Witching Stone

Witching Stone

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Taylor  [developer] Nov 21 @ 5:17am
[Experimental] v1.20 Build
Hello, I have made an "experimental" branch that has the new patch on it. If you run into any issues please post them here. Innocent sounding things like "muddle now works with ritual" were actually quite big rewrites!

To launch this on Desktop, right click Witching Stone in your library, go properties, betas, beta participation and pick experimental.

This isn't localised yet. So if you're not playing in English you'll see some debug strings like "enemy_mermaidBoss_name". These shouldn't cause any mechanical problems.



Any in-progress run won't be compatible with the new generation. So when switching versions it'll will just silently skip it. This won't affect your settings, quest or collection progress! Just any existing run.



Events
An Event is a shop with a chance to show up. Each run there will be at least one Event placed on floors 1-3 where you can find weird badges or randomised spells to buy. While they are basically shops, they are not Pwca’s shop with the little acorn icon, and are therefore not affected by the same Modifiers.

Cursed Badges
The game now features cursed badges that must be equipped once they are in your inventory. There’s only a couple of these as they could potentially be quite annoying.

New Enemies
Added a new boss and some extra enemies to each of the main three acts.

New Modifiers and That Secret Quest
There are some more modifiers for events, cursed badges and the Resilient status effect mentioned below. Also, the secret quest to beat act 3 with every modifier, now just requires you to do it with 30 unique modifiers. Since this was a bit of a grind, patches keep adding more, and rerolling was annoying anyway.

Balance Changes
  • Leaf Cutter damage increased from 1 to 2
  • Soul Cannon damage increased from 0 to 2
  • Cyhyraeth now adds Freecast to all Soul Gems rather than 2
  • Nemesis applies 2 Vulnerable rather than 1
  • Golem has more health, an extra point of damage, applies 2 vulnerable and swings twice when applying paralyse in phase 2
  • Scaven now swings twice during one of his attacks
  • Cleaning Droid has a new attack
  • Gachapon Badge now only appears as part of an Event. A new Soap Badge occupies its slot in Act 2 and replaces the Gachapon Badge quest. If you have already unlocked Gachapon Badge then this quest will be unlocked too.
  • Dagger Badge has also been moved into an Event.
  • Scary Book Badge now has Cursed and +1 to all values (in addition to +50% damage, Pain)
  • Buttercup and Egg Badges now add Priority. Priority makes a spell always cast first when there is a conflict.
  • Added a new status, Resilient, to Pale Adder. This caps how much damage they can take in a single turn. This is considered a defensive buff so is ignored by True Strike.
  • Devour Badge now animates in real-time even if the game is sped up
  • The sequence for Magic Shell should never be three of the same Stone
When I tune stuff I’m trying to think about what is the most fun. It’s a single player game and players can self-regulate if they think something is too easy… But, I think purchased stones are too strong so I’ve increased the price. The free ones will remain free! (Also, a certain quest was made easier to compensate).
  • Pwca’s purchasable stones are now 5 acorns instead of 3

Bug Fixes and Clarity
  • Modifiers that add Badges now show what the Badge does in the tooltip.
  • Rage status has “Also, after taking damage:” added to the description to make it clearer when the Empower buff is applied.
  • Timeline Spells and Stone effects go black once cast
  • Timeline groups have a “?” icon to help convey they are randomly cast
  • Stones that will cause you to take damage if left *uncleared* will emit particles
  • Fixed a bug where Modifier completion ribbons could be overwritten with a weaker state
  • Fixed a bug where bat enemies refused to do a basic attack on turn 1
  • Fixed a bug where the Map tutorial listed Events that do not exist (by adding them)
  • Fixed a bug where Witch Bolt would show up in the Shop for characters who cannot reasonably create Soul Gems
  • Fixed a bug where Mother ignored the Hook keyword
  • Fixed a graphical glitch where purchased items in the shop would sometimes draw over remaining items on other tabs (I think)
  • Fixed a bug where Muddle would ignore cast sequence length changes from Ritual, Ceremonial Dagger, Polished Gem and Complicate
  • Fixed a bug where map generation liked to put Camps next to each other in Act 3.
Last edited by Taylor; Nov 24 @ 1:28am
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Showing 1-15 of 33 comments
Great work, it's nice to see new stuff. I'll be trying it right away.
Would you consider adding an option to select modifiers? Or are you against it?
More modifiers are welcome and fun, but it's a lot less enjoyable playing to 100%
Ah, not a bug but gonna mention it so people know.
If you have a save file in progress, it will not show in the experimental version.
Taylor  [developer] Nov 21 @ 9:42pm 
I think in the future I can look into letting people setting their own modifiers. I do think it's more fun making a run out of what you've rolled, but if you're just trying to purple ribbon everything then it's just a lot of restarting to the same end.

And you're right, I should pop that in the main thread.
It looks like you need to complete a run to unlock the reworked secret quest.
Love the updates so far. The event is a cool addition.

I think for single player games, it's nice for players to be able to decide for themselves how they want to experience the game. As long as doing so doesn't become just taking directions players over development.

PS: Dang gotta actually fight the snek now, can't just shoot em with a gun lol
Last edited by Z͟҉͟G͟҉͟1͟҉͟S͟҉͟; Nov 22 @ 2:40pm
Delta Nov 22 @ 2:59pm 
Either enemy Annwn's mass muddle didn't work, or somehow coincidentally muddled all my spells into their regular cast sequence.

https://steamusercontent-a.akamaihd.net/ugc/5161572132052812/C44E68507906FDDFDCBBD8A6F981489EADABDAC3/

on a side note, I too am sad about the indirect nerfing of GUN, but am super happy I can get back to working on purple ribboning all my modifiers

EDIT: Same bug, different run

https://steamusercontent-a.akamaihd.net/ugc/5161572132381275/0675B086C68E4689E6FF0AD4FA0F760F737C02EE/
Last edited by Delta; Nov 22 @ 7:06pm
Taylor  [developer] Nov 22 @ 7:43pm 
Thanks, yeah looks like the new system isn't checking the muddle status effect properly. Knew I'd messed up something with that!

I also noticed the Soap quest (new badge) has the wrong text. The actual requirement is to defeat Asrai, the new act 2 boss once.
Last edited by Taylor; Nov 22 @ 8:02pm
Did I miss a part in the change log about badges? They don't seem to be displaying the part that says "attack spell only" or "defence spell only"
The modifier add one spell to map seems to add the event to a node but only includes 1 spell not 2 to choose from in act 4
Taylor  [developer] Nov 23 @ 10:04pm 
yeah, there is probably something funky going on with act 4 loot. badges do appear to be random, but there is still only 1 if you're running "add badge." i'll look into it.
Last edited by Taylor; Nov 23 @ 10:21pm
Taylor  [developer] Nov 23 @ 10:09pm 
Originally posted by Z͟҉͟G͟҉͟1͟҉͟S͟҉͟:
Did I miss a part in the change log about badges? They don't seem to be displaying the part that says "attack spell only" or "defence spell only"
I am still seeing these. They only show up in the reward screens, not the badge tooltips once they're in the inventory, but I could change that? I've kind of convinced myself I should mid-sentence?
Ah. Then apparently I've never noticed before... how strange. I do think it'd be a good idea to at least make the collection display attack or defence only.
Taylor  [developer] Nov 24 @ 7:37am 
Hello, I have pushed 1.20.1 onto Experimental

Changes
  • Added Badge restrictions to all Badge tooltips
  • Fights will not generate with multiple Pufferfish in Act 2
  • Version number is now displayed on the title screen

Bug Fixes
  • Fixed a bug where the listed quest for Soap was incorrect
  • Fixed a bug where extra nodes in Act 4 were not getting assigned enough loot
  • Fixed a bug where spell nodes in Act 4 were not getting random loot
  • Fixed a bug where muddle (as a spell status) was being ignored

This does also include the Chinese translation, but I didn't write it in the list because the font atlas might be out of date and have some missing characters. If so that will be fixed next update. Thanks for poking around, let me know if you find any other issues!
Last edited by Taylor; Nov 24 @ 7:40am
Delta Nov 24 @ 10:19am 
the portal spell seems to have gotten greatly truncated? it did indeed open a portal after the battle as well (video + screenshot):

https://steamusercontent-a.akamaihd.net/ugc/5161572136525923/366DA5872639F42771E55BCD6053BFE85347EE56/

https://steamcommunity.com/sharedfiles/filedetails/?id=3371467841

Edit, also, thanks for the update! Finally got some different spells in act 4 so that seems to be working great

btw ghost + flan badges is OP and I love it
Last edited by Delta; Nov 24 @ 10:41am
Taylor  [developer] Nov 24 @ 10:40am 
Ah, so this isn't a display bug, it's actually just 6 long?
That's not intentional. There is a cap on how long a sequence can get from "add stones to cast sequence" and I imagine that's kicking in. Thanks, I'll fix.
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