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Stoneshard News

Devlog: Progress Update



Hello everyone!

The work on the City of Gold update, planned for Summer 2021, is well underway. It’ll be the largest update of Stoneshard’s Early Access so far, adding a huge amount of new content and drastically changing the way the game functions. Today we’ll talk about a number of important features, which we currently develop.

[h3]SAVING ON EXIT[/h3]



Now that City of Gold took a step away from our standard update schedule (once every 2-3 months), we actually have time to make all required changes to the world generation and saving systems. This means that the City of Gold update will finally introduce a highly requested feature - saving on exit. After its proper implementation, you won’t have to search for a tavern or a nearby camp in case of emergency or interruption - you’ll be able to safely close the game and then continue from where you left off whenever you’re ready.

It’s worth mentioning that this is not quick saving - saves on exit will be deleted upon loading. The character’s death will still return you to the latest camp or tavern save, preserving the weight of risk and responsibility for your choices.

[h3]KILLABLE NPCs[/h3]



Along with the expansion of the global map, there’ll be a new event type added to the game - random encounters, during which you’ll meet new characters and witness many interesting scenes. In order to properly add this feature, we ended up reworking the existing NPC system, making most of them killable.

Naturally, killing NPCs will result in consequences other than an obvious hit to your reputation. Right now we work on the crime and punishment system to properly reflect possible outcomes. We’ll be able to share more details about this feature once it’s close to completion.

[h3]NEW LOCATIONS[/h3]



Other than random encounters, we’ll also add lots of new points of interest. We won’t get into much detail and preserve the intrigue, so here is a screenshot to keep your interest piqued:

[h3]RIVERS[/h3]



Rivers and other bodies of water are an important element of the global map expansion, adding a noticeable amount of variety to the world. Rivers won’t just sit there looking pretty - there’ll be a number of mechanics associated with them, such as swimming.

[h3]STEAM ACHIEVEMENTS[/h3]



Initially we planned to add achievements only after the game is out of Early Access, as their conditions can change significantly during the development. However, we listened to the players and decided to partially implement achievements with the City of Gold update, starting with those which are unlikely to be influenced by possible reworks - about 50 of them in total.

[h3]THE LUTE[/h3]

[previewyoutube][/previewyoutube]

A small, but a pleasant addition. The Equipment Update II introduced a lute to the game, while City of Gold will let you actually play it. You’ll be able to reproduce your favorite musical pieces to lift the character’s spirit. Or attract nearby enemies, depending on your luck.

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

0.6.1.9 - French Localisation



Hello everyone!

We’re happy to announce that Stoneshard has been fully translated to French. The today’s update added French to the list of available localizations, making it eleven in total!

In the near future we also plan to make the game available in European Spanish and Korean languages. Stay tuned for the upcoming announcements!

Until the next time!

[h3]0.6.1.9 - Changelog[/h3]

- Added French localisation
- Black Boar Inn celebration has ended

New Release from our friends

Hey everyone!

We’d like to recommend you a game our friends made, which has left early access today and is now available with a 25% Launch Discount. We’re sure that some of you will find it to their liking![previewyoutube][/previewyoutube]
Breathedge is a hilarious space survival game. You play as the survivor of the spaceliner catastrophe who finds himself in the middle of a ridiculous universal conspiracy, all the while battling the elements in order to find the way home.



Breathedge boasts a wild mix of awesome visuals and exciting first-person survival experience in outer space, spiced with grotesque humor. Collect items, make tools, build vehicles, and more to help you unravel the mystery behind the explosion of the largest space vessel and all its dark secrets. Smooth navigation through space is not without dangers: watch out for extreme cold and heat, ever-encroaching radiation, and coffin-robots out for blood!

https://store.steampowered.com/app/738520/Breathedge/

Year One Anniversary & Progress Update



Hello everyone!

Today Stoneshard celebrates its first anniversary: it’s been exactly a year since the game was released into Early Access! By an amazing coincidence, the Black Boar tavern’s anniversary shares the same date - to honor this remarkable event, Brukk the Innkeeper decided to decorate his establishment. During this month his guests will also be gifted a free pie, baked by a special recipe. Make sure to launch the game to participate in the festivities!

Now back to our plans. Over the last year the game saw noticeable improvements: there were four major updates and a content patch, as well as an innumerable amount of hotfixes and smaller updates. We still have a long road ahead of us, something we will talk about today.

Right now we’re working on the “City of Gold” update, the largest one yet. It’s meant to significantly expand the global map, add basic caravan mechanics, the first major city, new biomes, new points of interest, random encounters, and also a number of currently unannounced, but very important features. As you can see, this is a lot of content, so “City of Gold” will be released approximately in Q2 2021.

Most new systems are still being prototyped, so it will be a while before the devlogs on them are published. While we’re working on the technical side of the global map, have a look at this concept art and teasers for the upcoming content:



As we implement the city of Brynn, we also plan to expand the game’s lore. There’ll likely be a few devlogs dedicated to it as well.

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

[h2]0.6.1.8 – CHANGELOG[/h2]

- The Black Boar tavern was decorated in celebration of the anniversary.
- You can now get a free pie from Brukk.
- Changed the troll rewards:
  • Increased the gold reward up to 10 000 crowns.
  • Most item rewards were changed: Weber will now give more expensive and higher level items.
  • Added an option to ask for a crossbow, a spear, a two-handed axe, or a two-handed mace.

-Increased the loot quality in secret room containers. Some of them are now guaranteed to have unique items.
- Vases as well as both common and wealthy sarcophaguses now contain less valuable loot.
- Temporarily removed unpopular or useless effects (such as resistances to rare damage types) from the list of possible enchantments.
- Changed the power of some enchantment effects:
  • Bleed Chance, Damage Reflection: +5% > +7.5%
  • Fire, Unholy, Move, Control, and Bleed Resistances: +5% > +10%
  • Armor Damage: +25% > +33%
  • Crit Efficiency: +20% > +25%
  • Spells and Skills Energy Costs, Cooldowns Duration: -10% > -7.5%

- With certain exceptions, equipment higher than level 10 can no longer be found in graves. Drop rates for the rest of the valuable loot were increased.
- [Counterattack Mastery] No longer grants Off-Hand Efficiency if the main hand holds a shield.
- Decreased the base level range for the equipment sold by merchants.
- Fixed the Skeleton Crossbowman, which was technically armed with a bow.
- Defensive Stance now works as described.
- Skinning a dog now yields a pelt of the correct color.
- Fixed the bug preventing unlocked skills from being saved.
- Fixed the bug with the Sigil of Darkness disappearing prematurely.
- Fixed animals not displaying a visual indicator when entering a territorial state after being shot at.

Hotfix 0.6.1.6 - Changelog

  • Fixed enemies opening quest doors.
  • Fixed an issue in the algorithm for alarm accumulation from noise (enemies no longer react to it as fast as they used to).
  • Multiple changes to some enemy abilities’ usage algorithms.
  • Fixed Daze Chance from “Earthquake” not taking Control Resistance into account.
  • Fixed “Elusiveness” not working against enemy skills.
  • Fixed the Experience exploit with disarming claw traps.
  • Fixed AoE zones applying their effects to the Troll multiple times per turn.
  • Fixed the incorrect information on associated Attributes in new stances’ descriptions.
  • Fixed Injuries persisting after sleeping even if body parts are not damaged.
  • Fixed the Troll being able to attack while being affected by both Burning and Regeneration.
  • Fixed “Right on Target” not working with new skill trees’ abilities.
  • Fixed “Danse Macabre” not reducing enemies’ stats.
  • Fixed “Coup de Grace” dealing incorrect damage.
  • “Tormenting Swings” now only triggers on critical hits, as stated in its description.
  • Fixed the incorrect base value of Armor Penetration (was -5% instead of 0%).
  • Fixed certain stats being calculated incorrectly while dual wielding.
  • Fixed the inability of switching to another Tactic while low on Energy.
  • Fixed the log message for enemies disarming traps.
  • Fixed the log message for gathering berries.
  • The effects of “Stagger” are now twice as weak. Its maximum duration is now 1 turn.
  • Shouting now generates less noise.
  • Reduced some of the Troll’s resistances and Knockback Chance, increased its Health.
  • Increased the chance of disarming claw traps.
  • The Restless and Ghasts now have 100% Bleed Resistance.
  • Reduced damage from weapon throwing by 25%.
  • Enemy archers now drop their melee weapons on death.
  • Added Ranged Weapons treatises to Unar the Scribe’s stock.
  • Throwing now generates less noise.
  • Landing an arrow near enemies now raises their alarm level.
  • Resurrected enemies can no longer be seen through the fog of war.
  • Enemies can now also miss when using “Fire Barrage”.
  • Enemies can no longer retreat while Immobilized.
  • Wraiths now become aggressive on the same turn as they appear from their sarcophagus.
  • Enemies will no longer cast “Sacrificial Blood” on themselves.
  • Using medical consumables now stops the character’s movement.
  • Fixed the Beastslayer’s corpse sprite being displayed incorrectly.
  • Fixed grip visuals for some axes.
  • Numerous visual fixes.
  • Numerous text fixes.