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Devlog: Current Progress



Hello everyone!

The work on Rags to Riches continues as planned, and it’s already evident that it’ll be the largest update yet. Right now our hands are full with implementing a whole bunch of different mechanics: Caravan Upgrades, improved Dungeon Generation, reworked Contracts, Cooking, better pathfinding for enemies. Some time is also being spent on conceptualizing new features that will be introduced to the game after RtR. And if all goes well, we’ll soon release a couple more devlogs highlighting the Caravan System and Cooking, which are close to being finished.



But since everything else still requires more time in the oven, we decided to release yet another interim update that will include some of the content originally intended for Rags to Riches. So, what can you expect from the 0.8.2.0 content patch arriving in the next few weeks?

[h2]NEW ENEMIES[/h2]

It’s been a while since the Undead faction received an update. We want to amend this by adding 9 new basic enemies: high level Accursed and Ancient Ghasts, Putrid Restless, and 6 new types of Wraiths.



A large portion of the Undead-specific abilities was reworked and redistributed between the existing and new creatures. Our goal was to put a stronger emphasis on the interactions between the faction’s elite, Ghasts and Necromancers, and ordinary walking corpses, the latter serving as a disposable resource.



As an example, take a look at “Curse of Decay” and “Curse of Agony” (former “Curse” and “Curse of Weakness”):



New bosses. For quite some time, low level Necromancer minibosses had a chance to spawn even in high tier dungeons. It will be changed in this content patch by finally introducing powerful tier 3 Necromancers to Brynn Crypts. Distant dungeons will have their own mage miniboss too - Wraithbinder, who, as you may guess from his name, specializes in summoning Wraiths. Additionally, distant dungeons will have a chance to spawn the Revenant as a miniboss - long-dead commander of the Order, resurrected by unholy magic.



High level Restless will gain a new ability, “Death Grip”, designed to make them more of a threat during mid and late game - it has a chance to Immobilize the character and is even more dangerous when combined with the curses applied by Undead mages. Then there’s a cloud of foul miasma surrounding the Putred Restless - the effect is somewhat similar to Harpies’ “Unbearable Stench” but stronger.



Proselytes will receive two new minibosses, since their high level dungeons also lacked variety in that department. Very soon, the cult will be joined by the Brander - a versatile miniboss with a focus on debuffs and using fallen allies to his advantage - and the Juggernaut, whose strategy is to disable the opponent, then demolish them with devastating strikes.





[h2]MAPS[/h2]

Another important feature that will be included with the upcoming content patch is reimagined paper maps. Many of you may remember them being briefly present in the game when it just launched in EA. And now paper maps are finally making a return - combined with the Rumor System and hints about POIs’ location, their new purpose is to make the exploration easier and more enjoyable.



The mechanic itself is very simple: interacting with paper maps will allow your character to fill up the blanks on their Global Map, painting it with rough outlines of the terrain, roads, dungeons, and certain POIs that you are yet to discover. Camps, hunting grounds, abandoned carts, shrines, and other similar locations can’t be revealed this way and will need to be found through exploration or rumors.



Keep in mind: all paper maps had been created before Aldor was ravaged by the war. Consequently, many locations won’t look the same way as they are drawn on maps: Catacombs, for instance, will be depicted as perfectly intact chapels and monasteries rather than caved-in ruins. Any Points of Interest that didn’t exist before the war (such as the Siege Camp) or weren’t known to a cartographer (such as the Witch’s Hut) also won’t be present on paper maps.



Some paper maps will be purchasable from Elders after you reach Benevolence with their settlement, and you’ll receive a map of the Osbrook region after your first conversation with Verren. Finally, there’ll be maps depicting distant, sparsely-populated corners of the Brynn March, which will be obtainable as random loot in high level dungeons.

[h2]WILL TO FIGHT[/h2]

Will to Fight and a chance for enemies to flee are relatively old mechanics, first added with the Way Forward update. However, for a number of reasons, we weren’t particularly happy with how they turned out. This is why we decided to rework them by making the following adjustments:

- First of all, enemies’ Will to Fight will now be visible when inspecting them, providing you with a rough idea about how close they are to giving up and fleeing.



- Fleeing enemies will no longer try to repeatedly reengage the character only to start running away again.

- The overall system also became more deterministic. Instead of the chance to flee, affected by specific conditions, there will now be a depletable Will to Fight bar. The number of conditions influencing it was greatly expanded too: in addition to receiving damage, critical hits and Injuries, enemies’ Will to Fight can be swayed by the presence of nearby allies, them dying or fleeing, certain negative and positive effects, the player character’s equipment, and so on. We’ll share more details in the patch notes.

- At the same time, some conditions will actually give your opponents an advantage: if your character is Injured, Bleeding, or low on Health, the surrounding enemies’ Will to Fight will receive a boost, making them less likely to retreat.

- It’s a well-known issue that enemies can’t be chased after they flee to another map tile. Essentially, it all stems from the limitations imposed by the game’s engine - GMS can’t process events that happen outside the room or map tile occupied by the player character.

Our original plan was to fix it in this very patch by adding a system that would emulate the transition of enemies between map tiles. But after some deliberation, we decided it would be a better approach to combine the system with the existing mechanic that allows enemies to follow the player character between locations. On top of that, we want to lay down the groundwork for future Random Encounters, which will also require NPC routes to be simulated on the world map. Unfortunately, this kind of major rework would make the update incompatible with existing saves, so the chase mechanic has to be postponed until Rags to Riches.

[h2]STATISTICS[/h2]

This small but fun feature will allow you to quickly review your character's exploits. Here you'll find details about the most important aspects of your ongoing playthrough: from the time spent dungeon-crawling to the number of desecrated graves and the amount of money you spent on drugs.



That’s all for now. Until next time!

Hotfix 0.8.1.14 - Changelog

  • Fixed the bug causing the Magic Damage bonus granted by "Seal of Power" and "Residual Charge" to be affected by the Weaponry Damage coefficient. Increased the Magic Damage bonus granted by "Seal of Power": [+15% > +25%].
  • Fixed the algorithm for distributing attacks between body parts, which was leading to more strikes to the head than intended.
  • Tweaked Shield skills' formulas.
  • Fixed "Flexible Defense" not penalizing Weaponry Damage or granting bonus Stagger Chance if the character also learned "Shieldbreaker".
  • Fixed the incorrect amount of Health replenished by the Blessed Aquamanile.
  • Fixed the incorrect duration of bonuses granted by "Flurry of Strikes".
  • Fixed the crash caused by applying "Blindness" to Murkstalkers.
  • Fixed "Hard Target" granting its bonuses when targeted by non-projectile spells.
  • Fixed "Leg Sweep" and "Keeping Distance" not increasing the number of "Elusiveness" stacks.
  • Possibly fixed the crash caused by using ranged weapons on Linux.
  • Optimized ability hovers for lower resolutions.
  • Fixed the text wrapping issue affecting Asian localizations.

Hotfix 0.8.1.12 - Changelog

  • Changed the algorithm for calculating the odds of landing a hit on each individual body part.

    In previous versions of the game, the chance to hit was spread evenly between each body part. And since the character and most enemies have two of each limb, two thirds of the incoming strikes would land on arms and legs, which created a counterintuitive necessity to prioritize arm and leg protection over body and head armor.

    The chance to hit a body part will now be dynamically calculated based on their overall amount. For the player character and humanoid enemies the numbers go as follows:

    Head: 16.7%
    Body: 36.7%
    Each leg and arm: 11.7%

    This means that the chance to receive a strike to the body and the head will be roughly the same as that of taking a hit on a limb.
  • Fixed the bug that caused Damage Resistances to be taken into account before Block Power.
  • Fixed ranged weapons not losing Durability from attacking.
  • Fixed fumbled attacks dealing normal amounts of Magical and Nature Damage.
  • Fixed the incorrect interaction of "Flurry of Strikes" with Hands Efficiency.
  • Fixed the effect of "Seal of Empowerment" expiring one turn sooner than intended.
  • Fixed enemies not losing Energy after using their Vivifying Essence.
  • Fixed enemies becoming Hostile upon taking damage from faraway traps in dungeons.
  • Fixed "Sudden Volley" not applying Daze when used with a crossbow.
  • Fixed "Courage" interfering with the application of Stagger in certain situations.
  • Fixed "Lingering Incantations" prolonging most non-magical effects while not working with "Stone Armor".
  • Fixed the bug preventing enemies from opening grate doors.
  • Fixed the Brynn Fence selling lower level items than he is supposed to.
  • Fixed the excessive Durability of some sarcophaguses (which was resulting in huge damage to anyone knocked back into them).
  • Fixed the incorrect sprite of Engraved Greaves.
  • Fixed the interruptions to background music when moving between locations.
  • Fixed the missing condition check during the Mannshire Governor dialogue.
  • Fixed the issue with the Mannshire Elder's disappearing dialogue.
  • Fixed Dead Martyrs being able to continue using speech lines.
  • Fixed Brynn Crossbowmen being able to descent from city walls.
  • Fixed the inability to fix shields with Repair Kits.
  • Tweaked items' Durability loss, including the Durability loss from blocked attacks.
  • Fixed the Knockback Chance formula of "Reign in Blood".
  • Fixed the inability to attack furniture and other props without activating the attack mode.
  • Fixed fumbled "Breakthrough" being able to apply Stagger to its target.

Hotfix 0.8.1.10 - Changelog

[h3]QOL AND OPTIMIZATION[/h3]

- Reworked the algorithm for rendering the UI, which should result in a major (25-30%) FPS boost when running the game on low-end systems.
- Added a shortcut for Inspecting enemies, Shift+LMB.
- Items and body parts will now be grayed out when attempting to use an item that can’t be applied to them.
- Added a button for deleting characters in the save menu.
- Added pop-up hints that explain Knockback and attacks of opportunity.
- While on the ground, quivers will now display the amount of bolts and arrows stored inside them.
- Contract rewards are now given in coin purses.

[h3]FIXES[/h3]

- Fixed the algorithm for calculating the amount of blocked damage.
- Fixed the issue with the Durability system that caused items to lose more Durability than intended and damaged incorrect items.
- Jewelry, cloaks, and belts will now slowly lose Durability when worn by the character.
- Fixed the rounding issue that caused Fortitude to grant its maximum benefits upon reaching 26% instead of 50%.
- Fixed the bug causing basic Resistance values to stack with major Resistance categories, thus allowing to exceed Resistance caps.
- Fixed “Pathfinder” not revealing certain enemy types when using “Examine Surroundings”.
- Optimized the rendering of sea tiles on the global map.
- Fixed and standardized a number of rounding issues.
- Fixed the inability to trade with ol’ Tott.
- Fixed the damage formula of "Seal of Reflection".
- Fixed the bug causing unique items that drop on certain enemies' death to appear multiple times per playthrough.
- Fixed Hostile enemies not alerting their allies if they are located outside of the player character's - Vision.
- Fixed "Confusion" sometimes causing enemies to move to random tiles if their opponent is adjacent.
- Fixed birds not reacting to the use of abilities.
- Fixed certain modifiers not working as intended while affected by “Megalomania”.
- Fixed the bug with “Hunter’s Mark” and enemy crossbowmen.
- Fixed “Battle-Forged” not taking already accumulated stacks of the effect into account in certain situations.
- Fixed the bug allowing cooldowns to go down when performing actions that don’t take a turn.
- Fixed “Rune of Sustention” granting incorrect bonuses.
- Fixed Backfire Chance being displayed without the percentage symbol in the character menu.
- Fixed the Elven Lady, Wine Trader, and Fish Monger’s incorrect dialogue lines.
- Removed daggers’ hidden Crit Efficiency bonus against Unaware targets.
- Fixed the missing note in Ryn’s basement.
- Fixed the incorrect formula tag in the hover of “Hewing Strike”.
- Fixed “Determination” not delivering a strike to an approaching enemy after knocking them back during a previous turn.
- Fixed the mace-wielding Skeleton Kingsguard not dropping a shield on death.
- Updated the hover of “Immolation”.
- Updated the hover of “Deafening Roar”.
- Fixed the Carved Topaz Amulet’s incorrect material type.
- Fixed Verren not having access to Magic Mastery in the Prologue.
- Fixed the interaction of “Flurry of Strikes” with Hands Efficiency.
- Receiving an attack that deals no damage should no longer trigger the “damage taken” sound effect.
- Fixed the bug caused by repeatedly aggroing the Ancient Troll.
- Fixed Guards continuing to chase the character after already searching them for stolen items or collecting a fine.
- Fixed the incorrect price modifier that caused Brynn Craftsmen to repair items for cheaper than their colleagues in Mannshire and Osbrook.
- Both “Tactics” now lose stacks when delivering basic strikes and using Attack skills.
- Fixed the bug that caused successful blocks to transform received fumbled strikes into successful ones.
- Fixed the interaction between “Impulse” and enemy movements.
- Fixed crossbow bolts having a Range stat.
- Fixed crossbow bolts’ stats not matching their hovers.
- The max duration of “Vigor” gained from resting near a campfire is now the same as from sleeping.
- Fixed some Mannshire containers not having an owner.
- Fixed the Ancient Troll not being able to attack the character in some spots of the arena.
- Fixed “Deafening Roar” sometimes activating twice per turn.
- Fixed “Troll Regeneration” triggering twice per turn if the Ancient Troll is affected by certain debuffs.
- Fixed some modifiers being able to trigger twice per turn.
- Fixed the Ancient Troll activating “Troll Regeneration” while the character is still adjacent.
- Fixed the incorrect duration of the Damage Taken penalty applied to the Ancient Troll after disrupting its “Troll Regeneration”.
- Fixed enemy rangers sometimes taking a shot at the adjacent character instead of switching to their melee weapon.
- Removed the possibility of dragging or learning abilities while precasting another ability.
- Fixed the issue with campfires’ visibility.
- Fixed the incorrect duration of “Tactics” effects.
- Outlander Merchants in the Brynn Docks now continue to trade even after sunset.
- Fixed the bug causing enemies to sometimes prioritize the destruction of objects instead of other actions.
- Fixed the duplicating trading tabs when interacting with some NPCs.
- Fixed the incorrect cooldown of “Thirst for Battle”.
- Fixed “Seal of Shackles” not scaling with the caster’s Magic Power.
- Fixed enemies being able to counter “Finisher” before dying to it.
- Fixed “Adaptability” not reducing the duration of “Poisoning”.
- Removed the possibility of fixing items that don’t have Durability.
- Fixed enemies not turning Hostile after being hit with a fumbled attack.
- Fixed “Sprint Training” not reducing Charge skills’ Energy Cost.
- Fixed Medium and Severe Hand Injuries debuffing Block Chance instead of Accuracy.
- Fixed the Throwing Net’s hover not matching its effects.
- Fixed “Reign in Blood” not having Strength among the list of Attributes required for unlocking it.
- The Wine Trader’s stall now uses a sprite that corresponds with the goods she actually sells.

[h3]BALANCE[/h3]

- Reduced the minimum Durability threshold required for fixing an item with a Repair Kit: [90/80% > 80/60%].
- Learning “Self-Repair” now allows to occasionally receive armor fragments as loot from killed enemies.
- Increased the duration of all Stances: [6 > 12] turns.
- “Right on Target”: reduced the base bonus to Hands Efficiency by 4% and the base bonus to Armor Penetration by 5%.
- “Finisher”: lowered the minimum Max Health required for instantly killing the skill’s target.
- "First Aid": grants +10% Health Restoration and +[100% > 50%] Healing Efficiency for [90 > 60] turns.
- Tweaked the formulas of some Dagger, Sword, Ranged Weapon, Axe, and Pyromancy abilities.
- Equipped cloaks now prevent metal items from rusting when affected by 3+ stacks of “Wetness”.

Hotfix 0.8.1.8 - Changelog

  • Added a conclusion to the Ransacked Homestead's story.
  • Fixed the occasional inconsistencies between Energy costs displayed on the ability bar and in the Abilities menu.
  • The chance to walk to a random tile caused by "Confusion" now affects enemies as well.
  • Fixed Experience Gain not affecting the XP granted for reading books and notes.
  • When dropped on the ground, Purses will now display the amount of gold stored inside.
  • Slightly increased the rate of passive Pain decay, but also increased the amount of Health required for it to happen [75%/90% Health > 80%/95% Health].
  • Fixed the pathfinding issue that was sometimes causing enemies to freeze in place or start walking back and forth.
  • Fixed Dwarven Garments' incorrect sprites (they were effectively switched).
  • Slightly increased the base level of equipment sold by the Brynn Alchemist and Bailiffs.
  • Reduced the power of the Fortitude enchantment.
  • Tweaked some armor and consumables' stats.
  • Fixed counters not prolonging the duration of Stance effects.
  • Fixed the crash caused by "Enough for Everyone".
  • Fixed the issue preventing most hidden passive effects from being correctly reapplied.
  • Fixed Venemist not leaving a corpse on death.
  • Fixed the layering issue with the NPC in the Brynn University's cellar.
  • Optimized enemies' decision-making algorithms.
  • The Candelabrum in the Golden Grain Inn can now be picked up.