Fixed issue where when retrying a battle after losing, the enemy team would act first Fixed issue where Twisted Soul of the Forest still had a Regenerating tag
General Changes
Forest Treants now cannot spawn before level 3
Update 19.9 - Various Bug Fixes
General Changes
Blood Mask Boss: Reduced damage of Primed Fire Barrels by 50%
Twisted Soul of the Forest: Removed regeneration
Bug Fixes
Fixed issue where summon attacks could cause a turn lockup
Fixed issue that could caused a lockup when an enemy dies while performing an attack of opportunity
Fixed issue that enabled a client player to attack infinitely with Quick Draw if the host remains in dialogue at the start of a battle
Fixed issue where player summons would increase loot/gold drops and exp at the end of battle
Fixed issue with tooltip damage values on Long Shot, Sniper Shot, and Called Shot being lower than the actual values
Fixed issue where Long Shot, Called Shot, and Sniper Shot would still receive a damage bonus shooting an enemy within melee range
Fixed issue where Branching Shot wasn't dealing enough per bounce bonus damage
Fixed issue that caused Branching Shot to bounce to barrels/crates at unlimited range if a barrel/crate is the initial target
Fixed issue where Tracker's Mark and Bounty Hunter's Mark weren't as powerful as the skill tooltip described
Fixed issue where Ascendancy wouldn't boost Reflex
Fixed issue where summon health suffix modifiers wouldn't be halved on 1 handed weapons
Fixed issue where some return damage suffix item modifier values wouldn't be halved for 1 handed weapons
Fixed issue where healing power suffix modifiers wouldn't be halved on 1 handed weapons
Fixed issue where Iceclaw Cannibal healing could be dodged
Fixed issue where all casts after the inital cast of Dazzling Darts and Frozen Spikes would have +1 range
Fixed issue where Glory and Immortal Night could trigger at the same time
Fixed issue with Lingering Light sometimes not triggering when it should
Hotfix 19.8 - Balance & Bug Fixes
General Changes
Various boss balancing changes
Bug Fixes
Fixed an issue that could cause characters to not load
Fixed issue with Ruby Tonfa causing huge visual artifacts when enchanted
Fixed issue that caused the character colors to change sometimes when loading a character
Hotfix 19.7 - Early Game Balance
General Changes
Reduced enemy health and damage between levels 2 through 5.
Reduced the regeneration strength of Twisted Soul of the Forest by 50%
Hotfix 19.6 - Fixes and Balancing
General Changes
Renamed difficties to better describe the corresponding experience
Added summoning sickness to various boss summons
Various boss balancing
Bug Fixes
Fixed issue that could cause items to be lost when sent from player to player
Fixed issue with Fickle Flame not working properly
Fixed issue where summon dodge rating wasn't benefiting from the Reflex of the summoner
Hotfix 19.5 - Fixes and Balancing
Features
Added 'Dynamic Camera' settings option to toggle camera re-focusing when a new character is selected
Updated music
General Changes
Reduced return damage values from Gobfather
Camera now better displays the boss' action after speaking
Bug Fixes
Fixed issue that sometimes caused summons to be spawned on hexes that aren't empty
Fixed issue that could cause you to not be able to end your turn
v0.19.4 Patch Notes - Difficulty Balance
Difficulty Balance
We are very grateful for all the feedback about the new update! It seems the consensus is that the new bosses and tweaks are simply too difficult to deal with. We’ve heard you. So we're significantly reducing the Health and Damage of enemies globally. We hope this allows you to enjoy the new boss mechanics while still enjoying great build diversity. If this is not enough we are still open to further feedback and we appreciate your patience with us. Thanks for helping us make Stolen Realm the best it can be.
General Changes
Enemy Health and Damage have been significantly reduced
A new difficulty has been added for those wanting to preserve the current challenge (Elite)
v0.19 Patch Notes - Boss Mechanics
v0.19 Patch Notes - Boss Mechanics
We’ve been hard at work overhauling a very important aspect of the game: its bosses! Bosses should not be just bigger versions of normal monsters, but unforgettable enemies with their own unique flair and mechanics. So we’ve made sure each boss is exactly that!
We’ve also added many quality of life features such as the much asked-for Camera Rotation and Custom Keybindings! We really hope you enjoy this update and look forward to hearing your feedback. Read all the many changes below :)
Features
Bosses now have more phases and unique skills
Camera rotation
Custom keybindings
Hide helm option
5 new main quests
Added 'Unique' enemies that have a chance to spawn in battle and have 3 enemy modifiers
Tons of new enemies
Add new new enemy type 'Elite' (which is the old 'Champion'), and 'Champion' is now stronger
The 'Special Vendor' in each act now sells all materials obtainable in that act for gold
Enemy modifier visuals have been changed to just highlight the enemies for less visual clutter
When an enemy modifier is rolled, any other enemy in the battle with a modifier will roll the same modifier for a more themed and easier to read battle
Ground/Periodic effects (Burning Ground, Thunder Storm, etc) now have a hover tooltip that shows what they do and if they are friendly or not (can be toggled on/off in the options menu)
Changing your currently selected character now locks the camera onto that character
Arrow keys now also pan the camera
Added search feature to player inventory
General Changes
Added new quest navigation system removing the Map Node interface
Profession material rewards are now multiplied by the amount of characters you own in the party
Experience required to level up progressively decreased starting from level 6
Profession reward amounts increased
Consumable tooltips now have a more readable positioning
Opportunity and Counter attacks now just use 1 attack when dual wielding, adding up the weapon damage from both weapons
Poisoned and Bleeding statuses now tell you specific damage/effect values when hovering the status icons
Reduced sell price of materials and commodities
Quest shops can no longer have multiple legendary item options
Changed any material that is unused in any crafting material to now be a commodity
Increased the damage of melee weapons
The 'Special Vendor' in each act now sells all materials obtainable in that act for gold
Teleporting no longer triggers bleed damage
Bonfire now restores 50% health and mana instead of 20%
Mana potion effectiveness reduced by 50%
Range decreased on various skills
Base movement points set to 4 instead of 5
All melee weapons grant +1 movement
Range/Movement/Counter Attack bonuses from stats now require 25 points instead of 20 and are capped at 3 instead of 5
Enemies get increased movement/range at higher levels
Loot drop chances increased globally
Skill Changes
Meteor now leaves fire on the ground in the affected area dealing damage over time
Meteor no longer increases damage based on heat stacks but deals more base damage
Sniper Shot now deals an extra 15% damage per hex down from 25%
Bug Fixes
Fixed issue that caused popup text to be very small on 4k screens
Fixed issue where enemies could display as 'Dead' without actually dying
Fixed issue that caused Ghost Armor to be expended when healed
Fixed issue where some materials/commodities would scale prices with level
Fixed issue where Summon Wolf would steal more life than it should
Fixed issue where Eye Drops wouldn't remove Blind
Fixed an issue where your skill slot placement wouldn't be preserved correctly on loading a character
Fixed issue where fist weapons would never show up when gambling
Fixed issue that caused Ritual Sickness to be applied to the incorrect targets
Fixed issue where Quick Draw could provide more attacks than intended
Fixed issue where you couldn't transmog fist weapons
Fixed issue where learning Threatening Fracture would disable Charge
Fixed issue where Enrage wouldn't protect from some movement impairing effects
Dev Diary #2: Boss Mechanics
Greetings, heroes of the realm! After implementing a whole new class to the game in the latest update of Stolen Realm, we wanted to up our ante with even more exciting content for you to enjoy your Summer holidays (if you’re in the Northern hemisphere, that is!) We’ve been hard at work overhauling a very important aspect of the game: its bosses!
Bosses are an essential part of the culture and history of games, sometimes becoming as iconic as the actual protagonists. Even in a turn-based strategy games like this one, their final battles are key to the experience, a climax for the whole adventure that crowns and justifies all the efforts the player has put into it. Ending a game without a final reckoning whatsoever feels like climbing a tall mountain only to realize it’s got no summit.
That’s what we had in mind when working in this update: bosses should not be just bigger versions of normal monsters, but unforgettable enemies with their own unique flair and mechanics. When discussing different possibilities, we decided we would add triggers that modify each boss’ behavior when their health crosses certain thresholds. Multi-stage boss battle are especially popular now thanks to soulslike games, but they’re way older than that, having started in the 80s (at least).
We also wanted to make sure that every special attack and stage made sense for each boss’ lore and setting, giving them a unique flavor. Let’s see a few examples. Admiral Blackbeard summons cannons with an area-of-effect attack that can hit a big portion of the map; at some points he also summons a treasure chest that makes him and his allies invulnerable, forcing you to focus your attacks on it for a while. The Sultan summons an Efreet that grants his wishes (i.e. huge area effect damage, large amounts of healing, and summoning a powerful ally, because the Sultan is not exactly a nice person).
The Crystal Golem splits into smaller versions of himself the more damage you do to him. The Herald of the Abyss summons clones of the players that use their skills against them. And it goes on and on – we’ve tweaked 30 bosses, and added two new ones on top of that! As you can see, they are now not just more strategic, but also better rooted in their themes and settings. To defeat them, you’ll have to learn how each one of them work – so you will need to study them thoroughly, especially in the highest difficulty settings.
And that’s not all there is to this new update! We’ve also tweaked a little bit how the game generates enemy parties. We were aware that some battles were difficult to read due to the number of different enemies spawning on screen. To avoid this, we’ve decided to only spawn two types of enemies during a battle so you can adapt quickly and easily to them. And to prevent battles from feeling repetitive, we have decided to throw in a new mechanic: unique hard champions. There will be a chance (15% at level 4, 20% at level 30) that random enemy mods will roll with multiple modifiers, think of enemies that teleport and have a fire aura; or others that are able to regenerate and do extra damage. This way, every battle might have a unique twist and things can get ugly really quickly if you get a special visit.
That’s all for today. We hope you really enjoy these new mechanics. As always, please let us know your thoughts about it, as your feedback is one of our most valuable assets.
Hotfix 18.11 Summon Low Framerate Fix
Bug Fixes
Fixed various issues that sometimes caused low fps when using summoning skills
Fixed issue that caused summons to spawn with damage taken when spawning in a Goblin Battle Standard