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Devlog: Dungeon Generation



Hello everyone!

It’s been a while since the last devlog, so we’re here to tell you about the current state of affairs and our plans for the near future.

Let’s just say the workflow has been less than ideal - the Ukrainian part of our team experiences blackouts and disrupted internet access due to the constant Russian shelling of the country’s infrastructure, and the part of the team that formerly resided in Russia needs time to adjust in a new place. Nevertheless, we’re still determined to continue working on Stoneshard.

The main focus right now is on the next major update, “Rags to Riches”, which will both introduce and expand upon a number of key gameplay systems, namely the Caravan, the dungeon generator, and the economy.

Unfortunately, we’re in no position to announce even approximate release dates, definitely not within the next few months. But it doesn’t mean there won’t be any new content until then - we plan to release a few small patches, mostly focusing on fixing bugs, implementing some long-awaited QoL improvements, tweaking the existing ability trees, and fleshing out certain minor mechanics that we kept on the back burner. This approach will keep the game from getting stale while simultaneously giving us an opportunity to clear the accumulated backlog and resolve some technical issues.

For instance, in the near future we’ll release a hotfix that will improve the Drunkenness mechanic and add a few hundred new speech lines - both for the main character and the enemies - to cover a much larger number of scenarios.



Now back to Rags to Riches and the progress we’ve made so far. Many of you may remember that the dungeon generator was already reworked in the “Way Forward” update. But even though the result was much better than the original iteration, the last couple of years brought us enough experience and feedback to realize that we can do better. After all, dungeon-delving is one of the most prominent mechanics in the game, so any improvements to it will serve the betterment of the experience in general.



The dungeon generation rework is meant to achieve the following:

  • Move away from the boring and predictable dungeon structure that consists almost entirely of small rooms separated by doors.
  • Get rid of single-tile doors and hallways, as they promote the repetitive tactics of funneling enemies into the same choke points over and over again. New rooms will have a more engaging design, giving you more reasons to reposition and interact with the surroundings.
  • Add more distinguishing features to each dungeon type: the Bastion should differ from the Crypts - and the Crypts from the Catacombs - not only in terms of decorations but also their overall layout.
  • Make dungeons and room structure more logical and believable: upon entering a room, you should be able to get a basic idea about its function.
  • Make dungeons’ visuals consistent with their difficulty and loot quality: high level dungeons will boast richer decor and additional room types that you won’t be able to encounter early in the game.
  • Add dungeon modifiers that will shake up the established routine and make you adjust your usual preparations - we’ll share more details in future devlogs.
  • Change enemy spawns to make fights more fair and interesting.


While our game designers are busy conceptualizing the Contracts rework (and all the new mechanics that come along with it), our artist and level designers are working on gradually transitioning the Crypts to the new generation ruleset - of all the dungeon types, it needed a facelift the most. For now, here’s some of the results:









The next step is to use the Crypts as a testing ground for the entirety of the reworked system, which includes new contacts, modifiers, and certain other additions - after that, we’ll make the necessary adjustments and apply it to the remaining dungeon types as well.

That’s all for now. Until the next devlog!

Hotfix 0.8.0.19 - Changelog

- Made sweeping updates to the Bleed system as a follow-up to the recent distribution of Bleed Resistance between specific body parts.
- Changed Durability of most weapons to better fit with previous balance tweaks.
- Tweaked the level range of the loot in chests.
- Added exquisite dishes to the Ralph & Sons Inn.
- Added traps to the Brynn Quartermaster’s stock.
- Nerfed Proselyte Matriarchs.
- Moved Yagrams back to higher level Catacombs.
- Paregoric will now add 4 hours to the max sleep duration.
- Made the following changes to “Gaping Wound”: reduced the Abilities Energy Cost debuff [50% > 33%], added a Cooldowns Duration debuff [+33%], removed the Bleed Resistance debuff, and lowered the skill’s base Bleed Chance [75% > 50%].
- Fixed certain abilities disproportionately targeting some body parts over the others.
- Fixed “Painful Stabs” granting more Crit Efficiency than listed in its hover. [+15% > +10%]
- Fixed “Tormenting Swings” reducing its targets’ Max Health for a larger amount than listed its hover. [-7% > -5%]
- Fixed “Blade Maintenance” granting more Crit Efficiency than listed in its hover. [+15% > +10%]
- Fixed "Fatal Strike” reducing Abilities Energy Cost for a smaller amount than listed in its hover. [-25% > -33%]
- Fixed “Maim and Kill” granting less Bleed Chance than listed in its hover. [+15% > +20%]
- Fixed “Moment of Weakness” not granting Stagger Chance.
- Fixed “Severe Concussion” reducing Accuracy for a larger amount than listed in its hover. [-50% > -25%]
- Fixed “Offensive Tactic” not granting a bonus to Crit Efficiency upon landing a critical shot.
- Fixed “Revel in Battle” granting all its bonuses while just under the effect of “Striker Stance”.
- “Seal of Finesse” will now properly reduce the accumulated Backfire Damage by 20% rather than only negate the Backfire Damage generated by the ability itself.
- Fixed enemies with two-handed maces incorrectly prioritizing the use of “Mighty Swing”.
- Fixed “Flame Saturation” reducing Spells Energy Cost for a larger amount than listed in its hover. [-20% > -10%]
- Fixed “Inner Reserves” replenishing less Max Energy than listed in its hover. [20% > 25%]
- Fixed “Now or Never” not granting its bonuses for successful and partial dodges.
- Fixed “Dismember” reducing the target’s Health by a flat amount rather than scaling the damage with its Max Health.
- Fixed “Residual Charge” granting its effect for a smaller number of turns than listed in its hover. [4 > 6]
- Fixed “Shield Bash” reducing Block Power by a larger amount than listed in its hover. [-30% > -20%]
- Fixed “Pack Sense” granting its bonuses not only to Wolves but also the Character.
- Fixed “Spot Weakness” not applying some of its effects.
- Fixed “Seal of Power” incorrectly reapplying its effects.
- Fixed “Boulder Toss” using two different formulas for its chances to apply Stun or Daze.
- Fixed the softlock that could occur when bringing potion ingredients to l’Owcrey.
- Fixed the crash caused by learning certain rumors.
- Fixed the hover of “War Cry” not listing the skill’s debuff chance.
- Fixed “Tongue Push” displaying an incorrect hover.
- Fixed ranged Brigands not dropping bows on death.
- Fixed Bleed Resistance appearing twice in the Character’s stat menu.
- Fixed the issue preventing the activation of the Boulder Circle under certain circumstances.
- Fixed the generation bug with one of the abandoned carts.
- Fixed the generation bug with one of the Camps.
- Severe Intoxication will no longer cause Vomiting. Also significantly reduced the chance to Vomit while affected by Deadly Intoxication - on top of that, the overall chance drops to zero if the Character experiences significant Hunger.

Hotfix 0.8.0.18 - Changelog



[h3]FIXES[/h3]

- Fixed the NPC in the Order’s Prison not appearing on some saves.
- Fixed the inability to interact with the Boulder Circle on some saves even after performing all the prerequisite actions.
- Fixed Deathstinger Swarms having 100% Piercing Resistance.
- Fixed tier 4 Electromancy and Magic Mastery treatises spawning only in one specific distant dungeon.
- Fixed “Piercing Shot” not benefiting from “Taking Aim”.
- Fixed magic missiles being affected by the same close range Accuracy penalty as bows.
- Fixed Agility not affecting Backfire Chance.
- Dirwin’s unique trait should now work as intended.
- Fixed Anmarraks not spawning in distant Catacombs.
- Fixed “Keep Them Coming” instantly removing the effect of “Mighty Swing” granted for killing enemies.
- Fixed the incorrect loot in some secret rooms. Increased the amount of loot spawning in secret rooms’ chests and sarcophaguses. Added guaranteed loot to certain secret rooms.
- Fixed the incorrect loot in the Catacombs’ containers. Church-themed valuables should now appear more frequently.
- Fixed Brigand Geomancers and Electromancers dropping incorrect treatises.
- Fixed the occasional crash caused by using “Chain Lightning” in certain circumstances.
- Fixed the occasional crash caused by Harpies’ “Peck”.
- Fixed the crash caused by moving to another location while under the effects of “Will to Survive”.
- Fixed “Will to Survive” checking for incorrect conditions.
- Fixed “Recharge” granting its bonuses before it’s actually learned.
- Fixed “Pathfinder” granting its bonuses before it’s actually learned.
- Fixed the duration and stacks of “Maneuver” not adding up as intended.
- Fixed “Offensive Tactic” being able to indefinitely stack Crit Efficiency.
- Fixed the incorrect duration of the Damage Taken debuff applied to the Ancient Troll upon interrupting its “Troll Regeneration”.
- Fixed “Coordinated Advance” reapplying its bonuses each time the character enters the same location, potentially resulting in enemies receiving a massive damage boost.
- Fixed the effect of “No Retreat” not being removed when moving to a different tile.
- Fixed the possibility of stacking the effect of “Taking Aim” with “Precision”.
- Fixed “War Cry” receiving bonuses for every object and piece of furniture within its area of effect. Fixed the ability’s missing damage.
- Fixed the glitches occurring with the Servant in the Golden Grain when she delivers breakfast.
- Fixed the Tanat's Skull raising Fumble Chance instead of lowering it.
- Fixed the occasional crash caused by purchasing rumors from the Fence.
- Fixed some of the Restless being able to feel pain.
- Fixed Rotten Boiled Eggs’ incorrect sprite.
- Fixed the inability to eat or cook Harpy Eggs.
- Fixed some treatises granting incorrect amounts of XP when read.
- Fixed some high tier Geomancy spells having incorrect Attribute requirements.
- Fixed the incorrect price of renting a room in the Rotten Willow when attempting to pay for it on the second floor of the tavern.
- Fixed the inability to reduce the duration of “Ensnarement” by skipping a turn when it’s applied by Crawlers.
- Fixed the bug allowing extreme Intoxication to drop Immunity below zero (which then prevented it from being raised).
- Fixed the inability to swap between loadouts while interacting with a Backpack or the Caravan Storage.
- Fixed the bug which, upon loading a save, spawned incorrect loot in graves.
- Fixed the possibility of placing a Backpack inside another Backpack.
- Fixed the missing “rotten” state of Gray Crabs.
- Fixed enemies not having a cap on their Weapon Damage and Damage Taken.
- Fixed issues with the barrels in the Rotten Willow.
- Fixed issues with abandoned carts’ generation.
- Fixed issues with some of the Restless’ shadows.
- Fixed various visual bugs in Brynn.
- Fixed the sprite of one of the Craftsmen in the Guild Quarter repeatedly flickering as he attempted to enter the building.
- Fixed Brynn guards being able to sometimes step inside walls.
- Incense now counts as a Valuable.

[h3]BALANCE[/h3]

- Numerous tweaks to various items’ stats*.
- Reduced most weapons’ Armor Penetration - this change affects enemies as well*.
- Reduced most weapons’ penalty to Skills Energy Cost*.
- Rather than being an universal stat, Bleed Resistance from armor now works as it was originally supposed to, providing its benefits only to specific body parts.
- Added Bleed Resistance to most pieces of armor*.
- Certain stats are now less impacted by the Dual-Wielding penalty.
- Magehunters now spawn in higher tier dungeons.
- Magehunters no longer have access to “Against the Odds” and “Seize the Initiative”.
- Added new abilities to some Proselytes.
- Increased the amount of loot in distant dungeons’ boss chests.
- Reduced the effectiveness of most Staff passives.
- Rebalanced One-Handed Axes passive abilities.
- Rebalanced Two-Handed Axes passive abilities.
- Tweaked Two-Handed Axes and Two-Handed Maces abilities to smoothen the difference in their impact and efficiency.
- Reduced the minimal possible value of Block Power Recovery to 1% (from 5%).
- Fixed the overly high chance of “Petrification” to apply its effects. As a baseline, a character with unmodified stats will need a buff from three runic boulders to raise the Petrification chance to 100%. This chance can now be decreased by the target’s Magic Resistance. Also increased the spell’s Damage over time and its Cooldown, but decreased its Energy Cost.
- Numerous tweaks to the AI’s usage of abilities.
- Casting spells now increases Backfire Damage by 30% instead of 20%.
- Tweaked the effects of some enchantments and curses.
- Perception now has 50% higher impact when passively discovering secret rooms.
- Changed the loot-generating algorithm for distant dungeons' boss chests: rather than performing two separate 35% rolls to spawn a Unique and an Artifact, chests will have 50% chance to spawn a Unique. If this roll fails, you'll be guaranteed to find an Artifact instead.

* - these changes won’t affect already saved items.

[h3]UI & UX[/h3]

- “Maneuver” now correctly grants the bonuses listed in its hover.
- Removed the mention of a non-existing Aftermath from Stardust’s hover.
- “No Mercy” now correctly grants the bonuses listed in its hover.
- Updated the hover of “Claw Swipe” - it now has a description of the skill’s hidden mechanic.
- When interacting with a Lute, the “Use” line in its context menu will now appear as “Play”.
- Rather than recover Reputation incrementally with each day spent in jail, you’ll now instantly receive the full amount once you’re done serving your sentence.
- Learning “Austerity” now changes the debuff thresholds listed in the hovers of Thirst, Hunger, and Intoxication.
- The Hostess in the Close Harbor should now have her role correctly displayed.
- Fixed the “Mindwort” dialogue option being displayed incorrectly during “From the Cradle to the Grave” quest.
- Made some improvements to the camera edge panning option.
- The Turkish localization is now up to date.

Hotfixes 0.8.0.15-0.8.0.17 - Changelog

- Fixed the crash caused by finishing the Mannshire Priest’s task when playing on an old save.
- Fixed the Mannshire Priest’s task not increasing your Reputation when playing on an old save.
- Fixed “Jolt” not being able to apply “Resonance” on more than one target at a time.
- Runic boulders will no longer damage the caster when summoned.
- Fixed the Mannshire Priest thanking you prematurely for completing his task.
- Fixed the crash caused by the servant in the Golden Grain Inn.
- Fixed one of the new Restlesss missing a name and a description.
- Fixed the crash caused by learning new rumors.
- Fixed the missing backpack in the Hermit’s Hut.
- Removed the passive Cooldown Reduction from “Coordinated Advance”.
- Fixed the issue causing dialogue options to disappear when learning certain rumors.
- “Seal of Geomancy” now properly grants +15% Block Chance, just as listed in its hover.
- Fixed “Destabilizing Hits” not granting extra Stagger Chance.
- Fixed the Restless dropping double the intended amount of loot.
- Fixed the possibility of lockpicking already opened containers.
- Dirwin’s starting trait now works as described.
- Fixed “Piercing Shot” always failing to hit targets behind the main one.
- Fixed one of the Brigands missing a “resting” sprite.

Update 0.8.0.14 - Changelog + Roadmap



[h3]NEW CONTENT[/h3]

  • Special improvements to some of the Points of Interest added with the Forgotten Lore update: the Boulder Circle and the Order’s Prison.
  • Added a task to the Mannshire Priest (may require starting a new game to access).
  • 6 new types of mid tier Restless.
  • 10 new types of high tier Brigands.
  • 3 new abilities that come with them.
  • 4 new helmets and 2 more Heater Shield variants.
  • 5 new boots
  • New folio.
  • New unique spear.
  • New unique bow.
  • Added unique abilities to Gulons.
  • Added eggs to harpy nests.
  • Added rumors for new Points of Interest.


[h3]FIXES[/h3]

  • Just as promised in the dialogue, guests of the Golden Grain Inn can now expect to be served breakfast.
  • “Vow of the Feat” no longer grants its bonuses when enemies are not within Vision.
  • Fixed the crash caused by triggering the Manticore’s dialogue if the character dies on the same turn.
  • Fixed Skeletons being able to feel pain.
  • Fixed the damage cap of “Wounding Spearhead”.
  • Fixed “One at a Time!” not granting Block Power Recovery.
  • Fixed “No Retreat” continuously granting its bonuses even after moving to other tiles.
  • Fixed enemies being able to enter walls with “Maneuver”.
  • Fixed “Blade Maintenance” granting its bonuses to all weapon types rather than just swords.
  • Fixed willows and shrubs occasionally spawning in the middle of some roads.
  • Fixed some achievements not working as intended: “Drink and Be Merry” and “Theory and Praxis”.
  • Fixed the possibility of reflecting “Tempest” with “Seal of Reflection”.
  • Fixed the possibility of reflecting “Seal of Reflection” with “Seal of Reflection”.
  • Fixed the possibility of starting campfires on tiles within the reach of tides.
  • Fixed the issue causing items in the inventory to overlap when using the auto sort button.
  • Fixed some unique shields missing a sprite when dropped on the ground.
  • Fixed the bug causing NPCs to be overly inaccurate when using missile abilities such as “Fire Barrage”.
  • The food items that spawn on the surface and inside buildings will now stay fresh rather than rot away
  • Fixed Mancatchers and Beastslayers spawning additional Dogs each time a save file is loaded.
  • Fixed Catacomb pedestals spawning additional treatises when reentering the location.
  • Fixed some Brynn NPCs missing a description.
  • The effects of the Heraldic Note is now properly listed in the Reputation log.
  • Fixed Yagrams’ Rage not accumulating as intended.
  • “Determination” will no longer attack enemies who are already adjacent.
  • Fixed “Respite” replenishing 4 times more Energy than it’s supposed to.
  • Fixed the Brynn Cheese Trader’s incorrect greeting line.
  • Fixed some of the Golden Grain NPCs' incorrect greeting lines.
  • Fixed some Proselytes displaying an incorrect death animation when killed with critical damage.
  • Fixed the endless stacking of “Concussion”.
  • Fixed the Smithing Bailiff being able to sell his stock in broad daylight.
  • Fixed two handed swords not applying Stagger with their skills, this time for sure.
  • Fixed Bran the Trapper losing his stock in certain scenarios.
  • Fixed the incorrect contents of the hidden stash at the Watermill.
  • Fixed rings not affecting the character’s stats when equipped together with an identical ring.
  • Fixed Vipers spawning in pairs.
  • Fixed the possibility of going through the Burial Cave door while it plays its closing animation.
  • Fixed the chicken coop at the Ransacked Homestead continuously spawning new eggs.
  • Fixed capes not granting bonuses to certain stats.
  • Fixed the incorrect journal description of the final stage of “Gathering the Caravan”.
  • The state of secret rooms is now properly saved between sessions.


[h3]BALANCE[/h3]

  • Increased the base Accuracy of thrown items.
  • Added new Pyromancy spells to Brigand sorcerers.
  • “Cauterize Wounds” can now remove the effect of “Gaping Wound”.
  • Added a damage cap to “Forceful Slam”.
  • Changed the mechanic of “Not this Time”.
  • “Leg Sweep” now has a chance to Stagger the targets it fails to Immobilize.
  • “Mighty Kick” now always has a chance to Stagger.
  • Changed the mechanic of “Armor Crusher”.
  • Nerfed “Opportune Moment”.
  • Rather than always hitting all targets in its path, “Piercing Shot” now has its chance to hit calculated individually for each affected target.
  • Changed the mechanic of “FInal Push”.
  • Added defensive bonuses to “Fight to the Death”.
  • Added extra bonuses to “Moment of Weakness”, allowing maces to better synergize with other weapon types.
  • Changed the abilities available to Proselyte Matriarchs.
  • Fixed Ol’ Tott’s prices.
  • Reduced Hunger gain from the Curse of Voracity.


[h3]UX[/h3]

  • In order to make exploration easier and more streamlined, Points of Interest will now be marked on the global map upon entering map tiles adjacent to them.
  • Added a new camera setting: edge panning.


[h3]DEVELOPMENT ROADMAP[/h3]

We also updated our Roadmap, the details are below.



Just like the last few major updates, the next one, “Rags to Riches”, will focus primarily on systemic changes, adding a number of new mechanics and improving upon the existing ones. We plan to release it next year: among other things, the update will feature the long-awaited Caravan system, revamped contracts, better dungeon generation, and tweaks to the economy.

After that, there’ll be “Venom in the Waters”, which will introduce another biome to the game, a new boss, a new magic school, and a whole new dungeon type (along with its own enemy faction).