Update log
Full Stoneshard update
The complete published notes, normalized for clean reading and source attribution.
Repeated intro
Hello everyone!
Extracted changes
- Gameplay
- Security
- Workshop
We're ready to announce the release date for “ Blood Omens” - March 26th! As a reminder, this major update brings a Lighting System, new Proselytes, slings as a new weapon type, a large side quest, an enemy AI overhaul, a Log System rework, and plenty of other improvements.
Today we'll go into greater detail on some of these additions - and introduce a few entirely new ones. Better get comfortable!
Lighting System
In the last devlog we described this system only in broad strokes. But now that the work on it is complete, it's time to break it down properly.
The Lighting System is built around hidden negative modifiers that are applied depending on the time of day and level of illumination.
During twilight hours (evening and early morning on the surface), the only penalty is -30% Vision range.
The actual darkness will accompany you during night time or when descending into dungeons and caves.
While in the dark, the Vision penalty increases to -60%. It also becomes harder to passively spot traps and secret rooms, and your character will slowly begin to lose Situational Morale.
Still, darkness does have its upsides: attacks against targets within it suffer a small Accuracy penalty - this goes both for you and enemies. It's also worth mentioning that your character's base Vision range will be increased to 12 tiles, preventing you from stumbling completely blindly without a light source, while also keeping the effects of darkness sufficiently impactful.
Light sources will dispel darkness only within a certain range around them.This means that while staying in the shadows, you can easily spot light from afar - and anyone standing within it - but the tiles between you and the illuminated area will still be concealed by fog of war.
As a whole, the system adds a new tactical layer to dungeon exploration: bringing light can help you spot enemies first, but it can also give away your position. And remember, some creatures are perfectly capable of seeing in the dark, reaping only benefits from it: this includes the Undead, Proselytes, and most predatory Wildlife - which is usually balanced out by their smaller base Vision range.
To fight darkness, you'll have a choice of portable light sources: torches and candle lanterns (although an occasional candelabrum or candlestick can still be used in a pinch).
Torches must be carried in hand, acting as a weapon and granting access to a new basic skill, “Set Aflame” (currently available to some enemies as “Torch Strike”). Torches can also be ignited and thrown from the inventory to swiftly create distant fields of light. And while torches burn out over time, they're easy to replace: looted from enemies, taken from dungeon walls, purchased from merchants, or crafted.
Another use for a torch is to exploit the Wildlife's newfound fear of fire. If your character carries a torch or stands near a source of open flame (like a campfire or a burning tile), most animals will hesitate much longer before attacking, giving you a better chance to get away. But if combat is inevitable, fighting near open flame will negatively affect their stats and Will to Fight.
Lanterns can be hung from a belt, lighting the way while keeping your hands free. For most builds, this makes them a convenient tool in actual combat, even if their light radius is smaller than a torch's. And once your lantern goes out, it can always be refilled with a spare candle.
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