan's primary form of defense, also owed to his Iron Sentinel training, is his large, oak shield. He is capable of holding his shield afront, turning a single strike and stunning all those nearby.

From the shroomer, he can learn to: heal himself when turning the blow, keep his shield up as long as he wants, regardless of how many blows he turns, or increase the amount of time that foes are stunned for.


Ultimate

Rowan has also learned to control his fire mana in a relatively unique form. He will launch himself forward, slamming into the ground, igniting a large area. While within this area, Rowan will be lifted into the air, as if by an updraft.

He can also learn to: vastly increase the area of the fire field, push enemies upwards as well, or change the nature entirely, creating a concentrated explosion at he landing point, no longer igniting the area.

And there we have Rowan Stoir, the 2nd, if that is who he is, in fact is. It may be better to say, and there we have Rowan Black, but I am confident in my analysis.

Next week, we will be talking of our little librarian, Mirei. She doesn't explain much verbally, but she keeps her records very tidy, and she was so kind as to allow me to peruse them for this article.


Until next time,
Xermillion Glass

ASU 0.300.002

Hello all!

This is our first update after release and I'm excited to share it with you. It's not super huge, but it's the first, so that's probably why I'm excited.

I'm not quite sure what the cadence for these releases will be as of yet. I'm thinking either weekly or biweekly, we'll see in time what feels best. But, to the changelog!


Version: 0.300.002
Updates:



-Koria

-Adjusted attack speed of Shattering Sphere

-1.5 / 1.0 / 0.75 / 0.5 / 0.4 / 0.35 -> 1.5 / 1.3 / 1.1 / 0.9 / 0.7 / 0.5

-Note: this was done not because at the highest level, she was attacking too fast for her animation to properly play out


-Leir

-Adjusted the collision of his primary attack

-Increased base damage

-12 -> 13


-Tabitha (boss)

-Adjusted her max melee distance

-650uu -> 250uu


-Castle Glass

-Added 4 common tiles to the hard+ difficulties

-Adjusted around the old common tiles for higher difficulties as well


-Rain of Bone

-Now has a delay before it starts dealing damage

-Fixed an issue where it wasn't properly spawning Dancing Bones


-Mote Channeling Shrine

-Adjusted the spawn location of the motes

-Now has a 17% to spawn a caged mote instead


-Added the Cored Mote

-Rare quality

-Air mana

-Spawns a scaling number of projectiles that fire in a forward arc


-Increased the cost of leveling motes

-Note: all these values are scaling, so the first upgrade for a common mote costs 15 mote slivers, the second 25, and so on


-Common

-Base Cost
-10 -> 15

-Scale Cost
-5 -> 10


-Uncommon

-Base Cost
-20 -> 30

-Scale Cost
-5 -> 15


-Rare

-Base Cost
-40 -> 70

-Scale Cost
-20 -> 35


-Legendary

-Base Cost
-60 -> 100

-Scale Cost
-30 -> 50


-Mythical

-Base Cost
-100 -> 150

-Scale Cost
-50 -> 75


-Adjusted the code for returning after falling off the map to hopefully minimize the chance of dying in a loop


-Adjusted the opacity on the pause menu background to make it more obvious



---
Bug Fixes:

-Fixed an issue where occasionally, Tabitha would not properly spawn
-Fixed a bug where, if you could buy no souls, the soul vendor would offer you 0 souls for 0 mana shards forever
-Removed a duplicate of Mirei
-Fixed a bug where spamming the interact key on an NPC in town could get their text stuck to the screen indefinitely
-Fixed some incorrect flags for the custom depth shader
-Fixed a bug with the Shroomery where it wasn't taking into account the building level when deciding whether an upgrade could be made or not
-Fixed some missing LOD's for various motes


It's been a relatively busy week here. Less busy than I anticipated, I expected to be stamping out more fires that I had to, which is good. I'm excited to be working with you all and I sincerely thank all of our supporters.



Thank you all, again,
Until next time,
Lucas

Join our Discord!

A Storm Unsung: Demo

Hello all!

Just a quick update, an newer version of ASU's demo is now available for download. The demo is available from the store page now!

https://store.steampowered.com/app/2353840/A_Storm_Unsung/



Thank you for your time,
Lucas

Join our Discord!

ASU Discord Link

Hello all!

Apparently, Discord links expire unless you expressly choose for them not to. This was brought to my attention by a helpful community member. As such, the Discord link that is on our store page and the various other places that it can be found is now updated to be a (hopefully) permanent link. I will also be dropping it here.

Discord!

Apologies for those affected,
Lucas