Ink Stains Games have released a major upgrade to the challenging turn-based RPG Stoneshard, one they've been working on for some time now and it's quite the overhaul.
Sounds like it's almost a different game too, all the big main parts of the game have been changed in some way.
Here's the highlights:
- Complete rework of the dungeon generator with lots more variety.
- Basic AI was completely reworked: new decision making system so enemies don't act randomly, new and better pathfinding system, enemies know to swap places in tight spaces, archers and mages will try to keep distance, aggressive animals will try to warn you away from their territory before attacking, enemies can retreat now and more AI upgrades.
- Animals gained new behaviours too like foxes hunting rabbits and deer will run away
- New content: new secret rooms to find, 100+ new containers, new enemy skills, 25 new undead enemy types and other bits
I really love the artwork in Stoneshard.
Apart from all the new content, generation and AI upgrades they also improved the tech behind the game with a better light rendering system, a new culling system, a new fog of war system, they added fireflies, four new music tracks and some visual updates to the Prologue.
That's a huge amount of work that went into it, lots of new systems going on as you play that make for a way more exciting experience overall. So much new stuff that they're going to be raising the price. They didn't give a clear date as to when but they mentioned the next major update late this Winter or early next year which will add in the first major city and it's surrounding area. Before that's ready though, a few smaller updates will drop. The price will be raising by 30% so you might want to grab it soon.
You can buy it DRM-free on GOG and also Steam.
Never seen it? Check out the trailer below:
Direct Link
I really want to love it, but the last time I tried it the game only allow to save at some designated point. I think it's fine for games with fast paced movement like Dark Souls and Hollow Knight, but it's too cumbersome for turn-based roguelike game like this.
Quoting: scaineI'm pretty gobsmacked that they added all this new content, but didn't fix the one thing that's dragging their Steam reviews down.And if you look at their roadmaps it seems there are no plan to fix the save system (at least until 2021)
Spoiler, click me
This price rise - I notice the game is currently on sale (at 30% discount) - Is the rise referring to the current discount (25th Sept 2020) finishing, or is it referring to additional increase to the regular pricing?
Last edited by g000h on 25 September 2020 at 5:06 pm UTC
Quoting: g000hThis price rise - I notice the game is currently on sale (at 30% discount) - Is the rise referring to the current discount (25th Sept 2020) finishing, or is it referring to additional increase to the regular pricing?
According to their update/news on steam, the base price for the game will be increased by 30%.
Quoting: g000hI think it is sad that people feel they need to save-scum in order to play games. I tend to play all my games as rogue-like permadeath, and if I die I'm happy to start again. Generally if this happens, I haven't played conservatively enough and I'm adjusting my play-style on the next play-through.
This price rise - I notice the game is currently on sale (at 30% discount) - Is the rise referring to the current discount (25th Sept 2020) finishing, or is it referring to additional increase to the regular pricing?
Eh, no - this isn't about save-scumming, it's a lack of being able to leave the game during a several-hours-long dungeon. There are no useful savepoints. It's poor design.
As for playing permadeath - good for you. And if the game is advertised as such, I'd support that. But it's not. You will die playing this, inevitably. And the lack of save points means that when you die (and in this game, you will), you need to walk for 30 minutes from the respawn village back to the dungeon where you died... where you will likely die again. Rinse, repeat.
Lazy, poor design.
Quoting: scaineQuoting: g000hI think it is sad that people feel they need to save-scum in order to play games. I tend to play all my games as rogue-like permadeath, and if I die I'm happy to start again. Generally if this happens, I haven't played conservatively enough and I'm adjusting my play-style on the next play-through.
This price rise - I notice the game is currently on sale (at 30% discount) - Is the rise referring to the current discount (25th Sept 2020) finishing, or is it referring to additional increase to the regular pricing?
Eh, no - this isn't about save-scumming, it's a lack of being able to leave the game during a several-hours-long dungeon. There are no useful savepoints. It's poor design.
As for playing permadeath - good for you. And if the game is advertised as such, I'd support that. But it's not. You will die playing this, inevitably. And the lack of save points means that when you die (and in this game, you will), you need to walk for 30 minutes from the respawn village back to the dungeon where you died... where you will likely die again. Rinse, repeat.
Lazy, poor design.
Ah. Well, if that is the case - i.e. Not being able to Quit the Game at any point, and return to the dungeon where you left it. That's not a Save Point, as such.
When, for instance I am playing permadeath Slay The Spire, I can quit out of the game whenever I like (to do something else) and go back in exactly where I left it.
Are you saying that Stoneshard doesn't allow you to quit out? That is completely different to restricting Save Positions.
I do not yet own the game, so I don't know one way or the other.
Last edited by g000h on 25 September 2020 at 9:13 pm UTC
Quoting: g000hAh. Well, if that is the case - i.e. Not being able to Quit the Game at any point, and return to the dungeon where you left it. That's not a Save Point, as such.Ah yeah, that's correct. I should choose a better term.
Quoting: g000hAre you saying that Stoneshard doesn't allow you to quit out?Yes, at least according to the most helpful negative review on Steam.
I'm kinda curious why they decided to create save point in traditional roguelike game. The common save system in roguelikes that I've played are :
- Save after every move (Pixel Dungeon and CDDA)
- Save after changing area (ToME)
- Save before quit
Besides the save system, another pain point is the movement in this game is slow since they need to animate the movement. While this make the game looks beautiful, it's become annoying when the save point is 5 minutes far. If they decided to keep save point I hope at least they add some kind of auto-travel like ToME.
It's too bad because the art style and gameplay look so nice. The price is nice, too.
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