Update log
Full Stoneshard update
The complete published notes, normalized for clean reading and source attribution.
Extracted changes
- Gameplay
- Store
- Balance
IMPORTANT: This update is compatible with old saves. However, to ensure that all changes work correctly, we recommend starting a new game.
MAIN FEATURES
New system: Lighting and Darkness
Added Torches and Lanterns.
Added a new multi-staged quest,"A Matter of Faith", designed for level 10-12+ characters, which can be undertaken after reaching Benevolence with the Rotten Willow.
Added 22 new Proselytes (32, if counting their variants), including 6 mini-bosses, along with 42 unique abilities for them.
The abilities, visuals, stats, and danger levels of all other Proselytes were also overhauled to ensure faction cohesion.
Added 2 new Brigands: Slinger and Heavy Slinger.
- CosmeticAdded a new weapon type: slings21 items.
Added 12 other pieces of gear, 3 of which are unique.
Added positive and neutral Situations to the Rotten Willow, including 3 unique ones: "Outlaw Gathering", "Occult Consilium", and "Flea Market".
Added new room templates to the dungeon generator.
AI rework: overhauled use conditions for every ability in the game. Enemies will now account for a much greater range of context and nuance: among the factors taken into consideration are your character’s archetype (warrior, ranger, or mage), learned abilities, current Health, and so on.
A small but important consequence of the rework: Wild Dog packs are now much less likely to start a prolonged barking frenzy.
Reworked crowbars and lockpicks.
Crowbar: no longer pries open doors, containers, and stone plates instantly. Instead, using a Crowbar now causes the character to continuously attempt the task over multiple turns until they succeed. The chance of success per turn (and the average speed of completing the task) depends on Strength. Each turn spent consumes the item’s Durability, which has been increased to 75 to compensate for this change.
IMPORTANT: Any Crowbars already acquired on existing saves will keep their old Durability value of 10.
- LockpicksIncreased the base success chance, which further scales with Agility and Perception.
The difficulty of locks now also depends on the dungeon tier.
Throwing overhaul:
Reworked most formulas.
Throwing Range now scales only with item weight.
Throws can now be fumbled.
Significantly reduced Durability loss from throws (-3% > -1).
Added Armor Penetration to weapon throws, based on the weapon type and its inherent Balance stat.
Throwing rotten food now reduces human enemies’ Will to Fight and has a chance to cause Confusion.
Throwing glass items has a chance to cause Bleeding.
Throw damage for Belt Pouches and Coin Purses is now calculated based on their entire contents rather than just the amount of gold inside.
Log improvements:
Added a "Log Delay" setting. Turning it off causes the latest log entries to display instantly.
Standardized log colors, terminology, and syntax.
Improved the logging of damage sources: the log now shows the names of projectiles, AoEs, damaging effects, and other relevant things.
Added logs for many outcomes that were previously omitted, such as taking no damage from AoEs and throws, absorbing all damage from a Backfiring spell or collision with an object, and so on.
Greatly expanded logs for ranged attacks and throws, including messages for misses, interactions with blocks, and more.
Added logging for the amount of damage absorbed by blocks.
Improved the order in which certain actions and outcomes are displayed in the log.
GAMEPLAY
Reworked the interaction between Block Power and Protection. Previously, both values were simultaneously subtracted from the received damage. Now Protection is applied after blocking, which
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