|
Aluvians
Gharu'ndim
Sho
Viamontians
Ispar History
Auberean History
Texts
Rumors |
Event Teaser - From
the
AC Insider
There was a sharp crack as her mace struck
the carapace of the Olthoi and the creature fell to one knee. As it
struggled to regain its footing, Madison raised her mace to strike the
Olthoi's skull. It was unable to deflect the blow with its pincers, and her
mace shattered the creature's exoskeleton. The insect let out a dying wail
and ceased its struggle.
Her companion, Gruvlin, glanced over from the
creature he was busily looting. "Did you ever think you'd see it?" he
asked.
She and Gruvlin had been dispatched by the
High Queen to determine if the rumors trickling in of creature migrations
were true. The number of Olthoi they'd encountered was all the proof Madison
needed that at least some of the tales were true. Yet the question of why
remained unanswered.
"No," Madison said wearily, her voice laden
with weight. In every direction she heard chittering and saw the claws of
Olthoi. "This makes no sense, Gruvlin."
"Sense or no, it's true." Gruvlin smiled as
he held up a necklace fitted with a bright fire opal. He thrust the necklace
into a pack, reached down to the corpse again, and pulled a key from the
gullet of the creature. After wiping it clean of ichor, he clipped it to a
ring he pulled from his pack.
He slowly stood and said, "Let's continue our
patrol."
*****
"A raid?" Marvus gripped the strap of his
shield tighter. "Good, let them come! We shall spill their blood on the
field of battle this day." He snickered. "The Chorus of Mages remains
unaware of our new armaments. They shall at last feel the bite of my blade
whilst I wade through their hail of summoned fire and acid."
*****
As he stroked his beard, Asheron continued,
"You see Ciandra, this island was once a place of rest for the ruling Yalain,
although it was already steeped in history and shrouded in a great number of
mysteries that your people are still discovering."
Asheron had arrived at the Temple of
Forgetfulness the day before and had asked Ciandra to show him around. He
was quizzical and jovial, more so than the last time she had seen him. Now,
as he poked into the corners and inhaled the air heavy with pollen, it
almost seemed to her that a weight had been lifted from his shoulders.
"It's been centuries since I have seen this
place. Little has changed, other than the baths are shallower and the steam
vents are filled with the former caretakers-turned-assailants." He paused
for a moment, and turned toward her. "Some day, I mean to gather as many
golems as I can and fix them." Then a wry smile crossed his face. "Though
there are other concerns, I suppose."
He then turned to one of the bookcases on the
wall. "Ah, the memories of this place. I don't believe that we ever found
the source of the magic here. We of course had our speculations, but nothing
was ever discovered. These fountains would rejuvenate my race. We'd feel
younger from being here for but a few moments, as if we were bathed in the
potency of the very thing that created all that there is."
He turned to Ciandra once more. "I wouldn't
be surprised if your discoveries here have begun a process that will open
your bodies and minds to greater knowledge and ability." His eyes turned,
and he seemed to be looking into the distance. "Of course, there is never
anything that does not come at a price. I wonder what that price will be."
*****
Aerbax's thoughts appeared in the mind of the
Master. "Now, subject, you shall be exposed to the source of energy for a
period of time. If all goes well, you shall be enhanced as Puppets before
you have been. Are you prepared?" The Master's affirmative response was
quick in coming.
"Puppet, let the exposure begin," Aerbax
commanded.
The floating slab inched closer and closer to
the inky darkness floating in one corner of the room until finally thin
wisps of pure black stabbed out of the darkness. The wisps infiltrated the
Master's cloak, and Aerbax could see the violet color of the cloak change.
As the color shifted to deep maroon and then to the bluish purple of
midnight, a shrill squeal tore through the room. Finally the squeal stopped,
and Puppet pulled the slab back from the darkness and released the subject.
Aerbax nodded in satisfaction. Another
success.
February Dev Notes -
From
the
AC Insider
That Which is Ours
Not all that happens in Dereth shakes the
world, but even small events can leave mysteries behind them. One such
begins in the town of Rithwic…
Delton Hardor was surprised by Tamian's
sudden interest in challenging him to combat, even if that combat was only
with wooden practice swords. Tamian had never shown interest in swordplay or
combat before. Nor, in Delton's opinion had Tamian ever shown interest in
anything that benefited the community. He did not hunt, did not farm, did
not craft items of utility, and certainly did not help defend Rithwic, even
from the Drudges. The look on Astara's face seemed to imply she thought his
behavior was strange as well.
Although his grip on the wooden sword was
unsure, Tamian seemed more determined than Delton had ever seen him. Curious
to see how he would react, Delton allowed Tamian the first attack. After
Delton easily parried his thrust, Tamian hesitated, almost as if he realized
how out of place he was. Then the hesitation passed and Tamian swung at
Delton's legs. Delton parried this one as easily as the first.
"Honestly," Delton thought as he moved in
closer to Tamian. "Tamian handles that sword like a farmer swinging a hoe."
Delton delivered a swift blow to Tamian's
sword arm, throwing him off balance and spinning him around. He followed
this with a blow to Tamian's backside. Delton could not help but laugh at
how ridiculous all this was. Did Tamian actually think he stood a chance?
Tamian's face turned red. He leaped at
Delton, swinging wildly. Delton's well-practiced parries blocked the blows,
and he swatted Tamian again and again. This worthless cur would learn a
lesson today.
Listed below are the changes introduced
in our February event. We've spelled out specifc changes to game
functionality and existing content, but the details on new content are up to
you to discover! Speak to town criers, barkeeps, and scribes for the latest
happenings in Dereth. For more information on this month's event, please see
this month's
Letter to the Players. Please submit any bugs you come across to
http://bugs.zone.com.
New Functionality and Content
- A mysterious tower has been spotted…
- Monsters have migrated back to more
hospitable climes!
- Those skilled with lock picks can now help
everyone organize their keys.
- Strap on some additional protection from
those fire bolts and acid blasts!
Miscellaneous Improvements and
Changes
- Characters may now devote 64 skill
credits, increased from the previous limit of 50, toward specializing
skills using specialization gems found in the "Temple of Enlightenment."
- As part of our redistribution of monsters,
we've tried to define more level-centric hunting grounds. This will give
players looking for landscape hunting a specific area in which to hunt.
The character level ranges we have defined for these hunting grounds are:
- Newbie: 1 - 20
- Low: 20 - 40
- Mid: 40 - 60
- High: 60 - 80
- Extreme: 80+
- Uber: 100+
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|
Redistribution map |
For example, creatures found in a Low level
hunting ground should be those that are appealing (in both their
experience reward and treasure they provide) to a character between levels
1 and 20. The only exception to this would be creatures that protect
special treasure chests. These creatures may still seem out of place for
the area in which they are found.
- In addition to redistributing monsters
along character level lines, we've begun the process of rebalancing
monsters along those same lines. Depending on the creature, this may
involve tweaks to the monster's melee, missile, and magic defenses. It may
also involve revising the level of spell it casts and the experience
reward it provides. Due to the amount of time involved, for February we
were only able to balance creatures found in the Newbie areas of the
world. In March we'll complete this rebalancing process, but for now
players may come across a monster that seems tougher or easier than those
surrounding it.
- The resistance to Drain provided by a
character's Endurance was not being applied correctly when some spells
were draining health. We have corrected this. The target character's drain
resistance is now applied during any health-draining spell attacks.
- As discussed in the
Letter to the
Players, we've tweaked the Olthoi Queen quest slightly:
- The Olthoi Eviscerators that spray you,
thus allowing you to enter the Royal Hive, are spraying you more often.
- Aun Hareltah no longer changes your
title without asking you. Instead, he hands you a token. If you'd like
your title changed to "Queenslayer," just hand him the token back.
- Aun Hareltah's logic has been changed
slightly. He shouldn't stamp you as having completed the quest unless
you've actually received the reward.
- The quest can now be repeated every
three months.
- Ivory may now be applied to Bandit Weapons
so that they can be taken out of a character's inventory and stored.
- We've implemented some fixes to help
address duplicate hooks and storage chests. Please see this month's
Letter to the
Player for more details.
- On very rare occasions, a hook could
become unlinked from its house. This could, in turn, cause any items in
those hooks to be lost. Therefore, we've changed the behavior of houses
when they are loaded by the server. As it loads, a house essentially
verifies that its hooks "know" which house they belong to. It should no
longer be possible for a hook to become unlinked from the house that owns
it.
- It was sometimes possible for a house to
mistakenly register that more of its hooks were being used than was really
the case. Houses now do a more accurate inventory of the hooks they own,
so this mistake shouldn't occur in the future.
- When we gave mansions more hooks, we said
that the update gave the mansions 100 hooks and that players could use all
100 of these hooks. However, in reality mansions each had 100 above-ground
hooks and 41 below-ground hooks. We've updated mansions so that you can
now use all 141 hooks.
Minor Details
- We've corrected a situation that could
cause the Player Killer portal use restrictions to be triggered
accidentally by the use of some recall and dispel spells.
- The chests found scattered throughout the
"Valley of Death" have a much longer regeneration cycle, allowing more
people to loot each chest before it locks again.
- The Neydisa Hauberk got a bit more useful.
- We've spoken to Larry the Bunny Master
again, and he says he'll try to be around his cottage a bit more.
February
Letter to the Players
-
From
the
AC Insider Welcome to the February edition of the
Asheron's Call Letter to the Players. The AC Live team has been
extremely busy this past month, and February will bring some interesting
changes to Dereth.
Monster Redistribution
Have you ever seen a Snowy Mattekar in the middle of the desert? Or a
swamp-dwelling Mosswart hanging out in the snow on a tall mountain? Well,
when the Virindi story arc ended, the creatures of Dereth went through a
shift from their old homes to new ones based off of a more consistent level
structure. While this created more definable areas for players to hunt in,
it also placed creatures in previously non-native areas. For February, we
are revamping the monster generators to create hunting areas that are based
on a more consistent leveling structure but adhere to the history,
background and nature of the creatures that will be used in these areas.
We strongly recommend logging out in a safe
area before the February prop-and by "safe," we don't mean your favorite
muling spot in the Dires!-Try inside your house or a city. This is going be
a multi-prop process; this month you'll see monsters redistributed, and next
month they will be going through a rebalancing phase.
Housing Issues
Several months ago, we posted an article about duplicated housing objects
and how they affect you. We have continued our quest to eliminate duplicated
housing objects, and although we have not yet completely solved this
problem, we have made significant progress.
In addition, this month we have made several
small changes that should help the owners of houses with duplicated hooks or
storage resolve their situations more easily. Starting with the February
update, duplicated housing objects will attempt to synchronize with the
house that owns them so that when the house is loaded, the duplicate object
has the current owner information. This will fix the problem in which a new
owner does not have access to hooks or storage duplicated before he or she
purchased the house. It is important that you can access any duplicated
housing objects in order to clean them out. Starting in February, duplicated
objects will automatically delete themselves, but only if they are empty.
The February event will also see some new code that better synchronizes the
number of hooks that you have in use at any one time.
A few months ago we released information on
how to determine if you had duplicate hooks and storage in your house. That
information is now obsolete. The information below explains how to tell if
you have duplicate housing objects and what you can do if your housing
objects have been duplicated.
How do I tell if I have duplicated
hooks/chests?
You can determine if you have duplicated
housing objects by using the [ and ] keys on your keyboard to select the
items near you. If you have two or more storage chests, for instance, you
will be able to flip between both chests using the [ and ] keys, even though
you can only see one chest and select one chest with the mouse. Once you
have selected one of the duplicated housing objects with the keyboard, use
the R key to open the object so that you can remove the contents.
How do I get rid of the duplicated
hooks/chests?
Once you have identified a duplicated hook or
chest, empty both instances. When you empty the "fake" copy of the
hook/chest, you will see a message explaining that the hook/chest was a
duplicate and that it will now be deleted. The hook or chest will disappear
a few seconds later. Please note that the duplicated hook/chest will NOT
disappear until it is empty, so you must remove all objects-including empty
backpacks-from the chest. Once the duplicate hook/chest has disappeared, it
will be safe once again to use the "real" instance of your hook or chest
that remains.
What if I'm not around when my hooks and
storage duplicate? Will I lose everything?
The primary risk of item loss from duplicated
housing objects occurs when you are transferring items to and from your
hooks or storage, since you may unknowingly place an item in a duplicated
storage object. As a result of the February fix, you can no longer add items
to a duplicated hook or chest-if you attempt to do so, you will see a
message explaining that this is a duplicated object and that you should
empty it immediately. So the risk of losing items due to duplicated housing
objects is very small.
A special note for villa owners: One model of
villa has two hooks located in the same place (in the corner of the room
that contains the portal into the dungeon). This is not actually a
duplicated hook situation; both of these hooks are legitimate hooks
correctly linked to your house. Therefore, one of these hooks will not
delete itself when empty. Because these two hooks overlap, there is some
potential for strange interactions between the physics of hooked objects.
Therefore, we recommend that you only use one of these hooks at a time.
Changes to the Queen's Quest
We've modified the Queen's Quest slightly to help those who may have been
flagged as having finished the quest but never got the quest reward. To
address this issue, we've adjusted the Queen's Quest so that it can be
repeated every three months. If you completed the quest more than three
months ago-even if you completed it successfully-you will now be able to
repeat the quest and receive the reward. How do you tell if your timer has
expired and you are allowed to repeat the quest? You can find out by
speaking to one of the Tumeroks in Timaru. If they no longer greet you as "Queenslayer"
or talk about your brave exploits defeating the Olthoi Queen, you can
complete the quest again.
Post-Creation Specialization Limit
When post-character creation skill untraining and specialization were
introduced, we instituted a limit of 50 skill credits that could be invested
in specializing skills. This was the same limit newly created characters
had. Further discussion of the system led us to decide that at some point
we'd want to increase that limit; however, we wanted to evaluate what
changes this might have on the game before we did so. We wanted to give
ourselves time to observe the effects of the skill specialization system
since it would be nearly impossible to revert unbalanced characters, and we
wanted to be careful of going overboard. Now that we understand the effects
of the system, we feel that our previous concerns have been addressed. We
have raised the limit to what we'd originally proposed; i.e., to 64 skill
credits. Some of you got to take advantage of this a bit early because some
of the code snuck through in January, but in February everyone will be able
to spend 64 skill credits in specializing skills.
That's it for the big changes in February. Of
course, that's not all that we have in store for you in the future, but for
further updates on content, you'll just have to wait and see… As always,
enjoy the game, and thank you for playing Asheron's Call.
-The Asheron's Call Team
Monster Rebalacing FAQ -
From the
Community Boards
1) Why rebalance monsters?
A. While it may appear that monster difficulty was not broken, it has become
apparent through the several years of Asheron's Call development that at any
given time one "class" of character is more pronounced and able than the
others. This has been due to an imbalance in creature defenses. We are
adjusting this to bring a more acceptable level of difficulty for creatures.
2) What does "rebalance" mean?
A. Rebalance means adjusting the skills of the creatures to be more
indicative of their level of difficulty.
3) Is it true that you are adjusting creature levels to more closely mirror
player levels?
A. Yes; in a sense. But not in a restrictive manner. We are not looking to
create cookie cutter levels. We are trying to give a more adequate
representation of the creature level. In some instances those levels will
only be geared toward an archer of that level, in others a mage or melee
character. The level is now just a more useful tool for you, the player to
gauge what you can or cannot fight.
4) I've heard that you are "nerfing" missile characters; is this true?
A. No. Missile characters are having nothing done to them directly. What has
been stated is that the skill that most creatures are having adjusted is
their missile defense. This will alter, in some cases, the creatures that
missile characters were hunting. The most relevant cases however are those
characters that were hunting creature far above their level.
5) I like/hate the new monster spawns; why did you do this?
A. During the Virindi story arc the monster redistribution was a result of
virindi influence over the world. Now that the virindi are no longer
influencing the land some creatures have begun a natural migration, while
others make their way across the lands for their own dire purposes.
6) Are the new creatures (Drudge Bloodletters, Banderling Scalpers and
Predators, Sclavus Lords and Olthoi Warriors) balanced?
A. Olthoi Warriors are almost right where we want them. The Bloodletters,
Scalpers, Predators and Lords are very close, though not perfect.
7) If you are adjusting creature levels how am I going to earn experience
with the xp reduction code?
A. Every effort is being made to ensure that leveling does not become a
tedious measure of diminishing returns. To that end creatures are being
designed for a certain level of player but being given a generous buffer in
which the creature is still worthwhile to hunt. This does not mean that
players will feel it necessary to hunt one grouping of creature until they
level.
(ex. Gardok has hunted Olthoi Soldiers as his main source of leveling
creature from level 40-50. He now finds that the soldiers [Level 61] have
become simple yet still yield good experience. He has attempted to hunt
Nobles before, but often found that he cannot hit them reliably enough to
earn the same amount of experience as he can off of soldiers. With the new
rebalancing complete he decides to test them out again and finds that he is
earning more experience on the Nobles now than he was on the soldiers.)
8) Are you adjusting creature experience?
A. Yes. Creatures will reward you based on their difficulty. Most creatures
will see an increase in the amount of experience that they yield, but there
will be some that see a reduction. The goal is to stop the feeling of a
leveling treadmill after level 80.
9) How is experience calculated?
A. While we cannot give you the exact model for this, we can give you some
insight as to how we are calculating the creatures experience. We first
determine the level of character that the creature is designed for then
determine whether the creature is designed with more deadly skills than
others, (Does it have War Magic, is it Hollow does it have a breath weapon?)
if the creature does an enhancement modifier is added to the creature. We
then determine how many characters would ideally be suited to face this
creature. That number influences the experience yield as well. The final
determinant is the creatures skills. The higher these are the better the
experience.
10) Are you taking away solo advancement?
A. Certainly not. We are well aware that one of the draws of Asheron's Call
is the fact that a player can advance through levels alone. Creatures may be
better suited for being faced off by multiple players but they are still
very soloable. Again though a group may increase the amount of experience
that you can earn over time significantly, but this has been the case for a
while.
11) What about the offensive skills of creatures?
A. These are being adjusted as well.
12) If you are adjusting creature skills is there hope that player skills
like melee defense, missile defense and magic defense will have more use?
A. Yes. Part of this rebalance is to give credence to skills that players
have chosen to pay attention to.
Orion "I wonder what that price will be"
Annals of Dereth
The Asheron's Call
Newsletter - February 20003
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Annals
of Dereth
|
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In this issue:
1 --
FEBRUARY TEASER
2 -- LETTER TO THE PLAYERS
3 -- FEBRUARY DEV NOTES
4 -- HALL OF SHAME
5 -- YOUR HOME FOR NEWS
6 -- TROUBLESHOOTING |
February 2003
Play it on the Zone!
http://zone.msn.com/asheronscall
|
Welcome to the Annals of Dereth, the
newsletter for the Asheron's Call online role-playing game! We bring
you this bulletin every month to give you a wide view on Dereth's evolving
community, events, and features.
1 -- FEBRUARY TEASER
- THAT WHICH IS OURS
There was a sharp crack as her mace
struck the carapace of the Olthoi and the creature fell to one knee. As it
struggled to regain its footing, Madison raised her mace to strike the
Olthoi's skull. It was unable to deflect the
blow with its pincers, and her mace shattered the creature's exoskeleton.
The insect let out a dying wail and ceased
its struggle...
http://g.msn.com/0NL33946/80
2 --
LETTER TO THE PLAYERS
Have you ever seen a Snowy Mattekar in the middle of
the desert? Or a swamp-dwelling Mosswart
hanging out in the snow on a tall mountain? Well,
when the Virindi story arc ended, the creatures of Dereth went through a
shift from their old homes to new ones based off of a more consistent level
structure. While this created more definable areas for players to hunt in,
it also placed creatures in previously non-native areas. For February, we
are revamping the monster generators to create hunting areas that are based
on a more consistent leveling structure but adhere to the history,
background and nature of the creatures that will be used in these areas.
http://g.msn.com/0NL33946/81
3 -- FEBRUARY
DEV NOTES
Listed in the Dev Notes are the changes
introduced in our February event. We've spelled out specifc changes to game
functionality and existing content, but the details on new content are up to
you to discover! Speak to town criers, barkeeps, and scribes for the latest
happenings in Dereth.
http://g.msn.com/0NL33946/82
4 --
HALL OF SHAME
The AC "Hall of Shame" has been updated with the
names of some particularly naughty avatars.
http://g.msn.com/0NL33946/83
5 -- YOUR
HOME FOR AC NEWS
Current
AC1 news has moved to some new pages. Please take note of our new
State of the Network,
State of the Code
and Event News
pages. We also have an official, moderated
message board.
See you there!
SEND
THIS NEWSLETTER TO A FRIEND, AND LET THEM KNOW TO:
PLAY IT ON THE ZONE!
6 --
TROUBLESHOOTING
If you have any problems with Asheron's Call or the
Zone, check out our Troubleshooters and Frequently Asked Questions and find
the answer to your problems there.
Troubleshooters:
http://support.microsoft.com/support/games/zone/asheron/tshoot/default.asp
http://support.microsoft.com/support/games/zone/tshoot/default.asp
Frequently Asked Questions:
http://support.microsoft.com/support/games/zone/faq/asheron/default.asp
http://support.microsoft.com/support/games/zone/faq/default.asp
Play it on the Zone!
http://www.zone.com/asheronscall
You registered to receive this newsletter
on the MSN Gaming Zone. To unsubscribe, do the following:
1. Go to MSN Newsletters:
http://g.msn.com/0NL33946/117
2. Log in with your Zone ID (not your AC
character name) and password.
3. Uncheck the box that's labeled "Send me
the Asheron's Call newsletter every month to: (your e-mail address)."
THIS DOCUMENT IS PROVIDED FOR INFORMATIONAL
PURPOSES ONLY. The information contained in this document represents the
current view of Microsoft Corporation on the issues discussed as of the date
of publication. Because Microsoft must respond to change in market
conditions, it should not be interpreted to be a commitment on the part of
Microsoft and Microsoft cannot guarantee the accuracy of any information
presented after the date of publication. INFORMATION PROVIDED IN THIS
DOCUMENT IS PROVIDED 'AS IS' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND FREEDOM FROM
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and all pages must be included 2. All copies must contain Microsoft's
copyright notice and any other notices provided therein 3. This document may
not be distributed for profit.
c2000 Microsoft, Inc.
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