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Swords 'n Magic and Stuff News

Development Digest June 27th - July 14th

Happy Friday, friends!

This month Kindred Games is almost entirely out of office helping at the game dev summer camp for girls, Girls Make Games.

We've been working in our spare time on a patch, however, to address some of the remaining loot issues still lingering in the game after the last major update.

The patch was mostly ready but we ran into an issue with our pathfinding so all the enemies were frozen in place. We're working on getting this fixed up and hope to have the patch out this weekend!

Thanks for your patience! We're excited to get back to work next month on the next content update!

See you all next Friday!

-Janna & Michael

Patch v1.6.1

Hey guys.

Just a small patch to address most of the issues from the update. Any other issues you've reported either aren't a priority at this time or we simply didn't have time to fit them into this patch and wanted to get the big stuff out of the way.

Thanks for your patience! Here are the patch notes:

1.6.1 Patch

Improved:
  • Blizzard and other slow effects can never entirely freeze enemies
  • Drop rates tweaked across the board
  • Improved how loot rolls are handled
  • Lightning Strike tome sound effect improved
  • Augmented tools now give more crit chance
  • Circlet of Trueshot now grants 5 crit chance in addition to previous effects
  • Can now double jump and hold to glide, no longer requiring a third jump to trigger your glider
  • Commanding your companion is now more precise, preventing accidentally commanding them to guard allies in combat when you intend to send them to attack
  • Life Drain effect from shades and Drune nerfed to be more forgiving
  • Empowered Frostshard trinket now affects Willpower instead of Focus
  • Potion of Forestry and Mining both increased from 4 to 8 in their respective stats


Fixed:
  • Magic tomes in shops now receive the proper textures when refreshing on a new day
  • Enemy status effects will no longer be applied when the attack is blocked
  • Crit chance stat removed from the focus tooltip when looking at weapons in shops
  • Watering can should no longer apply wet status to all players in multiplayer
  • Arrow focus tooltip now shows appropriate stats
  • Healing companions, allies and yourself grant XP (if they’re not full health!)
  • Several staves and wands fixed to be the right damage type and skill/class
  • Conjure Feast tome now scales with caster level appropriately in multiplayer
  • Dropped cosmetic items can now be stored in collections again
  • Black horse mount completed rehabilitation and is walking great once again!
  • Job board quests shown on the world map will now show correct titles and not gibberish
  • The vandal who stole the “Dance” from the “Dance Lessons” sign was apprehended and the sign has been restored to its former glory
  • Lute, Earthshard Dagger and Mage Shield items no longer grant Aura bonuses
  • Mayor Bill’s wife in Hope Harbor finally taught him how to close the door when he leaves his house
  • Gorgum Snail lantern no longer floating
  • Hovering over required materials in crafting and in stockpile containers now shows the name of the item needed
  • Spell tomes now display their class in their tooltip
  • Removed the empty buff from Conjure Feast
  • Players who have previously reached certain class levels now earn their titles on login (check your title dropdown. There is no pop up for this)
  • Potentially fixed or reduced the tendency of being kicked back to the title screen when trying to join multiplayer servers. If you encounter this bug, please let us know! We need more data to better diagnose it.

Major Update - Character Classes v1.6.0

After a long wait, version 1.6.0 is finally here!

We're excited to finally announce all the major changes we've made to Swords 'n Magic and Stuff in this latest update.

While the primary focus for this update was revamping many of the old combat mechanics including stats, weapon skills, loot and more, in order to prepare for more end-game content and the dungeon update, we've also used this opportunity to add in several new items, a new secret, and a whole slew of bug fixes.

You can check out previous Dev Digest posts to get more details on how these systems have been changed or implemented and how they work as well as why this update has taken so dang long.

Without further ado, here are the patch notes. Enjoy the update!

New:
  • Stats panel on gear section of inventory screen
  • Class system
Warrior
Hunter
Rogue
Mage
Mystic
Druid
  • Life Staff now restores magic when healing an ally
  • Dealing damage to enemies now generates threat which determines which player a mob will attack
  • Healing generates more threat than dealing standard damage
  • Shades now have sound effects and death effects
  • Added new tome to Farmlands but you may need to make a sacrifice to find it
  • Companions generate threat so they can efficiently tank for you now
  • Player-placed chests now have signs with icons displaying the first item in each chest for better organization
  • Quest tracking icon on HUD compass
  • New titles for representing your class and mastery of that class
  • Title and character creation screens now have full controller support
  • Inventory sorting option for quest items
  • Willpower potion
  • Chest overhaul with new loot system
  • Chest tier system now simplified to be similar across all zones
  • Each zone has one unlocked chest and one locked chest
  • Weapons out of chests and enemies now have a chance to drop any rarity up to Masterwork
  • Silver and Gold chests no longer exist - the keys now have a value and can be sold or collected
  • Locked chests will always drop weapons that are for that zone, not their recipes
  • Recipes that were previously in locked chests are now automatically unlocked via crafting - this way players can craft, find, or buy the weapons
  • Each locked chest still has some recipes that are rare and the only way to get those items (including NEW recipes in Windless Woods chests)
  • Foods and drinks that had stat changes:
Astronomer’s Tea; Sweet Cherry Pear Pie; Sandwich; Cheesecake; Cooked Meat; Corn Fritter; Sweet Dizzy Juice; Chocolate Shake; Mystery Jellies; Gingerbread Cookies; Mac and Cheese; Apple Pie; Nummy Mummy; Vanilla Shake; Fish ‘n Chips; Pumpkin Muffins; Strawberry Smoothie; Birthday Cake; Sugar Cookies; Cherry Turnover; Fried Green Beans; Chocolate Chip Cookies; Pirate Punch; Figgy Pudding; Key Slime Pie

Improved:
  • Shields generate threat from enemies when blocking, parrying and shield bashing
  • Splash Potion of Healing now has an icon on your buff bar
  • Lute now does order damage not arcane
  • Trespassing in enemy territory (such as a bandit camp) will now turn all enemies hostile until you leave for several minutes - no more enemies staring at you as you walk by
  • Companions start with 20 additional health and scale up slightly better as they level
  • Companions are now healable with magic
  • Companion whistle is WAY more forgiving now
  • Shades deal less damage, but add a longer, stacking life drain effect
  • Weapons no longer have crit chance. Crit chance stat is 5% by default and can be increased with buffs and consumables
  • Conjure Feast food tray now lasts 30 seconds (meal has the same duration)
  • Drune Archers now shoot poisoned arrows
  • Horses have been updated to match the art style better
  • After removing the rockslide to Windless Woods, there is no longer a weird invisible wall in the air
  • Spent arrows are now removed from the ammo wheel after they are all gone
  • Crafting menus no longer sometimes show things to craft from other stations
  • Ladders in the Eyre can no longer be climbed by mounts… hopefully
  • Stag mount now has running sounds
  • Chests have a new sound effect when opened
  • Added a shadow behind crafting ingredient amount numbers for better readability
  • Chaos Splinter spell now fires a single projectile and debuffs enemy to weaken against next consecutive Chaos Splinters, stacking multiple times.
  • Various items sort to their proper types in inventory
  • Dying in the Archer Tomb no longer spawns you in the Farmlands
  • PvP removed for better design and evaluation
Fixed:
  • All DoT effects from spells and potions now give experience and generate threat
  • Splash Potion of Webs no longer stays on your buff bar forever and no longer makes players not able to move indefinitely
  • Lore books can no longer have the next/previous buttons spammed to break page turning
  • Visual bug with the large chest when placing it showed a different size than when it was placed
  • Healing of any kind properly gives experience now
  • Can no longer heal players who are already at full health
  • Assortment of random terrain mishaps
  • Zugrum sits when he gets hurt again - removed his tough guy buff
  • Arrow barrel at the first bandit camp in Windless Woods in now lootable
  • Quest log filter now properly displays Sleepy Haven quests instead of all quests
  • Dwight’s pots are now further away from the door to prevent premature smashing
  • Fixed various quests that made the journal UI shake
  • Animal Companion snacks no longer have a delay before spawning when thrown
  • Conjure Light orbs no longer live on past player’s death
  • Various music bugs
  • Faun horns now follow you into your ghost form when you die
  • Xanthus now fights back
  • Necrotic Prism bugs - Skelly’s now scale based on Mystic level
  • Penguin Pet no longer gets in your way when trying to traverse the world

Development Digest June 2nd - 9th

Happy Friday, friends!

This week has been a busy one! While we put off the main skill trees (discussed last dev digest), we are ironing out a lot of old bugs and getting everything in it's place.

I've been working on redoing all of the loot tables in the game. There are a TON. How loot used to work was super complicated and not how we wanted at all. Then luck was added and just broke everything even more. So let's discuss the before and afters!

Before a chest would have let's say 3 items. One item had a 75% chance to drop, one had a 5% chance to drop, and one had a 20% chance to drop. Sounds simple right? Well how it used to be set up, when a player rolled for loot, it would randomly order the items in the table, then roll for each one. So if that rare 5% item always landed at the end of the list, you'd basically never get to it with all the items that were in chests no matter how well you rolled. When you added luck to that, it just added to your roll and did not affect the order of the list. So you were guaranteed to get whatever was decided to be first for that chest. If we wanted something to have a 0.001% chance to drop and it was selected to be at the top of the list and your luck added plus 5, it meant the item now had a 5.001% chance to drop. Which ruined the rarity of the item.

Now our chests look at the loot according to their percentage chance to drop. The player rolls a number and that number determines what you get from the loot table. If you have the Lucky stat (which doesn't stack, you either are lucky or you aren't), you'll roll two dice instead of one and take the better number for loot. The number you roll will first check the rarest items to see if you got it, then go up from there if you didn't.

Now that loot rolls better, I've been going through every loot table to make sure the items have the correct drop chance that we want them to have. Along with that, I've simplified the chests to be one locked and one unlocked chest in each zone. While going through the loot tables, I noticed that they were all sorts of... odd. Things were just tacked on at a later time and it just didn't make sense. So I changed them. Locked chests no longer have a bajillion recipes to chase after to get the weapons for the zone. Now they just have a small chance to drop those weapons (and they can drop at different rarities so you could even get a masterwork item!) and various other things. Each locked chest does still have recipes, but these are for rare things for that zone. I did add new weapon recipes to the Windless Woods locked chests.



Next were pots and crates and dirt piles. All were simplified as well. If you want to see how that went, check out the rare stream I did on twitch. Next I have the Grimwick chest, Frostfall chest, and the various other piles (gold, beach, sand, etc.) around the world to do. Then I'll tackle the mob drops to ensure those are set up correctly with this new system.

Now on to Michael. He finished up everything he was working on relevant to the update and has now moved on to bug fixing. As we thoroughly test the bugs with our dedicated testers, he's fixing the issues as they come up to get a fast turn around. We're finally in the home stretch and you guys will be playing the update before you know it.

See you all next Friday!

-Janna & Michael

Development Digest May 26th - June 2nd

Hey friends!

It’s Friday, which means it’s time for another weekly dev digest. This week, we have some exciting news about the release of the next update, and an update on the status of our new permanent progression system: skill trees.

We’re excited to announce that our next update will be released near the end of this month! This update brings a lot of exciting improvement to Swords n’ Magic and Stuff, including combat classes, an overhauled loot system, updated player stats (goodbye Luck!), a new secret and a TON of bug fixes. Many of these changes have been planned for quite some time, and we’re excited to finally have them implemented to help keep polishing the gameplay experience.

This next update will be available no later than June 20th and we're going to be releasing it a couple days early for our wonderful Patreon supporters in the Super Secret Bonus Stuff tier to show how much we appreciate all the support they give us during development. Head over to Patreon if you're interested in supporting us as well.

This overhaul of our combat and stats systems will be the major focus of this update. Players will now be able to level classes instead of individual weapon skills, which will help with the pacing of player progression and enable players to wield a larger variety of weapons in combat. Six new classes will be included in this update: Warrior, Hunter, Rogue, Mage, Mystic and Druid. All currently available weapon types will be sorted into one of these classes, and we’re very interested to see which classes our players will choose! Of course, players can level, play and change their favored class at any time.

Stats have also been rebalanced to help strengthen and clarify their importance in combat. This new update will introduce a new stats panel in the player inventory, which will track player stats and even provide information on what each stat does! This feature has been requested for a long time and we’re excited for players to be able to more strategically plan which food, drinks and potions they take with them on their journey. In addition to rebalancing player stats (all stats now start at a new baseline of 10), we’ve also taken this opportunity to rebalance the luck stat… by removing it completely. Luck was broken in that it provided far too many benefits and often left players feeling like they needed to always play with max luck and sacrifice other stats in the process. Now, luck has been replaced on most food and drink consumables with Crit Chance, which will boost your chances of landing critical hits on enemies while using physical weapons. To balance this change, critical chance has been removed from all weapons and players will start with a base crit chance of 5%. Luck potions (and some secret food and drink consumables) have been changed to provide players with a new “Lucky” buff which, simply put, allows a second chance to get rare loot whenever loot is dropped for the player. This redesign of how the lucky status is available to players should result in a wider adoption of other buffs to support combat and exploration in the game.

With these important system overhauls out of the way, our next focus for future updates will be to finalize the implementation of skill trees. While we had originally hoped to have skill trees all cleaned up and ready for this next update, it has become clear they need a little bit more time before they are ready to be released. If you’re interested in seeing some of the progress currently made on our skill tree system, feel free to watch some recent development stream on Twitch.

The trees likely have another month of development to get them completely finished. But I'd like to hear your thoughts on releasing a few skills at a time with each update instead of the entire tree at once. We could start with 3 skills for each class which unlock at levels 10, 20 and 30, then we'll rebalance the tree and add new skills with each consecutive update (or whenever they're ready). Each update to do with skills will refund you all your skill points for free so you can redistribute them and try out new skills and builds that release. Let me know what you think in our Discord Swords 'n Magic Chat channel so I can gauge interest in this approach.

And finally, Janna and I want to thank you for your continued support. We know how much this game means to some of you and we're doing everything we can to keep faithful to the original vision of the game with every update and uphold the promises we've made.