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Check out Police Stories — Out Now

Greetings everyone!

Today we would like to share some exciting news with you: our friends at Mighty Morgan has released their first game Police Stories!



Police Stories is a top-down tactical shooter in which you play as on-duty police officers. It allows you to create a unique loadout from multiple equipment choices. Shooting first is not an option, they say, as you need to carefully coordinate actions with your partner to complete the mission.

[previewyoutube][/previewyoutube]
Top Features:
  • The Surrender System - Apprehend the suspects without resorting to violence and gain more points.
  • Complex Tactical Gameplay - Use tactical equipment, such as under-the-door cameras, door blast charges and issue commands to your fellow partner Rick to overcome the odds.
  • Different each new run - Randomly placed criminals, hostages and evidence make every run feel unique.


Support our fellow indie developers and join the crime hunt!

https://store.steampowered.com/app/539470/Police_Stories/

Devlog: Geomancy


Greetings everyone!

Our monthly devlog has arrived. As was promised, we present the second magic skill tree – Geomancy. In fact, the development progress over the last month was rather substantial (overall we have finished or have nearly finished a dozen of skill trees), so it doesn't all fit in a single devlog. As a result, we settled on presenting one of the more interesting skill trees.



To be frank, creating Geomancy wasn't easy. Each skill has gone through at least a couple of reworks and many of them now differ greatly from the original intent. Nevertheless, the skill tree benefited greatly as a result. As we see it, we have achieved our goal – to make an interesting and visually impressive magic school, backed up by some unique mechanics.
The main idea behind geomancy is that most spells of this school require a conductor, a runic boulder which has many uses. All in all the skill tree ended up fairly versatile: there are buffs, disables, an extremely effective single target spell and some powerful AoE effects.

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Runic Boulder



A foundation for the entirety of the skill tree. A caster raises a boulder from the ground, knocking back adjacent enemies and dealing some magic damage. Runic boulders don't have a cooldown, so they can be raised in a quick succession though only three can exist simultaneously.

These summoned entities have three possible functions:

  • Support. Each runic boulder within your range of vision grants a single tier of Runic Empowerment to the character, increasing magic power and energy regeneration. It also reduces received damage and your cooldowns.
  • Positioning. Boulders can strategically shape the battlefield, serving as obstacles wherever required. However this option should be used with care. If the boulder is destroyed, a sudden severance of the link with it will stun the caster for three entire turns.
  • Magic. Boulders are used as a resource for some of the more powerful geomancy spells . However maintaining the buff or blocking an enemy can sometimes prove more strategically sound than an opportunity for direct damage. The choice is yours.


Stone Armor



This spell is useful for a variety of builds. It can serve well to a mage (to boost their limited survivability) or to help a warrior who decides to dabble in magic. In addition to greatly raising the resistances to all types of damage, Stone Armor also explodes at the end of its duration, delivering the more damage the more attacks it absorbs. A great finishing move for a large fight.

Stone armor's duration is directly linked to the tier of Runic Empowerment. Raising new boulders prolongs this spell automatically.

Petrification



A fairly effective AoE disable which has a chance to turn all enemies within its area of effect into stone for few turns. The damage dealt to petrified enemies is greatly reduced which makes Petrification more suitable for creating an opportunity to escape and catch your breath than to finish the enemy off immediately. In addition, nearby petrified enemies grant you a benefit of increasing the power of other geomancy spells.

Stone Spikes



This spell destroys a targeted runic boulder, summoning stone spikes on its adjacent tiles. Affected enemies receive decent physical damage with a chance of knockback. The spikes formed on the emptied tiles remain there for 20 turns, allowing you to block off large areas. However, you shouldn't rely on this effect too much – it doesn’t take long for a strong enemy to bash through spikes.

Earthquake



A very effective AoE debuff & disable, this spell synergises well with many other skills and even entire skill trees. It destroys a targeted boulder, creating an earthquake which slightly damages everyone within its area. Earthquake also burns energy of the affected targets each turn with a chance to stun while lowering stun and knockback resistances.

Boulder Throw



This is perhaps my personal favourite method to initiate a fight. Or to effectively end it. This spell rips a targeted boulder from the ground and launches it at the enemy, delivering significant blunt and arcane damage. The enemy has a high chance to be knocked back and stunned. The power of this spell is affected by the distance – the further the throw, the more damage the boulder inflicts.

Runic Explosion



Destroys a boulder, provoking an immensely powerful magic explosion within a large area. Surviving enemies have a high chance to be stunned and knocked backed by the resulting blast wave. Caster'll also restore some energy per each enemy killed by the explosion.

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Now lets get to the second part – passive abilities:

  • Rune of Enfeeblement – reduces physical and stun resistances for enemies adjacent to runic boulders.
  • Rune of Binding – raising a boulder slightly decreases energy cost of the skills used during the next turn.
  • Rune of Absorption – reduces geomancy spells' cooldowns by 1 for each enemy hit by Stone spikes.
  • Rune of Fortification – increases base duration for Stone armor, increases blunt damage delivered by stone spikes as well as improves maximum durability of runic boulders and stone spikes
  • Rune of Destabilization – enemies affected by Earthquake take increased damage and have a higher fumble chance.
  • Rune of Cycle – reduces geomancy spells' cooldowns for each enemy affected by Runic explosion.
  • Rune of Sustention – killing an enemy restores durability of runic boulders. Also reduces energy cost for skills used during the next turn.


That's all for now. Expect news about the start of closed beta very soon. As for now, here is a gif demonstrating a certain other skill tree:



Until the next time!

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Special thanks to @WatcherOfArabia for translating this devlog

Verren has something to give



Hello everyone!

Recently Verren, the protagonist of the Prologue and the one who employs you in the main game, started sending peculiar letters to everyone who accepted the contract.

He may sound grumpy but he is trying to prepare you for the quest ahead by sharing his numerous stories and other valuable information. He also intends to give you his heirloom ring with his last letter.

Maybe it’ll aid you on your journey… and there’s only one way to know how!

Devlog: Equipment



Hello!

There was a period of silence recently, but for a good reason – we are very busy adding and calibrating new skills. There’re still some tweaks to be done, so in meanwhile we decided to show another important aspect – equipment. So let's not protract the introduction any longer and jump right to the interesting stuff.

Press F for Fashion

All this time our game’s setting was smoothly drifting towards a rather realistic and gritty low fantasy – which of course affected the equipment. Over the past weeks we have added a huge number of new items (100+!) – and most of the old ones you’ve encountered during your Prologue runs were reworked from scratch. Now we try to rely mostly on historical sources for references and inspiration: specialized literature, museum exhibits or some historical re-enactment. Of course, there are exceptions too – this is especially true for various legendary and set items, which will feature a more fantasy-ish design.



Chestpieces are, of course, the most important part of your armor. We gave up the idea of independent light, medium and heavy armor rosters, and instead decided to take a more logical approach, redistributing all armor by the defense level in a single roster. Thus, the high-level Royal Ranger’s Gambeson won’t protect your better than some starter tier heavy armor – it will be superior to the rest of the light armor but won’t match even mediocre chain mails or brigandines.



In addition, different armor will differently protect against various types of damage – for example, chain mail is very resistant to slashing blows, but is almost useless against spears; while plate armor offers well-balanced protection against most physical weapons. But be wary: plate armor is incredibly expensive, so maintaining it in good condition will cost a pretty penny too.

There are some other disadvantages as well: hostile pyromancers and electromancers will possess much more danger to you. Heavy secondary equipment will also have some drawbacks: visoreal helmets reduce visibility (though you’ll be able to lift the visor up), the sabatons are significantly noisier, and plate gloves make fencing a bit more difficult.



The same applies for weapons. Swords, for instance: home-made blades and cheap falchions will be your starting point, but in the endgame you’ll have a possibility to wield some mighty arming swords. We’ve also created a whole bunch of so-called Exotic items – equipment of non-Aldor origin in other words. The idea is to encourage world exploration: randomly met elven merchant may offer you some famous Jibean scimitars, and a group of dwarven hirelings may be armed with some well-crafted nordic swords. Such items are usually slightly superior to their Aldor counterparts stat-wise.



And now something for all you shield-lovers – shields initial roaster is represented by unpretentious wooden samples, but at high levels there will be more choices: from elaborate bucklers and heater shields to pavises and kalkans.

Could you guess the magic schools these staves belong to?

And, of course, mages. At the game’s start their equipment progression isn’t very diverse; however, everything changes during endgame, when you will be able to purchase more expensive garments. A wizard dressed in his Circle’s mantle and wielding an appropriate staff will receive a significant boost to his school’s spell power.

From left to right: apprentice, arcanist, pyromancer, electromancer, geomancer, psimancer, cryomancer

That’s all for today! Well, not quite: here comes this sweet little GIF, demonstrating swords skill rotation in action (WIP). By the way, what weapons skills would you like to see next? Let us know in the comment section!



See you soon!

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Devlog: Health System



Hello!

In this devlog we will talk about the health system changes – since the Prologue’s release, we’ve made lots of fundamental changes.

Almost from the very start, the health system was one of the main features of Stoneshard. Its main purpose isn’t about realism and difficulty for the sake of realism and difficulty, but to help you immerse in your character. It's one thing to watch your hero being a potion-consuming damage sponge, and the other – to watch your hero getting gameplay-affecting injuries, while also suffering from pain and nasty side effects. We wanted even survival outside the battle to require well-considered and thought-out decisions, since it drastically changes the general gamefeel.

In the Prologue, the injury system was almost entirely based on randomness. You took damage; the injury chance depended on its amount; after receiving a trauma there was a chance for it to worsen or stabilize. Such an approach left little of planning – you could only stock up as many consumables as possible, and hope you wouldn’t need them too often.

Since then, the health system has gone through many iterations, changing drastically during the process. Let’s start with the recently added health tab, showing all aspects of your character’s health:



Each body part now has its own health pool, decreasing upon receiving damage. If the bodypart condition falls to half or less, you will receive an injury that reduces some stats. Upon reaching 25%, this injury will turn into a wound with increased effect, and upon reaching 0% you will receive a maim with a special property. Maimed head makes it impossible to cast spells, and maimed hand means you can’t wield weapons with it anymore. Maims still can be reverted though, but it’s much harder.

Attacks now also inflict damage not only to your health pool in general, but also damage specific body parts. The damaged body parts, in turn, reduce the Health Threshold – the stat responsible for the maximum limit of your current health. Thus, a character with multiple injuries won’t be able to restore health to the maximum, even after using some healing potion – first he will have to treat all damaged body parts. Also, being low on health increases the maximum Pain Limit – so being badly battered means you’ll suffer from stronger pain as well. Because of these changes, injuries, health points and pain began to work as a coherent and consistent system.



Passive injury healing now depends on any healing your character receives, including natural regeneration. If your character has restored health to the maximum threshold, all the excess healing will be evenly distributed between all damaged body parts. This makes it possible to survive, even if you run out of medicines – for example, by huddling in a safe corner to rest and recover. Also this change Vitality builds more viable, since boosted Health Restoration and Received Healing stats allows to heal injuries much faster.

The bleeding mechanic was also reworked. First of all, it isn’t some abstract status effect caused by skills anymore – now bleeding is tied to body parts. If your injured limb takes some damage, there’s a chance it’ll start bleeding – thanks to this, bandages aren’t situational vampire dungeon consumables anymore.



Some aspects of the health system are still to be implemented (like maladies), but most part of it is already working the way we like it.

That’s all for today. Stay tuned!

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