|
Aluvians
Gharu'ndim
Sho
Ispar History
Auberean History
Texts
Rumors |
Event Teaser - From
the
Turbine Site
As Antius entered the room he
removed his helm and shook his head in disbelief.
“Our fears are confirmed. Something new has arrived here on Dereth.” He
placed the helm on the table across from Elysa and Fadsahil. “Any news from
Shoyanen and Celdiseth?”
“None,” Elysa answered. “I expect that they’ll be contacting us soon.
They’ve found nothing that would indicate that there is a barrier around the
islands, though.” Elysa rapped her knuckles on the table and kicked her
chair back onto two legs. “Are they violent?”
Antius dragged a chair away from the table and sat down hard. “I would say
yes, but we don’t speak their language. The mosswart that found his way into
Sawato was certainly scared of them though. Yet, I cannot find any
indication that it was these new creatures that massacred his people. In
fact, I think that something else is responsible for the deaths of the
mosswarts.”
Elysa arched a brow and looked at Fadsahil. “Fadsahil, tell Antius your
news.” Antius looked to the man and waited expectantly.
“You’ll recall that I’ve been complaining of a strange sound that has been
coming from beneath the floor of my shop?” Antius nodded and leaned closer.
“It hasn’t ceased, in fact it has increased in persistence. Further, I have
noticed that the sclavus in the desert have begun moving closer to my shop.
I’ve chased most of them away but they seem drawn there.” Antius didn’t look
surprised in the least. “Now, at night I hear scratching. Like something is
trying to burrow through the stone.” Fadsahil took up a small goblet and
drank deeply.
“Move,” Antius stated and lifted his hands from the table. Elysa smirked
across from him. “Don’t take the chance. Whatever overwhelmed the mosswarts
in the Blackmire worked swiftly and let the blood from their bodies without
leaving any physical marks. Best you don’t rely on magic to save you. Don’t
take the chance.”
Fadsahil nodded as Antius concluded. Elysa lowered her chair to the floor. “Antius,”
she began, “if we try to make contact with them what do you think will
happen?”
“They’ll be violent, I am sure of that.” He shook his head. “So far the
beings that we’ve encountered have been diminutive and ineffective but
possessed of great speed and tenacity.” He paused. “They are not of this
world…”
“Portals?” asked Fadsahil.
“We believe so,” Elysa said as Antius nodded his head in agreement. “Without
Asheron here we cannot be sure if he’s ever seen them before, but Shoyanen
was in Linvak Tukal assisting Lord Kresovus with a lifestone crystal when
the magic was released across Dereth. She was certain that it was tied to
portal space in some respect. What were her exact words, Antius?”
“It felt like a ward to keep something out, a place to store bad memories, a
spell to seal them away,” Antius said and poured a glass of water for
himself.
Elysa nodded then continued. “If it was a spell that had been a ward to seal
something away, it is simple to deduce that the arrival of these new
creatures was triggered by the very wave that washed over Dereth.” She
paused and knocked on the table. “We’ll need to keep watch over the area.
Something tells me that this is not done.” She stood and looked at Fadsahil.
“Move your shop, requisition a tent and I’ll see about getting builders for
you when time allows.” Fadsahil bowed his head. “Antius, we need to go talk
with Aun Hareltah. He offered the services of one of his Drumspeakers to act
as an intermediary with the anima of Dereth. Perhaps this Drumspeaker can
decipher the language of these new arrivals. Let’s meet these new creatures
and find out if they are friend or foe.”
She turned and started for the door, Antius stood and followed.
Exclusive Teaser Pic
(click to enlarge) |

Maggie |

Vault |

Stratics |

Warcry |
Teaser Pics
(click to enlarge) |
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Roll Out Article -
From
the
Turbine Site, April 14, 2004
“I’d never have believed
it if I hadn’t done it myself.” Celdiseth folded his arms across his chest.
“It’s like the ley lines changed, shifted, flooded magic up through the
world and into our beings. Who knows where the possibilities will end.” He
looked to Ciandra, “It might also explain why Shoyanen was able to start
working with lifestones.”
Ciandra chuckled and continued studying the rings on the strange object
recovered from the Blackmire Swamp.
“Whatever the cause of this shift in the ley lines, and I’ve got my theories
mind you, it isn’t as new as we all think.” He shook his head. “I seem to
remember a certain person mentioning something to you not all that long ago
about changes and using things that we didn’t wholly understand.”
Ciandra clearly understood the barb, but showed no signs of letting it
affect her.
“I think that whatever was done to the ley lines may have facilitated that
wave of magic. That’s my take on things.” Celdiseth walked up behind Ciandra.
“All these spells casting so fast… it’s just not right.”
Ciandra turned, “Celdiseth, while I appreciate your position I cannot help
but wonder why you’re here. If you mean to help me, then please help. Do not
yammer to me in thinly veiled nuances that this might all be my fault.” She
stared him down.
Celdiseth unfolded his hands and held them palms open. “All right, what can
I do?”
Ciandra motioned to a stack of papers. “Review the findings I have written
out so far.” Celdiseth nodded and walked toward the stack. As Ciandra turned
back to the device a wide smile spread across her face. She had stood up to
him and it felt good.
The Ongoing Saga
The investigations of Antius Blackmoor and the archmagi of the Council have
yet to conclusively determine exactly what happened deep within the
Blackmire temple last month. One thing is certain – the Burun have arrived,
and they don’t appear to be friendly.
The fluctuations in the ley lines have had even more far-reaching effects –
the Arcanum has discovered how to cast many enchantments more quickly,
allowing the heroes of Dereth to prepare for combat faster. They have also
made improvements to dispel spells and potions, allowing for greater ease in
ridding oneself of negative spells.
But will these increased powers be enough to face this new threat?
Many of this month’s changes have been already described in detail in
the
Letter to the Players.
There are two additional changes that we’d like to mention in detail.
Scattershot Fix
For some time it’s been possible, at very low levels of Bow, Crossbow and
Thrown Weapons skill, to have a “critical failure”. In these cases, your
shot would go “wild” and veer far off target. These days it’s only seen
frequently on low-level Drudges that use Thrown Weapons.
This code only impacted very low-level characters and creatures, but it was
checked on each and every missile attack. This was a small but
non-negligible impact on server performance, so we’ve removed it. This
should not impact the vast majority of ranged weapons players.
Skill Gems and Experience
It has been possible for some time to get into a difficult state with
regards to your unspent experience pool and a skill sellback gem. If the
experience that you would gain from untraining or unspecializing a skill
would put you above the maximum amount of unspent experience, the game would
not allow you to use the sellback gem. For very high-level characters, this
could result in situations in which they needed to spend a small amount of
XP to get under the cap, but had no skills in which they could spend that
amount of XP.
Starting this month, if the experience that you would gain from untraining
or unspecializing a skill would put you above the cap, you will be informed
of this in the warning dialog box that you receive when using the gem. At
that point, you can choose not to use the gem. If you choose to proceed,
you will lose any experience beyond the maximum unspent of 4,294,967,295.
The benefit to this change is that if an untrain or unspecialization would
put you only 10 experience points over the cap, you can choose to lose those
10 points and continue with the action. In the past, those 10 points would
prevent you from using the gem.
One other note about this change – to fit all the necessary text on the
screen for this situation, we have reduced the font size used in the gem
confirmation dialogs.
Developer's Notes -
From
the
Turbine Site, April 14, 2004
New Functionality and Content
- We’ve introduced part three of our ongoing
Treasure Revisions.
- Three new types of
armor
can be found in loot.
-
Secondary weapons in each weapon
class have been improved.
- Many Life and Creature spells now
cast
more quickly: All self Creature spells, and Life armor, elemental
protection, and regeneration spells.
-
Dispel spells and potions have
been revised. All dispels are also now tied to the PK/L timer.
- Mites have received an art update.
- We’ve introduced a
30 day
timer on purchasing new cottages, villas and mansions.
- We’ve made several
content revisions to Holtburg, Linvak Tukal, the Arm, Heart, Mind
quest and the Little Green Seeds quest.
- Players are now asked to move to stalls in the outlying
rooms of the
Marketplace. Envoys will be enforcing this policy.
Miscellaneous Changes and Improvements
- The chance for a very rare type of
critical missile attack failure has been removed.
- It is now possible to
use a
Skill Sellback gem even if doing so would put you above the cap in
spendable XP. Please read the Rollout Article regarding this change as
it is possible for you to lose XP by using a gem.
- The price of
potions
and applesauce has been adjusted.
- You will now receive a message if a player casts a
spell on an item that you are wielding.
- The descriptions of the @day and crafting confirmation
options have been clarified on the Character Options panel.
- Crafting confirmation will now let you attempt the
crafting interaction even if you have a 0% chance of success. It will also
allow you to cancel the attempt even if you have a 100% chance of success.
- Players using @die near you will no longer cause a
blank line to appear in your chat bar.
- Several landscape features in which players could
become stuck have been fixed.
- A place where you could get stuck in the Decrepit Tower
has been fixed, and a lever has been added to prevent players from being
trapped in one room.
- The spawn of small golems on the island west of
Ulgrim’s has been decreased.
- Burun death animations had their speed increased.
- The higher-level Drudge Slaves are now called Drudge
Servants.
- Drudges will no longer race to the defense of Target
Drudges. (Someone finally explained to them that they’re just dummies.)
- Helcan, Hellion and Graal Marguls have had their XP
reward increased, as has Biaka.
- The creatures in the Mannikin Foundry have been
rebalanced for characters from levels 8 to 12.
- Oak chests have had their wealth rating increased. Both
Oak and Mahogany chests should generate loot more quickly.
- Sturdy Steel Chests will now generate more loot.
- It should no longer be possible to lock doors open in
the Blackmire Temple, nor should it be possible to trigger them through
walls.
- Kreavon in Wai Jhou no longer collects Ebony. Ebony
salvage is now collected by Caelis Renning.
- The Gredaline Consulate exit portal is now restricted
to 25+.
- The locked door before the exit portal on the Drudge
side of the Hidden Cavern has been removed.
- There is no longer a quest restriction on entering the
Portal Space dungeon.
- Picking up the Sanctuary Recall scroll is now on a 30
day quest timer, instead of being one time only.
- The Hollow Minions in the Academy Quest no longer drop
loot.
- The chests in the Academy now spawn loot that is more
appropriate for starting characters.
- Ma’yad in Yaraq now gives a slightly increased pyreal
reward.
- Ferns across Dereth have received an art update.
- Both the old and new Invokers are now giveable and
hookable, as is the Buadren.
- The Tusker Island Emporium shirt no longer covers the
abdomen.
- Bunny slippers now always get a failure color if you
fail to dye them successfully, as all other items do.
- The spells on the Periapt of Endless Sight no longer
override moderates and majors.
- Gelidite Robes are no longer attuned.
- The Ensorceled Falchion and the Sickle of Writhing Fury
should now look correct when hooked on a wall.
Minor Details
- Typos in the Red Rat Lair rumor and the Undercove Crypt
note have been fixed.
- The rumors sold by the barkeep in Yaraq should no
longer have a strange outline in his inventory.
- The description on the Chess Stamp is now more
accurate.
- Scuttling Grievvers are now correct identified as
Grievvers.
- Rumors regarding Frore can now be found in Stonehold
and Plateau Village.
- Ulgrim’s Bathrobe will now display an inscription when
examined.
- A typo in the text of both Woodsmen has been fixed.
- Balls of Gunk can now be wielded.
April Letter to the Players -
From the
Turbine Site
Welcome to the April Letter to the Players!
Don’t worry, we know it’s technically still March. We’re still working out
our communication timetable to take into account changes to our schedule.
Last month in Dereth, a strange temple was discovered deep in the Blackmire
Swamp. Those adventurers who dared explore its depths found relics and
artifacts from the Falatacot witches... and something more. An ancient
ritual was completed. A portal was opened. Something came through.
Burun.
How will these new creatures impact the balance of power in Dereth? Will
more come through? Are there more temples like this scattered throughout the
landscape?
And where the heck is Ulgrim?
Now let’s take a look at some of the changes coming in April and beyond.
Coming Soon
(These are items that we plan to implement in the April event. Many of
these items were mentioned in last month’s In Development section.)
Darktide Recompense
The Darktide Recompense will end as of the April event. The Town Criers will
not give you a token after the April event and, more importantly, will not
reward you if you give them your token. They’ll just keep it, as Town Criers
normally do.
New Armor
In April, we will be introducing three new types of loot armor – Aluvian
Lorica armor, Gharu’n Nariyid armor, and Sho Chiran armor. You’ll see the
first glimpses of these new armor suites in the April Teaser, and you can
find more information on their appearance in loot in our
in-depth Treasure article.
Treasure Changes, Phase 3
The treasure changes are described in great
detail in
our in-depth Treasure article. Here’s a quick summary of the changes
that are coming in April:
- Creatures that were within 5 levels of a
higher difficulty band will have the wealth level of their loot
increased. Some creatures have had the “quality” property added to their
loot, and some group-oriented creatures will drop more loot.
- In addition to the three new types of
armor, the spread of all armor in loot will be adjusted.
- The wield requirements on Covenant armor
will be in bands similar to the wield requirements on weapons, and
Covenant armor with magic defense requirements may be found.
- Attack and Defense modifiers will appear
more frequently on weapons.
- Mana Conversion modifiers will also
appear more frequently on casters, and the average Mana Conversion
modifier will be adjusted upwards.
- You will be able to find Melee Defense
modifiers on casting items, and Missile Defense and Magic Defense
modifiers on all weapons and casting items.
- Casting items will have the ability to
generate with Defender due to the above change, and will also have the
ability to generate with the Hermetic Link spell or cantrips for any of
the spells that can be found on them.
“Second-class” Weapon Upgrades
In the past, some weapons within a weapon class were just plain undesirable.
For example, if you were a Mace user and you wanted maximum damage, there
was no reason to look at anything other than a Morningstar. You turned up
your nose at a Kasrullah.
In April, we’ll be making changes to bring the low-end damage weapons closer
to par with the maximum damage weapons in each class. This is similar to the
changes we made to bows and crossbows last year; however we are not
necessarily giving all weapons within a class the same maximum damage. In
many weapon classes there will still be weapons that have a lower maximum
than others, but the difference will be much smaller.
No weapon class is having its maximum damage increased, and some classes are
being changed more than others. For example, all three types of Unarmed
Combat weapons had the same maximum damage, so they will not be touched.
Weapons that are considered to be a “secondary damage type” – Rapiers,
Spiked Clubs, Naginatas, and Warhammers – are not being changed, and we are
taking into account the differences between hiltable and non-hiltable Swords
and Daggers.
Buffing Improvements
The Buffing Changes article provides information
on all of our planned buffing improvements and how they fit together. The
first of these, faster self-buffs, is planned for April.
In April, all Creature and Life Self buffs will cast at the same speed as a
level I spell, no matter what their level. This should cut down on the
amount of time spent preparing for battle for players who cast their own
buffs.
Fellowship Spells
As we have hinted in the past, we are
introducing spells that can be cast on all members of a fellowship
simultaneously. The first of these spells that can be cast by players are
planned for April. We are taking it slow with these – they are only
attribute buffs, and no more powerful than existing spells.
Vendor Buy-Sell Rates
Ever since the creature spawn changes, there
have been some disparities between the difficulty of hunting around certain
towns and the buy-sell rates of the vendors inside those towns. In April, we
will be adjusting the vendor buy-sell rates in several towns.
The new buy-sell rates will be based on the difficulty of the surrounding
content. You can see the difficulty breakdown in our
Creature
Distribution Map. The three capital cities – Cragstone, Hebian-To, and
Zaikhal – were given special consideration.
In addition, to give each town some unique flavor, each town will have at
least one vendor who has better buy/sell rates than the rest of the town.
These tables show each town’s new values along with its old values.
Newbie Towns (1 – 20)
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Al-Arqas
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Bluespire
|
40%
|
200%
|
100,000
|
90%
|
135%
|
25,000
|
|
Greenspire
|
40%
|
200%
|
100,000
|
90%
|
135%
|
25,000
|
|
Holtburg
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Lytelthorpe
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Martine’s Retreat
|
70%
|
190%
|
10,000
|
90%
|
135%
|
25,000
|
|
Nanto
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Redspire
|
40%
|
200%
|
100,000
|
90%
|
135%
|
25,000
|
|
Rithwic
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Samsur
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Shoushi
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Tufa
|
90%
|
155%
|
10,000
|
90%
|
135%
|
25,000
|
|
Underground City
|
90%
|
155%
|
100,000
|
90%
|
135%
|
25,000
|
|
Xarabydun
|
90%
|
155%
|
10,000
|
90%
|
135%
|
25,000
|
|
Yanshi
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
|
Yaraq
|
90%
|
135%
|
10,000
|
90%
|
135%
|
25,000
|
Capital Cities
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Cragstone
|
90%
|
155%
|
100,000
|
90%
|
145%
|
100,000
|
|
Hebian-To
|
90%
|
155%
|
100,000
|
90%
|
145%
|
100,000
|
|
Zaikhal
|
80%
|
170%
|
100,000
|
90%
|
145%
|
100,000
|
Low Towns (20 – 40)
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Al-Jalima
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Ahurenga
|
40%
|
200%
|
100,000
|
90%
|
155%
|
100,000
|
|
Arwic
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Baishi
|
80%
|
170%
|
100,000
|
90%
|
155%
|
100,000
|
|
Eastham
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Glenden Wood
|
80%
|
170%
|
100,000
|
90%
|
155%
|
100,000
|
|
Khayyaban
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Kryst
|
80%
|
170%
|
100,000
|
90%
|
155%
|
100,000
|
|
Lin
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Mayoi
|
80%
|
170%
|
100,000
|
90%
|
155%
|
100,000
|
|
Oolutanga’s Refuge
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Sawato
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Tou-Tou
|
90%
|
155%
|
100,000
|
90%
|
155%
|
100,000
|
|
Uziz
|
90%
|
170%
|
100,000
|
90%
|
155%
|
100,000
|
Mid Towns (40-60)
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Bandit Castle
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Crater Lake
|
90%
|
155%
|
100,000
|
80%
|
170%
|
100,000
|
|
Dryreach
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Danby’s Outpost
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Kara
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Linvak Tukal
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
MacNiall’s Freehold
|
90%
|
155%
|
100,000
|
80%
|
170%
|
100,000
|
|
Neydisa Castle
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Plateau Village
|
80%
|
170%
|
100,000
|
80%
|
170%
|
100,000
|
|
Qalaba’r
|
90%
|
155%
|
100,000
|
80%
|
170%
|
100,000
|
|
Timaru
|
40%
|
200%
|
100,000
|
80%
|
170%
|
100,000
|
High Towns (60 – 80)
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Candeth Keep
|
80%
|
170%
|
100,000
|
80%
|
180%
|
100,000
|
|
Fort Tethana
|
90%
|
155%
|
100,000
|
80%
|
180%
|
100,000
|
|
Stonehold
|
80%
|
170%
|
100,000
|
80%
|
180%
|
100,000
|
Extreme Towns (80+)
|
Town Name
|
Old Buy Rate
|
Old Sell Rate
|
Old Max Buy
|
New Buy Rate
|
New Sell Rate
|
New Max Buy
|
|
Ayan Baqur
|
70%
|
190%
|
1,000,000
|
70%
|
190%
|
1,000,000
|
|
Wai Jhou
|
90%
|
120%
|
1,000,000
|
70%
|
190%
|
1,000,000
|
At the moment, there are no 90+ or 100+ towns.
Applesauce and Potion Changes
In response to player issues regarding money macros, we will be adjusting
the value of some items to decrease the effectiveness of these macros. These
changes will also make it cheaper for players to purchase Mana Draughts,
Mana Potions, Health Draughts, and Health Potions.
Dispel Spells
For information on the Dispel changes in
April, please see the full-length Dispel Spells article.
The feedback on the suggested dispel timer for PK/L was very mixed. There
was no clear majority either for or against. With that in mind, we’ve gone
ahead with the changes that we feel best improve majority of PK/L combat:
we’ve decided to implement the PK/L timer on dispels. If you have been in a
PK/L action within the last 20 seconds, you will not be able to:
- Use a dispel gem.
- Use a dispel potion.
- Use the Awakener or Attenuated Awakener
on someone else.
- Cast any dispel spell on yourself.
- Cast any dispel spell on someone else.
Once these changes are in place we will be
monitoring them and their impact on PvP play.
House Purchase Timer
An issue that has resulted in a great deal of
feedback is that of players camping houses solely for the purpose of resale
and a profit. We’ve discussed two possible solutions in feedback threads
within the last few weeks, and chosen to implement this one.
In April we will be introducing a one month timer on purchasing cottages,
villas, and mansions. Residential Quarters will be exempt from this timer.
This timer is per account, not per character. The timer does not extend
across worlds. After reading through your feedback and discussing the
engineering and social aspects of all of your suggestions, we’ve decided
that this is the best solution currently available to us.
What does this mean? Once you purchase a house, you must wait 30 days before
you can purchase a new one. If you own a house, your housing panel will tell
you when you purchased it and when you can purchase a new one. If you do not
own a house, your housing panel will tell you when you can purchase a new
one.
It is important to note that this has nothing to do with when you lose a
house, either through @house abandon or failure to pay maintenance. If you
have owned a house for several months and abandon it, you will be able to
purchase another house immediately. What you cannot do is purchase a house,
abandon it less than 30 days later, and then purchase another house
immediately.
Apartments in the Residential Quarters are completely unaffected by this
timer. Buying an apartment neither checks the timer nor sets it.
Live Lore Events
Recently Morningthaw saw a live lore event, in which Antius sought out
several players who had completed the Blackmire Temple quest. This was the
first of a new type of live event. While we will rotate through the worlds
for these events, each individual event will take place on only one world.
These events will be described in lore articles on our website.
Content Revisions
We are revising two towns and two quests in
April. Holtburg will be revised in the same way that Shoushi and Yaraq were
previously. The portal drops and Lifestone locations will be made more
convenient, and the surrounding content will be adjusted for balance.
The second town that we are revising is the Lugian fortress of Linvak Tukal.
It will be getting a Lifestone and direct portal access, without the need to
fight through the entryway.
Along with Linvak Tukal, we are revising the Arm, Heart, Mind quest.
Confusing aspects of the quest timing will be fixed, and the quest rewards
will be adjusted.
The second quest to be revised is the Little Green Seeds quest. Terese’s
interactions and the Swamp Garden will be revised, and new types of seeds
for higher-level creatures will be introduced. This doesn’t mean new colors
of dye, however.
Envoy Policy Changes
The Inscription and Name Change policy
changes will go into effect immediately. The Marketplace policy change will
go into effect as of the April event.
- Inscriptions. The Envoys will
continue to remove inscriptions which violate the Code of Conduct.
Please use the Urgent Assistance button in your options panel to report
these inscriptions. These requests will be low priority, so please be
patient. Urgent Assistance should not be used to report inscriptions
that do not violate Code of Conduct – requests reported in this way will
be refused.
Removal of other inscriptions will be done by Envoys when they are
visiting a world. You will know that an Envoy is “visiting” if the Envoy
is not wearing a helm and has a particle effect around him or her. If
you see an Envoy visiting, feel free to ask him or her to uninscribe any
of your items. In addition, the Envoys may schedule “Uninscription
Parties” to be held in town Meeting Halls. These parties will be
announced in advance on the Asheron’s Call forums.
At these times, any inscription will be erased on request – the
inscriptions will not be reviewed for content. We have read your
concerns regarding this process but in the end have decided that the
good outweighs the potential harm.
In all cases, uninscribing items will be a lower priority than other
Envoy tasks.
- Name Changes. Players of any
level who feel that their name is in violation of the Code of Conduct
can request a one-time name change at our
Customer Service site. Only
names that violate Code of Conduct will be changed. This program will
last until June 1, 2004.
After June 1, characters with offensive names will be investigated.
Characters that are level 20 or greater will be referred to the Customer
Service link above. Characters that are level 19 or below may be
required to be deleted.
- Marketplace. Starting with the
April event, we ask that all players move to a vendor stall in one of
the outlying rooms. Players offering buffs or tinkers should move to a
vendor stall or to the second floor of one of the outlying rooms. This
is intended to improve Marketplace visual performance for all players.
Envoys will have the authority to move players that do not follow these
guidelines. This can include moving them out of the Marketplace into
special rooms where they cannot interact with others.
It is important to remember that the speech of all characters must abide
by the Code of Conduct. This includes any text messages displayed by any
unattended characters – Tradebots, Buffbots, and the like.
In Development
(These are the game changes that we
are working on for the May event. None of these items are guaranteed to be
added for May, as scheduling and priorities can change. Your feedback on
these topics is particularly valuable.)
Content Focus
In recent months we have made a number of
game systems and game balance changes. Now that we’ve finished many of these
changes, May will see an increased focus on new game content – dungeons,
quests, and items!
Allegiance Improvements
We’re investigating a number of improvements
to Allegiances in general. Some of these include better controls on who can
and cannot enter an allegiance (such as account bans) and allegiance
officers with ban, boot, and message of the day abilities. Expect to see
more information on this after the April event.
Treasure Changes, Phase 4
Very little of phase 4 will be visible to
players – it is primarily back-end work in preparation for higher wield-req
weapons. Please see the
Treasure article for details
Content Revisions
In May we plan to revise town portal drop and
Lifestone locations across Dereth. These changes will be similar to the
changes you’ve seen in Yaraq and Shoushi so far.
We also plan to revise the Palenqual’s Living Weapons quest. This quest will
be revised for balance and fun.
In Concept
(These are the game changes that we
are thinking about for June 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. Your feedback on these topics is particularly
valuable.
If not mentioned elsewhere in this Letter, topics listed as
In Concept in the
March Letter to the Players Follow-Up
have not changed status.)
Spell Stacking and Dispels
The feedback that we’ve received on our
previous articles about Dispel changes has convinced us that we should look
at changing the way multiple instances of the same spell “stack” on players.
Should we and can we change this system?
If this system is changed, we may revisit the Dispel changes implemented in
April.
Settlement Portals
After discussing several proposed changes, we
have decided not to make any change to the Settlement Portals in May. We
will still consider changes for the future, but will ask for your feedback
before any implementation.
Content Revisions
In addition to the content revisions mentioned
in the March Follow-Up, we have added the Gaerlan quest to our list of
quests that we would like to revise. We added this to our list primarily due
to player feedback and questions regarding various aspects of this quest.
There you have it – details on our plans for April and beyond. As always, we
value your feedback on these topics.
In Development Follow Up -
From the
Turbine Site
In our our
April Letter to
the Players, the In Development section listed a number of
changes that we are working on for May. We’d like to take this time to
provide further details as well as describe some additional changes that
we’re working on. We know you haven’t even had a chance to see the April
event yet, but we’d like to start getting feedback on these topics while
we’re still early in the May development cycle.
It’s important to remember that these topics are currently in development
and not guaranteed for the May event. It’s quite possible that, based on
your feedback or other factors, some or all of these topics could be delayed
or removed altogether. Allegiance Tools
We’re planning to give allegiances a number of new tools in May. Most of
these are intended to make managing an allegiance easier. Here’s what we’re
working on:
- Allegiance account boot: A
command to boot all characters on the same account from an allegiance.
The player running this command would most likely be informed of the
number of characters booted, but not their names.
- Allegiance account ban: A
command to ban all characters on the same account from swearing into
your allegiance. Note that this would only ban them from swearing in,
not automatically boot them. To permanently remove all characters on an
account from your allegiance, you would need to do an account boot and
an account ban.
- Allegiance chat kick: A
command to temporarily remove a character from the allegiance chat room.
This wouldn’t be a permanent removal – the character could get back in
simply by toggling allegiance chat back on – but it would get across the
point that the player’s behavior isn’t appropriate for your allegiance.
We are currently working on general improvements to the chat system
which, when implemented, will allow for better controls on the
allegiance chat system. This is intended to provide some of that
functionality until the larger changes go in.
- Allegiance officers:
Allegiance officers would be initially designated by the monarch, and
would have the power to run any existing monarch command: all of the
broadcast and message of the day commands, @allegiance info, the
ability to designate or remove other officers, and all of the boot, ban,
and kick commands. They would not have the ability to change allegiance
mansion or villa guest or storage lists. Allegiance officers also will
not be able to boot the monarch.
Allegiances would be able to have two allegiance officers. The
allegiance officer position would replace the existing allegiance
speaker position. For the sake of security, existing allegiance speakers
would have their position removed during the May event.
- Allegiance house storage:
All allegiance members would be able to open the storage in their
personal homes to the members of their allegiance in one command,
similar to the ability to add their entire allegiance to the house guest
list.
Allegiance Bindstones
This is part of the Allegiance improvements, but deserves its own topic.
There’s also a feedback thread focused specifically on this idea.
The idea is very straightforward: Allegiance monarchs would have the
ability to tie to a stone in town in the same way that players tie to a
Lifestone. Once the monarch has tied to the Bindstone, all members of
that monarch’s allegiance could recall to the town through a chat
command. We currently plan to place these Bindstones in or near town
Meeting Halls, and we are going to move several Meeting Halls closer to
the center of town. We don’t expect that all towns would initially have
these Bindstones – most likely we will start with a small number of
towns and increase them over time.
There are two goals driving this idea. We want to encourage players to
gather in towns, and we want to provide monarchies that do not have a
mansion or villa with a central meeting spot.
There’s one aspect of this plan on which your feedback would be
particularly valuable. We would like to gauge whether monarchies that
currently gather at their mansions or villas would start spending more
time in towns if they had an additional gathering spot. If this is not a
feature that would encourage housing-owning allegiances to congregate in
towns, then we are more inclined to limit this functionality to those
allegiances that do not own mansions or villas.
To help us resolve this issue, we’ve opened up a feedback thread
here. It would be most helpful if you could answer the following
questions:
- How do you decide where to socialize
with your fellow allegiance members?
- If you could choose between
gathering at your mansion and gathering in town, and both were an
equally easy recall, where would you gather?
- In your opinion, how valuable is the
central recall location feature of allegiance housing, in comparison
to the other features of allegiance housing?
As of this writing, it is quite
possible that this feature will not be ready for May.
Treasure Revisions, Part IV
In the April Letter to the Players, we stated that the Treasure work
for May would be back-end and not visible to players. This is no
longer true – we’ve found ourselves with the opportunity to improve
treasure selection in several places.
Art Items, Casters, and Coins
We’re moving “art items” (mugs, plates, and the like) and casters
into several loot tables where they previously did not exist. This
will result in both being found in places where you could not find
them before – for example, in May you’ll be able to find casters in
the casino golden chests. This will make casting items – as well as
certain types of salvage – easier to find.
In addition, we are removing pyreal coins from several loot tables,
and replacing them with other items from the tables.
“Mundane” Items
This category covers all the “other” things found in loot – spell
components, mana stones, healing kits, lockpicks, and potions. These
categories of items have not changed much since the early days of
Asheron’s Call, and the treasure revisions have only highlighted
this.
To improve the situation, we will be adding new types of mana stones
and potions, and low-level healing kits are being improved and
renamed. Then we’ll be redistributing all mundane items across
different levels of treasure.
Just as an example, here’s how the changes would affect the types of
items you could find in wealth rating 5 treasure, intended for level
80+ characters.
|
Item Type
|
Old Selection
|
New Selection
|
|
Spell Components
|
Pyreal Scarab, Iron Pea,
Copper Pea, Silver Pea
|
Copper Pea, Silver Pea, Gold
Pea
|
|
Mana Stones
|
Mana Stone, Greater Mana
Stone
|
Greater Mana Stone, two
new types of Mana Stone
|
|
Potions
|
Health Elixir, Mana Elixir,
Stamina Elixir
|
Health Elixir, Mana Elixir,
two new types of Health Potion, two new types of Mana
Potion, three new types of Stamina Potion
|
|
Lockpicks
|
Good Lockpick, Excellent
Lockpick, Superb Lockpick, Peerless Lockpick
|
Excellent Lockpick, Superb
Lockpick, Peerless Lockpick
|
|
Healing Kits
|
Good Healing Kit, Excellent
Healing Kit, Peerless Healing Kit
|
Excellent Healing Kit,
Peerless Healing Kit, Treated Healing Kit
|
In general, we’ve made existing
items show up sooner and created new items to fill the gaps at the
high end. You’ll note that there are no new lockpicks yet – don’t
worry, we’re working on some ideas for interesting high-end
lockpicks.
Ranged Attack Changes
We have two proposed changes for ranged attack users. One of these
was previously mentioned as In Concept
in the
March Letter to the Players Follow-Up,
the second is an idea that has been discussed but never officially
added to the development schedule.
Speed / Accuracy Slider
Currently, the Speed / Accuracy slider for Bow, Crossbow, and Thrown
Weapons allows the player to decide whether to attack more quickly
at the expense of accuracy, or more accurately at the expense of
speed. At the far left of the slider, the attack is fastest but
incurs a 50% penalty to the player’s attack skill. At the far right,
the attack is slowest but gives a 50% bonus to skill.
We would like to improve ranged attacks, particularly in PvP combat,
by decreasing the penalty at the far left side of the slider. Our
current plans are to lower the 50% penalty to only 40%. The entire
slider would then scale evenly from -40% to +50%. Player feedback
and further playtesting may cause this to change, watch for further
details.
Projectile Physics
Another issue that we’ve seen for ranged weapon users is that
their projectiles are quite narrow. For example, the size of the
physics object on an arrow is currently about the circumference of
the shaft. It is fairly easy for monsters or other players to dodge
incoming attacks by moving a very small distance.
We are investigating increasing the size of projectile physics
objects to make these attacks hit more frequently. We do not expect
this change to be very large, but it should improve the ability of
Bow, Crossbow, and Thrown Weapons users to physically hit their
target. For example, we are considering increasing the size of the
physics object on an arrow to be about the circumference of the base
of the arrowhead. This would approximately double the width of the
physics object. The calculations of evading due to Missile Defense
will not be changed.
Negative Spell Timers
Currently there is a disparity in the length of negative spells
across different levels. Level VI negative spells last for 8
minutes, while level VII negative spells only last for 4 minutes.
We’d like to change all negative spells to the following times:
|
Spell Level
|
Current duration of
negative spell (minutes)
|
Proposed duration for
negative spells
|
|
I
|
2:00
|
1:00
|
|
II
|
3:00
|
1:30
|
|
III
|
4:00
|
2:00
|
|
IV
|
5:00
|
2:30
|
|
V
|
6:00
|
3:00
|
|
VI
|
8:00
|
3:30
|
|
VII
|
4:00
|
4:00
|
We are considering using these times
for Life and Item negative spells only, and making all negative
Creature spells last exactly 2 minutes, regardless of level.
Negative Creature spells can be particularly annoying when cast by
creatures, and do not directly increase damage when cast by players.
We’d like to hear your feedback on this topic.
Healing Spells
Currently the Heal Self/Other and Revitalize Self/Other spells are
in our opinion slightly weaker than they should be for their levels.
We’d like to tweak them upwards slightly, as shown by the tables
below:
Heal Other / Heal Self – Amount Restored
|
Spell Level
|
Current amount of Health
Restored
|
Current Average Health
Restored
|
Proposed Amount of Health
Restored
|
Proposed Average Health
Restored
|
|
I
|
8 – 15
|
11.5
|
10 – 20
|
15
|
|
II
|
11 – 20
|
15.5
|
15 – 30
|
22.5
|
|
III
|
16 – 30
|
23
|
20 – 40
|
30
|
|
IV
|
26 – 50
|
38
|
30 – 60
|
45
|
|
V
|
38 – 75
|
56.5
|
40 – 80
|
60
|
|
VI
|
51 – 100
|
75.5
|
55 – 110
|
82.5
|
|
VII
|
75 – 125
|
100
|
80 – 135
|
107.5
|
Revitalize Other / Revitalize Self
– Amount Restored
|
Spell Level
|
Current amount of Stamina
Restored
|
Current Average Stamina
Restored
|
Proposed amount of
Stamina Restored
|
Proposed Average Stamina
Restored
|
|
I
|
11 – 20
|
15.5
|
15 – 30
|
22.5
|
|
II
|
16 – 30
|
23
|
20 – 40
|
30
|
|
III
|
26 – 50
|
38
|
30 – 60
|
45
|
|
IV
|
38 – 75
|
56.5
|
40 – 80
|
60
|
|
V
|
51 – 100
|
75.5
|
55 – 110
|
82.5
|
|
VI
|
76 – 150
|
113
|
85 – 160
|
122.5
|
|
VII
|
100 – 175
|
137.5
|
110 – 180
|
145
|
Please note that these changes are
only for these four spells, not for any other Life Magic spells.
Town Revisions
In the
April Letter to the Players,
we mentioned that we would be moving Lifestones and Portal drops
closer to the center of towns. We’ll also be moving several Meeting
Halls closer to town, as part of the Allegiance Bindstone content.
In addition, we will be making the following changes to town
vendors:
- Distribution of mundane items –
see Treasure Revisions above – will be based on the level of the
town’s surrounding content. The greater the level of the town’s
surrounding content, the better the items that the vendors will
sell.
- The scriveners in several towns
will be changed such that the scroll levels that they sell are
appropriate for the surrounding content.
Thanks for taking the time to read
about some of our planned changes for May. As was already said, none
of these changes are guaranteed for May. It’s entirely possible that
they could be altered or delayed.
Please note that there is a specific feedback thread for the
Allegiance Bindstone questions
here.
Give us your feedback on these topics.
Change in the
Air
-
From the
Turbine Site, April 13, 2004
We’d like to take this time to make a number of announcements regarding the
expansion pack, some personnel changes on the Live Team, the new game world
and a few surprises!
The Expansion Pack
We’re thrilled to be able to
formally announce production of the next Asheron’s Call expansion pack.
We’re also excited to announce that Srand will be leaving her position as
Live Team Producer and Lead Engineer to take the role of Lead Engineer on
the expansion pack. While we on the Live Team will miss her, we know that
her expertise – both in engineering and game design – will be extremely
valuable to the expansion pack team.
The Live Team
We’re also excited to announce that Mirin, currently Lead Designer for the
AC1 Live Team, will be taking over as Live Team Producer. Mirin has a long
history with AC1, having started as a Designer on Asheron’s Call: Dark
Majesty.
Later today, Warcry’s Crossroads of Dereth will be publishing an interview
with Mirin in which she describes her past experience with Asheron’s Call
and her goals as the new Producer of the AC1 Live Team. While you may not
recognize her current handle, we’re sure you’ll recognize the content that
she’s added to the game.
The spot of Lead Designer is being filled by Orion, who has been a Designer
on the AC1 Live Team for the past two and a half years. Many of you are
familiar with Orion from his presence in the Asheron’s Call community as
well as from his epic content such as the Gaerlan Quest. Orion is also
currently the writer at the helm of AC1’s lore and backstory.
A New World
As we announced in
January, we plan to bring a new Asheron’s Call world online later this
Spring. We’re now ready to announce both the name of this new world and the
date it will be available.
The next Asheron’s Call world will be named Verdantine and
will be brought online on the same day as the May event, currently scheduled
for May 12.
Gifts for our Players
As further thanks to our loyal players for staying with us during this
transition, we’ll be giving you two free gifts in the April and June events.
After the April event, existing characters will be able to obtain a new
Raiment from an NPC in Al-Arqas.
With the June event comes an even bigger gift: All existing Asheron’s Call
accounts will be given a sixth character slot on all worlds. This
gift is only for existing accounts – new accounts after the June event will
still have only five character slots.
Thank you again for being our customers! We’re very excited about the future
of Asheron’s Call and we hope you are too!
Verdantine & the
Sixth Character Slot
-
From the
Turbine Site, April 20, 2004 We have some good news and
some bad news on these topics.
First, the bad news: Due to unforeseen complications, it will not be
possible to bring Verdantine online for the May event as we had previously
announced. We’re very sorry about this – we try hard to make sure that our
dates are accurate before we announce them. Unfortunately in this case,
there is a lot more NetOps work that needs to be done to get the world in
shape than we anticipated. Our current plans are for Verdantine to be
brought up in the June event, tentatively scheduled for June 9.
The second item of less-than-wonderful news: As part of our preparation
for the sixth character slot in June, we added code this month to allow the
display of more than five characters at the character select screen.
Unfortunately, this exposed a bug that had been hidden in the code for many
years. In the past, it was possible to get into a strange state in which
you had more than five characters on your account, but the game would only
show five at the character select screen. Sometimes it would be a
recently-restored character that “disappeared;” sometimes it would be a
newly-created character.
When we added the new display in the April event, players who had
experienced this bug in the past suddenly found all six characters visible
and playable. Some players even figured out how to exploit this bug to
intentionally create six playable characters.
On Monday, April 26, we will be patching the game to fix this bug. The
servers will be brought down at 6:00 AM PDT / 9:00 AM EDT / 1:00 PM GMT, and
we expect them to be down for approximately four hours. During this
downtime, we will be fixing the bug noted above, as well as fixing a bug
that was causing some players to be ignored by monsters after having been
banned for UCM.
Now for the good news: During this same patch, we will be unlocking the
sixth character slot for all accounts on all worlds. We’re also making the
extra character slot active for all accounts – both existing and
newly created – as well as opening it on all worlds, whether or not you
currently have characters on the world. All accounts will have six character
slots on Verdantine when it opens.
One question you may ask is, If we’re giving everyone the sixth
character slot anyways, why fix the bug? Interestingly, if we opened the
sixth character slot without resolving the bug, players would then be able
to use the bug to create a seventh character. We’d rather get out of
that loop, :D.
Again, we apologize for the unexpected downtime and for the delay in the
opening of the new server. At the same time, we’re very excited to be able
to give our players a new character slot on all worlds two months earlier
than anticipated. |
|