1. Swords 'n Magic and Stuff
  2. News

Swords 'n Magic and Stuff News

Development Digest January 29th - March 16th

Hey everyone! Here's a little dev digest for you all to keep you up to date on what's been going on with Swords 'n Magic the last 6 weeks.

So Janna and I had our new baby on February 1st! It was a crazy, hectic event, but everyone came out safe and sound. Quin is now 6 weeks old and is doing great! We're struggling to find time to sleep and are slowly settling into our new lives as fresh parents again, but I'm sneaking away as much as I can to get work done on Swords 'n Magic.

This week I spent my time working on finally hooking up our buff bar (where your food, drink and potion buffs show up) to all status effects. This means that in the next update you'll finally be able to see when you're on fire, wet, poisoned, cursed, etc. and exactly how long those statuses are going to last and if they're stacking or not. I bet you didn't even know we had stacking status effects in the game. Sorry about that.

I've been trying to tie up loose ends with systems like these to prepare for dungeon content, which is also in the works and should be the next major update. We'll likely roll out dungeons one at a time as they get finished. We have some plans for at least one procedural dungeon to allow as much replayability as we can. We're hoping that these procedural dungeons will be a great way to challenge you and your group with multiple difficulty levels and corresponding loot. Dungeons will be able to be solo'd as their difficulty will also scale dynamically based on how many players you bring to the meeting stone at the start of the dungeon. Each player joining the dungeon will interact with the stone, then the group will be teleported into the dungeon.

Dungeons will vary in experiences, but for the most part you can expect clusters of enemies, traps, a few puzzles, and obviously a boss at the end of each one. Boss fights are clearly going to be the most challenging aspect here and some of these boss fights will be more like the Frostfall golem and less like Grimwick or the Gatekeeper. Meaning, they'll likely have phases, but probably won't have many environmental obstacles or requirements to defeat the boss.

As we get closer to that update and know more about exactly how the system will work, we'll share a more comprehensive update on dungeons, which one will be released first, how the procedural dungeons will work, loot, experience, etc.

As you all know, when the Windless Woods update launched, healing magic was still quite frustrating due to having to deal damage to gain XP to level your life skill. This has finally been set up correctly and healing not only gives the player XP but also generates additional threat so healers need to be careful that their tank is generating more threat than they are or the enemies will switch targets!

And yes, this also means that the threat generation system has been overhauled entirely. Enemies will switch targets more often now based on a number of factors such as distance to the player, player health, and most of all, the amount of threat the player has generated, which is based mostly on damage and the rate at which you deal it. Threat decays over time, so if you do pull aggro, hang back and let your team get some hits in and the enemy should get bored of chasing you rather quickly. Tanks have a few extra tricks up their sleeve using shields. Shield bashing and parrying will automatically generate a good chunk of threat right off the bat, but simply having a shield equipped will help tanks generate additional threat as they deal damage with their primary weapon. Future trinkets with the "Threatening" passive will earn you an additional 50% threat from all sources.

We're really excited for this new threat system to come into play as we think we'll finally see a glimmer of the holy trinity you might be used to from MMO's working in Swords 'n Magic. With these new systems in place, dungeons are finally looking like they'll be a core aspect of the game.

On another note the game is now on sale for the Steam Spring sale for 30% off. This is a great opportunity to pick up the game if you haven't already, or to gift it to a friend!

Thanks again for all your patience through this slow point in development. Things are picking up and we'll be making progress on the game more and more as we settle in and get used to this new chapter in our lives. We're glad you're here with us.

Development Digest January 20th - 28th

Happy Saturday, Friends!

A day late, but worth it. I've got a dev log for you this week! Check it out!

[previewyoutube][/previewyoutube]


See you next week (unless the baby comes!)

-Janna

Development Digest January 11th - 20th

Happy Friday, Friends!

A little late today, but it's still Friday here. At the start of the week, I made a poll that we posted on our social media accounts and our Discord. We listed a few features that are on our road map and asked what feature you wanted to see go in next. While we thought fishing would be the clear winner (as everyone always comments on when it's coming and if the game will have it), as of right now dungeons is leading by a long shot. Head over to our poll before it closes and add your vote. You can also comment on the poll (no account necessary): https://strawpoll.com/polls/eNg696D84nA

With the results so far, I started doing a thing:


I don't have all the details yet, but it's a work in progress.

Michael has been working away at all kinds of different things. First off he has been doing some refactoring for the experience system as it pertains to healing and status effects. He added an aggro system for shields that generate threat when you block and deal damage to enemies.


A lot of people have been asking for more chaos magic and so Michael added a new chaos spell. Then he jumped over to Ironwind Pass to do some terrain work and get the last bit of this area fleshed out. Lastly, he added a new puzzle to the Farmlands for a fun reward. There's a few other things he has been working on along with the above, but we've only released that information to our Patreon Patrons.

While I'd love to get these updates out soon, they'll be going through testing first. We are within the final month of baby's expected arrival, so planning on when we can get an update out is easier said than done. But we are working on a lot of new and exciting things. I'm hoping to get a new roadmap out before the baby gets here, but I can't make any promises.

Our next Community Event will be hosted through Discord and the Kindred Games US official sever on Saturday February 18th at 11am PST. One of our moderators (whom you've probably seen answering questions all over the Steam forums) will be hosting and has some fun things planned for the event! Make sure you join the Discord to get informed on when we do these events and any other community things.

Well that's it for this week! See you all next week (if baby doesn't come!)

-Janna

Update 1.5.13

Hey everyone!

We hope everyone enjoyed their holidays. With Frostfall out of the way, now we can get back to work on new content for the game! We can't wait to show you what we've been working on.

In the meantime, here are some bug fixes and changes since the last update:

New:
  • Tutorial Card for splitting stacks has been added - pick up some iron ore to get the tool tip
  • Spring season with new spring trees


Improved:
  • Chaos Sickness duration shortened from 10 seconds to 6 seconds
  • Chaos Splinters aiming has been aligned correctly
  • Amber now stays at the ruins all day and all night, but still only opens them at night
  • Added new audio to Chaos Splinters tome


Fixed:
  • Mount experience bar under health now shows the correct experience percentage
  • Shade Staff now heals like other chaos weapons
  • Dannuk now only spawns when he is supposed to
  • Coconuts in the tutorial area now say what they are when hovering over them
  • Jed’s doll should be available for all characters that haven’t picked it up
  • “Invisible Gobby” is actually invisible again and has been punished for scaring players
  • Ironskin potions no longer stack to make you immovable
  • Getting to the next zone in multiplayer will no longer lock you in that zone in your single player world
  • Targ’s health bar should leave the screen as expected now


Development Digest December 30 - January 6th

Happy Friday, Friends!

Welcome to the new year. We've got lots going on, but first and fore most, you may have noticed that our Frostfall event is still live. Because of the performance issues people were seeing we decided to extend Frostfall until the 10th. So you've got one last weekend to collect the holiday items and finish up the holiday quests!

In other news, we've started working on our Spring update plans. Any guesses on what we want to add for Spring? We're super excited for what we've been working on this past week and I don't want to spoil it just yet. We've also listed out a number of smaller updates that can take place between now and Spring and after as well so we can keep those updates rolling this year. I'm excited for all of these updates to come out!

Development Digests may be on a short hiatus come February as Michael (Kindred) and I are expecting our second child. So if we didn't just do an update and there's no Friday digest, assume we're taking some time off for a new baby.

Short and sweet update today! I'm working on a new roadmap for the year and hope to have all the plans finalized soon to share with you all!

-Janna