Soulstone Survivors

Brikker

Trump's Staff
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5,104
Full change list for version v0.9.027h: General changes:
  • Endless Mode rework:
-- Entirely changed the scaling progression. You will level up slower, and enemies will have considerably less health, but be more dangerous; -- Extra Lords of the Void will join the battle, which will pose a much bigger challenge than before; -- Enemies are now more and more resistant to slowing effects, so you will have to stay alert; -- Reduced quantity of enemies needed per objective, but more time for you to fight the Lords; -- Overall we expect the new design to be more challenging, shorter, and a million times more performant;
  • Adjusted Achievements to reflect the change in difficulty of Endless Mode, requiring less Cycles for the same rewards;
  • Added slider in Graphics settings to control the FPS limit of the game;
  • Changed Player Area indicators (blue circles) to be a lot less intrusive, but still help you identify where your skills are landing;
  • Fixed issue where arrows pointing to towers or any other object would point in the wrong direction in certain cases;
  • Fixed an issue where the Blacksmith was very generous and would not verify for achievement completion before crafting weapons;
  • Fixed issue with Legionnaire and the Dogs becoming invisible in the menu;
  • Fixed an issue where Totem skills were not adjusting their tooltips according to Buff Duration power-ups;
  • Fixed issue where enemies would walk around destroyed objects in The Dungeon of Despair;
  • Fixed (fore real this time) the visibility of Demolish not being affected by Effect opacity setting;
  • Fixed issue where Piercing Shout would not appear as a skill for the Barbarian;
  • Fixed error with certain projectiles when you replace the skill, causing an error;
  • Fixed an issue where if you replaced Ice Vortex with another skill at certain point in time, its visual effect would stay forever;
  • Fixed an issue where locked character names in the Blacksmith;
Balance changes: - Aelfraed will now use Bladestorm from further away from you, and move slightly faster; - Reduced damage of Call Lightning from 120 to 80; - Reduced initial damage of Chromatic Bolt from 70 to 50; - Reduced damage of Ricochet Shot from 150 to 100; - Reduced damage of Storm of Arrows from 300 to 200; - Reduced damage of Chaos Golem from about 400 to about 250; - Holy Fire now fires 3 light waves in the direction you are aiming, instead of one;


I guess Chaos Golems really were overpowered!
Endless Mode is much harder now, its almost like the curses get applied automatically as you go deeper instead of just more of the same.
Holy Fire slaps now. Too bad Paladin start is soooo slow.

"
About Endless Mode:
When you have a chance to try this new update, you will notice that it is very different from before, and I wanted to touch on what is our thought process for these changes.

First, the performance issues. The game certainly started getting extremely slow at higher Endless Cycle levels, but unfortunately there are no optimisations in the world that would fix the problem. The problem is that with you being able to reach extremely high levels, 200, 400, 600... you scale your powers SO SO much, that you are firing hundreds if not thousands of skills and projectiles every second, that are as large as the map itself. In practice, this means millions of calculations for physics effects hits damage and everything else every second. There ARE optimisations to do in the game and we will get to them very soon, however, nothing we could do would make this level of craziness scale correctly, it is just too much.

Second, while at first it is very cool to scale absurdly like before, seeing your skills covering the whole planet and all that haha, it leads to a stale gameplay loop. In the previous iteration it was very easy to become immortal, to hit the entire planet with every skill and then you are left watching as the numbers pop-up as in an idle game. It definitely has its charm (if it ran at a decent FPS), but it gets old really fast. Our intention for endless is that you eventually die from a very challenging scenario where YOU are pushed to the max together with your build, and not just your computer while you go have dinner and wait for the level to be over. We believe that with these changes and a more challenging gameplay, we are getting there.

Third, we don't like Endless being extremely long matches. Since the challenge was basically non-existant, you could push endless until your computer exploded, which is not great. We want endless to finish in any amount of time between 20 and 40 minutes. It can go longer than that, but now that is an actual show of skill, not of patience. At times, if your build is not very good, we expect you will have a very hard time defeating the Lords of the Void and may end earlier than that, but that is ok, you can always try a new setup, new skills, new runes, and see how that works out for you.

Finally, we are always open to change. We still want to make more adjustments to Endless mode and will continue working on it and all other features of the game, and hearing your opinion is critical for us. So please, do share what you think! Remember this is still Day 2 of Early Access haha (officially 3 I could say), so the road is just beginning, and we will continue working as hard as we ever have to make sure that the game continues getting better and better."
 

Chimney

Trakanon Raider
1,889
1,432
I just had a 2 hour game of max curse endless courtesy of the skill exorcism. Shits nuts 10+ bosses on screen, but surprisingly it ran completely smooth. Eventually it stops letting you heal at all (or it's a bug idk) or I'm pretty sure you could go forever.

Edit: Apparently you get modified to -100% healing =O
 

Gavinmad

Mr. Poopybutthole
44,500
54,043
I just had a 2 hour game of max curse endless courtesy of the skill exorcism. Shits nuts 10+ bosses on screen, but surprisingly it ran completely smooth. Eventually it stops letting you heal at all (or it's a bug idk) or I'm pretty sure you could go forever.

Edit: Apparently you get modified to -100% healing =O
Paladin is also the only class with +healing as one of their starting ability modifiers, so it takes longer for them to get to -100% than any other class.
 

Intrinsic

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Exorcism is pretty cool. Had it for the first time last night also and finally cleared a Level IV Whispering Wood. Was getting tossed around and manhandled in the air more than a chick at a Foo Fighters concert in the 90s, but it didn’t matter because of 10,000 mobs on the screen and healing back to almost full.
 
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Kyougou

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Performance improvements, Endless and Fixes View the Steam Announcement here: Soulstone Survivors - Update v0.9.028c: Major Performance Improvements, Endless and Overlord modes! - Steam News Full change list for version v0.9.028c: Main changes:
  • Endless Mode is now split into two separate game modes, both of which have been extensively reworked in their functionality:
-- Endless Mode: Level up quickly and fight across multiple scenarios with increasing difficulty with every cycle. Enemies will become tougher and more resistant and you can go on for as long as you manage!
-- Overlord Mode: Face an increasing number of powerful Lords of the Void, which require less and less enemies per cycle until you are facing Lords all day long! Difficulty increases with every cycle, and so does the number of bosses.
  • Achievements that required Endless Cycles are now split between both modes. If you completed the achievements previously, they will still be completed (this may cause a small glitch with the switched achievement rewards);
  • Major performance improvements in all areas of the game, especially in very high intensity scenarios;
  • Overhead combat text has been changed to be incremental, so multiple hits on the same target will refresh and increase the number instead of generating a new text. You can switch between the previous and new styles in the General Settings, however, the previous style will lead to performance issues in high-intensity scenarios;
  • If Special effect visibility slider is all the way down, some visual effects will not be used at all which should improve performance considerably in certain scenarios;
General changes and fixes:
  • Multiple fixes related to the error where you would not be able to pick any skill when levelling up. This is a rare issue and we have made multiple changes that should prevent it entirely, but let us know if you still see this error;
  • Implemented some changes to the saving system to try and make the system more resistant to corrupted files;
  • Added visual improvements to the Runes screen so it is easier to locate/remember where runes are placed;
  • Fixed issue where the Curse Intensity tooltip could stay on screen indefinitely;
  • Fixed issue where the currently selected rune would persist as selected even when you switched characters;
  • Fixed multiple minor localization issues;
  • Fixed minor visual issues on ultra-wide monitors;
  • Fixed issue where Prestige Stars would show incorrectly from level 100 to 110 (and other higher levels);
  • In any endless mode, certain visual effects will not play to help with performance;
  • When a target takes damage and is immune to damage, a Immune label will appear;
  • Objective notifications now will only show the latest notification, instead of building an endless queue;
  • Fixed an issue where FPS limit was resetting to the screen refresh rate with every start-up;
  • FPS limit slider is now capped at 120% of your monitor refresh rate;
  • Fixed issue where enemies would eventually have blue health bars if you had enough summons;
  • Removed "invisible pillars" in the Dungeon of Despair;
  • Fixed multiple "invisible exceptions" that would consume performance;
  • Fixed Overlord Mode tooltip displaying "5% extra bosses" instead of "5" extra bosses;
  • Fixed Curse Intensity tooltip showing big decimal numbers;
Enemy changes:
  • Extended the damage area indicator of a few boss skills to better reflect the range of their skills;
  • Fixed issue where the Paladin Void Hunter (enemy) would not be targetable by minions;
  • Snake's poison bomb is no longer affected by Opacity settings;
  • Reduced health of Pillars of Despair by 30%;
  • Increased the cooldown of the Pillars of Despair skills by 100%;
  • Removed Stun effects from the attacks of all enemies;
  • Fixed an issue where enemies that should be immune to pushback were not immune;
  • Endless cycles now also reduce the effectiveness of Absorption shields (Arcane Shield);
- Small spider attacks are now not affected by Effect Opacity options;
- Fixed issue where the Void Presence would receive negative effects;

Skills and Runes changes:
- Fixed issue where the skill Disengage would not appear for the Sentinel's second bow;
- Changed the tag from Spread Shot from Blast to Projectile;
- Pending skill points during a match will now be kept if you go through an endless portal;
- Fixed an issue where Call Lightning was applying Disoriented instead of Dazed;
- Chromatic Bolt now fires in the direction you are aiming, as stated in the tooltip;
-Holy Fire now has the Frontal tag;
- Exorcism tooltip will now show 0.5 correctly instead of rounding up to 1;
- Fixed issue where certain skills such as Mine Field and Explosive trap may not remove the objects from the world when the skill is removed;
- Totems and Ballistas now have a proper summon quantity limit, but have had their damage increased;
- Fixed an issue where Totems and Ballistas were not dealing the intended damage when they caused a critical strike;
- Fixed an issue where Totems and Ballistas would block the movement of your minions;
- Fixed issue where Totems and Ballistas would not apply on-hit effects;
- Fixed issue where Purity rune would use the incorrect value to determine how many effects are in the target, yielding inconsistent results;
- Fixed issue where Bladestorm and Flurry would not be used if there were no enemies nearby;
- Fixed an issue where Shadow Nova would apply Exposed, which was not intended;
- Shadow Step now grants 0.5 seconds of immunity after a teleport;
- Surefooted rune now reduces the damage you take by 15% to replace the Stun immunity bonus;
 
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Intrinsic

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Stun changes are interesting. I did not like stun at all and got addicted to the Surefooted rune being a requirement in any build. 15% less damage may be a little more situational depending on what you're doing. Performance improvements also sound great. Maybe I can get a game in tonight if I take a break from working all night.
 
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KDow

Blackwing Lair Raider
156
729
How in the holy hell do you do a run in under 8 minutes??? I just had a run using the deathknight. I had the spinning death beam skill at the start and the +40% damage (-20% aoe) rune and everything died in 1 hit pretty much the whole match and I was still only able to get just under 10 minutes.

Its like 4 minutes to get a run going and get to the first or second boss.

I looked at the curses to see if there was anything to increase mob density and didn't see anything.
 

Gavinmad

Mr. Poopybutthole
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-aoe is the single worst thing you could take if you're trying to sub 8.

pick up bladestorm, increase the aoe enough so that it takes up most of the screen, ignore status effects other than fragile and doom, make sure you have good attacks for quickly mulching bosses. Sounds like you're already taking the rune where you start with your weapons second power, so on your second levelup reroll until it offers bladestorm and restart if you don't see it.
 
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Jabberwhacky

Molten Core Raider
434
537
Well hell in that case I must be the uberest of the uber since that's just what I did a few days back:

DKrun.JPG


No doubt I woulda gone sub 7 without such a terrible upgrade!

4 srs tho, notice the curse intensity, I did get the extra elite spawns. I just went to the bottom left corner and stayed relatively tight in there. All shadow skills (shockwave was a stopgap) is a biggy, as you might imagine for stacking Doom.
 

Gavinmad

Mr. Poopybutthole
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I got my sub 8 before I even had DK unlocked, or even most of the high end runes and that's who my advice was generally meant for. Also it looks like you got rather lucky with being offered shadow skills on level up, even with the reroll rune I've gone entire runs without being able to finalize the build I wanted.

Elevating the curse level slightly for extra elite spawns does seem like a decent idea for faster runs though.
 

Gavinmad

Mr. Poopybutthole
44,500
54,043
Pretty satisfied with this elementalist build, almost made it to boss rush level 5 on Curse 25. Should work ok on higher curse levels, although you're very subject to the whims of RNG for how long it takes to get your build together.

elementalistbuild.png


Lightning Beam, Death Vortex, Light Beam, Shadow Ball? (the one that applies curse), Void, Frost Vortex.

I ignored frost vortex in the past but the innate scaling damage on the skill means it is actually extremely strong. You also have solid skill groups with this setup, 6 lasting, 6 magical, 3 shadow, 3 frontal, 3 area. Bit of a glass cannon but honestly so is everyone who doesn't have arcane shield or paladin heals.
 
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Void

BAU BAU
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Weird question maybe, but does anyone else that plays with controller have weird issues where the mouse cursor periodically (like around every minute or three) appears in the exact center of the screen? The reason this is an issue is because I'll be selecting which upgrade I want with the controller, then the cursor will appear and suddenly I'm selecting the center one. I haven't ever had it actually make me choose the wrong one, as it seems to register my button press on the controller as just "relinking" the controller and not actually a selection, but I am in constant fear of losing a great upgrade for one of those shitty more damage/less movement speed choices.

It isn't mouse drift on my desk, as I've even turned the mouse upside down so it isn't reflecting off of anything, and it still does it. It always appears in the exact center of the screen too, even if I've previously moved it to a corner, for example. Also, I play every other VS-clone with a controller too, and not a single one of them does this. I looked on the Steam forums and the only mention I saw was that there was a bug with the mouse cursor not always showing. I have the opposite of that, where it shows when I don't want it to!
 

Captain Suave

Caesar si viveret, ad remum dareris.
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Weird question maybe
No, but for whatever reason this game seems to take upwards of a minute to register my controller when I first play. Once it finally realizes what is plugged in then everything is fine.
 

SorrowsEnd

Trakanon Raider
1,485
834
Screenshot (272).png


So I just picked this up Saturday and I'm pretty clueless about most of what is going on here.

I was trying out the Elementalist. First game I just tried his different abilities and then on the second I set a map to Curse level 5 that I hadn't unlocked yet. When I finished the map it was a quick enough time that I had the options for the Overlord and Endless portals. I figured I'd give Overlord a try with some curse effects going.

Dear lord was that some nonstop kiting fun. Not sure if this has been mentioned here before but holy hell try the rune Singular Focus. It allows you to pick multiples of the same skill. I went with the starter lightning beam, chromatic bolt to compare dps.....and 4 copies of light beam. Running around the board with murder boner is pretty cathartic.
 

Captain Suave

Caesar si viveret, ad remum dareris.
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All that extra currency might be good for something finally. (Edit: Heh, yeah, just made all the new weapons without a perceptible dent in the bank.)
 

Intrinsic

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Finally got around to trying out Bumble at Curse 34. Used an Ice Elementalist build that was on Reddit because I'm tired of the Doom stuff and wanted to see how another build worked. This pretty much trivialized the whole thing.

1672065297333.png
 

Intrinsic

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didnt realize frozen warhammer hit so hard

Ice Vortex and Frozen Warhammer apparently scale like mofos or something. This was an Overlord 4 run. Had Frost Bolt for 1 level I think then replaced it with Blizzard.

1672084261780.png


With the way the build works that extra 82 damage per Slow or Paralysis translates in to 82 * 1,500 along with all the other damage scaling from crits and what not. And Ice Vortex is obviously the same but for 154 damage (these were at skill level 22 and 26 respectively).

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