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Devlog: Dungeon Generation - Part I



Hello everyone!

In today’s devlog we’ll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.



Let’s start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:

  • There isn’t much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
  • All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
  • The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.




Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.

Let’s explore what it entails, point by point:

  • Different dungeon types will use different generation rules: the structure of Crypts will have noticeable differences from the structure of Bastions or Catacombs.
  • Dungeons will feature varying visuals and room presets depending on their tier: the higher the tier, the more opulent a dungeon will appear, and the greater diversity of rooms it will display. Tier 4 and 5 dungeons in particular will look especially awe-inspiring.



  • All dungeons will be split into two categories: generic and large, the latter consisting of two floors. We don’t have plans to introduce dungeons deeper than that: three floors or more would be way too tiresome and draining in most scenarios. The visuals will change depending on how deep you go: lower Crypt floors, for instance, will appear more damaged and use alternative room layouts.



  • Rooms with bosses or contract objectives will spawn in dungeons’ farthest reaches, with secondary rooms branching off from the main path rather than being a part of it, giving you options for additional exploration.



  • The updated visuals for dungeon descents and ascents will make them easy to spot and separate from one another: descents will always be a part of the floor, and ascents will be built into dungeon walls, just like they are right now.



  • We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
  • Rather than remaining the same once they spawn (or respawn after being cleared), dungeons will be generated when you enter them for the first time, just like in the earlier versions of the game (the layout won’t change if you save your progress after discovering it though). This will make dungeon exploration more engaging and unpredictable, since the ability to familiarize yourself with the location of enemies and traps throughout multiple save-load attempts won’t be as easily available by default.
  • Secret rooms will be generated once per dungeon instead of once per floor. The roster of available secret rooms and their visuals will also depend on a dungeon’s tier.



  • Even though it’s not directly related to the Dungeon Generator, we decided to rework the Noise and Enemy Awareness Systems, as the old ones didn’t work well with new dungeon layouts.

Now let’s have a closer look at Crypt specific features:

  • New Crypts will appear as spacious tombs, with large hallways connecting separate burial chambers that are protected by stone plates. To access such a chamber, your Character will need a crowbar.



  • Crypts won’t have wooden doors or narrow passages. Their vast halls will demand some clever maneuvering if you want to avoid getting surrounded by the Undead.
  • Among other things, Crypts’ visuals will be affected by Dungeon Modifiers. Each dungeon type will have its own set of possible complications: for example, wafts of nauseatingly greenish air will signify the presence of “Miasmas”.



  • The varied and unusual objectives of the reworked Contracts System will affect dungeon layouts as well: for instance, Wells of Souls will serve as spawning points for Wraiths, and the Holy Figurine contract will work quite differently from how it does right now…




  • We also changed how the Loot System functions in Crypts and added a number of new items that can’t be found anywhere else. Here are some of them:




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

Devlog: Consumables Crafting



Hello everyone!

Today’s devlog is dedicated to another new feature of the upcoming Rags to Riches update - the Crafting System.

The main principle behind the titular mechanic is that it allows only the creation of consumables and other similar items. The possibility of crafting complex gear and equipment was discarded very early on: doing otherwise would result in constant interactions with a broad range of specialized crafts and tools, which doesn’t mesh well with the game’s main theme - adventuring and exploring the world as a mercenary. On top of that, being able to craft armor and weapons would demand a rather cumbersome system with lots of materials, tools, and so on, shifting the game’s focus even further from what we aim to achieve.

Therefore, a system that revolves solely around the creation of consumables and various utility items makes the most sense in the context of the preexisting basic gameplay loop, adding more depth to the preparation stage.

Anyway, let’s start with the basics. Crafting is performed through a dedicated menu, which can be accessed in three ways: by using the “Crafting” basic ability, interacting with a workbench (such as the one you can upgrade your Caravan with), or by using a Crafting Kit:



In order to create an item, you’ll need to possess both the correct ingredients and the knowledge. In the beginning, your character will know how to craft only the most simple items - the schematics for making anything more sophisticated will need to be found, looted, or purchased from traders.



Schematics are split into two categories: basic and advanced. Basic items can be crafted anywhere, any time, all you need is ingredients. On the contrary, advanced schematics can’t be followed through without a workbench or a Crafting Kit - a new consumable that loses charges with each crafted item.



Creating a consumable will award a bit of Experience, the exact amount depending on the finished item’s complexity. To make the search for new schematics even more enticing, crafting an item for the first time will grant you five times the basic amount of XP. And even though the current list of crafting schematics is relatively short, we plan to greatly expand it in the future with the addition of many new consumables.

It’s worth mentioning that this new system brought a lot of changes to Bedrolls and Campfires: Bedrolls will no longer require you to learn any skills to craft them, while Campfires will be created by using a special craftable item - a Bundle of Brushwood.

Consequently, the Survival ability tree saw some significant tweaks too: it now has a much more flexible structure, and some of its skills were heavily revised.

Each character will also start with “Butchering”, a new Survival skill that will allow you to harvest meat from dead beasts without investing any AP. Skinning and looting rare ingredients, on the other hand, will still require you to learn the dedicated passive.



Additionally, the Crafting System will allow your character to create Fodder, a resource used to fuel your Caravan travels. Although Fodder will be purchasable from stablehands, there’s still a risk of finding yourself stranded far from civilization without sufficient supplies - that’s where additional options come into play.



Fodder can be crafted from any foodstuff suitable for horses: grain, straw, apples and carrots, even some herbs. Using grain in particular will yield the most Fodder, while the low nutritional value of straw will require you to collect a whole lot of it to make a difference.

That’s all for now. In the next devlog we’ll return with more information on the Caravan Upgrades. As a parting gift, here’s a glimpse of something else that we’re currently working on:



Until the next devlog, and have a happy New Year!

Devlog: Caravan Upgrades - Part II



Hello everyone!

In today’s devlog, we’ll continue exploring the Caravan Upgrade System, which brings us to the second part of the upgrade tree - “Restoration”.



True to its name, the “Restoration” path is dedicated to maximizing the efficacy of resting at the Caravan. It comes with 6 upgrades that are focused on either improving the quality of your Character’s sleep or introducing more utility to the Camp.

We’d like to remind you that Caravan Upgrades are completely separate from the Leveling System and don’t require Ability Points - all upgrades are unlocked exclusively by purchasing prerequisite items.

[h2]Restoration[/h2]



[h3]Straw Bed[/h3]



Requirements: basic upgrade (available from the start)
Effect: adds a sleeping spot to the Caravan Camp



[h3]Small Tent[/h3]



Requirements: Canvas Roll, Rope, Spool of Thread (х2), Straw (х3)
Effect: sleeping at the Caravan Camp grants “Vigor”
Sleeping at the Caravan reduces Fatigue 100% more effectively



[h3]Roomy Tent[/h3]



Requirements: Hardy Tent Cloth, Rope (х2), Spool of Thread (х4), Straw (х5)
Effect: sleeping at the Caravan Camp grants two stacks of “Vigor”



[h3]Shrine[/h3]

This upgrade adjusts to your Character’s race and religion: Humans will be able to set up a “Praying Spot”, Elves - a “Meditation Spot”, and Dwarves - an “Offering Spot”.

[h3]Shrine: Praying Spot[/h3]



Requirements: Hieronite Altar, Ritual Candles, Altar Bell
Effect: allows your Character to pray at the Caravan Camp to receive “Blessing”

[h3]Shrine: Meditation Spot[/h3]



Requirements: Meditation Table, Incense, Censer
Effect: allows your Character to meditate at the Caravan Camp to receive “Peace of Mind”

[h3]Shrine: Offering Spot[/h3]



Requirements: Lesser Runic Stone, Skull, Candle-End
Effect: allows your Character to call upon their Ancestors to receive “Ancestors' Gaze” - the effect lasts indefinitely, scales with enemies killed, and is removed upon reaching low Health



[h3]Training Area[/h3]



Requirements: Straw Dummy, Straw (х4), Bolt of Cloth
Effect: installs two training dummies at the Caravan Camp (basic and armored variants), which can be used to test your Character’s damage and try out new abilities. Dummies can be moved around within a designated area



[h3]Soothing Incenses[/h3]



Requirements: Incense Burner, Incense (х2), Censer
Effect: sleeping at the Caravan restores Psyche 100% more effectively
Sleeping at the Caravan removes negative Psyche effects and resets the progress towards them

[h3]Herbal Remedies[/h3]



Requirements: Apothecary Box, Mindwort (х2), Thyme (х2), Burnet (х2)
Effect: sleeping at the Caravan restores Health and body parts’ Condition 50% more effectively (100% if also unlocked the “Foraging Supplies” upgrade).
Each hour of sleep at the Caravan replenishes 1% Immunity (1.5% if also unlocked the “Foraging Supplies” upgrade)



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That’s all for now. In the next devlog, we’ll tell you more about the Crafting System for consumable items, which is yet another mechanic that’ll be introduced to the game with the Rags to Riches update. Until next time!

Devlog: Cooking



Hello everyone!

Today the topic is Cooking, a mechanic that will play a significant role in both your adventures and the Caravan System.

Important note: the effects, prices, and availability of most existing foods will be rebalanced in Rags to Riches. The numbers you see on the screenshots are also subject to change.

Cooking can be split in two parts: Basic Actions and the cooking of dishes.

Basic Actions include Roasting and Meat Salting. Roasting is basically the Cooking of the current version of the game. In Rags to Riches it’ll be performed through a separate menu with an option to roast multiple ingredients at once rather than going through them one by one.



Salting requires any type of meat and a few handfuls of Salt. Once preserved, meat loses some of its nutritional value but can be stored indefinitely, which is quite convenient during prolonged expeditions or when you want to preserve the spoils of your hunt for later.



The preparation of actual dishes is more complex. First of all, you’ll need a recipe. Some basic recipes will be available to all characters from the beginning. The rest will have to be found, bought, or earned through high Reputation in settlements. For instance, reaching Respect in Osbrook will make it possible to purchase the secret of preparing Osbrook Bread Bowl Stew, in Mannshire - Mannshire Fair Salad, in Brynn - Harpy Omelette à la Brynn. For now, we’ve created 37 different recipes, but their total number might grow by the time Rags to Riches is out.



So, you’ve got the recipe, what’s next?

Firstly, you’ll need an open fire - any fireplace or campfire will do. Then you’ll have to place a pot on top of it. Tavern fireplaces and some campsites already have pots pre-installed, but you’ll need to bring one for any fires you start yourself. Although, not every recipe requires a pot - for instance, Hunter-Style Drumsticks or Meat Skewer can be cooked without it.



In order to prepare soups and some deserts (such as Fruit Soup or Flapjacks), you’ll need to fill your pot with water or milk. This can be done simply by pouring liquid from other vessels into it.



Once this part is over, you can start adding the ingredients. Most recipes allow a certain level of deviation: sometimes, they can be interpreted quite liberally - if you cook a Vegetable Salad, any “Vegetable” type ingredient will do. Other recipes might require a specific item, such as Garlic, Onion, or Leek. Keep in mind that the end result will always look the same and have the same effects regardless of the exact ingredients used - this is done for the sake of straightforwardness and more consistent visuals.

The numbers and stats you see are a placeholder and a subject to change.

Still, there’s a caveat: some recipes have a place for optional Additives that will imbue dishes with extra effects. For example, Salt will double your dish’s expiration time, Butter will give it a bonus to Hunger Resistance, and more exotic variants (such as Jibean Spices, Nistrian Condiments, and Skadian Herbs) will provide a sizeable boost to Morale, Sanity, or Immunity.



All in all, dishes will differ not only in the amount of Hunger they sate but also many other aspects: they might reduce Fatigue, improve Morale, Sanity, or Immunity, grant bonus Experience Gain, increase some Resistances, and so on. On top of that, “Satiety” (the effect granted for overfilling your Hunger meter) will receive an additional stack and some other bonuses if you gain it by consuming an advanced dish.



Once you’re done cooking, food can be eaten directly from the pot. But if you want to leave it for later, you’ll need a suitable vessel. Obviously, soups require a deep bowl, but everything else can be placed on any plate (gold plates will work as well!). It’ll also be possible to place some dishes directly into your Inventory, such as loafs of Garlic Cheese Bread.



That’s all for now. Stay tuned for the next devlog, which will be focused on the second branch of the Caravan Upgrades!

Devlog: Caravan Upgrades - Part I



Hello everyone!

This is the first post in the series of devlogs dedicated to the new features of the upcoming update, “Rags to Riches”, the release date of which will be revealed in the final entry. Today’s topic is the update’s most important addition and the last major system to be introduced to the game: the much-anticipated Caravan.

We’d like to begin by explaining our reasoning behind the system and what we plan to achieve with it. One of the most frequent player suggestions is to add some sort of permanent dwelling, a purchasable and customizable house in a village or city. However, Stoneshard is a game about a mercenary, a character who’s always on the move in search of contracts and glory, so anchoring them to a single location would go against the main theme. At the same time, we aren’t averse to the concept of home in a broader sense - and that’s where the Caravan System comes into play by adding a customizable mobile camp.



The Caravan’s main purpose is to allow for easier exploration, making it possible to travel large distances across the global map - with a few limitations.

  • Firstly, the Caravan can travel only to empty map tiles. You won’t be able to set up a camp right next to villages, dungeons, hunting grounds, or Point of Interest. Your destination must also not be shrouded in the fog of war - at the very least, you’ll need a rough outline of the terrain, obtainable through the use of paper maps.
  • Secondly, moving the Caravan will require a special resource, Fodder, the spending rate of which will scale with the distance and difficulty of your chosen route.
  • Thirdly, each journey will be followed by a cooldown, as both Verren and the horses will need some time to rest.

In general, the optimal strategy is to park the Caravan in a spot between multiple locations you want to visit (settlements, dungeons, Points of Interest, etc), conclude your business there, then return to the Caravan, which by that time should be ready for another journey.

At the moment, we’re still experimenting with the cooldown duration - currently the base value is a day and a half, which can be shortened to half a day through a series of upgrades.

This topic will be further expanded upon in a separate devlog about the Caravan travels and all the mechanics that come with them.



Now let’s talk about customization - this part of the Caravan System is represented by a dedicated upgrade tree. In total, there are 24 possible upgrades, not including the basic ones - all of them can be unlocked within a single playthrough. As for their effects, there’s quite a lot of variation: some upgrades will change your Caravan’s stats, others - introduce new options or modify pre-existing ones. Each upgrade will also change your camp’s appearance by adding new furniture and gear or altering some elements that are already there.

Upgrades can be accessed by interacting with Verren’s Ledger at the Caravan camp. Before you can go through with them, you’ll first need to have all the prerequisites in either your Inventory or the Caravan Storage: this includes unique items (purchasable from corresponding traders) and additional materials.



All upgrades can be thematically split into four categories: “Provision”, “Restoration”, “Traveling”, and “Communication”. This devlog only covers the first one, which revolves around introducing additional utility to your camp:

[h2]Provision[/h2]


[h3]Firepit[/h3]



Requirements: basic upgrade (available from the start).
Effect: adds a firepit to the camp that can be used to roast food and salt meat.

[h3]Cooking Spot[/h3]



Requirements: Huge Cauldron, Coal Chunk (х4), Ladle (х1)
Effect: installs a cauldron on top of the camp’s firepit, allowing you to cook complex dishes.
Cooking at the camp replenishes a certain amount of Morale depending on the recipe’s rarity.

[h3]Special Spices[/h3]



Requirements: Spice Box, Spearmint (х2), Rhubarb (х2), Ginger (х2), Leek (х2), Garlic (х2)
Effect: food spoils 75% slower while inside the Caravan Storage.
Cooking at the camp replenishes a certain amount of Sanity depending on the recipe’s rarity.



[h3]Workbench[/h3]



Requirements: Toolbox, Nails (х2)
Effect: adds a Workbench to the camp that can be interacted with to craft moderately complex consumables.

[h3]Alchemy Station[/h3]



Requirements: Alchemical Apparatus, Hourglass (х1), Coal Chunk (х1), Flask (х3)
Effect: adds an alchemical apparatus to the camp that can be used to brew potions (after Alchemy is fully implemented) and create some medical consumables (in “Rags to Riches”).



[h3]Foraging Supplies[/h3]



Requirements: Foraging Supplies, Shovel (х1), Sickle (х1)
Effect: adds a foraging table to the camp, allowing Verren and Followers to capitalize on nature’s bounty while you’re busy adventuring. Once per day, it will generate a certain amount of herbs, berries, and mushrooms, their type depending on the currently occupied biome. Some of the gathered herbs can then be turned into Fodder to fuel your future travels, while mushrooms and berries can be used for cooking.



[h3]Mobile Coop[/h3]



Requirements: Cage with Chickens, Bucket (х1), Sack of Grain (х1)
Effect: adds a few chickens to the camp. Once per day, they’ll lay eggs that can be used for cooking. There’s also an option to slaughter chickens for meat, but it’ll take some time for them to respawn - in the meantime, you’ll have to do without a steady supply of fresh eggs.



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As you might have already noticed, some of the upgrades are closely linked to Cooking and Crafting - the former will be the focus of our next devlog. And while you wait, here’s a small teaser of things to come:



Until next time!