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KickStarter Stoneshard - open world roguelike RPG - now available on Early Access

jackofshadows

Arcane
Joined
Oct 21, 2019
Messages
5,078
I have 0 idea how to survive the early game of Stoneshard, is the archer character a bad idea? Should I just be a mage instead
For the first character - kinda yes (I tried and it felt much harder than anything else + use traps). I'd suggest to build 2h sword guy/gal.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
I would generally agree but the track record makes it not so clear in this case. We also don't know the exact definition of "August" they're using, like it was with "Summer" before.
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
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They said "this year, 5th of August". In less then a month. You can choose to not trust them etc, but they couldn't be more clear. Stoneshard is already great, will be magical one day. Whoever calls it vaporware, can play it. Game already has 30h or more of real fun time
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
14,194
Enjoy the Revolution! Another revolution around the sun that is. Shadorwun: Hong Kong Divinity: Original Sin 2 Pillars of Eternity 2: Deadfire Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
All Events > Stoneshard Events >

Devlog: Magic Mastery
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Hello everyone!

In today’s devlog, we’ll tell you more about the second ability tree, Magic Mastery, which will be a part of the next major update -
“Forgotten Lore”, to be released on August 5th
.

Magic Mastery is designed to be a highly impactful support tree, useful to any mage build. As a result, its abilities are mostly focused on two things: increasing the effectiveness and safety of your own spells and countering enemy magic.

To better understand our design choices, we highly recommend you to check out the previous devlog - it contains important details about the upcoming changes to the Magic System.

OVERALL STRUCTURE
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Magic Mastery consists of 12 abilities: 6 actives and 6 passives. The ability tree can be roughly divided into two paths: the left one mostly targets pure mage builds, while the abilities on the right have a lot to offer to hybrid characters.

Active Abilities
Seal of Finesse

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Activates an effect that lowers Fumble and Backfire Chances, reduces Cooldowns Duration, and speeds up the decay of Backfire Damage. When used, this spell also vents a large amount of already existing Backfire Damage.

The Seal works similarly to Weaponry stances: the number of the effect’s stacks increases with every passing turn, but decreases when your character moves to another tile.

Seal of Power

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Activates an effect that grants major bonuses to Magic Power, Weapon Damage and a bit of Bonus Range. But that’s not all: whenever your character uses a specialized spell, the effect transforms into the Seal of a corresponding Magic School with its own unique bonuses and has its duration slightly prolonged.

For instance, Seal of Pyromancy grants Pyromancy Power, a fiery enchantment for your weapons, and a boost to Crit and Miracle Chances. In addition to Electromantic Power and Shock Damage on strike, Seal of Electromancy reduces Backfire and Fumble Chances. Seal of Geomancy comes with a bonus to Geomantic Power and Block Chance as well as faster Backfire Damage decay and lower Damage Taken.

Seal of Insight

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This Seal reveals a few places of power in a small area around the caster. When the character occupies an empowered tile, they gain Magic Power, Miracle Chance, Energy Restoration and have their Spells’ Energy Cost reduced. The effect persists as long as the character remains in place, growing in power with each passing turn and getting weaker with each cast spell.

This means that if you plan to cast a lot of spells within a short period of time, it might be a good idea to make use of places of power along with Seal of Finesse. This tactic comes with a price though - you’ll have to sacrifice your mobility for it to work.

Seal of Cleansing

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This spell allows you to remove all magical and physical effects, both positive and negative ones, from the main target and everyone adjacent to it. Additionally, the spell extinguishes burning tiles, clears puddles of acid, unholy blood, and magma, and also removes runes and other magical entities. Each removed effect or object replenishes a small amount of energy to the caster and reduces their active Cooldowns.

If the caster targets themselves with the Seal or is affected by its AoE, they gain Miracle Chance and reduced Damage Taken for each removed positive effect and are applied with reduced damage Resistances for each removed negative effect.

Using the Seal on magical creatures, such as the Undead and Wraiths, temporarily increases the damage they receive.

Seal of Reflection

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This powerful defensive buff not only increases your character’s Resistances to all types of damage but also reflects* half the damage received from melee attacks. And most importantly, while under the effect of the Seal, all spells aimed at your character will be redirected to a random target within Vision (if there is one).

* - there were some tweaks to the Damage Reflection mechanic: the damage will now be reflected before Protection or Resistances are applied, which greatly increases the effectiveness of this stat.

Seal of Shackles

6c8e43bee199639c5f6504f472447ad3b2b77683.gif


The ultimate Magic Mastery spell applies a powerful Seal that significantly reduces the target’s Energy Restoration and increases its Skills’ Energy Cost, Cooldowns Duration, and Fumble Chance.

While under the effect of the Seal, enemies can’t use spells, and each ability that comes off cooldown will burn their Energy (scaling with its Energy Cost) and deal Arcane Damage for the same amount.

Passive Abilities
Precise Movements

Investing Ability Points into specialized Magic Schools reduces Backfire Chance of their spells.

Remaining on the same tile gradually lowers Backfire Chance.

Dissipation

Each point of received Magic or Nature Damage replenishes one point of Energy and grants a small stacking bonus to Magic and Nature Resistances.

Body and Spirit

Spellcasting generates 20% less Fatigue. By 20% reduces Sanity loss from Backfired spells.

Lingering Incantations

Increases the duration of all magical effects - this includes Areas of Effect created by magic, such as magma or ball lightning.

Thaumaturgy

Grants all spells a bonus to Miracle Chance and Miracle Power. Performing a Miracle provides a stacking reduction to Backfire Chance and Backfire Damage.

Arcane Lore

Grants a small bonus to Magic Power for each learned magical ability*, including Magic Mastery actives and passives.

* - In the current version of the game, this effect exists as Jonna’s starting trait. It will be changed in “Forgotten Lore”: Jonna will receive Magic Power for reading magical treatises, and each learned magical ability will permanently increase her Experience Gain. This is the first of many changes to the preset characters’ starting traits that will arrive with the fully fledged Trait System and Character Creator.

============================

That’s all for now: we hope you liked these new abilities and will soon make them a part of your newly created characters’ builds. Make sure to follow the news, it won’t be long until the update is released!
 

BanEvader

Guest
They said "this year, 5th of August". In less then a month. You can choose to not trust them etc, but they couldn't be more clear. Stoneshard is already great, will be magical one day. Whoever calls it vaporware, can play it. Game already has 30h or more of real fun time
It is vaporware though, like Low Magic Age.
NEVER fucking buy early access.
 

The Wall

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Seems like next update, after "Forgotten Lore" that releases in a week, will feature Character Creation and Trait System. If you ask me, ETA for these features is: this year
This is the first of many changes to the preset characters’ starting traits that will arrive with the fully fledged Trait System and Character Creator.
 

The Wall

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Aaaaaand Russians deliver. Massive Update 0.8 Forgotten Lore for Stoneshard is out, on Steam

0.8 “Forgotten Lore” is now available!

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IMPORTANT:
this is a major update that includes changes to the global map generation, so it requires you to start a new game. If you want to continue your old playthrough, it can be done by rolling back to the previous version in the game’s Steam options


MAIN ADDITIONS

- New boss
…and a quest that goes with it. You can receive it in a location of questionable repute after reaching level 14.

- New magic school: Electromancy.

- New ability tree: Magic Mastery.

- New enemies
13 high level Proselytes.

- Brynn content
Added the House of the Azure Thread, the Bank, the Golden Grain Inn, the Cathedral, the University, the Printing House, the Alchemical Emporium of Curious Goods, a dockside store, the Close Harbor Tavern, and the Fence’s hideout - each new location has its own characters and gameplay function.

- Next stage of the main quest: “Gwynnel’s Answers”.
It will wrap up the introduction sequence and prepare you for the sandbox part of the game.

- Stationary Caravan Camp
It comes with access to a sizable storage. This location becomes available after arriving to Brynn and completing “Gwynnel’s Answers”

- New system: Fatigue
Using abilities and performing various actions will now generate Fatigue, which lowers your character’s Max Energy. Fatigue can be kept at bay with regular sleep, quality food, and some consumables.

- Changes to the Sleep System
The character can now only sleep for a limited amount of time that depends on how long they spend awake and their Fatigue.

- Changes to the Magic System
Added several new magic-related stats and a Backfire mechanic that causes reckless mages to take damage from their own spells.

- New loot type: Folios
11 unique books that provide information about the game’s lore and grant some experience when read for the first time.

- New items
1 new sword, 7 new necklaces (including a unique one), 3 new artifacts, 12 new valuables, crabs, crab meat, and shells.

- New Points of Interest.

- New biom: Seashore.

- 4 new achievements.

GAMEPLAY AND CONTENT

- New camp types.
- Changes to some of the existing Proselyte abilities.
- Added a few unique interactions with Brynn guards.
- Changed Jonna’s starting Affinities: instead of Daggers and Dual Wielding she now has access to Electromancy and Magic mastery. Also changed her starting inventory and unique trait.
- Added an option to fill various vessels with water.
- Added a system that lets time pass in locations even if the character isn’t present there.
- It’s now possible to read signs and comment on certain important items.
- Damage Reflection now returns damage before the application of Protection and Resistances.
- Added Armor Penetration to the majority of spells.
- Armor Penetration gained from Perception now also applies to spells.
- Changes to the Curses mechanic. Removed Curses of Goldhoarder and Loudmouth from the game.
- Starting from 2 stacks, the effect of Wetness will increase Backfire Chance for Electromancy spells.
- Some merchants are now willing to purchase artifacts.
- The Witch’s Hat will have a few things to say about your Miraculous and Backfired spells.
-- Hunger and Thirst gain from using abilities now scales with their Energy cost.
- Walking through shallow waters will now slowly drench the character until a certain threshold.
- Walking through shallow waters now takes 2 turns instead of 1.
- Changed some of the existing interiors and Points of Interest.
- Removed thyme from the Herbalist’s request.
- Reading treatises now awards you with experience.

BALANCE

- Reduced the distances between settlements and dungeons.
- Greatly reduced experience and loot gains in the Prologue to be more in line with the Adventure Mode’s gameplay.
- Reduced spawn rates for the Brigands and Wolves you meet in the wilderness.
- Max Health no longer increases with level.
- Major buffs to most 5+ lvl enemies to improve scaling of mid and late game content.
- Increased the difficulty of Brynn and distant dungeons.
- Reduced the impact of Willpower on Cooldowns Duration and Abilities Energy Cost.
- Numerous tweaks to the Survival tree.
- Buffed the bedroll: removed the chance of Body Aches after using it and reduced its price. Investing a point into “Make a Halt” will now completely offset most of the bedroll’s downsides and grant it additional bonuses.
- Increased base damage of all maces. Reduced base damage of most two-handed weapons (with the exception of spears and staves).
- Nerfed bonuses granted by “Dash”. Buffed “Adrenaline Rush”.
- Reduced bonuses from “Runic Empowerment”. “Rune of Fortifying” now allows adjacent boulders to quicken the decay of Backfire Damage.
- Swapped Crit Chance and Fumble Chance for Miracle Chance and Backfire Chance on magic abilities and equipment.
- Reduced the starting Block Power Recovery by 10%.
- Shields now grant less Block Power
- Rest Mode no longer replenishes Morale.
- Changes to dual wielding penalties: reduced the penalty to Abilities Energy cost and Cooldowns Duration and added a penalty to Backfire Chance.
- Increased Immunity gain from vegetables, fruit, and certain other foods.
- Immunity now has a 25% stronger effect on Intoxication decay.
- Greatly increased the duration of most drugs. The duration of an Aftermath is now equal to half the base duration of a drug.
- Reduced the chance to vomit from Hornet Honey’s Aftermath.
- Reduced the Ancient Troll’s Health and some Resistances.
- While in jail, the character will only be fed gruel.
- Enemies will now be less eager to occupy burning tiles.
- Most effects that used to increase Fumble Chance now also increase Backfire Chance.
- Added new effects to exquisite foods.

ECONOMY AND PROGRESSION

- Removed the option to choose your reward after killing the Ancient Troll - it was a placeholder that was only meant to exist while the Troll was the only boss in the game. Now you’ll be rewarded with gold and a unique cloak.

The unique items, which were previously awarded for completing this quest, were relocated to distant dungeons and high level secret rooms.
- Changed the repair cost formula: the base cost was reduced, but it now increases with an item’s level. Starting with level 24, the cost will be the same as it was before the update.
- Reduced Durability loss from both delivering and taking hits.
- Increased Brynn bailiffs’ stock size.
- Reduced the initial level range of the equipment sold by Brynn bailiffs.
- Bailiffs will no longer sell magic gear - it was moved to Renod Kann’s Alchemical Emporium of Curious Goods.
- Increased the impact of Brynn reputation on the level range of sold items.
- Doubled the chance of receiving unique items from distant dungeons' final chests.
- Raised the selling price of pelts to be roughly equal to common loot in terms of value per cell.
- NPCs will now purchase treatises at a better price.
- The Brynn quartermaster now sells lockpicks.
- Brigands now have a chance to drop high value rings and necklaces.
- Increased the price of most valuables.

FIXES

- Numerous fixes to map generation.
- Fixed the bug causing major categories of damage Resistance (Physical, Magic, Nature) to not be taken into account when attacking enemies.
- Fixed the bug with the incorrect “Wetness” duration when entering deep waters.
- Fixed the bug preventing the loss of Block Power when blocking Nature and Magic damage.
- Reduced the frequency of the character and NPCs’ speech popups.
- Fixed the bug causing damage to enemies’ Armor to be applied twice.
 

Sacibengala

Prophet
Joined
Aug 16, 2014
Messages
1,154
When I can choose my dwarf's beard, I'm in. But this update was very welcome. The first one that I feel that gives the game some hope, to be honest.
 

Tygrende

Arbiter
Joined
Aug 2, 2017
Messages
874
I'm pleasantly surprised they met the deadline this time. That said, 4 hotfixes within one day of release, is the new update playable yet?
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
I'm pleasantly surprised they met the deadline this time. That said, 4 hotfixes within one day of release, is the new update playable yet?
The game is made more and more tedious with each release, with annoying survival mechanics taking away from the meat of the action, aka the combat and charbuilding

Good base but the devs fixation on being "hardcore" is ruining the whole thing
 

Fedora Master

STOP POSTING
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Edgy
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Jun 28, 2017
Messages
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I don't understand the balance they're going for. You can't do the first contract from the get-go so your only alternative is beating up random peasants that drop nothing and are worth no XP. Exploration is also mostly a no-go because accidentally running into wolves or a boar means you're dead too.
 

oscar

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Aug 30, 2008
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NZ
Yeah the economy feels a little odd. You now have to waste a skillpoint to learn to skin animals (what used to be your only really real early income source) while most attack types damage the hides. Now you've got perks about crafting sleeping bags and shit..

Does this game want to be about clearing tough dungeons or does it want to be UnReal World? I'd be happy with either focus but the game feels a bit awkwardly adrift between the two (am I a badass adventurer or some bum scavenging the forests for berries and rabbits to skin?). It also feels off thematically, you've killed hundreds of bandits and evil necromancers but a wild pig will destroy you in two turns flat. Avoiding wild animals while getting to dungeons is often more dangerous than the dungeons themselves.

It fits perfectly for something like UnReal where in dark age Finland taking down a bear requires good gear, planning and luck but doesn't really suit a high fantasy RPG.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
Yeah the economy feels a little odd. You now have to waste a skillpoint to learn to skin animals (what used to be your only really real early income source) while most attack types damage the hides. Now you've got perks about crafting sleeping bags and shit..

Does this game want to be about clearing tough dungeons or does it want to be UnReal World? I'd be happy with either focus but the game feels a bit awkwardly adrift between the two (am I a badass adventurer or some bum scavenging the forests for berries and rabbits to skin?). It also feels off thematically, you've killed hundreds of bandits and evil necromancers but a wild pig will destroy you in two turns flat. Avoiding wild animals while getting to dungeons is often more dangerous than the dungeons themselves.

It fits perfectly for something like UnReal where in dark age Finland taking down a bear requires good gear, planning and luck but doesn't really suit a high fantasy RPG.
Let's not forget the retarded save system coupled with the swingy RNG
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
5,419
The game is made more and more tedious with each release, with annoying survival mechanics taking away from the meat of the action, aka the combat and charbuilding
Bullshit. The survival mechanics complement the game. You can pass time to heal up, but you need food and drinks to keep it up, meaning you need means to acquire these items. While you can hunt, steal or find them the most common way of obtaining them is money. You get money by doing quests and exploring locations. Hunger and thirst also work as timer of sorts by making sure you don't stand in place forever, because you will run out of money/food/water if you do.

You now have to waste a skillpoint to learn to skin animals (what used to be your only really real early income source) while most attack types damage the hides.
1) Obviously skinning animals is not supposed to be the only source of income.
2) Learning to skin animals is not strange (you had to learn it in Gothic 1, for example) nor is a waste considering it allows you to skin animals.
3) Complaining that the best way to not damage the hides is by using piercing weapons is strange, considering that bow and spear are two iconic hunting weapons.
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
it's not fake news, m8s - I remember playing in January and everything was seriously overtuned to fuck, but I didn't think much of it because there's not enough game yet to go around and the initial difficulty hump felt like proper padding to overcome

yesterday coincidentally happened to be the day I decided to try out the new update, feeling that enough time had passed since the initial storm of hotfixes; I ran headfirst into a 3 skull contract expecting to be fucked and I wasn't
weird, I thought, going without much difficulty up until the third contract in the vampire stronghold, where the boss fucked me just 1 strike short of me fucking him, so I came back, did the thing again, identified the unidentified potion I didn't bother with first time around, IT WAS A FUCKING LIFEDRAIN potion, which I then used to proceed to lifesuck the fuck out of the bloodsucking apostate

on my way to the brewery, I avoided all wildlife, remembering even wolves were fuckers, but in one case I lead a couple of bandits back to a boar I had passed previously, and though it returned to being passive after we dealt with the bandits, I took the furry cunt on and... handled it without trouble? back from the brewery, I took all the wildlife on (NOT BEARS) I'd been avoiding on the way there and it wasn't shit

what's always been truly traumatic is the difficulty shift from Osbrook to Mannshine contracts - 3 skulls again, fuck it,
BINGO FIRST TRY
Just play 2h maces, they're practically cheat mode

This is why devs should stop rebalancing everything every update lol
 

The Wall

Dumbfuck!
Dumbfuck Zionist Agent
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I have to ask complainers: When was the last time you played game?* Updates changed and improved game a lot. It's hardcore game, main Dev is one of super rare Devs who didn't succumb to pressure of Steam Babies and didn't dumb down gameplay. Old Codex used to celebrate such Devs, but this is New Codex

*Why I ask? Because some of you are talking about "dumb save system". Now you have auto-save, can craft bedrolls and save whenever you want in wilderness, and still can save in taverns, of which there are more. System will be further improved by adding your personal caravan in next update. This is hardcore roguelike, NOT a pixelart Skyrim

TLDR response: Git Gud, Mofos
 

Salvo

Arcane
Joined
Mar 6, 2017
Messages
1,414
I have to ask complainers: When was the last time you played game?* Updates changed and improved game a lot. It's hardcore game, main Dev is one of super rare Devs who didn't succumb to pressure of Steam Babies and didn't dumb down gameplay. Old Codex used to celebrate such Devs, but this is New Codex

*Why I ask? Because some of you are talking about "dumb save system". Now you have auto-save, can craft bedrolls and save whenever you want in wilderness, and still can save in taverns, of which there are more. System will be further improved by adding your personal caravan in next update. This is hardcore roguelike, NOT a pixelart Skyrim

TLDR response: Git Gud, Mofos
I'm playing rn you fag, bedroll takes half of your inventory space UNLESS you dump a precious skill point into being able to craft it

Next you're going to defend slow animation speed
 

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