Though I’m not too into the sim genre, I was pretty taken with the gameplay in Stonehearth. The developers do a great job showing life and action happen during the creation of your kingdom, and I felt that the voxel aesthetic adds a lot to the charm. I was impressed with the level of complexity found in Stonehearth. While most mods will add simple user interface and gameplay changes, many seek to alter the aesthetic and overall experience, and it’s encouraging to see that the developers are so supportive. Trees turned to lollipops, and the ground textures looked as though they were caked in frosting. As an example, Cannon showed off one of the more humorous mods from fans, which reskined the game to look like a Candy Land tie-in. PC titles that take advantage of work created by fans are commonplace, and the team wanted to ensure players had access to the same tools it used to create the game to build their own additions and tweaks to Stonehearth. director, which analyzes your behavior and throws in challenges based on your current pace of play. A neat trick Radiant employs to make things interesting is the A.I. Stonehearth definitely retains the hardcore focus and depth found in other sim titles. Don’t think of this as Dwarf Fortress with training wheels, though. The folks at Radiant wanted to emulate its complexity and depth found but ultimately sought to make Stonehearth easier to get into. Mirror Link Thank you 420WeedWizard for hosting the mirror!ĭo not use the version below.Though I mentioned it was similar to Dwarf Fortress, don’t fret. It’s for whoever has been ignoring that it will be discontinued. The version below will not exist in the next release. We are abandoning the below 002 version because it used a naming method for files we had to use when the mod tools were first released and there were errors in files sharing vanilla file’s name. We were going to let it run for one more release but it’s just been a major PITA and just complicated the process of development for Ceno and I.īut the below version is harder to merge for other modders, and takes up more space on your computer. I personally can no longer stomach it, and coupled with solid reasons we’re just going to abandon it now. It won’t receive hotfix updates either, so please only use 003 above.įull Patch Notes - This post only represents a fraction of this release, and covers mostly over-arching changes.Īre you guys excited? We’ve been working on this since 1.0.0.6 vanilla! (yikes) Long story short, real life came for both Ceno and I and we made due. But here it is, Cornucopia v0.3.3! Item phase: Legendaries/MI’s/Relics! Be assured that we need your help more than ever to get feedback on our changes. Some of what we’ve done has definitely gone too far, some not far enough. The simple fact of the matter is that the scope of this version was far too large for us to personalyl test. So please be patient and let us know your opinions on things (after you’ve actually played with them) and we’ll do our best to release hotfixes tuning this into a reasonable place. Be aware that we are now finally entering the next phase after this: Making the game harder again, but in hopefully more interesting ways. Version 0.4 will be monster balance, and we’ll most likely divide it up by each act (0.41, 0.42 etc.) I personally plan to do a lot of hotfix support for things that fell to a lesser priority rung in our development but still nags at my soul. I’ll probably tweak faction rares a bit more, update some more epics that still suck, etc. So do provide us feedback, elaborate or not. We also ask for your patience in this specific release because we have finally tackled rebalancing the attributes! (Changes below) Attribute changes affect all enemies of course, and while we tried to balance the changes out a bit via the enemy difficulty modifiers, some enemies heavily slanted toward singular attributes may need to be fine tuned individual. A lot of this won’t make it until 0.4 but I will try to handle worst case outliers in hotfixes.īasically: Balancing attributes is rather complex and may take a lot of work to get it right, so that means multiple iterations. We hope you’ll be patient because in getting this right we will create a much more rich and interesting meta where your attribute choices matter, and monster attributes also define them a little better as well. Well… art takes a lot of time and we didn’t feel like delaying this release another month or more because of some small square icons.Īnother thing worth noting is that a TON of the skill icons for the abilities/buffs we added are the same as already existing icons.
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