1. Stoneshard
  2. News

Stoneshard News

0.5.7.12 + 0.5.7.13 Changelog

[h3]UX[/h3]
  • Opening map with a hotkey now stops your character
  • Added support for native mouse cursor


[h3]ART & VISUALS[/h3]
  • Added 3 new variations of brigand camps


[h3]BUGFIXES & STABILITY[/h3]
  • Fixed cursor collision
  • Fixed full inn chests crashing the game
  • Fixed Elder-related crash
  • Fixed AoE-zone related crash
  • Fixed SFX of Take Aim skill
  • Fixed not working item type price modifiers
  • Fixed Bodypart Damage not increasing from levelling Strength
  • Fixed selling certain items for negative prices
  • Jonna’s starting Willpower is increased by 1 point (so now she has 8 starting attributes like any other character)


[h3]ECONOMY[/h3]
  • Innkeeper now pays more for alcohol

Hotfix 0.5.7.11 - Save Incompatibility

Hello everyone!

Since the release of the latest patch we’ve received many reports about various issues and game crashes when trying to play from old saves. As a result it was decided to disable old saves: we strongly recommend starting a new game. If you want to continue playing as your old character, you can rollback the game to the version without the feature of saving in camps. You can do it in steam game options by choosing the «0.5.7.8» version in the “Betas” folder.



[h3]CHANGELIST[/h3]

  • Fixed the mistake with displaying old prices when renting a room.
  • You can now buy waterskins from innkeepers.
  • Changed Fly Agaric stats:
    -15% Pain
    +60% Pain Resistance x 90 turns
  • Lots of fixes across the game’s localizations
  • Bows’ basic accuracy has been reduced.

Patch 0.5.7.10 - New Saving Spots


Hello everyone!

To begin with, we’d like to thank everyone who believed in us and decided to support the development by purchasing the game over these last two days. The amount of players was completely beyond our wildest expectations, and we consider it a great success for our team – we will continue to diligently work on the game to repay your trust. We fully understand that the game still has a long way to go. We plan to gradually fix the shortcomings which were pointed out as well as add new content. Thank you all once more -- we are set on doing everything in our power to implement everything we’ve planned.

After receiving the feedback it became clear to us that the biggest flaw of the game is the lack of the save system. We’d like to assure you, it was not a conceptual decision, designed to make players suffer by losing time and progress. Saving on exit is a fairly obvious QoL feature, which we would implement if we had the opportunity. Unfortunately, due to a combination of multiple factors – procedural world generation, huge number of objects in every location, as well as parameters which require saving, this task is impossible to perform from the technical standpoint.

The reason is not GMS2, as it could be misunderstood from the message about “engine limitations”, the reason is our procedural generation engine. The saves currently used by the game technically differ from saving in any part of the game world – they save the seed of visited locations, regenerating the world on each loading, they don’t save the state of the world, as it was left by the player. Otherwise, the saves would end up weighting a few gigabytes and take minutes to load. That’s why the saving is done in designated locations which don’t contain objects requiring their state to be saved – tavern rooms, the archive in the Prologue, the location with Archon etc.

With the addition of a mobile caravan which would serve as a save spot, this problem would disappear on its own, since the player would have a place to save their progress at just a short walk away. However it will take a long time to implement it, and there’s already a need for a solution – that’s why we’ve decided to add extra save spots to the existing world by reworking the current camp system.



Now the brigand camps, initially marked with a question mark on the map, can be cleared out and then used as a save spot by clicking on bed. We’ve changed the algorithm for their generation to spread them more evenly across the map, placing them closer to roads and dungeons. We hope that this measure will make your game experience more pleasant. In the future, as it was already mentioned, there’ll be even more save spots. Other than the caravan, some random locations, roadside inns, etc. will also be used as save spots.

Thank you!

[h2]CHANGELOG[/h2]

[h3]THIS UPDATE MAY WORK WITH AN OLD SAVE BUT IT'S ADVISED TO START A NEW RUN[/h3]

[h3]QOL[/h3]
  • It’s now possible to save in brigand camps
  • Map can now be opened by clicking on corresponding Journal tab or with M hotkey. Initially this was planned for the upcoming global map, but many people were left confused and thinking that map navigation isn’t yet available.
  • Journal and Map hotkeys now can be redefined.
  • Maps were added to Elders stock. You can now purchase the map if you somehow lose your starting one.
  • Many text fixes in all localizations
  • We’ve temporarily added small stock of leather/cloth items to Smith’s Apprentice in Mannshire. Initially we wanted settlements to have different distinctive features and craftsmen, but since there’re only two settlements and no caravan yet, the lack of tailor in Mannshire ended up being a nuisance.
  • Added a hint regarding moving the camera around with MMB to the tutorial sequence.

[h3]ART & VISUALS[/h3]
  • Added new brigand camp’s variation for temperate biomes
  • Added new brigand camp’s variation for Steppes
  • Many visual fixes of brigand camps
  • Visual fixes of Witch’s Hut
  • Many visual fixes of equipment
  • Fixed missing on-character sprite for Magistrate Gambeson
  • Fixed playable characters having wrong corpse spites

[h3]BUGFIXES & STABILITY[/h3]
  • Fixed rare crash upon starting the game
  • Fixed Vampiric Rune-related crash
  • Fixed unique items droplist resetting on load, allowing them to drop more than once
  • Fixed crash on enemy examination
  • Fixed Proselyte Apostate attacking from 2 tiles away instead of 1
  • Fixed carts generation on locations’ edges

[h3]BALANCE[/h3]
  • Brigand Camps spawns now depend on player level
  • Reduced damage of Jorgrim’s starting weapons
  • Reduced damage taken by body parts by 8%
  • Proselytes, mid-tier and high-tier brigands were buffed by ~5-10%, as they didn’t present much danger to 4+ lvl characters.
  • At launch wolves were especially deadly because of their bugged “Rend Flesh” ability causing two attacks instead of one. Now this issue is fixed, so their health and damage values were reverted to pre-Hotfix values.
  • Because of Pain Limit formula changes, passive pain reduction was increased. (-0.1 > -0.13) on >75% Health and additional (-0.15>-0.2) on >90% Health.
  • Dungeons don’t generate 4th floor anymore. Deep 4-5-floored dungeons will return once we revamp dungeon generation to make their exploration less monotonous.
  • Reduced durability of equipment found in Luxurious Tombs.
  • Reduced Jewelry drop rates from Crypt urns.
  • Increased Golden Teeth drop rates from wooden coffins.
  • Antitoxin is now more effective (-20% Toxicity > -25%)
  • Reduced Toxicity of Stardust (+30% > +25%). Now it’s time to reduce toxicity of our Steam discussions.
  • Antivenom now provides +75% Poison Resistance x30t.
  • Food spoilage rates were increased by 50-100% depending on type.
  • Rebalanced secondary attributes of most daggers to make their stats less clogged and more varied.

[h3]ECONOMY[/h3]
  • Many changes to default price modifier when selling items to NPCs:
  • Increased base price modifier for Alcohol (+30% > +50%) – it's assumed alcohol should be a valuable trade good to find and sell
  • Increased base price modifier for Medicine (0% > +20%) – during war times people are more willing to pay for medical supplies
  • Increased base price modifier for Beverages (0% > +10%)
  • Increased base price modifier for Drugs (0% > +10%) – they say drugs are a hot commodity… for some people.
  • Decreased base price modifier for Scrolls (0% > -10%)
  • Decreased base price modifier for Treatises (0% > -10%) – no one reads them anyway


Patch 0.5.7.8

CHANGELOG


[h2]BUGFIXES & STABILITY[/h2]
  • Fixed Crow Heater Shield crashing the game
  • Fixed Archers not using Take Aim when in melee range
  • Fixed enemy spellcasters using spells outside of their casting range
  • Fixed Lacerate skill (used by Wolves) triggering two attacks instead of one.
  • Fixed dual wielded weapons overlapping in a single slot after loading
  • Fixed Osbrook merchant’s name not displaying in the corresponding contract’s text.
  • Fixed dialogue-related crash
  • Fixed wrong description of Geomancy Treatise III

[h3]BALANCE[/h3]
  • Salves limb healing increased (12% > 15%)
  • Damage values of melee weapons were reverted back to closed beta values (+5-12% increase on the average)
  • Decreased armor durability loss to make playing as melee character less penalizing.
  • Drastically reduced Fumble chance for weapon active skills to make playing as melee character more consistent and less RNG-dependent.
  • Slightly increased gold stock of some merchants and craftsmen
  • Fixed overtuned Wolf spawnrate in the Pineforest, wildlife in other biomes became slighlty less abundant as well. Mooses became more rare.
  • Contract rewards were slightly increased (~10-15%) to compensate cases of poor loot runs.
  • Leg injuries have smaller chance to immobilize now.
  • Rebalanced Pain Limit formula. Decreased base Pain Limit from 0 to -25, but the Pain Limit loss from missing health was reduced by 25%.
  • Laceration skill (used by Wolves) now deals less bonus Bodypart damage (100% > 75%)
  • Damage over Time effects (except Bleeding) now deal set amount of damage each turn instead of scaled to Max Health. Meaning they are much less effective against high health enemies now.
  • Decreased bonus Bodypart damage done by traps (200% > 150%).
  • Beartrap Immobilization chance increased (85% > 100%).
  • Bleeding now gives -30% Healing Efficiency instead of -4% Health Restoration, due to Health Restoration being disabled when taking damage anyways.






Hotfix #2

Hello!

This is our second hotfix, dealing with the most frequent crash reported so far (80% of total reports).

[h3]BUGFIXES[/h3]
  • Fixed the most occurent crash related to renting


[h3]VISUALS[/h3]
  • Some visual fixes for morning mist


[h3]BALANCE[/h3]
  • Reduced renting price by 60%


Current save system is the most controversial issue, as it seems from discussions and reviews, and we would like to write a post regarding it soon, explaining the technical reasons behind it and how it will be alleviated in the future with introduction of the Caravan, roadside inns and other possible saving spots. For now, we've decided to adjust renting prices to ease it a bit.

Stay tuned for the soon updates!