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Stoneshard News

Hotfixes 0.9.1.1-0.9.1.4 - Changelog

[h3]ADDITIONS[/h3]

  • Added a new dialogue and an option to receive “Blessing” to the Pilgrims arriving with the “Pilgrimage” situation.
  • Added unique NPC dialogue and speech lines during the “Dangerous Roads” situation.


[h3]BALANCE[/h3]

  • Greatly increased the basic cooldown between the Well of Souls’ summonings, which now also depends on the dungeon’s Danger Level.
  • Nerfed some low tier Minibosses.
  • Negative Situations now grant +50% Reputation for completing the contracts tied to them.
  • Reduced the number of Martyrs in the Catacombs.
  • Greatly increased the Expiration Time of Honeycombs.
  • Increased the influence of Poison, Unholy, and Caustic damage types on the meat harvested from animals.
  • Changed the reward for completing the alternative route of the “Fate of the Brewery” quest.
  • The Brewery chest no longer spawns the same loot as generic chests.
  • Enemies killed during the “Fate of the Brewery” quest will now drop loot.
  • Tweaked some dishes’ stats.
  • Salads can now be cooked without a Pot.
  • Cooking Fondue now requires a Pot of Milk.
  • Reduced the Ancient Troll’s basic Health Restoration value.
  • Reduced the Intoxication Gain from the “Miasmas” Dungeon Condition.
  • Tavernkeepers will now sell empty bowls and plates.
  • Removed the hidden requirement of “Ancestors’ Gaze” which prevented it from gaining stacks when killing weaker enemies. Added the information about the stack decay to the hover.


[h3]FIXES[/h3]

  • Fixed the Prologue crash.
  • Fixed the crash caused by shooting birds with a crossbow.
  • Fixed the quiver crash.
  • Fixed the crash caused by pathfinding issues.
  • Fixed the bug with the behaviour of non-hostile NPCs in settlements.
  • Fixed the softlock during the “Old Caravan” event.
  • Fixed the softlock during Verren’s “Caravan Upgrades” dialogue.
  • Fixed the exploit with endlessly buying and selling the same item during certain Settlement Situations.
  • Fixed the inability to sell Ancient Coins.
  • Fixed the bug with incorrect contract time limits during the “Competition” Situation.
  • Fixed the issue with certain single-time dialogues remaining repeatable.
  • Fixed the incorrect cursor image when confirming the Caravan’s journey.
  • Fixed some items being mistakenly listed as plates.
  • Returned the accidentally removed placeholder image for the “Create your Character” option.
  • Fixed some ability hovers not fully displaying the list of associated Attributes.
  • Fixed the bug with indestructible Lockpicks.
  • Fixed Old Tott’s overly wide range of sold items.
  • The invasion of the “N/A” herb is finally over.
  • Fixed the number of dungeon floors always remaining the same even after the dungeon grows in tiers.
  • Fixed Crit Avoidance not being present in the effects of “Defensive Tactic” and Leg Injuries.
  • Rephrased the Osbrook Miller’s quest to make finding the correct building easier.
  • Fixed the Mannshire Official using Osbrook Official’s dialogue.
  • Fixed the Brynn Maid selling a hundred apples.
  • Fixed the Mannshire Tanner not buying pelts.
  • Fixed “the item is being delivered” tooltip.
  • Fixed the dialogue issues during the “Gwynnel’s Answers” quest.
  • Fixed the Well of Soul’s not having any sound effects.
  • Fixed “Adrenaline Rush” not scaling with stacks.
  • Fixed the bug causing “Fire Barrage” to always miss entirely after missing its first firebolt.
  • Fixed Darrel not using his “forge” sound effects.
  • Fixed the bug causing “Confusion” when destroying Runic Boulders with your own spells.
  • Fixed the issue with the locked door during the “Gwynnel’s Answers” quest.
  • Fixed the incorrect speech line when interacting with the locked shed near the Osbrook Mill.
  • Fixed the bug with Vipers’ spawn rate.
  • Fixed the Cooked Mussel missing it's "Rotten" variant.
  • Fixed the possibility of Caravan Followers' permanent death.

Stoneshard major upgrade brings an upgradable fast-travel caravan system, cooking, new locations and more

Stoneshard is a very challenging open-world RPG currently in Early Access and the latest major release is a really big one.

Read the full article here: https://www.gamingonlinux.com/2024/12/stoneshard-major-upgrade-brings-an-upgradable-fast-travel-caravan-system-cooking-new-locations-and-more

The 0.9.1.0 “Rags to Riches” Update is Live!



Hello everyone!

The day has finally come: Rags to Riches is now available for download! This is the largest update in the game's history, adding and overhauling a dozen major systems. We're confident that for most of you, it will transform Stoneshard into a brand new experience.

Let's dive right into it - the patch notes are below. Keep in mind that these don't cover the full scope of changes and additions, as many of them have been deliberately omitted or only vaguely described. Rags to Riches alters the game in many ways, and we want to leave enough surprises even for seasoned players.

[h3]MAIN FEATURES[/h3]

This update is not compatible with old saves and will require you to start a new game. If you want to complete your old playthrough, make sure to follow this guide.

  • Caravan. A fully functional Caravan System that allows for fast travels over large distances using a special resource - fodder. It also comes with an option to directly purchase items into the Caravan Storage (or sell from it) when the Caravan is parked near settlements.
  • Caravan Upgrades. 24 upgrades that will introduce additional utility to your Camp and improve the Caravan's overall efficiency.
  • Caravan Followers. Recruit up to three non-combat companions, each with their own unique specialization, perks, events, and dialogues.
  • Overhauled Dungeons. The Dungeon Generator was reworked from scratch - small rooms and narrow corridors have been replaced with massive halls, their visuals and structure properly reflecting each dungeon's type and tier.
  • Reworked contracts. A wider variety of contract types and objectives. New dialogues for requesting additional information about the job, asking for an advance, and haggle for a better pay. Consequences for failing contracts and their behind-the-scenes completion by rival mercenaries. Contracts can now also be turned in to different NPCs for a higher monetary reward or additional local or Brynn Reputation.
  • Dungeon Conditions. Unique effects that introduce new challenges to dungeon exploration and increase the reward for completing the contracts tied to them.
  • Enhanced Economy. Dynamic and responsive supply and demand, commodity trading, as well as flexible traders' stocks and preferences.
  • Denbrie. The fourth and final settlement of the Grand Magistrate, utterly devastated by the war.
  • Situations. 9 unique Settlement Situations, providing additional opportunities or offering new challenges.
  • Outskirts. 10 new locations and 60+ new NPC with their own dialogues, roles, and goods for sale.
  • Revised Global Map. Adjusted the map generation algorithms and the placement of locations to ensure a smoother progression. Added contracts to the Rotten Willow Tavern.
  • Cooking System. 40 unique recipes, each offering various advantages along with the possibility of adding spices to further customize their effects.
  • Crafting System. 15 schematics for creating useful consumables in the field.
  • Reworked Progression. All equipment, enemies, and dungeons have been rebalanced to challenge even high-level characters.
  • Reworked the Loot System.
  • Reworked the Spawn System.
  • Reworked Reputation Perks.
  • Reworked the Noise System.
  • Reworked the AI States System.
  • Updated and improved many dialogues.
  • QoL improvements: faster character movement, trade hovers, the ability to store small valuables in purses and caskets, and much more.
  • 5 new bags, each with its own distinct purpose.
  • 7 new Undead minibosses.
  • New items: 35+ new pieces of equipment, 15 valuables, and 10 new ingredients.
  • Balance changes: a complete rework of all the equipment, abilities, and enemy stats. Survival tree overhaul.
  • 12 new Steam achievements.
  • Updated Prologue.
  • Numerous bug fixes.


IMPORTANT: Due to the extensive amount of text work carried out in Rags to Riches, many translators were unable to complete the localization in time. We recommend playing in English to avoid outdated text. Unfinished localizations will be completed in upcoming hotfixes and patches.

Special thanks to @MassBlin, @Lymetel, @djxput, @Mallagar, @funkmonster7, @Denizu, @Mindwitness, @RedOrder, @iamyoyoman, @Gura, @SleepyDummy, @das Halgrim, @Milchritter, @Kjokkenmoddinger, @Cyborgwars, @Kay_Win, @DacianDraco, @Joe Mad, @Psojed, @qbuben for taking part in the closed test and making the public launch better for everyone.

[h3]OTHER CHANGES[/h3]

  • Dungeons are now generated upon entry - if your character dies and re-enters them, it will produce a new layout (unless the save was made after the dungeon was already generated).
  • Traders' stocks now use a seed system, rather than being generated when a player accesses them for the first time after a reset.
  • Reworked the system for resetting locations. This will also affect any items dropped in settlements, which will now be removed after a certain time.
  • The difficulty of open world encounters no longer fully depends on your characters' level. Instead, the type of enemies you will run into will depend on global map zones. Zones may become more dangerous over time but only up to zone-specific limits.
  • Changed the system for resetting and repopulating dungeons to a more deterministic one. Regenerated dungeons can no longer degrade to a lower tier.
  • All dungeons now use preset names.
  • Added a tanner NPC to Mannshire.
  • Added a new stat: Crit Avoidance, which reduces the probability of enemy crits.
  • Special Elemental and Magical effects no longer rely on RNG. For example, Burning will now be guaranteed to trigger after dealing sufficient Fire Damage to the target, scaling non-linearly with the target's maximum health.
  • Enemies can now use Charge skills to preemptively close large distances, not just to initiate combat.
  • Animals will no longer skip their threat phase if they were previously fighting another target
  • Fixed the issue causing the reduction of Max Health before actually taking damage.
  • Enchanted and magical items are now sold at slightly higher prices than regular ones.
  • The chance of receiving armor fragments via “Self-Repair” has been significantly increased, now scaling with the enemy's Armor Durability upon their death
  • Changed the requirements for certain Steam achievements.


[h3]BALANCE[/h3]

  • Skills can now be unlocked after reaching the minimal character level, reducing reliance on finding random treatises when building “non-optimal” stats. However, level requirements are still significantly higher than corresponding attribute thresholds.
  • Counterattacks now strike twice when using dual weapons.
  • Change experience requirements for leveling, along with a rebalance of most experience sources.
  • Existing bosses (Archon, Ancient Troll, Manticore) have received a new passive, “Indomitable”, which prevents the cooldowns of their abilities from being affected by outside sources.
  • Rebalanced every piece of equipment to properly work with the new tier system.
  • Rebalanced medical consumables.
  • Rebalanced ammunition stats.
  • Rebalanced food stats.
  • Rebalanced herb stats.
  • Rebalanced Injuries' effects and their impact on Pain accumulation.
  • Reduced the base coefficient of damage taken by enemy Armor, increasing the importance of Armor Penetration and Armor Damage stats.
  • Health regeneration now fully halts during combat instead of pausing for 10 turns after taking damage.
  • Critical strikes no longer deal at least 1 damage even through full blocks.
  • Increased the impact of active debuffs on the Rest Mode's efficiency.
  • Rebalanced the effects of “Drunkenness”
  • Reduced the impact of Fatigue on Max Energy, but increased its gain from multiple sources.
  • Removed the hidden Accuracy and Fumble Chance bonus from Attack skills.
  • Increased the impact of character actions on enemies' Will to Fight
  • Changed the gravedigging mechanic: digging graves will take less time, but will take a toll on your Morale even before you finish digging them up.
  • The Surgeon's Toolkit now uses a non-linear formula for pain accumulation, improving its feasibility when treating light and moderate injuries.


[h3]WHAT'S NEXT?[/h3]

Let's briefly discuss our plans for the future. In the coming weeks, we plan to collect player feedback and release several hotfixes and minor patches. Since the Rags to Riches update is extremely comprehensive, some features may be unstable or not work perfectly - we'll do our best to address it as quickly as possible.

This includes adding some content that was originally planned for the update but ended up temporarily removed or unfinished for various reasons. This primarily involves:

  • Certain new items
  • Additional contract types for Bastions
  • Bastion Conditions
  • Caves and rare plants
  • Some Follower events
  • Some description, dialogues, and localizations


The rest of the announced changes are already present and can be encountered in the game right now.

After wrapping up post-release support for Rags to Riches, we’ll release a new Roadmap outlining the next update. This will happen early next year, and we're quite certain you’ll like what we have planned!

See you soon, mercenaries. Good luck on your journeys through Aldor!

Rags to Riches releases on 16th of December!



Get ready to carve your path from rags to riches - the largest update in Stoneshard's history is to be released on December 16th at 16:00 СЕТ.

Gather your Caravan, recruit trusty Followers, take upon fully reworked Dungeons and their treacherous Conditions, explore Settlement Outskirts, take advantage of Situations, profit from Trade Goods, Cook and Craft your supplies, and experience the game anew with a myriad of other additions, changes, and QoL tweaks!

Devlog: "Rags to Riches" Release Date



Hello everyone!

This is the final devlog dedicated to the upcoming “Rags to Riches” update, the largest one in Stoneshard’s history. So today, as promised, we’re happy to announce its release date - December 16th!



Plan your winter holidays accordingly - we almost can’t wait to show you the results of our work. But for now, this is a perfect moment to review the progress we’ve made over the past year and go through every addition to the game that will be waiting for you on December 16th. Let’s get started!

[h2]CARAVAN[/h2]



The Caravan is the update’s most important system that will massively impact your approach to traveling and map exploration. With the Caravan, you’ll be able to cross large distances swiftly and comfortably, as well as set up a personal camp upon arrival - any empty map tile will do, be it next to a dungeon, a settlement, or a Point of Interest.

It’s important to remember that the Caravan doesn’t function as an on-demand fast travel button - you’ll need to have a stockpile of Fodder for the road, and the horses will require at least some rest after every journey.

Related Devlog

[h2]CARAVAN UPGRADES[/h2]



Upgrades are designed to further enhance the quality of Caravan travels and add utility to your camp. In Rags to Riches, there’ll be a total of 25 upgrades, starting with basic bonuses to the Caravan’s travel distance and speed, all the way to a personal Shrine and the ability to gain Reputation for killing enemies around settlements.

As always, a reminder: Caravan Upgrades are NOT skills and therefore require special items rather than Ability Points.

Related Devlogs: I, II, III, IV

[h2]FOLLOWERS[/h2]



With the help of Verren, you’ll be able to recruit up to 3 Caravan Followers, who will support you out of combat by selling supplies, offering repairs, speeding up your leveling speed, and so on.

Each Caravan Follower is a unique character with their own recruitment quest, unique perks, dialogues, and Caravan events. And the more time they spend with your Character, the higher their Loyalty will be - leading to even more benefits and opportunities.

Related Devlog

[h2]SETTLEMENT SITUATIONS[/h2]



Settlement Situations will introduce a tad of unpredictability to your adventures. They exist in the form of village events and temporary NPCs, ranging from groups of Pilgrims and competing Mercenaries to Traveling Fairs and disease outbreaks.

Situations always bring new opportunities or complications, affect the local economy, and are partially dependent on the area’s danger level, which is mostly connected to active dungeons nearby.

Related Devlog

[h2]DUNGEON REWORK[/h2]



The Dungeon Generator went through a massive overhaul: narrow corridors and cramped rooms gave way to spacious halls, their visuals properly reflecting each dungeon’s tier and measure of opulence.

Different dungeon types have their own structural quirks: for instance, much of the Crypts loot will be stored in special sealed tombs, while the Catacombs will greet you with double doors and numerous libraries.

Related Devlog

[h2]DUNGEON MODIFIERS[/h2]



Modifiers are special effects that can take place in dungeons either randomly or as a consequence of failed contracts. They introduce additional complications that need to be taken into account during your expeditions - such as poisoned air in the Crypts or an ongoing ritual that empowers every Proselyte in the Catacombs.

Related Devlog

[h2]CONTRACTS REWORK[/h2]



To keep up with the Dungeons Rework, the Contracts System received a major update as well, boasting a slew of new objectives that don’t boil down to killing a miniboss or looting their treasure chest for a quest item. Naturally, many old contracts were also updated with additional mechanics, conditions, and challenges.

Additionally, the new system is expected to make the world feel more alive: contracts will be on constant rotation, simulating the efforts of other mercenaries, both successes and failures.

There’ll also be changes to the process of taking contracts: you’ll now have an option to inquire about the dungeon’s size and some of its modifiers, receive a hint about the miniboss residing there, and even request an advance or haggle for a better reward.

Related Devlog

[h2]NEW SETTLEMENT: DENBRIE[/h2]



Denbrie is the fourth and final settlement of the Grand Magistrate. Hardly any of its inhabitants survived the war: most of the village lies in ruins, and the only thing keeping it garrisoned and not entirely deserted is its active salt industry. Nevertheless, an experienced mercenary can still find a contract or two here - the Magistrate’s forces in the region are in dire need of reinforcements.

Related Devlog

[h2]OUTSKIRTS[/h2]



Outskirts are a new location type, situated around villages and the Rotten Willow Tavern. They serve as rest stops of sorts, offering your Mercenary a chance to recover and resupply, as well as opportunities to accept or turn in a contract for alternative rewards (Brynn Reputation or extra gold).

In total, Rags to Riches will feature 10 Outskirts with 60 unique NPCs and dozens of unique dialogues.

Related Devlog

[h2]REWORKED ECONOMY[/h2]



The Economy saw significant improvements, such as the addition of price fluctuations, the simulation of price and demand, and the ability to earn gold by purchasing all kinds of trade goods in Outskirts and then selling them somewhere else.

Other than that, there’s a lot of QoL additions - for example, all traders now feature hovers that contain all the important info about their prices, preferences, and other quirks.

Related Devlog

[h2]GLOBAL MAP CHANGES[/h2]



Many locations were moved to a new spot on the global map, making your Character’s journey through them more gradual and organic. After completing Odar’s quest in Osbrook, you’ll now be directed straight to Brynn, where you’ll promptly gain access to your Caravan and receive leads towards other settlements from Verren.

All Brynn contracts were moved to the Rotten Willow and Denbrie, with the city itself taking upon the role of a commercial hub, which you’ll be visiting from time to time to purchase new equipment and some Caravan Upgrades.

Related Devlog

[h2]COOKING[/h2]



There’s nothing better than a hearty campfire dinner after a day of completing challenging contracts - and now you’ll be able to cook it yourself, choosing from 40 possible recipes. Each dish comes with its own special effects, capable of boosting your Immunity, Sanity, Fatigue Resistance, and even some combat stats. Dishes can also be imbued with various spices, granting them additional bonuses.

Related Devlog

[h2]CONSUMABLES CRAFTING[/h2]



The Crafting System will offer you a chance to create certain consumables with ingredients you find in the field - provided you’re familiar with their schematics. In total, Rags to Riches will feature 15 crafting recipes, allowing you to cobble together a wide selection of handy items, from Smoke Bombs to Healing Salves.

Related Devlog

[h2]NEW MINIBOSSES[/h2]



The Crypt will become home to 7 new minibosses - Warlocks, Skeletons, and even a Wraith. Each has unique abilities and mechanics that might require clever strategies if you hope to emerge victorious.

[h2]NEW ITEMS[/h2]



You can expect a bunch of new items as well:

- 5 chestpieces
- 1 helmet
- 2 necklaces
- 5 two-handed swords
- 3 two-handed maces
- 8 daggers
- 2 shields
- 6 types of commodity goods
- 15 valuables
- 10 ingredients
- 5 bags - each with its own layout and specialization



[h2]REWORKED REPUTATION SYSTEM[/h2]



We also decided to revisit the Reputation System to introduce a bit more nuance to it - rather than featuring samey, shared perks, every settlement will now have its own set of bonuses, including unique ones. For instance, Denbrie’s “Magistrate’s Frontier” makes the completion of its contracts the fastest way to earn Brynn Reputation.

Related Devlog

[h2]EQUIPMENT, ENEMIES, AND ABILITIES REBALANCE[/h2]



In Rags to Riches, we decided to drastically shift our approach to enemy, dungeon, and equipment progression - all of the above will now function based on tiers, from I to V. This change solves several issues: first of all, it allows us to spread the existing content throughout all 30 Character levels while providing a simple and intuitive way to gauge the danger presented by each enemy or dungeon (or quality, in case of equipment). The system will also incorporate many previously underused pieces of gear and make the persistent problem of unobtainable equipment (the availability of which changed back and forth with every patch) a thing of the past.

Obviously, such a system wouldn’t be possible without a complete rebalance of most of the existing content - therefore, all gear, enemies, and some abilities received major stat tweaks. Equipment in particular was affected the most: every weapon and armor type will now have 2-4 distinct subtypes that support different Character builds, taking itemization to a completely new level.

[h2]SURVIVAL UPDATE[/h2]



The “Survival” tree received numerous changes, both in terms of its overall structure and some individual skills. For example, “Butchering”, a skill for harvesting meat from slain animals, will be available to all Characters from the start, while the ability to harvest pelts and rare ingredients is now tied to “Resourcefulness”.

Since the schematic for crafting Bedrolls will also become universally available, “Make a Halt” will function quite differently, allowing to receive “Vigor” from sleeping in camps and Bedrolls and granting a noticeable boost to “Vigor” itself.

[h2]OTHER IMPROVEMENTS[/h2]

Rags to Riches isn’t just about major additions, we made lots of minor changes too:

- Updated the enemy pathfinding algorithm, allowing it to efficiently account for many factors such as active AoE zones, bodies of water, and nearby allies, which made its results much more believable. Enemies will now also use their dashes to chase your Character down, attempt to spread out in open areas, and choose better routes for escape.

- Reworked AI states to make shifts between them more fluid and logical, while also allowing for more flexibility during any future adjustments.

- Reworked the Noise System for extra predictability and transparency: attracting enemies to your location should no longer require you to throw half a dozen bottles against the nearby wall.

- Reworked the dungeons’ Loot System, switching to a much more flexible and speedy algorithm that offers more options when working with containers.

- Reworked the technical aspect of the Save System, optimizing the size of save files and reducing load times when moving between locations.

- Greatly improved the system for resetting the state of locations by introducing a more modular design: dropping an item inside a settlement no longer means that it’ll stay there for months, while previously harvested mushrooms, berries, and other vegetation will now actually regrow after some time.

- Reworked random enemy spawns both in dungeons and on the surface, transitioning them to a system based on a mix of archetypes and premade templates.

- Changed the principle behind enemy spawns in the open world, removing their absolute dependence on your Character’s level: instead, each enemy type will be tied to a corresponding zone on the global map. These zones will grow more dangerous over time, but only to a certain point - for example, III+ tier enemies will never show up in the relatively safe area around Osbrook.

- Optimized the algorithm for generating roads, dungeons, and Points of Interest on the global map.

- Automated the interaction between our dialogue-writing tools and the game’s engine, allowing us to create dialogues with more speed and convenience than before, when every connection between dialogue lines had to be manually added into the game’s code.

- Added 1500+ new dialogue lines.

- Added several new Points of Interest and tasks.

- Added 12 new Steam achievements and changed some of the old ones to make the hunt for them less soul-draining.

- Added many new sound effects.

- Remade and improved many old sprites and some other assets.

======================

With that out of the way, let’s talk about Stoneshard’s near future. After the release of Rags to Riches, we intend to change our update strategy and switch to a schedule with more frequent patches and less sweeping changes.

Unfortunately, this approach was not applicable during the development of Rags to Riches, where every new and reworked system is a part of the same gameplay loop and relies on everything else to function as intended. The volume of work was truly immense, often leading to unforeseen mid-development realizations that the introduction of a certain feature would require us to rework or add an entirely different mechanic. However, now that the Caravan, the last major system planned for the game, is complete, we can finally switch to modular content updates - we’ll share the specifics after publishing the updated Roadmap.

There’s a certain risk that some currently unstable content will be postponed and added through follow-up hotfixes after the release of Rags to Riches - although we intend to do everything in our power to wrap it all up by the announced date. This mostly affects some of the new contracts, dungeon modifiers, and Follower events. We’ve also been working on a new type of Point of Interest - caves - which we wanted to present as a surprise, but they too might require a bit more time in the oven to iron out issues with their generation algorithms. Still, the groundwork for adding them has already been implemented, so they should be compatible with RtR saves once they arrive.

======================

That’s all for now. As already mentioned, there’ll be no more devlogs dedicated to Rags to Riches - see you on December 16th!