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

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,065
Random? Like that hasn’t been done to death.

Edit. Ok, this video interested me. But I doubt it is a GOG game.
 
Last edited:

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,883
Just got to know about it. Looks amazing. Instant purchase. And so far it plays really really really really good.
There was no official thread so i made this.

 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
15,883
Spent some time playing. Basic stuff is great but healing/crafting is meh as hell.
 

goregasm

Scholar
Joined
Aug 19, 2016
Messages
151
Sucks, I have been really interested in this since day 1. Not a huge rogue like fan but this seemed to be right up my alley ambiance wise. I wouldn't buy it then because it was essentially a combat demo, and I refuse the whole EA thing in 99% of cases.

Seems like a fair amount has been added but still not enough meat on the bone to separate me from my shekels.

Remore is another similar looking game, graphically at least, that I am holding off on, but has me 100% intrigued.
 

Catacombs

Arcane
Patron
Joined
Aug 10, 2017
Messages
5,958
Just got to know about it. Looks amazing. Instant purchase. And so far it plays really really really really good.
I've read a lot of complaints about the difficulty and gameplay. I wonder if that's improved.
 

Abu Antar

Turn-based Poster
Patron
Joined
Jan 19, 2014
Messages
13,585
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: Dungeon Generation - Part I
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Hello everyone!

In today’s devlog we’ll demonstrate the final version of the reworked Dungeon Generator and showcase the main principles that governed its development.


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Let’s start with a list of reasons that led us to reevaluating our approach to dungeon generation. The player feedback we received about its current state revealed the following issues:

  • There isn’t much visual variety to speak of - the only difference between dungeons of the same type is what enemies can spawn in them, not their layout or overall design. This quickly makes dungeons feel predictable and uninspired.
  • All dungeons use the same generation algorithm, which limits the room for structural distinction and environmental logic.
  • The overall room structure and the abundance of single tile passages facilitate the funneling of enemies into doorways, trivializing both combat and positioning.

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Our new approach is based on dungeon tiers. Initially, tiers were an informal term used by players to refer to dungeons based on their difficulty - in RtR they will actually become an official form of categorization. So instead of using hidden, rudimentary mechanics built around levels, this new system splits everything, be it enemies, items, or dungeons, into 5 distinct tiers.

Let’s explore what it entails, point by point:

  • Different dungeon types will use different generation rules: the structure of Crypts will have noticeable differences from the structure of Bastions or Catacombs.
  • Dungeons will feature varying visuals and room presets depending on their tier: the higher the tier, the more opulent a dungeon will appear, and the greater diversity of rooms it will display. Tier 4 and 5 dungeons in particular will look especially awe-inspiring.


    2d2715e9f6203c68a57b584ddb013756d55b098d.png


  • All dungeons will be split into two categories: generic and large, the latter consisting of two floors. We don’t have plans to introduce dungeons deeper than that: three floors or more would be way too tiresome and draining in most scenarios. The visuals will change depending on how deep you go: lower Crypt floors, for instance, will appear more damaged and use alternative room layouts.


    b13d462dc3a460eaa2164158c70527392eca1912.png


  • Rooms with bosses or contract objectives will spawn in dungeons’ farthest reaches, with secondary rooms branching off from the main path rather than being a part of it, giving you options for additional exploration.

    1c12c93c9a32b701de9d6bec9ce031ef0f872b19.png


  • The updated visuals for dungeon descents and ascents will make them easy to spot and separate from one another: descents will always be a part of the floor, and ascents will be built into dungeon walls, just like they are right now.

    d1b5aa2c9fbaedf2d3bb2718e03451176b857364.png


  • We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
  • Rather than remaining the same once they spawn (or respawn after being cleared), dungeons will be generated when you enter them for the first time, just like in the earlier versions of the game (the layout won’t change if you save your progress after discovering it though). This will make dungeon exploration more engaging and unpredictable, since the ability to familiarize yourself with the location of enemies and traps throughout multiple save-load attempts won’t be as easily available by default.
  • Secret rooms will be generated once per dungeon instead of once per floor. The roster of available secret rooms and their visuals will also depend on a dungeon’s tier.

    cc41b4cf5fe2bdd6bef43f6ada4605fd5ecae9fc.gif


  • Even though it’s not directly related to the Dungeon Generator, we decided to rework the Noise and Enemy Awareness Systems, as the old ones didn’t work well with new dungeon layouts.
Now let’s have a closer look at Crypt specific features:

  • New Crypts will appear as spacious tombs, with large hallways connecting separate burial chambers that are protected by stone plates. To access such a chamber, your Character will need a crowbar.

    81c1dcf687d86114a14ab549a3d2898bdb8e8687.gif


  • Crypts won’t have wooden doors or narrow passages. Their vast halls will demand some clever maneuvering if you want to avoid getting surrounded by the Undead.
  • Among other things, Crypts’ visuals will be affected by Dungeon Modifiers. Each dungeon type will have its own set of possible complications: for example, wafts of nauseatingly greenish air will signify the presence of “Miasmas”.

    d4e8779123cafea25cb7abdd52ee99bfff83a010.gif

    2db4bb21a6e76eed92dcfd332ce572da54f15cdf.gif

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  • The varied and unusual objectives of the reworked Contracts System will affect dungeon layouts as well: for instance, Wells of Souls will serve as spawning points for Wraiths, and the Holy Figurine contract will work quite differently from how it does right now…

cbe58ae8e4e937f78f5bd7fb411d00c5846c3098.gif


  • We also changed how the Loot System functions in Crypts and added a number of new items that can’t be found anywhere else. Here are some of them:

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

That’s all for now. Until the next devlog!
 

PlayerEmers

Novice
Joined
Sep 15, 2023
Messages
84
Location
Brazil
[*]We decided to almost completely do away with single tile passageways, which should bring additional depth to the combat system and positioning by making group fights more frequent or even inevitable in certain situations (obviously, this comes with tweaks to most enemies’ stats, especially high tier ones).
Im very curious about this.
In the current state of the game, its kinda hard to handle groups of enemies without using the 1-tile doors/passageways (unless you are on the late game with an OP skill-set like pyromancer or the enemies ganging up on you are not that scary for your current gear and skill set).

Those upcoming tweaks will have to be really on point else the balance will become a mess.
 

std::namespace

Guest
so this looks fairly comfy,
is the story complete? is it finish-able in a sense like stonesoup is finish-able by escaping with the orb?

i must say though, i dont like the +0.734 to_gayness diablo item randomization...
 

cbight

Guest
Why do people want a character generator so badly? The main problem is that the main story is still missing and the devs said they will implemented it only at the very end. So, see you in 10 years (if we're lucky lol).
 

normie

️‍
Patron
Zionist Agent
Joined
Mar 9, 2019
Messages
3,790
Insert Title Here
Devlog: Caravan Upgrades - Part III
90b75de57475ebf6765c713cb414b76c52efeaf1.png


Hello everyone!

In today’s devlog, we’ll take another look at Caravan Upgrades. This time the focus is on the third category - “Traveling”. As always, a reminder: Caravan Upgrades are not Abilities and therefore don’t require Ability Points. Instead, they are unlocked with items and materials.

1081d0a080cb5520aeae34ec0edb27295104fc15.png


But let’s give these upgrades some context first. One of the Caravan's primary features is far-distance traveling. It can be accessed by talking to Verren at the Caravan Camp, then choosing a tile on the global map to travel to.

Caravan travels will work by the following rules:

  • Your destination must fit two main requirements. Firstly, it must not be concealed by the fog of war (tiles are revealed either by scouting them yourself or by using paper maps) - the Caravan can’t travel through uncharted territories. Secondly, the tile must not contain dungeons, Points of Interest, roads, or bodies of water - only empty tiles are suitable for setting up the Caravan Camp.

    Another thing to consider is how close your Caravan Camp is to settlements. If the distance is short enough, you’ll be able to directly access the Caravan Storage while trading, and your Followers will receive an opportunity to restock their wares.

    cc9bc727334dccccdea71f1cd2d03063ef1ef8e0.gif


  • The Caravan has a limited max travel distance which can be increased with upgrades.
  • The Caravan moves with varying speed depending on the terrain it has to traverse. Obviously, most suitable tiles are the ones with roads - they’ll be prioritized by the Caravan when possible. On the contrary, off-road tiles will take a significantly greater toll on both your time and resources.
  • Before you can move out, you’ll need a sufficient stockpile of Fodder for your horses - the exact amount depends on the difficulty and duration of the chosen route as well as the number of acquired upgrades and Followers. Fodder can either be crafted from whatever suitable items you have at hand or purchased in bulk from merchants or stablehands in some settlements.

    6597d2137ccddee7a28dca6bafcf724b08ef490d.gif


  • Upon arrival, your Character will take some time to establish a camp. The time required depends on two factors: the tile’s biome and the number of Followers. Setting up a camping spot in the middle of an open field will be a much speedier affair than chopping down trees to make a clearing.

    32053a499de9b1803f3f39612ff11ae298a72a87.gif


  • There’ll be a limit on how often you can travel: after each journey, both Verren and the horses will need some time to recover. Initially the cooldown is a day and a half, but it can be gradually halved with specialized upgrades.

    0451ef458d075085db9476a814f52ed884adc9a0.png


  • Ol’ Tott isn’t going anywhere - his services will remain an alternative to the Caravan, although he’ll become much stingier with his prices. The main difference, however, is that the Coachman will only transport you between settlements and Outskirts - the Caravan is more flexible in this regard.

And now that we are done with mechanics, let’s move onto upgrades:

TRAVELING

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Hitching Post

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Requirements: basic upgrade (available from the start)
Effect: grants access to Caravan travels

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Old Cart

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Requirements: basic upgrade (available from the start)
Effect: sets the base Caravan Distance at 20 tiles

Worn Chests

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Requirements: basic upgrade (available from the start)
Effect: grants access to 200 inventory slots of the Caravan Storage

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Sturdy Wheels

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Requirements: Set of Sturdy Wheels (x1), Bottle of Oil (x1), Carpenter Hammer (x1)
Effect: +25% Caravan Distance and Speed

Ironbound Wheels

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Requirements: Set of Ironbound Wheels (x1), Bottle of Oil (х2), Nails (х6), Carpenter Hammer (x1)
Effect: -33% Caravan Rest Duration, -10% Traveling Costs

Sturdy Chest

2e1cc2f8023b1b0eea2dd8b677ff26b0fe9298be.png


Requirements: Sturdy Chest (x1), Rope (х2), Nails (х6)
Effect: adds 200 inventory slots to the Caravan Storage (up to 400 in total)

Spacious Chests

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Requirements: Spacious Chests (x1), Nails (х6), Bottle of Oil (х2)
Effect: adds 200 inventory slots to the Caravan Storage (up to 600 in total)

Ironbound Chests

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Requirements: Ironbound Chests (x1), Nails (х8), Bottle of Oil (х3)
Effect: adds 200 inventory slots to the Caravan Storage (up to 800 in total)

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Fitting Accouterments

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Requirements: Quality Reins (x1), Horseshoe (х8), Nails (х2)
Effect: +25% Caravan Speed, -10% Traveling Costs

Сustom-Made Gear

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Requirements: Reinforced Harness (x1), Bolt of Cloth (x1), Rope (x1)
Effect: -33% Caravan Rest Duration, +25% Caravan Distance

e280b9b512d22f26fc6fb11e3cf0c485d42ba13b.png


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

That’s all for now. Until next devlog!
 

NotSweeper

Educated
Joined
Dec 26, 2023
Messages
276
Someone needs to grab a cattle prod, go to the devs and just start zapping them whenever they start working on something other than character creation.
Fucking ADHD motherfuckers.
 

NotSweeper

Educated
Joined
Dec 26, 2023
Messages
276
>Potions have the same effect
>But they're of different colors and shapes in the inventory
I can't even begin to describe how much I hate this. It's like
"Yeah, we know you're a bunch of autists, so we're gonna add this one detail for no other reason than to fuck with you"
"Enjoy the game spergs"
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,966
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
>Potions have the same effect
>But they're of different colors and shapes in the inventory
I can't even begin to describe how much I hate this. It's like
"Yeah, we know you're a bunch of autists, so we're gonna add this one detail for no other reason than to fuck with you"
"Enjoy the game spergs"

Alchemists are artisans, not part of Big Potion, ok?
 

Zboj Lamignat

Arcane
Joined
Feb 15, 2012
Messages
5,554
I see they even include red herring diversionary tactics in their scam. That's p. smart, but at the same time I don't know why they didn't get the memo re some nice screenshots and a couple demos being enough to get the dough.
 

mediocrepoet

Philosoraptor in Residence
Patron
Joined
Sep 30, 2009
Messages
11,966
Location
Combatfag: Gold box / Pathfinder
Codex 2012 Codex+ Now Streaming! MCA Project: Eternity Divinity: Original Sin 2
I bought this thing in 2020 after tooling around with the Prologue and haven't ever launched it since I figured it'd have released at some point. How much content is actually in there right now anyway?

Like is there any sort of game path or is he just building in random shit? I haven't really been following it.
 

Harthwain

Magister
Joined
Dec 13, 2019
Messages
4,818
I see they even include red herring diversionary tactics in their scam.
Is it really a scam when they keep adding stuff? Personally I think they should've focused on releasing the necessary stuff and then do everything else as expansions/DLC to the base game.

I bought this thing in 2020 after tooling around with the Prologue and haven't ever launched it since I figured it'd have released at some point. How much content is actually in there right now anyway?

Like is there any sort of game path or is he just building in random shit? I haven't really been following it.
Roadmap.png


They seem to be done with "Rags to Riches" stuff, but they still likely still have high and medium priority to do and I can't imagine it will be easy or fast to do whole "New Enemy Factions".
 

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