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Devlog: Cooking



Hello everyone!

Today the topic is Cooking, a mechanic that will play a significant role in both your adventures and the Caravan System.

Important note: the effects, prices, and availability of most existing foods will be rebalanced in Rags to Riches. The numbers you see on the screenshots are also subject to change.

Cooking can be split in two parts: Basic Actions and the cooking of dishes.

Basic Actions include Roasting and Meat Salting. Roasting is basically the Cooking of the current version of the game. In Rags to Riches it’ll be performed through a separate menu with an option to roast multiple ingredients at once rather than going through them one by one.



Salting requires any type of meat and a few handfuls of Salt. Once preserved, meat loses some of its nutritional value but can be stored indefinitely, which is quite convenient during prolonged expeditions or when you want to preserve the spoils of your hunt for later.



The preparation of actual dishes is more complex. First of all, you’ll need a recipe. Some basic recipes will be available to all characters from the beginning. The rest will have to be found, bought, or earned through high Reputation in settlements. For instance, reaching Respect in Osbrook will make it possible to purchase the secret of preparing Osbrook Bread Bowl Stew, in Mannshire - Mannshire Fair Salad, in Brynn - Harpy Omelette à la Brynn. For now, we’ve created 37 different recipes, but their total number might grow by the time Rags to Riches is out.



So, you’ve got the recipe, what’s next?

Firstly, you’ll need an open fire - any fireplace or campfire will do. Then you’ll have to place a pot on top of it. Tavern fireplaces and some campsites already have pots pre-installed, but you’ll need to bring one for any fires you start yourself. Although, not every recipe requires a pot - for instance, Hunter-Style Drumsticks or Meat Skewer can be cooked without it.



In order to prepare soups and some deserts (such as Fruit Soup or Flapjacks), you’ll need to fill your pot with water or milk. This can be done simply by pouring liquid from other vessels into it.



Once this part is over, you can start adding the ingredients. Most recipes allow a certain level of deviation: sometimes, they can be interpreted quite liberally - if you cook a Vegetable Salad, any “Vegetable” type ingredient will do. Other recipes might require a specific item, such as Garlic, Onion, or Leek. Keep in mind that the end result will always look the same and have the same effects regardless of the exact ingredients used - this is done for the sake of straightforwardness and more consistent visuals.

The numbers and stats you see are a placeholder and a subject to change.

Still, there’s a caveat: some recipes have a place for optional Additives that will imbue dishes with extra effects. For example, Salt will double your dish’s expiration time, Butter will give it a bonus to Hunger Resistance, and more exotic variants (such as Jibean Spices, Nistrian Condiments, and Skadian Herbs) will provide a sizeable boost to Morale, Sanity, or Immunity.



All in all, dishes will differ not only in the amount of Hunger they sate but also many other aspects: they might reduce Fatigue, improve Morale, Sanity, or Immunity, grant bonus Experience Gain, increase some Resistances, and so on. On top of that, “Satiety” (the effect granted for overfilling your Hunger meter) will receive an additional stack and some other bonuses if you gain it by consuming an advanced dish.



Once you’re done cooking, food can be eaten directly from the pot. But if you want to leave it for later, you’ll need a suitable vessel. Obviously, soups require a deep bowl, but everything else can be placed on any plate (gold plates will work as well!). It’ll also be possible to place some dishes directly into your Inventory, such as loafs of Garlic Cheese Bread.



That’s all for now. Stay tuned for the next devlog, which will be focused on the second branch of the Caravan Upgrades!

Devlog: Caravan Upgrades - Part I



Hello everyone!

This is the first post in the series of devlogs dedicated to the new features of the upcoming update, “Rags to Riches”, the release date of which will be revealed in the final entry. Today’s topic is the update’s most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.

We’d like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who’s always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren’t averse to the concept of home in a broader sense - and that’s where the Caravan System comes into play by adding a customizable mobile camp.



The Caravan’s main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.

  • Firstly, the Caravan can travel only to empty map tiles. You won’t be able to set up a camp right next to villages, dungeons, hunting grounds, or Point of Interest. Your destination must also not be shrouded in the fog of war - at the very least, you’ll need a rough outline of the terrain, obtainable through the use of paper maps.
  • Secondly, moving the Caravan will require a special resource, Fodder, the spending rate of which will scale with the distance and difficulty of your chosen route.
  • Thirdly, each journey will be followed by a cooldown, as both Verren and the horses will need some time to rest.

In general, the optimal strategy is to park the Caravan in a spot between multiple locations you want to visit (settlements, dungeons, Points of Interest, etc), conclude your business there, then return to the Caravan, which by that time should be ready for another journey.

At the moment, we’re still experimenting with the cooldown duration - currently the base value is a day and a half, which can be shortened to half a day through a series of upgrades.

This topic will be further expanded upon in a separate devlog about the Caravan travels and all the mechanics that come with them.



Now let’s talk about customization - this part of the Caravan System is represented by a dedicated upgrade tree. In total, there are 24 possible upgrades, not including the basic ones - all of them can be unlocked within a single playthrough. As for their effects, there’s quite a lot of variation: some upgrades will change your Caravan’s stats, others - introduce new options or modify pre-existing ones. Each upgrade will also change your camp’s appearance by adding new furniture and gear or altering some elements that are already there.

Upgrades can be accessed by interacting with Verren’s Ledger at the Caravan camp. Before you can go through with them, you’ll first need to have all the prerequisites in either your Inventory or the Caravan Storage: this includes unique items (purchasable from corresponding traders) and additional materials.



All upgrades can be thematically split into four categories: “Provision”, “Restoration”, “Traveling”, and “Communication”. This devlog only covers the first one, which revolves around introducing additional utility to your camp:

[h2]Provision[/h2]


[h3]Firepit[/h3]



Requirements: basic upgrade (available from the start).
Effect: adds a firepit to the camp that can be used to roast food and salt meat.

[h3]Cooking Spot[/h3]



Requirements: Huge Cauldron, Coal Chunk (х4), Ladle (х1)
Effect: installs a cauldron on top of the camp’s firepit, allowing you to cook complex dishes.
Cooking at the camp replenishes a certain amount of Morale depending on the recipe’s rarity.

[h3]Special Spices[/h3]



Requirements: Spice Box, Spearmint (х2), Rhubarb (х2), Ginger (х2), Leek (х2), Garlic (х2)
Effect: food spoils 75% slower while inside the Caravan Storage.
Cooking at the camp replenishes a certain amount of Sanity depending on the recipe’s rarity.



[h3]Workbench[/h3]



Requirements: Toolbox, Nails (х2)
Effect: adds a Workbench to the camp that can be interacted with to craft moderately complex consumables.

[h3]Alchemy Station[/h3]



Requirements: Alchemical Apparatus, Hourglass (х1), Coal Chunk (х1), Flask (х3)
Effect: adds an alchemical apparatus to the camp that can be used to brew potions (after Alchemy is fully implemented) and create some medical consumables (in “Rags to Riches”).



[h3]Foraging Supplies[/h3]



Requirements: Foraging Supplies, Shovel (х1), Sickle (х1)
Effect: adds a foraging table to the camp, allowing Verren and Followers to capitalize on nature’s bounty while you’re busy adventuring. Once per day, it will generate a certain amount of herbs, berries, and mushrooms, their type depending on the currently occupied biome. Some of the gathered herbs can then be turned into Fodder to fuel your future travels, while mushrooms and berries can be used for cooking.



[h3]Mobile Coop[/h3]



Requirements: Cage with Chickens, Bucket (х1), Sack of Grain (х1)
Effect: adds a few chickens to the camp. Once per day, they’ll lay eggs that can be used for cooking. There’s also an option to slaughter chickens for meat, but it’ll take some time for them to respawn - in the meantime, you’ll have to do without a steady supply of fresh eggs.



============================

As you might have already noticed, some of the upgrades are closely linked to Cooking and Crafting - the former will be the focus of our next devlog. And while you wait, here’s a small teaser of things to come:



Until next time!

Hotfix 0.8.2.8 - Changelog

- Fixed the crash caused by "Tempest".
- Fixed the crash caused by "Draining Sigil".
- Fixed the crash caused by "Blood Spit".
- Fixed the crash caused by using "Forceful Slam" on the same turn as moving to another location.
- Fixed the incorrect duration of "Blood Craze".
- Fixed "Deadly Tail" still applying its outdated debuff.
- Fixed "Sudden Lunge" delivering a second strike while dual wielding.
- Fixed the possibility of reading already studied maps.
- Fixed "Seal of Shackles" not prolonging the duration of its effect when used again on the same target.
- Fixed the Leatherworking Workshop's Bailiff demanding a larger bribe even when presented with the Recommendation Letter.
- Fixed Guards not reacting to the first bow or crossbow shot taken at them.
- Fixed Runic Boulders not being destroyed when summoned on tiles with traps.
- Fixed "Ramming Charge" being listed as a Stance ability.
- Fixed the Ethnarch's Funeral Mask triggering only once per playthrough.
- Increased the chance of triggering damage types' special effects. Standardized the duration of said effects.
- Reduced the spawn chance for some high level enemies (including Brigand Mages, Sanguimages, and Murkstalkers).
- Antitoxin will now halve the duration of Hangovers.
- Fixed the bug causing equipment hovers to not display negative changes to stats if they were compensated by an enchantment.
- Fixed Turncoats dropping weapons that didn't match their sprite.
- Fixed Wolfhounds not having a "swimming" sprite.
- Fixed the sound effect of "Resonance" disappearing after moving to another location.
- Fixed the possibility of triggering multiple death animations at the same time when killing enemies with critical damage.
- Fixed the bug causing stolen items to change their settlement tag to a new one when placed in a container owned by another settlement.
- Fixed the sprite depth of destroyed Deathstinger Hives.
- Fixed collision issues with dry trees in the steppes.
- The game now correctly saves the color of blood splatters on the ground.
- The game now correctly saves the color of dropped potions.

Hotfixes 0.8.2.4-0.8.2.6 - Changelog

[h3]0.8.2.4[/h3]

  • Bleeding is now considered a Lingering effect (rather than Physical).
  • Increased the base Cooldown Duration of "Draining Sigil".
  • Increased the Revenant Commander's Cooldowns Duration coefficient.
  • Adjusted the use conditions for "Necrophage": Ghouls will no longer consume corpses while at full Health.
  • Fixed the Brander's pyres sometimes remaining lit even after his death.
  • Fixed the bug causing some passive abilities to become unlearnt after sleeping.
  • Fixed the crash caused by "Net Throw".
  • Fixed the crash caused by "Incineration".
  • Fixed the bug causing the player character to voice enemies' speech lines when applying them with Stun and Daze.


[h3]0.8.2.5[/h3]

  • Fixed the crash caused by "Spectral Haunting".
  • Possibly fixed the crash caused by "Web Spit".
  • Fixed Geomancy boulders not applying targets with Daze upon knocking them back into objects.
  • Fixed unique items being ignored in the Statistics if found outside of containers.
  • The Statistics' time-tracking system should now correctly sum up hours into days.
  • Lowered the spawn chance for some of the new enemy types.
  • Reduced the impact of some conditions and actions on the low level brigands and ghouls' Will to FIght.
  • Nerfed Murkstalkers.
  • Adjusted cooldowns and Energy Costs for some enemy abilities.
  • "Lesser Ritual of Resurrection" and "Greater Ritual of Resurrection" will now set the reanimated Undead's Armor
  • Durability to 0% and put their abilities on cooldown.
  • "Curse of Decay" should now correctly remove stacks of the effect after using any abilities, not just Attacks.
  • Fixed Weber's "trading" dialogue option disappearing after the Ancient Troll's death .
  • Fixed the bug with Knud and the Map of the Old Homestead Surroundings.
  • Fixed the Atlas of Aldor granting 5% Energy Restoration instead of the listed 10%.
  • Changed the Fatigue gain from using skills [1.5% > 2% of the used skill's Energy Cost] and spells [2.5% > 2% of the used spell's Energy Cost].
  • Changed the Curse of Bloodlust [-25% > -20% Max Health] and the Curse of Madness [+5% > +7.5% Backfire Chance].
  • Fixed technical tags and formulas being displayed in some of the enemy abilities' hovers.


[h3]0.8.2.6[/h3]

  • Fixed the crash caused by "Stone Armor".
  • Fixed the bug allowing animals to attack the player character without warning if they have already participated in a fight with another creature.
  • Fixed "Push the Falling" prolonging the duration of "Confusion" by an incorrect number of turns.
  • Fixed "Seal of Cleansing" not removing magical and elemental entities if they are located on the same tile as the caster.
  • Fixed the interaction between "Seize the Initiative" and ranged weapons which allowed the skill to apply its effects with a second shot (after missing the first one).
  • Fixed "Blood Craze" not having the max duration cap.
  • Fixed the bug causing Wraiths to disappear when the player moves to another location or loads their save.
  • Fixed the 6th strike of "Anthems of Bloodshed" granting its bonuses to nearby allies even after missing the target.
  • Fixed the bug causing Ghouls to disappear if they use "Necrophage" while the player moves to another dungeon floor.
  • Fixed the bug allowing to use the "Reload" action while the left weapon slot already contains a loaded crossbow.
  • Fixed the overly high Attribute requirements for unlocking some of the staff skills: "Now or Never" and "Triumph".
  • Fixed the bug causing enemies to hit themselves in certain situations.
  • Slightly nerfed the Apostate miniboss.

0.8.2.3 Content Patch - Changelog



[h2]MAIN CHANGES[/h2]

- Added 9 new enemy types: Accursed Ghast, Ancient Ghast, Putrid Restless Soldier (2H Axe, 2H Mace, and Halberd variants), Wraith Monk, Wraith Cleric, Wraith Squire, Wraith Sergeant, Wraith Templar, and Wraith Commander.
- Added 5 high level minibosses. Undead: Ritualist, Revenant Commander and Wraithbinder. Proselytes: Brander and Juggernaut.
- Added 12 new enemy abilities.
- Added paper maps. Using them creates an outline of a specified area on your global map. Paper maps can be purchased from elders and governors (additional maps become available after you reach Benevolence with their settlement) or found as random loot in Mannshire and Brynn dungeons.
- Added a new artifact: Barbados the Lame’s Atlas of Aldor. Just like other artifacts, it has a chance to appear in distant dungeons.
- Added a Statistics tab (can be accessed through the Journal menu).
- Refactored the passive abilities exclusive to the player character, which made it possible to assign them to enemies.
- Fully reworked the enemies’ Will to Fight mechanic. The new version basically works as a gauge that can be affected one way or another through a series of random checks. And once a creature’s Will to Fight drops to 0%, it is guaranteed to start fleeing.

The list of conditions and situations that can potentially affect a creature’s Will to Fight:

  • The creature is high on Health (gradually restores the creature’s Will to Fight depending on its current amount of Health).
  • The opponent is low on Health.
  • The opponent is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • There’s an ally within Vision (increases Will to Fight depending on the ally’s level).
  • The creature is low on Health.
  • There’s a significant level difference between the creature and the opponent.
  • The level of the character’s equipment is much higher than the creature’s level.
  • The creature is Injured, Bleeding, in Pain, or affected by certain other negative effects.
  • The creature loses Health due to the opponent’s attacks and abilities.
  • Allies receive Injuries within Vision.
  • Allies start fleeing within Vision.
  • Allies die within Vision (the impact depends on an ally’s level and whether their death was a result of a critical strike or miracle-casted spell.

[h2]GAMEPLAY AND BALANCE[/h2]

- Rebalanced most enemies to maintain their power on roughly the same level as it had been before they gained access to additional passive abilities.
- Rebalanced the Experience gain from killing most enemy types - high level enemies (and minibosses in particular) will now yield significantly more XP.
- Changed or updated the following enemy abilities: “Curse of Decay” (former “Curse”), “Curse of Agony” (former “Curse of Weakness”), “Desecration” (former “Bolt of Darkness”), “Unholy Blessing”, “Lesser Ritual of Resurrection” (former “Resurrection”), “Blasphemous Sigil” (former “Sigil of Darkness”), “Spectral Haunting” (former “Dispersal”), “Soul Sacrifice”, “Grave Chill”, “Sacrificial Blood”, “Mark of the Feast”, “Draining Sigil” (former “Vampiric Rune”), “Blood Scent”, “Neverending Torment”, “Taste for Flesh”, “Swarm”, “Loud Barking”.
- Changed the special effect of Unholy Damage: [chance to apply “Curse” > Health Replenishment].
- Changed the special effect of Sacred Damage [Health Replenishment > Energy Replenishment].
Added a new Reputation perk, “Specialty Goods”, which makes additional paper maps available for sale.
- “Deadly Tail”: swapped the chance to apply “Sacrificial Blood” with a chance to apply “Mark of the Feast”.
- “Net Throw”, “Bone Throw”, “Web Spit”, “Blood Spit” now use the missile mechanic, giving them a chance to miss their target.
- Made it possible to block and dodge Girruds’ skills.
- Updated the Stealing Mechanic: NPCs should no longer be able to detect you through walls.
- The Casket with St Wald’s Relics now grants immunity to an additional effect, “Curse of Agony”.

[h2]UI AND QOL[/h2]

- Rewrote enemy abilities’ hovers in accordance with the Equipment Update III standards. Added a dynamic display of scaleable stats to enemy abilities’ hovers (their relevant Accuracy and Damage Dealt, for example).
- You’ll now be able to see enemies’ Will to Fight while inspecting them.
- When inspecting enemies, their abilities will be displayed in a predetermined order rather than randomly.
- The Character Menu and Journal tabs will now retain the position of their sliders when reopened.
- Improved the Global Map optimization.

[h2]FIXES[/h2]

- Fixed the bug causing different enemy types to use the same basic Health Restoration value.
- Fixed some AoEs having dead zones.
- Fixed the inconsistent display of certain AoEs and ability trajectories for different character’s positions in relation to the target.
- Fixed the bug preventing negative Dodge Chance from increasing the Accuracy of incoming attacks.
- Fixed the bug which allowed Pain to exceed Pain Limit.
- Fixed the Anmarrak being able to use “Wide Swipe” while its Tentacle Hand is actively participating in combat.
- Fixed Harpies and some other enemies using incorrect animations after recovering from “Petrification”.
- Fixed “Lion Leap” granting the Manticore an unlisted Dodge Chance bonus.
- Fixed the incorrect interaction between the dual weapons’ Damage and “Residual Charge”.
- Fixed Immobilization, Stun, and other similar effects not being able to interrupt Charge skills.
- Fixed the incorrect description of one of the Brynn Reputation perks, “Better Gear”.
- Fixed “Cleaving Strike” granting an incorrect bonus to Counter Chance.
- Fixed the potential softlock caused by missed “Distracting Shot”.
- Fixed “Onslaught” having its Cooldown reduced by an incorrect number of turns after failing to knock the target back.
- Fixed “Mutilating Lunge” having its Cooldown reduced by an incorrect number of turns after failing to cause an Injury.
- Fixed the buggy interaction between “Courage” and counters.
- Fixed “From the Shadows” applying its debuff even after missing the target.
- Fixed the incorrect duration of “Endurance Training” bonuses.
- Fixed the incorrect duration of “Startling Volley” effects.
- Fixed the combination of “Mighty Kick” and “Push the Falling” not prolonging some of the debuffs it’s supposed to.
- Fixed the Codex of the Triple Hand Order granting its bonuses even when the Undead or Proselytes die without the player’s direct participation.
- Fixed the disappearance of certain effect animations after moving to another location.
- Fixed the “Knockback” pop-up hint.
- New sprites for some items.
- New visuals for some Necromancy-themed abilities.