Sure, tried the berserker and sword maiden about 3 times each and was unable to even get them to level 2.Could you tell me what your problems are with getting started?
I haven't run into any problems yet really and maybe could give you some tips
I have to agree that the prologue is so much better than the main game. The pacing and experimentation in the prologue is great. Right now in the main game, I venture out just a little, get some pelts, come back to town (which is way too big for turn based movement), buy something and rest to save. The leveling seems so slow after the speed of the prologue.Sure, tried the berserker and sword maiden about 3 times each and was unable to even get them to level 2.
The only quest I've seen in town is from the elder. I'm unable to purchase anything so I stick with core gear. I've tried to stay on the roads and have managed to kill thugs and wolves by kiting, but have to back track to town after pretty much any fight and have yet to even reach the quest objective area.
I'm down for hard games, but this one honestly feels underdeveloped mostly bc the early game is a mess numbers-wise. There's a million NPCs running around town which do nothing. Every enemy encounter is potentially your last and the rewards are not enough to keep you going OR meaningfully progress to the next level.
Looks great though and the prologue was a nice crawl! I'm just saying it's definitely EA.
You lose everything up to your last save which is done by resting in the inn. A new update allowed you to sleep in bandit hideouts as well.I played part of the Prologue and liked what I saw.
How does the "rogue lite" aspects work tho?
From what I saw it looked like a linear rpg so far. Do you start some kind of new run everytime you die? If so, what do you keep between runs?
How's does the meta progression works?
Ah ok... So it's not really run based I guess. It's more like a standard rpg with a harsh checkpoint system.You lose everything up to your last save which is done by resting in the inn. A new update allowed you to sleep in bandit hideouts as well.
Ah ok... So it's not really run based I guess. It's more like a standard rpg with a harsh checkpoint system.
Do you know if when you start a new character it overwrites the old?After playing a character through the first two contracts - this is going to be the Stardew Valley of roguelikes.
It also randomly generates the dungeons and quests every run.
I can't say this is my personal experience really.Sure, tried the berserker and sword maiden about 3 times each and was unable to even get them to level 2.
The only quest I've seen in town is from the elder. I'm unable to purchase anything so I stick with core gear. I've tried to stay on the roads and have managed to kill thugs and wolves by kiting, but have to back track to town after pretty much any fight and have yet to even reach the quest objective area.
I'm down for hard games, but this one honestly feels underdeveloped mostly bc the early game is a mess numbers-wise. There's a million NPCs running around town which do nothing. Every enemy encounter is potentially your last and the rewards are not enough to keep you going OR meaningfully progress to the next level.
Looks great though and the prologue was a nice crawl! I'm just saying it's definitely EA.
Do you know if when you start a new character it overwrites the old?
If I want to try a different class, will I lose my current berserker?
I kite all the time. Try to get just one enemy's attention. I agree that the leveling feels slow. For having so little to do, I'm still enjoying my time with it as well.I gave this a shot after posting about trying to find fun open games like this, and I'm having an absolute blast!
I hope they can speed up the leveling a little though, since you have very few options early on and have to kill a TON of people to get stronger!
Otherwise, it's super rad! Anyone got any tips for a runaway mage focusing on Pyromancy? Should I grab the bolder from Geomancy to suplement my playstyle? I'm just one level away from Burning Laser, and I'm curious how people play keepaway from enemies to keep safe!
Also, Dang those archers! They may not hit often, but they hit hard! Makes open combat in the overworld sufficiently dangerous and exciting compared to in dungeons.
Speaking of which, the rate in which I get destroyed by overestimating my ability to take on a group is staggering! Gotta play it safe!
I mean, battle brothers is a VERY different genre lolYou guys should look into Battle Brothers... not as slick as this but it's basically the same pitch and already balanced, feature complete and with DLC published and more on the way. Highly underrated gem.
I like Stoneshard for presentation and deeper exploration. Very promising.
Probably a bug!I just started a new run with the woman fighter.
I got to the boss in the first contract which was a two-tile ghoul thing. For some reason my sprint in and hit skill wouldn't work on it. Is this a bug, or is this a designed limitation of that skill?
Completely different genre, its not roguelike. Battle Brothers are closer to Mount and Blade or Xcom then a roguelike game.
The voice acting in the prologue is pretty darn good. I miss it in the main game. Hope the same actors return.Its a shame the old man isn't the actual main character. Thats an interesting protagonist
On the other hand, I can just make an old man himself.
Completely different genre, its not roguelike. Battle Brothers are closer to Mount and Blade or Xcom then a roguelike game.
But it is roguelike.It doesn't sound like this game is actually a roguelike either, though. A sprinkling of procgen does not a roguelike make.
I'd love something faster in town.Have they said anything about adding walking animations?
Always hate when your character moves around like a chess piece in games like this.
Have they said anything about adding walking animations?
Always hate when your character moves around like a chess piece in games like this.
I kite all the time. Try to get just one enemy's attention. I agree that the leveling feels slow. For having so little to do, I'm still enjoying my time with it as well.
All the game's mechanics? Just because permadeath is not by default, doesnt mean it is not a roguelike. It plays like roguelike games and it is mechanically constructed as roguelike game.But... how? The only thing I've seen said is that there's some procgen at the beginning of the game. There's an ironman mode but no permadeath by default. The game seems more oriented towards long term character progression over the course of a single campaign. What am I missing here?
In Stoneshard, death is permanent: you'll never be able to bring your hero back to life. But that doesn't necessarily mean that the game is over: your Caravan will find another mercenary, who will inherit the previous character's legacy. Create a new hero and resume your journey — with part of the accumulated experience and game progression intact.
regarding saving your game, i've only ever paid once at the inn and can sleep there indefinitely...don't know if this is widely known.
The devs actually said that if you die in the real game you play as someone from your caravan instead of just "loading the game"I don't think they've added in the roguelike stuff just yet. This is what they mention in the Kickstarter:
I think once the Caravan is added, we'll get the typical roguelike stuff like carrying things over and so on.
Actually a combined 23.5%, but still a great deal! :PPlayed the prologue. Seems interesting. I'm leaning towards buying the game with the combined 25% discounts. :)
Use maces. Those enemies take extra damage from crushing. I had to do the same thing with my axe dwarf hahaI'm in a sidequest where you must go to a Tomb (Tinkling Tomb) and (light enemy spoilers)Any hints?most enemies there are skeletons who have heavy armor and my axe wielding dwarf is having huuuuuge problems with them because a lot of my attacks are blocked and i end up dying.
When did the patch go live? I got jacked last night by a group after steamrolling stuff.Some new changes are out which fix some stuff, change weapons into tiers and give them less but stronger stats and make the game overall a bit harder cause it did really become quite easy in a bit
earlier today I think!When did the patch go live? I got jacked last night by a group after steamrolling stuff.
Hello everyone!
It's barely been a dozen of days since Stoneshard was released into Early Access, a rather stressful dozen of days for our team. We've received a huge amount of feedback, and we are happy that our game gained so much unexpected attention. The first week was spent on fixing the most pressing issues, however it's time for us again to focus on developing new content and mechanics.
Our first major content update "Trollslayer" is planned for March.
You can see more details about it in our roadmap : it will introduce a new boss to the game, add a new dungeon type, two new skill trees, and expanded dialogues.
We'd also like to add some of the initially unannounced content, but for now we can't promise anything outside of what was originally planned. During the development we'll publish a few more devlogs on our progress, so make sure to follow the game on Steam if you don't want to miss them.
During this month we'll continue to fix reported bugs and crashes, though at a slightly lower pace, so there still may be a couple more patches till the end of February.
We also plan to finally solve the issues with the Linux build and release it in the near future. Until then, we recommend you to join us on
Discord - our most favored way of communicating with the community where you'll be able to chat with other players, ask us questions directly, or check out teasers for the future update.
CHANGELIST 0.5.7.16
UX
VISUALS
- Added different colored backdrops to items in the inventory based on their quality.
- Added an option to highlight containers by pressing ALT.
- Due to the popular demand, fog of war is now more transparent and should be easier on the eyes when moving through the forest.
- Restored the autopathing when clicking on unexplored tiles.
- Cauldrons in taverns can now be used for cooking.
FIXES AND STABILITY
- Added some of the missing animations and timetables for the denizens of Mannshire.
- Numerous visual fixes.
BALANCE
- Fog of war now applies to the location with the Abbey in Adventure mode.
- Fixed the trajectory for arrows and other projectiles (such as fire bolts and melting rays) when shooting at objects of the scenery.
- Fixed the bug with rings becoming unequipped when loading the game.
- Fixed "Retaliation" triggering on ranged attacks.
- Fixed the behaviour of fog of war when using "Distracting Shot".
- Fixed the game freezing in certain situations when using "Onslaught".
- Fixed the crash and the following issues with dungeons' names when switching the game's language after the start of the game.
- Fixed the simultaneous generation of two copies of the same contract.
- Mannshire's Innkeeper now buys tableware and pays more for alcohol as well
MISCELLANEOUS
- Reworked stances - their maximum number of stacks was increased to 6, and the bonuses were reduced to facilitate more gradual scaling. When the corresponding chances proc, the duration of stances increases, but the number of stacks gets reduced. The starting duration for stances is increased to 6.
- Stone spikes' duration has been reduced to 8 turns.
- Added lots of new sounds.
- Added voice-over for starting dialogue.
I had already posted it in my post above yours XD