Event Teaser - From
the
Turbine Site
(Oct. 8, 2004)
The Shattered Coil Part 3
(parts 1 & 2 can be found
here)
Large webbed hands and feet slapped at the
torpid water not far behind Ugluur. The little Ruuk's breathing was labored
and his muscles burned with a fire from days without food or rest. The Moar
had discovered him crossing the Kualuun Swamp three days prior and had
relentlessly pursued him across the swamplands. Uglurr had left Tkoruk
Guruul when the brothers Torgluuk and Morgluuk had disappeared into the
violet tunnel of smoke. Morgluuk and Torgluuk were attempting to claim the
destiny that was meant for the Kukuur – the Burun Elders.
Ugluur, loyal to the Kukuur, knew his duty
and had run through the dangerous swamps. He lived on what bomutur he could
find and evaded Moar hunting parties during his trek. His luck had held for
nearly three cycles of the moon and he was fast approaching the haven of
King Browerk – first amongst the Kukuur, eldest of their race and the
greatest of all Burun. Ugluur had evaded the four hunters that Morgluuk had
sent after him; they were killed some ten days past when the great eye
stared down and exposed them to the Moar. This had given him hope that the
Sleeping One was guiding his actions and ushering him closer to his ultimate
destiny. But then he had stumbled into his pursuers' trap. The Moar had
hounded his steps from that moment until now.
After springing the trap he had fled to the
tree tops, leaping from the wide brim canopy of one feelun tree to another.
He swung from the vines that hung down from the tkoruk and tried to keep his
scent away from the swamp. It was to no avail; the Moar were ruthless
hunters capable of scenting him on the pungent wind. He prayed to the
Sleeping One that he be granted the ability to deliver his message and warn
the Kukuur of what Morgluuk and Torgluuk planned.
Fate had its own design on Ugluur's life.
*****
In the brush, the hulking form of a Burun
Guruk stirred and let out a deep growl. Ugluur didn't hear the sound over
the gnashing of jaws and spattering of water behind him. He chanced a look
back and caught his foot on the root of a tree. Faltering, he tried to catch
himself with his left hand and felt the bones in his arm snap. He sprawled
forward into the swamp and rank water stung his eyes and filled his mouth.
He rolled hard to his right, propping himself on the spongy swamp floor, and
let out a screech of defiance.
The Moar closed around him. Their jaws were
open wide, dripping cold ichor, and they bore a feral fury in their eyes.
Overwhelmed by fear, Ugluur whimpered and scurried back a few feet. The Moar
skittered about him, toying with their meal. Ugluur tried to stand, but the
sounds from the Moar drove him into to a helpless position while he tried to
think of a way to escape. Nothing came into his mind. Fate it seemed would
claim him before he could warn his masters.
The first Moar leapt at his throat as a
hulking form emerged from the shadow of the brush. A flash of dark violet
crashed into the swamp and the hulking Guruk caught the Moar and crushed its
head with one hand. As the second Moar closed on Ugluur, the Guruk spun and
met the beast with a powerful swat of its other hand. The Moar crashed into
the side of a tree and slid beneath the fetid water. Then the Guruk turned
toward the remaining four Moar and issued a guttural challenge that shook
the boughs of the nearby trees. Overpowered, the Moar retreated behind
leaves and sunk into the swamp, swimming away through the mire.
The Guruk watched as the Moar retreated from
him and then turned his attention back to the Ruuk that lay whimpering in
the muck. Ugluur lay in the water staring up at his savior with a feeling of
joy that quickly gave way to dread. Without warning, the Guruk wrapped his
hand around Ugluur's face and snapped the Ruuk's neck hard to the right. It
didn't kill him, but Ugluur fell immediately unconscious.
The Guruk hoisted the Ruuk over his shoulder
and walked toward master Reeshan's temple. There the other Elders were
gathered. Another tunnel had opened, and all those that had been sent
through had not returned. Mgrauleshk – the Guruk – was sweeping the area
around Reeshan's temple to ensure that the Moar would not have the
opportunity to attack the Kings as they met on this auspicious occasion. A
meeting of this gravity occurred only when there was an absolute necessity.
The last occasion was more cycles ago than Mgrauleshk could fathom. This
meeting was of great importance and his liege wanted the area cleared of all
danger. Finding a member of Tkoruk Guruul Clutch was a windfall he had not
expected.
T'Kuruul Reeshan stood five hundred steps
above the floor of the swamp and was comprised of Burun and Fiazhat
architecture. The temple had been built in a time when his caste, the Guruk,
and the Kukuur as well were forced beneath the surface of Bur. There were
thirteen like it scattered across the world. They had been built by the
Fiazhat to honor their false gods and were constructed of dark green stone
that Mgrauleshk had never seen within the bounds of the great swamps.
During his life Mgrauleshk had visited six of
the thirteen temples and it was unlikely that he would visit many more. As
Mgrauleshk pushed his way through the ferns and trees that covered the
T'Kuruul Reeshan temple, he was gripped by the enormity of the situation
that they faced. Around the base of the temple, thousands of camps of Ruuk
and Guruk were busy preparing food, carving weaponry and preaching the
stories of the Sleeping One and the vengeance that was close at hand. Each
step of the temple was one hundred feet deep and thirty feet high, with a
ramp that allowed access to the next step placed at the center on each of
the faces. This progression continued until the top fifty steps, where the
dimensions dropped in half, then at five steps dropped in half again.
Currently, the lower hundred steps were
cluttered with troops preparing for the coming battle. The next hundred
steps were littered with Elite Guards, all of them Guruk, bearing the
symbols of the twelve Elders. Beyond that level the voices of hundreds of
individuals, some slaves, some warriors and some elders amongst the outer
fringes of the Clutches milled and conversed in hushed tones. Flags sewn
from the hides of hundreds of creatures including the Fiazhat and Moar,
twelve in all, flew from the temple's ramparts. Above these flags flew the
largest and grandest, King Browerk's flag.
Browerk was the most ancient of their race.
Rumors persisted that he had been present for the first wars against the
Fiazhat, that he was the mind that first linked the other Kukuur and it was
he who had lead the Burun from the darkness of the under realm. It was his
birthright to revisit upon the Fiazhat's false gods the full force of the
Burun. He was unquestionably the leader of the Burun and he was a fair and
just ruler.
Mgrauleshk had never seen Browerk, but he
knew of the king's life. Browerk had been betrayed by his offspring Tkrowerk.
Tkrowerk had given great secrets to the Ruuk of Tkoruk Guruul and for that
Browerk had killed his offspring, ending the line of his throne. It was
unlikely that he would gestate another egg after so many thousands of years
of life. Mgrauleshk was unclear as to why the King had permitted the Ruuk to
live, but he had never broached the subject with his liege Reeshan. It was a
matter for the elders, not the small minds of the Guruk. Mgrauleshk had been
granted a small boon; he was greater than his Guruk brothers in that he knew
a smattering of magic, a gift for a lifetime of service. This boon was given
only to those who would one day become Jurrugar, the most elite of the Guruk
Gorefiends, it mark him as honor bound and trusted above all others. As was
his duty, Mgrauleshk knew that his king would want to see the prisoner that
he carried over his shoulder, so he began to walk toward the pyramid.
The air around the temple was foul, thick
with the scent of bomotur roasted on spits turned over fires lit by burning
koruu. Ruuk were filthy creatures that would often cover their hides in a
thick coating of the mire. They reeked of the more vile part of the swamp
and were at best savage without strength. Mgrauleshk reviled his smaller
cousins. The existence of the Ruuk caste was a blight on the Burun and he
longed to slaughter them and sup on their flesh. But after the last civil
war the kings had pronounced that cannibalism was wrong. Now, as he walked
through the teeming mass of Ruuk, he wanted nothing more than to strike out
and devour the heart of one of the little things raw.
As he walked through the throng the Ruuk
parted and allowed him through. He was well known amongst the Ruuk and the
Guruk of this area. They knew his cruel intentions and they also knew that
he would violate the edicts of the kings if he were given leave. Some,
outlanders, were more defiant, wondering why he carried what appeared to be
a Ruuk corpse over his shoulder. They approached and prodded at the
unconscious form until Mgrauleshk uttered a growl that sent chills through
their spines. He approached the base of the temple and began the long climb.
Halfway up the temple he was met by the voice
of Kiree and Kreekun, two Ruuk that served as speakers for their kings in
all matters. They inquired as to the being that he carried and barred his
progress. Without a thought he pushed through them, listening to their cries
as they tumbled down to the landing below. They sputtered curses and
threatened the wrath of their kings. Mgrauleshk didn't care -- this was
Reeshan's land and he was Reeshan's chief enforcer. This day he would also
deliver unto the highest king a great gift; he knew this in the core of his
being.
As he reached the landing where the flags
flapped in a brisk wind he knelt before the Elite guards. These were the
strongest of the Guruk, champions whose lives were given to the service of
Browerk. They barred the way to the council of Elders.
"Jurukka, Mgrauleshk," one of the guards said
as he approached. "You carry a load on your shoulder that looks most
interesting. His markings are those of the Tkoruk Guruul, are they not?"
"Jurukka, Jerrugar." Mgrauleshk responded
with the same greeting of honor and took a knee before the guard, Ugluur
still slumped over his shoulder. "Yes, this Ruuk is from Tkoruk Guruul, or
so his markings show. I happened upon him in the swamp south of the temple,
pursued by a host of feeble Moar-- ice breathers that were not of this area.
I bring him to the great chamber as an offering. A gift to the Elders and to
King Browerk."
The Jerrguar nodded and acknowledged the
effort of the gorefiend by placing a hand on his shoulder. Mgrauleshk rose
when he was given leave to.
"We shall inquire whether King Browerk
desires to see this gift," the guard said as he looked into Mgrauleshk's
eyes. The guard's eyes became glassy and distant for a brief moment.
Mgrauleshk knew what was happening. He had seen it before. Reeshan's Voice
would often get that look when King Reeshan would speak with him from afar.
Within ten seconds the guard's visage returned to normal and he stepped
aside. The guard beside him did the same. "Enter the conclave, Mgraulesk."
"Jukuur grau, Elite One." Mgrauleshk stepped
between the guards and moved toward the conclave.
*****
Power. Power flowed through the altar room of
the temple. Twelve elders stood at focal points in the circular room. In the
center of the room on a raised dais behind a long stone altar sat King
Browerk. His girth was the same as the others, odd given his age. Most
Kukuur that grew old became more engorged on the magic that flowed through
their veins. In time, this magic tore them apart and they exploded in
violent manner. Browerk showed no signs of reaching this size. Reeshan
looked at his servant as he walked into the room and laid his gift upon the
floor. Then Mgrauleshk knelt and offer up his palms to show that he meant no
ill.
"Jurukka, Mgrauleshk." Browerk's commanding
voice boomed through the chamber and echoed off the walls. When he spoke
tendrils of blue smoke poured from the corners of his lips, magic leaking
back into the air. "You bring a great gift to this conclave." Mgrauleshk
felt a hand press onto his shoulder and felt something akin to a thought
enter his head. He rose instinctively, having been given the right to by the
presence of the hand. The voices began speaking directly into his mind.
All were present and all were able to see and
hear his thoughts. Mgrauleshk cleared his mind of everything and allowed the
Elders to probe through his head to find what had happened in the swamp. The
sensation was oddly terrifying and exhilarating. It lasted very briefly and
then he was able to see them all once again.
King Browerk hoisted his massive staff from
the floor and uttered a potent string of incantations that reverberated
throughout the room. Ugluur's body floated from the floor and drifted slowly
toward the altar. As it passed over a seal of a great eye on the floor the
little Ruuk awoke.
*****
Ugluur stared up at the Eye, bearing down
upon him from high in the sky above. His neck hurt; it had been broken by
the gorefiend that had saved him from death at the hands of the Moar. He
felt tiny tendrils of something wrapping about his legs and arms and felt
cold stone on his back. Something akin to a thought entered his head and he
rebelled.
The power of the mucor in his veins would not
allow the intrusion. His mind was his and would not be controlled by
another. The Sleeping One's Eye disappeared from his view and he saw the
forms of thirteen Kukuur around him. All of them stared upon him with
slavering tongues hanging out of mouths lined with thousands of sharp teeth.
The battle turned inward to his mind's eye and they fought. In the end,
Ugluur relented to the will of the thirteen elders and he returned to
consciousness long enough to see the Sleeping One's Eye one last time before
he died.
The Eye was framed by four pillars& no,
statues, statues of the Fiazhat's gods. They stood with outstretched hands,
holding the Eye high in the sky. But they reached into the sun and it turned
dark and terrible. At once the eye turned blood red and wept a single tear
onto the little Ruuk's forehead. Then there was nothing.
*****
King Browerk let loose a chortle and a puff
of blue smoke as the Ruuk perished. It had fought valiantly against the
psychic assault, but the power of the thirteen Elders was too great. Browerk
looked to the sky and saw that the spires framed the Eye perfectly and he
communicated to the Elders what must be done. He then turned his attention
to Mgrauleshk.
"We will flay this one's soul, as it has
forsaken the Burun and allowed the transgression at Tkoruk Guruul to occur.
You have brought this gift to us, Mgrauleshk. Name your reward and you shall
have it." Browerk nodded sagely and another trail of blue energy wafted from
his mouth.
"Jukuur Grau, Elders and King Browerk. I
require no reward for my service to the Sleeping One and to the Elders and
your majesty." He paused briefly and watched as the Elders nodded sagely.
"But if it please you that I take something for this gift, I will ask for
two small tokens."
Browerk admired the Guruk's candor and
courage. "Speak."
"I desire to sup on this Ruuk's flesh. If it
is to be soul rent then it shall not return and there is no edict that
states that a shell with no hope of return needs to be burned." Mgrauleshk
stood tall and resolute.
"Granted," Browerk was quick to answer. There
was no point in disputing this as it was a fair reward. He waited to hear
what the second demand would be.
"My second request." Mgrauleshk did not
falter, he did not stumble over himself to speak, he was speaking without
his own voice, he was speaking as a hero to his people, he was asking for a
great boon. He wanted a gift that would only be given to an Elite One, but
he was certain that this would be his day. He felt empowered in the light of
the Sleeping One's Eye. He knew that this request would be answered and so
he continued. "Long have we waited for the tears of the Sleeping One to end.
Long have we waited for our revenge upon the Fiazhat's false gods who gave
rise to the Moar and nearly destroyed we Burun. We know that the pathways
beyond the vast divide have begun to open. I know that you mean to rend this
one's soul." He motioned to Ugluur's lifeless body. "I wish to bear witness
to what this soul rending looses."
"Granted." Browerk did not hesitate. At once
inside his head he heard the protests of the other Elders. They did not want
a Guruk present to see the greatest rite they possessed, but Browerk belched
once and the voices fell silent. "You shall bear witness, and then& be
tasked. Do you accept this task?"
"With honor, King Browerk," Mgrauleshk
replied.
"You have yet to hear what this task will
be," Browerk returned.
"It will serve the Sleeping One and serve the
Elders. This is my duty. All tasks commanded by this council are from the
Sleeping One and I perform those deeds without hesitation," Mgrauleshk
replied coolly and honestly.
"Very good." Browerk nodded once and called
the others to order. "We begin."
*****
The eye was at its peak in the sky. The
chanting had begun in unison as Browerk finished his sentence, and for five
minutes the room was a cacophony of deep croaks and other sounds. Power
welled around him and forced the walls outward in a visible distortion that
made Mgrauleshk uneasy. On the altar, the still form of Ugluur twitched and
became bathed in an unholy light. At once a silver shape appeared about the
body and tore free with a blood-curdling scream.
The silver form, a perfect ghostly image of
Ugluur, floated above the body and looked down. An expression of panic
spread across the ghostly face and it tried to flee but was held in check by
the same grim light that had ripped it from its body. Within seconds it
ceased struggling and looked at Browerk.
"Tell us of what transpired at Tkoruk Guruul,"
Browerk commanded.
Then the soul began a tale that lasted until
the eye closed that evening.
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Roll Out Article -
From
the
Turbine Site
(Oct. 13, 2004)
Antius considered the maps again. With the
death of one Burun leader and the disappearance of another, the creatures
had become more violent but less organized. The situation had improved...
but only marginally.
Some of the Burun had turned on their Lugian and Tumerok allies. This meant
that there was no longer a unified front. K’rank’s spies had confirmed that
fewer than half of the Burun that had entered the pact with the renegades
remained; this was a blessing. However, the main Burun forces continued to
roam across Dereth and many of the land’s other inhabitants had been stirred
up by their passing. Reports of large packs or warbands approaching
dangerously close to towns were filtering in from guards posted in towns all
across Osteth. In the Direlands, it was more difficult to tell if the
increased activity was part of standard assaults or as a result of the
continued Burun incursion.
It was frustrating. They had Morgluuk’s head on a pike but they were no
closer to eliminating the Burun as a threat to Isparian peace. Antius cast
his gaze over the location that Hendac had pointed out only a month before.
He closed his eyes and sighed. Antius hated the idea, but if Ciandra failed,
they would have no other choice. He comforted himself with the thought that
Elysa favored this course of action no more than he did. At least they
weren’t rushing into anything.
“We need you to figure this out, Ciandra.” Antius rolled up the maps and
parchments. Elysa was waiting and he was already late.
*****
Mgrauleshk had waited patiently for the moment to strike. It had come when
the short pale ones felled Morgluuk and a wave of panic spread amongst the
Ruuk. Their morale was shattered, but he seized control of the masses before
they could turn on one another. Now, as he approached the outpost, he looked
down on the excavation site. This was the temple. This was the place where
he would find his way to open the well to T’Kuruul Reeshan and bring his
king to this world.
The large gray-skinned humanoids worked alongside the purple-furred beings
to excavate the temple. Alongside them, he saw his brothers hoisting
boulders and heavy equipment. Their flesh cracked in the hot sun and he felt
rage swelling within. The time had come. He bellowed a command to his
brothers to rise up against the gray-skinned and purple-furred beings. As
one, the Guruk turned on their allies, claws ripped through flesh and the
renegade warriors crumpled beneath the weight of the assailants’ blows.
Morgluuk’s death and Torgluuk’s disappearance had left Mgrauleshk as the
only Burun who could lead. He had no interest in gathering those Burun who
remained loyal to the gray-skins and purple-furs, all he needed were the
group that accompanied him now.
He crouched and made ready to spring over the ridge towards the temple. He
joined the one-sided battle and crushed the small resistance that the
renegade force could muster. Once they were all dead, he heaved his sword
into the air and bellowed a call to all those loyal to Bur. His voice echoed
across the wind and called to all those that did not believe that Torgluuk
would return. It was time.
His King was waiting.
*****
Torgluuk looked down at his sickle. Blood dripped from the end of the blade
and spattered onto the cold floor of the meeting hall. Somewhere in the
room, Niarltah gasped for air through a torn throat. The sound was wet;
fluid was filling his lungs and he would soon die. Muldaveus looked up at
Torgluuk with his one good eye and whimpered like a Lugian babe.
“Asheron… hides in Knorr… Olcris… Olcris… knows how to get there. Stonehold.”
Muldaveus spat blood from his mouth as he finished the sentence. Less than a
second later the sickle came down and split his skull.
From somewhere in the darkness Niarltah sputtered and coughed out one word,
“Why?”
“You let them kill my brother and the false Gods must be punished.” Torgluuk
left Niarltah there, bleeding, coughing, dying.
Asheron. Asheron was a pale one, an ancient one. A Fiazhat God. The
reckoning was at hand.
*****
Many of this month’s changes have already been described in detail in the
Letter to the Players. Here are some additional topics that we’d like to
discuss in detail.
HOUSEKEEPING
“Housekeeping” means the server code that causes items to disappear after
they’ve been left on the ground for some time. This month we’ve made some
internal changes to allow us more flexibility in specifying how long items
can stick around before they disappear. For the vast majority of items in
the game, there is no change. Items such as Pack Dolls and Wedding Cake are
still set to never housekeep. Items such as torches are still set to
housekeep as quickly as possible.
One change that players may notice is that Holiday Lights, which were
previously set to housekeep as quickly as possible, will now stay in game
for at least 30 seconds before housekeeping. This means that if you
accidentally drop your Holiday Lights, you have at least 30 seconds to pick
them up. Previously they would disappear almost instantly.
There were a handful of items that were either set to never housekeep, or
set to housekeep instantly, that are now set to housekeep normally. These
include Olthoi Eggs, many title tokens, and the Statue rewards. Note that
this change will not cause statues to housekeep when hooked.
THE SKY
In September we made a change to Dereth environment that was intended to
reduce the amount of time that you spent adventuring in the rain.
Unfortunately it had two unintended side-effects that were tied to older
code that we brought in: Bael’Zharon began re-appearing during lightning
flashes, and older and much larger moon images appeared in the sky.
For October we’ve resolved both these issues while keeping the reduction in
“rain time”. We know that many of you liked the appearance of the larger
moons, and we looked at ways that we could keep the larger size with the
modern images. Unfortunately we simply didn’t have the resources to do so
this month.
DRAGGING ITEMS OUT OF YOUR HAND
One frequent complaint that we’ve received is from players who have
accidentally unequipped their own weapon, caster, or shield and dropped it
on the ground. This can happen if you are trying to drag an item in the
world and accidentally click on your wielded item in the 3D view instead.
Your first instinct when this happens is to release the mouse button, and
now you’ve dropped your item on the ground.
Starting this month, it is no longer possible to drag wielded items in the
3D view. You can still unequip these items normally from the inventory view,
and you can still pick up items by dragging them from your 3D view to your
pack.
Build Notes - From
the
Turbine Site
(Oct. ?, 2004)
October 2004
Developer’s Notes
NEW FUNCTIONALITY AND CONTENT
-
A new
free skill has been introduced: Salvaging.
-
Salvaging
items via an Ust is now easier and more convenient.
-
Additional Crafting Quests for mid-level crafting characters have been
introduced.
MISCELLANEOUS CHANGES AND IMPROVEMENTS
-
The
experience reward for the Gromnie Tooth Crafting Quests has been capped
at 10 million experience points each.
-
We’ve
made a change to the way that items housekeep.
-
The moons
and the sky now appear correctly.
-
A bug
that could cause locked fellowships to become unlocked has been fixed.
-
It is no
longer possible to accidentally unequip and drop an item by dragging it
out of your character’s hand in the 3D view.
-
Some
players would receive an error message on startup if they did not have a
CD in their CD-ROM drive. This has been fixed.
• The chance of Aun Ralirea or the three Hea Raider Champions spawning
on the Marae Lassel plateau has been increased.
-
The
Crystal Spur, Rufous Grievver, and Sparkling Crystal Fragment now spawn
in more landscape areas.
-
Several
creatures have been tweaked for balance.
-
As
Canescent Mattekar robes are no longer attuned, they are now also no
longer ivoryable.
-
Crystal
arrowheads can no longer be sold.
-
There
were buttons in the boss room in the Hizk Ri Temple that did not
properly open doors. They have been fixed.
-
The
Carved Mosswart Statue now also teaches Lure Blade and Dispel spells.
-
The
Yanshi collector now provides the same rewards as other collectors.
-
The
portal summoned by the Xarabydun Portal Summoning Gem is no longer
tieable.
-
Some
points of interest in the Direlands have been adjusted to be appropriate
for the surrounding content.
-
Some
points of interest near Al-Jalima have been tweaked.
-
A
treasure chest in the Water Temple has been adjusted to provide
level-appropriate treasure.
-
All
low-level Scriveners of Life Magic now properly accept trade notes.
-
Lesser
Inferno Ward is now correctly a level 4 spell.
MINOR
DETAILS
-
The icons
of the new Three Crystals orbs now have blue halos.
-
The
Tinkering Guide can now be found in a chest in the Training Academy.
-
The
particle effect of the Superior Vitaeic Chant has been corrected.
-
Descriptive text regarding the skill check to craft the item has been
corrected on the Crop, Exquisite Elari Bow and Virindi Scalpel.
-
Typos in
the text of Gersan the Sureshot, Captain K’rank and MacNiall have been
fixed.
-
The
Cooking Gem of Forgetfulness now correctly states that it untrains
Cooking.
-
The
directions on the Ore given by Captain K’rank are now correct.
October
Letter to the Players -
From the
Turbine Site
(Oct. 1, 2004) Welcome
to the October Letter to the Players!
Last month in Dereth, Isparians struck a
major blow against the Burun menace by killing Morgluuk, one of the two
apparent leaders of these alien invaders. But the discovery of a fourth
temple as well as continued attacks by the larger Guruk Burun may have
complicated matters.
The Queen's forces have begun arming those
who prove their worth with Noble weapons, and the spies under the Lugian
Captain K'rank continue to report on the movements of the Burun and the
Renegades.
As this ongoing struggle escalates, we turn
to the future.
Maintenance Window
Beginning in October, we are scheduling a
regular weekly server maintenance window on Tuesday mornings. This
maintenance window will begin at 6AM PDT / 9AM EDT / 1PM UTC and will last
for two hours.
During this time each week our Operations
personnel will have the option of performing maintenance on the game
servers, which may include downtime. While as always we will try to avoid
downtime as much as possible, it may be necessary at times to bring the
worlds down during this maintenance window without prior notice.
Scheduled maintenance outside of this window
will always be announced ahead of time on the
State of the Network.
Rollback Recompense
As of the October event, currently
tentatively scheduled for Wednesday October 13, it will no longer be
possible to obtain a free level from Jalina al-Hajj in Al-Arqas. We strongly
recommend that players not wait until the last second to obtain this free
level. If something were to impede a player's ability to obtain the free
level just prior to the October event, we would not be able to compensate
that player's characters.
Coming Soon
(These are items that we plan to implement
in the October event. Many of these items were mentioned in prior articles.
These changes are in addition to the new quests, dungeons, and items that
we'll be introducing in the October event.)
Salvaging Skill
In the October event, we will be introducing
a new skill to the game: Salvaging. This skill will be added
automatically to all existing characters and all new characters will start
with it.
The Salvaging skill cannot be specialized and
is not based on any attributes. The Salvaging skill's curve for rate of
return when salvaging is considerably different from the curve used for the
existing Tinkering skills.
When any player attempts to use an Ust to
salvage an item or items, the game will check to see what skill will give
him the greatest return – one of his Tinkering skills, or the Salvaging
skill. It will then use that skill to salvage the item or items. The text
displayed when salvaging will now also let the player know which skill has
been used.
For example, let's say I have a Gold Mace
that I want to salvage. I open up my Ust, toss it in there, and click
"Salvage". If the game realizes that I will get a better return using my
Salvaging skill, I'll see something like:
You obtain 3 Gold (ws 6.00) using your
knowledge of Salvaging.
But if the game realizes that my Weapon
Tinkering skill would give me better return, I would see:
You obtain 4 Gold (ws 6.00) using your
knowledge of Weapon Tinkering.
The Salvaging skill, at very high levels, can
actually have a rate of return of greater than 100%!
We know that many characters may have trained
and spent experience on a Tinkering skill solely to be able to salvage more
efficiently in the field. Players of these characters may wish to untrain
the Tinkering skill and put the experience into Salvaging instead for a
higher rate of return. To this end, all characters will receive Gems of
Forgetfulness for each trained Tinkering skill upon first login after the
October event. These Gems will not count against the quest timer for skill
sellback.
Our goal with this new skill is to allow all
characters to have the option of increasing their salvaging efficiency by
spending experience. In the past, only Gharu'n characters had this option
without spending skill credits. There are still balance issues with the
heritage groups that we plan to address, but we felt that giving all
characters access to effective salvaging was quite important. In addition,
we had the resources available to deal with this issue now, whereas solving
the other balance issues is considerably more complicated.
Ust Improvements
In addition to the Salvaging skill, in
October we will be introducing a number of improvements to the act of
salvaging itself. The three changes we are making for October are:
- You can now salvage items of multiple
material types simultaneously. See below for more details.
- We have resolved a rounding issue that
could cause you to receive more salvage from salvaging items
individually than from salvaging them all at once. Salvaging multiple
items at once will now provide the same amount of salvage as
one-at-a-time did in the past.
- You can no longer place full bags of
salvage into an Ust. In the past, this would prevent the Ust from
working.
The most significant change is the ability to
salvage items made of multiple materials simultaneously. In the past, if I
had a Gold Long Sword, a Teak Nabut, and a Pine Budiaq, I would have to
salvage each item individually. Starting in October, I can drag all three
items into my Ust and click "Salvage".
You obtain 1 Pine (ws 6.00), 2 Gold (ws
7.00) and 1 Teak (ws 6.00) using your knowledge of Item Tinkering.
If you will be doing this frequently and do
not wish to see the entire text each time, you can use the command
/filter –salvaging to block the display.
When we first announced this feature, many
players requested that we make this a toggle-able option. They enjoyed being
able to drag a full pack to the Ust and have it automatically filter all
items of a particular material type. So, we've gone ahead and added a new
option to the Character Options panel: Salvage Multiple Materials at Once.
By default, this option is unchecked – the
default behavior is unchanged. To salvage multiple materials at once, you
must check this option in the Character Options panel.
Additional Salvaging Improvements remain
In-Concept.
Crafting Quests
As part of our continued goal of making more
content for tradeskill characters, we'll be introducing a new tier of
Crafting Quests for chefs, fletchers, and alchemists in October. These will
work the same way as the previous tiers have... although the NPCs
administering the tests may be asking for some items you've never seen
before.
Gromnie Teeth
On the same topic of content for tradeskill
characters, we come to the topic of the Gromnie Teeth quests. Since the
introduction of the percentage-based Ash Tooth crafting reward, some players
have used this and the skill sellback quest as a way to "launder" experience
into a non-craft skill. The introduction of additional percentage-based
rewards only exacerbated this behavior. These percentage-based rewards were
intended to benefit tradeskill characters, not to benefit players who only
train a trade skill so that they can eventually move the experience into a
combat skill.
For October, we initially investigated a cap
such that characters at or above a specific skill level would receive a
diminished reward. This proved to be a poor solution, and here's why:
Consider two characters that have Cooking
trained at character creation, with a skill of 300.
Character A is optimized for Cooking: He's
got a starting Coordination and Focus of 100, has raised them both to 223,
and has put about an additional 56 million into his skill.
Character B is the exact opposite: He's got a
starting Coordination and Focus of 10, has put a minimum amount of
experience into them, and at 300 is one point away from capping his trained
Cooking.
For an Ash Tooth craft reward, Character A
earns about 6 million experience into his Cooking skill. Character B earns
about 420 million!
Now, obviously Character A is built for
Cooking. (Although you have to wonder why he didn't specialize the skill,
but I digress.) He'll be able to advance his skill to higher levels much
easier than Character B. So why is it that this Cooking quest has a better
reward for Character B than Character A?
This also shows why our initial idea couldn't
work. Where do we cap the experience reward for each skill level, when the
target characters can have such diverse stats?
Instead, we have chosen to put a flat cap on
the reward of any individual Gromnie Tooth: 10 million experience. No
Gromnie Tooth reward can exceed this cap.
So, how does this affect our characters
above?
Character A sees no change. He earns his 6
million. Character B, on the other hand, hits the cap and earns only 10
million.
Consider Character C, who has Alchemy
specialized and has optimized his character for Alchemy. He's started with
100 Coordination and 100 Focus and has always raised his attributes along
with raising his Alchemy.
When does Character C start hitting the cap?
Most likely he won't hit the cap until between 350 and 375 Alchemy,
depending on where he's put his experience. Even at 375 experience it's
possible that he'll only hit the cap on the Copper Tooth reward, the 30%
reward.
The goal of this change is to eliminate the
abusive behavior, with minimal impact on the tradeskill characters that
these quests are intended for. We're confident that this change will still
allow tradeskill character to advance to very high levels of skill through
these interactions while preventing the quests from being misused by other
characters.
In Development
(These are the game changes that we are
working on for the November event. None of these items are guaranteed to be
added for November as scheduling and priorities can change. These changes
are in addition to the new quests, dungeons, and items that we'll be
introducing in the November event. Your feedback on these topics is
particularly valuable.)
Rapid-Fire Bow Bug Fix
Since the early days of Asheron's Call, there
has been a bug with the projectile attack system and the animation system
that could allow a character to fire arrows or bolts very rapidly.
Recently there's been a surge in the number of players using this bug,
particularly on Darktide. For November we are working on a fix to this
long-standing bug.
PvP Weapons Changes
In June of this year, we made a number of
changes to the Weeping, Hollow and Phantom weapons. After watching the
feedback on these changes and more internal testing, we determined that the
tools and data we had used to justify the changes were flawed. For November
we will be making additional changes to bring these weapons in line with our
goals for them. We'll be presenting additional information regarding these
changes in the November Letter to the Players as well as frequently asking
for feedback in our
PvP
Discussions forum.
In Concept
(These are the game changes that we are
thinking about for December and beyond. We cannot guarantee when – or even
if – any of these changes will be added to the game, as scheduling
and priorities can change. These changes are in addition to the new quests,
dungeons, and items that we'll be introducing in each monthly event. Your
feedback on these topics is particularly valuable.
If not mentioned elsewhere in this Letter,
topics listed as In Concept in prior articles have not changed
status.)
There are no new In-Concept topics this
month.
There you have it – some of what's coming in
October and beyond. We've got a lot of exciting things coming in the very
near future, like the launch of Turbine's billing system and a lot more
information on the coming expansion pack. It's an exciting time to be an
Asheron's Call player!
See you in Dereth!
– Ibn
Addendum:
Players who have Tinkering skills trained as of the October event, and who
wish to receive their free Gems of Forgetfulness, should be sure to leave an
open slot in their main pack for each Gem. For example, if you have two
Tinkering skills trained and plan to untrain them both, be sure that you
have two free open slots on your main pack the last time that you log off
before the October event.
October
Billing Update -
From the
Turbine Site
(Oct. 14, 2004)
Last month we let you know of our plans to split the launch of Turbine
Billing into two phases. The first phase would be for brand new accounts
only, and the second phase would be the migration of existing accounts off
of Microsoft's billing and onto Turbine's new system.
Currently the first phase – new accounts only
– is in the final rounds of testing. The servers are running, the game
worlds have the new authentication code, and the new installers and
launchers are ready to go. Our Quality Assurance and NetOps personnel are
running through the last tests to ensure that brand new accounts will be
able to be created and log in successfully.
We expect to be able to announce that new
accounts can be created on Turbine Billing very soon.
Here's where it can be confusing so please
read this through carefully:
To create an account on Turbine' new billing
system, you will need a Turbine Product Key and the new launcher. When our
billing system first goes live, Turbine Product Keys will only be available
from the Turbine Store. Products purchased from our partner sites (for
example, GameSpy) will still work but you'll have to follow the existing
process of creating accounts with Microsoft. We will make the new
installers and Product Keys available on our partner sites in the near
future.
So, if you've already made a purchase, don't
fret. You'll still be able to use it. And, you can feel free to purchase
from either the Turbine Store or our partner sites as we've made sure that
both methods for account sign-up will work.
Again, it is important to stress that this
is only for brand-new accounts. Existing Asheron's Call Dark Majesty and
Asheron's Call 2: Fallen Kings accounts will be able to be migrated at a
later date, and more information on this will be forthcoming.
Turbine
Billing Launch
-
From the
Turbine Site
(Oct. 14, 2004) In our
last article, we gave you a status update on the ongoing launch of Turbine's
billing and authentication system for Asheron's Call and Asheron's Call 2.
We let you know that everything was on-track for a launch of Turbine Billing
for new accounts in the near future, and that migration would follow later.
So, what's the status now?
Turbine Billing for new accounts is live.
Again, as we stated in last month's article,
this is only for new accounts. We decided to split the billing launch
into two phases. New accounts on our billing system are going live first,
and migration of existing accounts will start in the next few months. We'll
be providing lots of information on the details of migration long before it
starts.
Can I Transfer My Existing Account?
Not yet. Migration of existing accounts to
Turbine's billing system will take place in the next phase. Until that
happens, we cannot move existing accounts off of Microsoft's billing system
and on to our own.
So, Where Do I Sign Up?
To create a new account, you'll need to
purchase an Asheron's Call: Dark Majesty or Asheron's Call 2: Fallen Kings
Product Key (CD Key) from the Turbine Store or from one of our partner
sites.
Initially Product Keys for Turbine Billing
will only be available from the
Turbine Store, but they will be rolled out to our partner sites within
the very near future. Product Keys for new accounts on the MSN Gaming Zone
can still be used to create new accounts on Microsoft's billing.
Once you've purchased a new Product Key
for an account on Turbine Billing, you'll need to download the installer for
the new Turbine launcher. Accounts created with Turbine Product Keys can
only be used with the Turbine launcher. If you currently have the game
installed, you will need to uninstall it prior to installing the new Turbine
game and launcher package. Installing the new
launcher will not prevent you from playing the game with existing Microsoft
billing accounts.
After you've installed the new launcher, you
can run it by selecting it from the start menu or double-clicking it on the
desktop. It will send you to Account Setup:

(click to enlarge)

Once your account has been created and you
log in, you will be at the account management screen, where you can add an
Asheron's Call: Dark Majesty or Asheron's Call 2: Fallen Kings subscription
using your CD Key.

(click to enlarge)
Every Turbine Account can have one Asheron's
Call: Dark Majesty subscription and one Asheron's Call 2: Fallen Kings
subscription.
How Do I Play Asheron's Call with a Turbine
Account?
Once you've installed Turbine's launcher and
created your subscription, you will use the launcher to log in to the game.

(click to enlarge)
You are prompted for your Turbine Account
username and password on the right, while the left-hand pane provides news
and helpful links. Additional support web pages can be reached by clicking
the appropriate buttons on the right.
After logging in, you will be prompted to
select your game world. Once you've made that choice, the Asheron's Call
client will launch and you will select your character as you always have.
Then you'll be playing Asheron's Call through Turbine's new billing system!
What About Migration?
We'll be providing more information on the
migration of existing accounts as soon as we have more details nailed down.
As we've said before, we want to make sure we get this right on the first
try.
Additional Q&A:
Q. What are the requirements for the new
launcher?
A. To run the new Asheron's Call launcher you
will need to have Microsoft Internet Explorer 6.0 or later, or Microsoft
Internet Explorer 5.5 with 128-bit encryption, installed on your computer.
Your operating system must be Windows 98, Windows ME, Windows XP or later.
Windows NT and Windows 95 will not be supported.
Q. Which web browsers are supported for
the Turbine Account management pages?
A. We only officially support Microsoft
Internet Explorer version 6.0 or higher, however other web browsers such as
Mozilla may work with these pages.
Q. What forms of payment do you accept?
A. We currently accept Mastercard and Visa.
Mastercard and Visa check/debit card are
accepted as well. Please be aware that if you use a check or debit card to
sign up for a new account, a temporary charge of $1.00 will be incurred at
the beginning of your free month. This $1.00 charge will be refunded after
1-3 days.
Additional payment options will be
implemented in the near future.
Q. Will Turbine accept forms of payment
other than credit cards, such as checks or online services such as PayPal?
Will Turbine be selling "game cards" at retail?
A. Initially, no. These are all options that
we will be considering in the future, after the migration is complete.
Q. Will I be able to pay for my account
for more than a month at once? Will Turbine be offering any discount package
for multiple accounts or for players who want to subscribe to both games?
A. Initially, no. These are all options that
we will be considering in the future, after the migration is complete.
Q. Can I play Asheron's Call with my Zone
account and the new launcher?
A. Technically no, but the new launcher won't
prevent you from playing. You'll note that the first entry in the news pane
on the left of the launcher provides a web link for that very purpose.
Clicking the link will open a new web browser and bring up the Asheron's
Call pages on the MSN Gaming Zone. From there you can log in with your .NET
Passport and play the game as you always have.
Q. Can I have accounts in both systems?
A. Yes, you can. There's no reason why you
can't have one or more accounts on Turbine's billing system in addition to
one or more accounts with the MSN Gaming Zone. You would use the new
launcher for your Turbine Accounts, and the existing .NET Passport login for
your accounts on the Zone. During migration, your Zone accounts will become
Turbine Accounts.
Q. Will third-party add-ons such as Decal,
dual-log programs, and windowed mode work with the new launcher?
A. Any program that doesn't alter the
Asheron's Call client should work fine. Decal, for example, will work
without any changes. The authors of some windowed mode and dual-log patches
may need to alter the launcher.ini file in the Asheron's Call directory to
prevent the client from being overwritten after they patch it.
Q. Can I download the new launcher without
buying a new account?
A. Yes. The
Downloads
section of the Asheron's Call website will have a link to the new installer
very soon. Keep in mind that this will not allow you to use the new
launcher to log in to the game, you will continue to log in via the MSN
Gaming Zone as you always have.
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