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
Hotfix 18.10 Various Fixes
Skill Changes
Increased damage from Slaying Shot from 350% to 400% of Attack Power
Impaling Shot no longer recieves bonuses from number of targets and its damage has been increased from 170% to 300% of Attack Power
Bug Fixes
Fixed various issues that could cause items/characters not to load correctly
Fixed issue where it was possible to get damaged by an allies damage return
Fixed issue where Chain Frost could proc abiltities that require weapon skills to proc
Fixed issue where bonus damage from Long Shot was being calculated incorrectly
Fixed issue with items that grant enchants (Magedraw & Phoenix Claymore) dealing 0 damage and effects only lasting 4 turns.
Hotfix 18.8: Battle End Lock Fix
Bug Fixes
Fixed an issue that could cause a lock up at the end of battle
Hotfix 18.7: Battle Start Lockup / End Turn Bug Fixes
Bug Fixes
Fixed various issues that caused possible lock ups on turn progression.
Fixed an issue that could cause you to be unable to load into battle.
Hotfix 18.5: Character/Item Loading Fix
Bug Fixes
Fixed issue that caused some characters and items not to load correctly on computers with non-English language settings.
Fixed issue where Executioner could grant you an extra AP when its not your turn.
v0.18 Patch Notes - Monk Update
Greetings heroes of the realm! As we announced in our latest dev diary, we have been hard at work with the next content update for Stolen Realm. You know already its main new feature – a new character class, the Monk: a powerful martial artist specialized in controlling the battlefield positionally, with strong hand-to-hand combat, high mobility and skills that allow them to pull and push enemies around.
But that’s not all in v0.18! To begin with, you’ll find some brand new enemies in your adventures: the Hand Clan and the Blackguards. These two factions make use of the new mechanics brought to the game by the Monk (it wouldn’t be fair if only players could kick people around the battlefield, wouldn’t it?) The Hand Clan are a warrior clan that lives in the water mountain; inspired by Eastern cultures, they are powerful hand-to-hand combatants, just like the Monks. On the other hand, as their name hints, Blackguards are bandits who roam deserts and forests at night. There are also some new bosses (keen-eyed readers spotted a ronin in the dev diary…) but we don’t want to spoil all the surprises – just keep your eyes peeled out there!
There’s also a bunch of quality-of-life UI updates, and lots of tweaking and fine-tuning for balancing purposes. You can find all the details in the patch notes below. Remember that we’re happy to receive your feedback both here in the Steam forums and on our Discord server – your input is invaluable for us!
Good luck in your next adventures, heroes!
NEW FEATURES
New Skill Tree: Monk
New Warrior Skill: Charge
New Warrior Skill: Bash
Extended Skill Bar
Added Monk character preset
Skill Tree and Inventory menus are now able to be opened in battle
Added new party events
New enemy groups: The Hand Clan, Blackguard each with new bosses.
New enemies: Zombies, Minotaurs, and more. Oh my!
More visually clear 'Ended Turn' indicator on character portraits
Updated 'Giant' class enemy animations
Added more bow class weapons
Added fist weapon class
Added other various items
You can now Exit Game from the pause menu
GENERAL CHANGES
Might now also adds to Armor and Magic Armor
Might now increases Summon Damage
Dexterity now grants +1 Movement Point for every 20 points in Dexterity (Max 5)
Intelligence now grants +1 Skill Range for every 20 points in Intelligence (Max 5)
Intelligence now increases Summon Health
Reflex now increases Opportunity and Counter Attack damage
Reflex now increases Counter Attack chance on dodging an attack
Reflex now grants +1 Max Counter Attacks Per Turn for every 20 points in Reflex (Max 5)
Moved Crit Chance and Dodge Chance to a rating system where it can be useful early game but you need more per level to remain effective
All player characters wielding melee weapons now can perform Opportunity Attacks
Removed the movement bonus to melee weapons
Party Events are generally more positive
Decreased the after battle regen from 20% to 5% and increased the frequency of rest nodes
Gold Statue of the First Mountain King and Cursed Chest events now require you to complete a battle to get the loot (finally have to earn it guys...)
Consumables that add to movement points now immediately give you movement points rather than increasing the per turn movement you receive
Tweaked the node map to make treasure and commodity nodes more hidden
Target now receives 'Ritual Sickness' after having Dark Ritual cast on them restricting them from having it cast on them again for 2 turns after it expires
Changed targeting system for certain skills (Twister, Fissure, Ice Lance, Piercing Shot, Breath of Winter, and Energy Cannon)
Items that proc skills now have the skills based on the item level rather than the wielder's level
Battle log is now cleared on battle start rather than battle end
SKILL CHANGES
Hide in Shadows: CD increased by 1. Changed to free action.
Guardian II: physical resistance reduced from 10% to 8%.
Storm Weathered II: Elemental resistance reduced from 10% to 8%.
Death Dealer I: Critical Hit Damage lowered from 20% to 16%.
Death Dealer II: Critical Hit Damage lowered from 30% to 24%.
Ambush I: Isolated Damage lowered from 20% to 16%.
Ambush II: Isolated Damage lowered from 30% to 24%.
Dual-Wield Mastery: Values lowered from 8% critical hit chance, 8% dodge chance, 25% critical hit damage to 5% critical hit chance, 5% dodge chance, 20% critical hit damage
Precision I: Values lowered from 5% critical hit chance, 20% critical hit damage to 4% critical hit chance, 16% critical hit damage
Precision II: Values lowered from 8% critical hit chance, 30% critical hit damage to 6% critical hit chance, 24% critical hit damage
Changed Elemental Enchants to Tier 2 and they now have a 50% chances to proc on all attacks (including non weapon skills)
Changed elemental armors to Tier 1 and each gain 10% resistance to their respective element
En Garde now increases Max Counter Attacks Per Turn by 2
Shield Mastery now increases all stats on the shield by 50%
Quick Draw now applies Exhaustion and cannot be cast while exhausted
Overload is now self cast
Fade now has a 50% chance to grant stealth after an enemy is killed instead of 100%
Marked Prey is now triggered by all attacks instead of just basic attacks. Stacks now capped at 5.
Soft Step now requires 5 hexes of movement to trigger stealth instead of 3
Ascendancy now buffs stats by 40% down from 50%
Changed Quick Hands from 100% to 50% chance to trigger
Added new items notably fist weapons and bows.
Reduced damage dealt by enemy elemental auras
BUG FIXES
Fixed issue with Energy Cannon hitting slower than expected
Fixed issue where the character name text for crates and barrels would match the color of the last hovered enemy
Fixed issue where you could have multiple types of Rage on a character
Fixed issue where Overwhelming Power and Break the Ice wouldn't get removed upon casting a healing skill
Fixed issue where Poison Weapon would cause allies you hit to get poisoned
Fixed issue where Bleeding Band would also cause your allies to bleed
Fixed issue where Vitality break wouldn't function correctly with a healing weapon equipped
Fixed issue where Bloodlet would heal you if you had a healing weapon equipped
Fixed issue where you could walk in and out of Holy Ground and get healed multiple times in the same turn
Fixed issue with item mods becoming more effective on tiered items if the item already has that attribute natively
Fixed issue where Enduring Evasion wouldn't get applied correctly
Fixed issue where some items that grant passive statuses could stack with like statuses (ie. Forgemaster's Links and Fire Shield)
Fixed issue with Empowered Light not giving the healing received bonus
Fixed issue where the second target of Soul Link wouldn't use range addition modifiers
Fixed issue where Cauterize was scaling with Might
Fixed issue where you could heal with Child of the Abyss from sources other than life steal
Fixed issue where you could possibly activate ore veins and gathering nodes twice
Fixed issue where Heat could remove Ghost Armor at the start of your turn
Fixed incorrect description on Light's Beckon
Fixed issue where Wild prefix increased summon damage less than the Instinctual prefix despite being higher rarity
Fixed issue where you couldn't Ping while a dead character is selected
Fixed issue with Shield of Retribution getting double might bonus
Fixed various issues with enemies teleporting into disallowed hexes and some LOS blocking issues
Fixed various typos on skill tooltips
Fixed issue where Haunt wouldn't have a damage range
Fixed issue where Gemstone Wand Sprig would heal instead of deal cold damage
Fixed issue where you could possibly start the cutscene outside of act 1
Fixed issue where Warrior's Boon and Healing Hand could crit
Fixed issue where global targeting skill like Mass Freeze would target dead characters
Fixed issue where Static Field was using dead characters to calculate health ratios
Fixed some issues causing tooltip damage values to be incorrect
Fixed issue where Shield and Evasion stacks wouldn't properly be cleared at the end of battle
Fixed issue where being blind could actually increase the range of self target skills
Fixed issues with Shield of Retribution not properly dealing damage on expiry
Fixed issue where casting Bless on a target that already has the status resulted in unexpected behavior
Fixed issue where legacy items that used to be over level 30 would have stats scaled based on their old level
Fixed various issues with turn order and counter attacks / opportunity attacks