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0.5.7.17 Changelog

[h3]BUGFIXES & STABILITY[/h3]
  • Fixed durability system. Weapons now also lose durability as was intended.
  • Fixed Parry gaining negative stacks.
  • Fixed Parry not granting counterattacks on block.
  • Fixed 0 gold drops.
  • Fixed “Dance of Death” passive skill not working while “Painful Hits” stance is active.
  • Fixed cursed items dropping after receiving severe hand injury.
  • Fixed Inferno not applying its effect during the casting turn.
  • Fixed indicators position on consumables.
  • Fixed bug causing all Crowbars in inventory lose durability after lock-picking or disarming.
  • Various text corrections.

[h3]BALANCE[/h3]
  • Many Prologue difficulty tweaks to match the main game better.
  • Weapon stances now lose 2 tiers instead of 3 on corresponding stats procs.
  • Added War Scythe to Osbrook’s weapon stands.
  • Added 10% Fumble Chance to “Confusion” modifier.
  • Reduced negative Crushing Damage Resistance of “Frozen” modifier (-50% > -20%)
  • Reduced Proselytes’ jewelry droprates
  • Range of “Heroic Charge” was reduced to 3 (4 with corresponding passive unlocked). “Heroic Charge” stat bonuses per tile travelled were increased: (+7.5% > +10%) Weapon Damage, (+5% > +7.5%) Crit Chance.
  • “Advance” range was increased to 4.
  • Reduced base Daze duration from Daze Chance procs (4 > 3).
  • Reduced NPCs buying prices, but increased its dependency from reputation level.
  • Economic tweaks: food & wine traders now buy tableware, priest and healer pay more for medicine, increased gold amount of several craftsmen.


Current Plans + 0.5.7.16 Changelog


Hello everyone!

It’s barely been a dozen of days since Stoneshard was released into Early Access, a rather stressful dozen of days for our team. We’ve received a huge amount of feedback, and we are happy that our game gained so much unexpected attention. The first week was spent on fixing the most pressing issues, however it’s time for us again to focus on developing new content and mechanics.

Our first major content update “Trollslayer” is planned for March. You can see more details about it in our roadmap: it will introduce a new boss to the game, add a new dungeon type, two new skill trees, and expanded dialogues. We’d also like to add some of the initially unannounced content, but for now we can’t promise anything outside of what was originally planned. During the development we’ll publish a few more devlogs on our progress, so make sure to follow the game on Steam if you don’t want to miss them.

During this month we’ll continue to fix reported bugs and crashes, though at a slightly lower pace, so there still may be a couple more patches till the end of February. We also plan to finally solve the issues with the Linux build and release it in the near future. Until then, we recommend you to join us on Discord - our most favored way of communicating with the community where you’ll be able to chat with other players, ask us questions directly, or check out teasers for the future update. For now, here’s some of them:



[h2]CHANGELIST 0.5.7.16[/h2]

[h3]UX[/h3]
  • Added different colored backdrops to items in the inventory based on their quality.
  • Added an option to highlight containers by pressing ALT.
  • Due to the popular demand, fog of war is now more transparent and should be easier on the eyes when moving through the forest.
  • Restored the autopathing when clicking on unexplored tiles.
  • Cauldrons in taverns can now be used for cooking.

[h3]VISUALS[/h3]
  • Added some of the missing animations and timetables for the denizens of Mannshire.
  • Numerous visual fixes.

[h3]FIXES AND STABILITY[/h3]
  • Fog of war now applies to the location with the Abbey in Adventure mode.
  • Fixed the trajectory for arrows and other projectiles (such as fire bolts and melting rays) when shooting at objects of the scenery.
  • Fixed the bug with rings becoming unequipped when loading the game.
  • Fixed “Retaliation” triggering on ranged attacks.
  • Fixed the behaviour of fog of war when using “Distracting Shot”.
  • Fixed the game freezing in certain situations when using “Onslaught”.
  • Fixed the crash and the following issues with dungeons’ names when switching the game’s language after the start of the game.
  • Fixed the simultaneous generation of two copies of the same contract.
  • Mannshire’s Innkeeper now buys tableware and pays more for alcohol as well
.
[h3]BALANCE[/h3]
  • Reworked stances - their maximum number of stacks was increased to 6, and the bonuses were reduced to facilitate more gradual scaling. When the corresponding chances proc, the duration of stances increases, but the number of stacks gets reduced. The starting duration for stances is increased to 6.
  • Stone spikes’ duration has been reduced to 8 turns.

[h3]MISCELLANEOUS[/h3]
  • Added lots of new sounds.
  • Added voice-over for starting dialogue.

0.5.7.15 Hotfix

[h3]CHANGELOG[/h3]
  • Several visual fixes
  • Fixed hanging modifiers icons caused by killing a mob while examining him
  • Several text corrections
  • Updated some skill hovers to display actual information
  • Fixed a bug with extremely high Greatswords abilities energy cost



Patch 0.5.7.15 – Changelog


[h2]BUGFIXES & STABILITY[/h2]
  • Fixed being able to activate multiple instances of Unwavering Stance.
  • Fixed Prologue debuff applying to Proselytes in the Adventure. Now they’re pretty savage.
  • Destroying Boulder via context menu now takes one turn.
  • Fixed death-related crash.
  • Fixed potion-related crash.
  • Fixed another AoE-related crash.
  • Fixed backpack trade exploit.
  • Runic Boulder sustaining energy cost now scales for Spells Energy Cost stat. Your actual sustaining energy cost is now dynamically displayed on the modifier and skill hovers.
  • Fixed possibility to take two actions per turn with fast enough clicking.
  • Fixed bug preventing anyone from spawning in the field.
  • Rains are less frequent now.
  • Weather effects optimization. If you have performance problems during rains and mists, try to lower visual effects setting in the game’s options.
  • Proselyte Dungeon and corresponding contract danger level was increased when shown on the map or in the journal

[h2]BALANCE[/h2]
  • Weapons Rebalance. Instead of linear progression, where every sword was slightly better than previous one, now all weapons are divided into conditional “tiers”. Items of the same “tier” deal the same damage (or roughly the same damage), but have varying bonuses to different secondary stats. Secondary stat bonuses are less dispersed now: instead of giving +1-4% to 4-5 different stats, they now give significant bonuses to 1-3 stats.
  • Armor Rebalance. Mages Mantles now give less %Magic School% Spell Power than before.
  • Enemy Rebalance. Used new progression here – starting enemies became just a bit stronger, while higher tier enemies were significantly boosted, since they didn’t present much danger to a well-developed character even when having numerical superiority.
  • Increased basic Block Power and its gain from levelling Strength. Decreased Block Power bonuses from most weapons except greatswords.
  • Brigand Bosses now may drop enchanted, magical and cursed items.
  • Vivifying Essence: [-5% Morale > -35% Energy]. Since its usage didn’t have any tactical consequences aside from skipping turn.
  • Wolves had their damage increased. Their attack now also have Bleed Chance. Their Vision Range was reduced to make avoiding them early game easier.
  • Enemy spawnrates in dungeons were increased. Now enemies are little more common that one mob per 2-3 rooms.
  • Light armor now gives bonus Bleeding Resistance.
  • Leeches: Pain Gain [+0.5% > +0.2%]
  • Skeletons Damage Resistances: [-20% > -15%] Crushing Resistance. [+15% > +20%] Slashing Resistance.
  • Unholy Altar: Completing Ritual now decreases Sanity & Morale more, while buffing for less turns. Destroying the Altar now longer dazes all enemis on a floor, but debuffs them with a random effect.
  • Jorgrim: starting Norse Blade was replaced by Traveller Blade, since it was too good for a starting item.
  • Jorgrim: now has 8 starting bonus attributes instead of 10 – like all other characters.
  • Fixed extremely high Moose spawning rates in some biomes. They won’t move in herds anymore.
  • Shouts create 25% more noise.
  • Breaking stone and wooden object now creates 15% more noise.

[h3]ABILITIES[/h3]
  • Energy cost of weapon stances was increased.
  • Energy cost of Pyromantic spells was increased.
  • Energy cost of Greatswords skills was increased.

[h3]Rebalanced weapon stances:[/h3]
  • (Swords) Fencer’s Stance: [+15% > +7.5%] Counter Chance per tier. Added +3.5% Dodge Chance per tier.
  • (Maces) Hammer & Anvil: [+15% > +12.5%] Daze Chance per tier. [+40% > +50%] Armor Damage per tier. Added -4% Fumble Chance per tier.
  • (Axes) Massacre: [+25% > +30%] Bodypart Damage per tier. Added +3% Crit Chance per tier.
  • (Daggers) Painful Stabs: [+5% > +3.5%] Crit Chance per tier.
  • (Ranged Combat) Suppression: Added +3.5% Hit Chance per tier.
  • (Staves) Unwavering Stance: [+15% > +12.5%] Block Chance per tier. [+20% > +15%] Block Power per tier.
  • (Greatswords) Parry: [+15% > +12.5%] Block Chance per tier. [+15% > +10%] Block Power per tier. Base duration: [4 > 8] turns.
  • (Greatswords) Recklessness: [+3% > +5%] Crit Chance & Counter Chance per each enemy on a neighboring tile.
  • (Greatswords) Feast of Steel: Crit Chance is now applied directly to physical skills and attacks, instead of being given as a buff to a character.
  • (Ranged Comabt) Precision and Anticipation have switched their order in the branch, since Precision was a way too powerful ability for its position.
  • (Shields) Surprise Onrush: [25% > 20%] base chance
  • (Geomancy) Runic Empowerment: [-15% > -10%] Abilities Energy Cost.
  • (Pyromancy) Fire Barrage: base damage [8 > 6]. Bonus damage to Burning targets: [+30% > +50%].
  • (Pyromancy) Incineration: base damage [13 > 10]
  • (Pyromancy) Ring of Fire: base damage [10 > 15]
  • (Pyromancy) Ring of Fire: Fire Res. debuff [-15% > -20%]
  • (Pyromancy) Excess Heat: replenishes [4% > 5%] Max Energy for each Burning enemy.

[h2]ECONOMY[/h2]
  • Decreased reward difficulty scaling by 15-20%. Base rewards were slightly decreased as well.
  • Slightly increased Wolf Pelt prices since they’re quite savage again.
  • Decreased Disenchantment Scroll price.
  • Crates and barrels drop less coing, but more often – to make breaking them a little more fun.
  • Roadcarts now have less generous loot.


0.5.7.14 Changelog

[h3]BUGFIXES & STABILITY[/h3]
  • Fixed missing texts for Map and Journal hotkeys in Controls menu.
  • Fixed container-related crash.
  • Fixed Incineration-related crash.
  • Fixed "Taste of Victory" not replenishing Energy on kill.
  • Heraldic Note now increases reputation with Osbrook and Mannshire.


[h3]UX[/h3]
  • ESC now prioritizes cancelling skill usage and closing context menu.


[h3]OTHER[/h3]
  • Removed Golden Candelabrum from Mannshire Castle.