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Stoneshard News

Vote for Stoneshard in Digital Dragon Indie Showcase!


Hello everyone!

We’d like to inform you that Stoneshard is currently participating in Digital Dragons Indie Celebration, an event which allows indie game studios from around the world to showcase their games to a wide audience.

Stoneshard has managed to receive “Digital Dragons Choice” with a chance to win the Community Vote. We’ll be really grateful if you support us with your vote!

The voting will last until the evening of May 15.

Thank you!

Changelog 0.5.8.8

- Removed “War Cry” ability from Proselyte Chosen
- Vineyard roadcart loot no longer respawns after loading the game.
- Fixed buff animation sometimes causing crashes.
- Fixed incorrect capitalization of item names.
- Fixed numerous typos.
- Fixed incorrect usage of “Adrenaline Rush” by enemies
- Fixed fleaworts not properly spawning in the world.
- Added a special icon for permadeath mode saves.
- Fixed barrels rotating after being struck by greatsword crits
- Added collisions for closed ruined bastions.
- It now continues to rain in special PoI locations.
- Abbey should no longer reset after leaving it.
- Fixed birds SFX.
- Fixed Life Drain and Energy Drain incorrectly working in some situations.
- Fixed some problems with turning in contract items.

Future Plans + 0.5.8.6 Patch Changelog


Hello everyone!

We have some important news for you today. First of all, the 0.5.8.6 patch has been released, bringing new content and some major fixes. The full changelog can be found at the bottom of this post.
Now that the entirety of the “Trollslayer” content has been added to the game, we’d like to share our updated development plan as well as some info about our future goals.

As many of you could have noticed, the current content is limited by the first 7-10 levels - characters outgrow most dungeons and enemies upon reaching this threshold. We are well aware of this problem, however adding high level content is meaningless until we resolve two important issues.

Ideally we’d like different enemy factions to have distinct behaviour patterns. Right now the enemies only differ in their stats and skills, as they share a single template for their actions. To fix this we plan to dedicate a few months to fully rework our AI system and some of the associated systems.

The same can be said about dungeons - right now they are generated based on shared parameters. The only two things which set them apart at the moment are graphical assets and enemy rosters. We, however, would like to make the dungeon crawling process in our game much more memorable than clearing out similar room after room. That’s why we plan to work on a new dungeon generation algorithm along with the AI rework.

Both of these tasks are fairly difficult and time-consuming, and both of them require extensive testing. That’s why we can’t give you the exact date this time - we’ll have to work on these elements until we are completely satisfied with the results. For now the approximate date for the updated AI and updated dungeon generation (and any associated content as well as some additional features) is summer 2020.

To keep you from getting bored during these few months, we plan to release a series of minor updates over the course of this summer to introduce some additional content such as new weapon types and new skill trees. The first update is planned for the end of May - it will add crossbows, polearms, and, perhaps, something extra to the game. Follow our devlogs and announcements for additional information!



Thanks for staying in touch!

[h2]0.5.8.6 - CHANGELOG[/h2]
[h3]CONTENT[/h3]
  • 17 items - new maces and axes, as well as a unique necklace and a new headpiece.
  • 7 one-time requests which will allow you to earn a quick coin, improve your standing with the denizens of Osbrook and Mannshire, and receive a small bonus from certain characters.
  • 2 new Proselyte minibosses: Matriarch and Abomination.
  • Added 7 new dialogues for Osbrook and Mannshire villagers.
  • Verren’s unique ring is now available for all players, not just to those who subscribed to our newsletter. Talk to Verren at the start of the game to receive it.

[h3]BALANCE[/h3]
  • Reduced the base Vision range (13 > 11).
  • [Daggers]: “Coup de Grace”: added a base 0.5% bonus to Armor Penetration for each missing percentage of the target’s health.
  • [Ranged Weapons]: “Long-Distance Shot” now grants +[50 > 30]% bonus Range.
  • [Ancient Troll]: The troll now uses “Troll Regeneration” not only upon reaching a certain Health threshold, but also upon receiving a certain number (or some particularly prolonged) of debuffs.
  • [Ancient Troll] Increased the troll’s resistance to Nature Damage (50% > 75%) as well as Stun Resistance (80 > 100%).
  • Completing “Troll Hunt” now grants a significant boost to reputation with Mannshire.
  • Changed the following rewards for “Troll Hunt”: staff, axe, helmet, mace, greatsword. Gryphon sallet in the signal tower has been replaced with a common sallet.
  • New items can now be found in graves (including 4 uniques).
  • Skeleton resistances have been changed: Slashing Damage: [20% > 15%], Piercing Damage [33% > 25%], Crushing Damage: [-15% > -10%].
  • Changed loot for certain points of interest.
  • Minor changes to some weapon and armor stats.
  • Temporally removed Vision range from enchantment effects. It’ll be brought back once the enchantment system is reworked.

[h3]CHANGES AND STABILITY[/h3]
  • [Axes]: “Ferocity” no longer grants its bonuses until you learn it.
  • [Combat Mastery] “Offensive tactic”: fixed the missing bonus to counter chance.
  • [Combat mastery] “Right on Target”: removed the bonus to Armor Penetration which was added to it by mistake..
  • [Combat Mastery]: “Right on Target]: the bonus for free offhand is no longer granted when using staffs and bows.
  • [Combat Mastery]: “Right on Target”: the bonus for free offhand is no longer granted twice upon loading a save.
  • [Athletics]: the Energy cost for “Dash” now correctly takes adjacent enemies into account.
  • [Ancient Troll]: Added new visual effects for the trolls’ AoE Abilities.
  • Fixed the bug which prevented Proselyte Hierarch and Proselyte Chosen from spawning in the Catacombs.
  • Fixed the possibility of dazing and stunning an enemy at the same time.
  • Fixed “Fire Barrage” and its bizarre affinity for hitting dungeon doors.
  • Fixed the exploit with selling items via Shift shortcut for twice their actual price.
  • Mindwort now properly removes the effect of being drunk, as stated in its description. The same thing applies to ginger root.
  • Fixed the issue with “Deadly Trick” which prevented the fog of war from being removed after switching places with an enemy.
  • Fixed the debuff for dual wielding which could occasionally disappear upon reloading a save.
  • Removed the possibility of equipping a shovel together with cursed items.
  • When stunning a dazed target, the applied stun now has bonus duration based on the initial daze.
  • Fixed the bug which caused contracts to grant doubled reward when they were generated for a second time.
  • Fixed the backpack-related crash.
  • Fixed the stun from runic boulder destruction, which could occur when it wasn’t supposed to.
  • The troll now destroys runic boulders by moving over them.
  • Changed the condition for passive pain reduction. Physical debuffs such as being “Wet” no longer prevent pain from decreasing.
  • Fixed the issue with Catacomb rooms, which caused chests to occasionally block passage to shelves.
  • Fixed the bug which allowed learning potions’ effects without identifying said potions first.
  • Fixed numerous typos and mistakes across all localizations.
  • Updated log messages for picking and dropping items.
  • The visual effects of daze and stun are now correctly displayed above the troll’s head.




0.5.8.4 Changelog - Brazilian Portuguese is now available!

- Added Brazilian Portuguese localization
- Increased reputation gain from completing contracts, and decreased requirements for all reputation milestones (by ~25-30%)
- Fixed the possibility to be cornered by the priest in the Mannshire Chapel
- Fixed bison AI bug – now they don’t remain passive if you aggroed anyone from their herd
- Fixed rare crash after loading the container
- Fixed enemies standing still while the player is stunned
- Fixed Flame Ring damaging Ancient Troll multiple times
- Fixed possibility to stun against the location transition tiles
- Added special visual icon for Ancient Troll location on the map
- Added missing stats to enchantments pool: Stun Chance, Daze Chance, Knockback Chance, Armor Damage, Bodypart Damage, Cooldown Duration, Stun Resistance, Knockback Resistance, Bleeding Resistance, Physical Damage Resistance, Nature Damage Resistance, Magic Resistance, Pain Resistance, Hunger Resistance, Toxicity Resistance
- Added sound effect for Bad Trip modifier
- Entrances to some dungeons are now correctly displayed as closed if the dungeon is inactive

0.5.8.3 Changelog - Turkish is now available!

- Added Turkish fan localization (thanks @ Mustafa Sinan Üçler, İdil Şenel, Ceren Coşkun, Alper Tornacı, Efe Akarca)
- Fixed Catacombs loot not taking dungeon level into consideration
- Fixed inability to enter bandit’s tower by pressing LMB
- Blood Vow animation now properly ends after the buff wears out
- Enemies no longer can teleport behind your back after using “Crippling Lunge”
- Fixed crash upon dying simultaneously with Ascended Archon
- Fixed food spawning with zero freshness
- Fixed “Seized Initiative” gaining stacks after attacking targets without “Initiative Loss”
- Fixed issues with inn room renting
- Fixed traps being generated under the furniture
- Fixed crash caused by using spells on bisons
- Fixed a bug with Block Power, resulting in character having max possible Block Power value instead of a current value
- Increased Block Power of brigands and skeletons
- [Ancient Troll] Fixed unintentionally low Knockback Resistance
- [Ancient Troll] Stun Resistance increased from 50% to 100%
- [Ancient Troll] Fortitude increased from 50% to 70%
- [Ancient Troll] Troll Regeneration now gives +30% Fortitude instead of 50%
- [Ancient Troll] Base Defense value reduced from 35 to 30
- [Greatswords] Fixed “Courage” passive ability not increasing “Heroic Charge” range by 1
- Added 50% Knockback Resistance for mooses and bisons
- Miller sells food 15% cheaper
- Nerfed Brigand Crooks and Cutthroats. Now they’re less likely to dodge, crit and counterattack.
- Increased damage of most staffs
- Merchants sell 4 treatises instead of 3