The History of Asheron's Call
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Hidden Vein - May 13 2002
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Ciandra sat across from him, still
stunned by his sudden appearance. She studied his features with
amazed eyes and felt like a giddy young girl watching her
grandfather mix his wondrous concoctions. The old man flipped
through the assembled tomes quickly, imperceptibly reading and
drinking the knowledge that the Arcanum had collected. She
waited in silence until he looked at her and offered a gentle
smile.
“Incredible work you have been
doing. Incredible.” He closed one tome and brushed the cover
gently with his hand. “But there are some key points that you
have missed. I'd have expected nothing more, you are still
learning the foundation of the magic here.” He stood without
effort and snatched the book from the table and placed it upon
the shelf against the wall. He turned to the alchemist. “If
you'd like my help that is. . .”
Ciandra nodded.
“I am truly sorry for
Nuhmudira's disappearance and imprisonment. If there were
anything that I could have done I would have. . .”
Ciandra struggled to find words
to speak to the old mage but mustered only another nod. This
made him smile.
“You are certainly more
accepting of my appearance than your counterpart Hiro. Though
less talkative than Bahb.” He sat back in the chair and opened
another volume of writings. “As I was saying these books are
thorough, containing much information about the times when my
people lived upon this world, but your interpretations in some
instances are incorrect. Let us move into discussion of what I
can do to help you.”
Ciandra finally broke her
silence. “Asheron? Why did you wait so long?”
Asheron furrowed his brow and
pulled a hand through his beard. “I have. . . had obligations
that I needed to attend to, dear child. Those obligations have
since been eclipsed by something that menaces us all.” Asheron
sighed. “Now, on to what I shall do. An emissary will be sent.
. .”
As the final blow fell against
the Ursuin, the warrior smiled. Ursuin hides were fetching a
much better price these days, and by the looks of the wounds
that he had inflicted, the hide of this kill was unmarred. He
carefully set to skinning the beast and set out to find someone
with whom to trade.
The roar of the flames thundered
through the hallways. He surveyed the materials smelted within
these furnaces and smiled. Such excellent works as these were
beyond understanding of such feeble minds.
He walked along the hallways and
marveled at the naivete of Nuhmudira. It was simple to make her
believe what he had wanted. It took no words to blast her
against the wall, and break her bones to squeeze her to within
an inch of her existence. Now, he left the decision to her own
people, to those she had meant to save. A sick smile crept
across his face.
Martyred, by her “people.” A
division in the populace, unrest, discord. The thought of it
warmed his heart.
He ran his hand along the smooth
surface of a bronze behemoth. “Be my eyes and ears, my
children, destroy them all, teach them the meaning of pain. Warn
the old man that I am coming for him.” A grim laughter grew
within him, filling the hallways and overpowering the sound of
the flames.
She sat in the darkness. Below
she could hear the stirrings of people scurrying to and fro. At
times she would feel the jolt of energy enter her; the pain
lasted longer but her life was reinforced. Every time the pain
came she knew it was not only in her mind. It was the physical
effects of losing her abilities with magic. Other times she felt
the sickening chill run down her spine, as her skin grew taut
and a new memory was forced into her mind. Not her memory but a
memory from a forgotten age. Memories taken from somewhere else
and supplanted into her own.
And then there was the sobbing.
The sobbing would not end--was that her voice? Could it be her
voice? She thought by now it would be worn raw and useless, but
still the sobbing went on.
She found a new enemy there on
the slab where she was now kept prisoner. Time. Time allowed her
to reflect on everything that she had done, every action that
she had taken and all that she had lost. Her hands had healed
from where she had scrawled her notes and forced her last spell
upon the world. But the power that was once hers to command
drained away like water on a sunny day. As did her life.
And then the voices began.
Ringing in her head. Singing to her. Calling to her. But were
they calling her?
She once thought that she had
shed all of her tears, she thought there was none left to give,
none left to offer the world. But there in the darkness, alone
and forgotten she wept. And she felt the tears roll into the
basin that would one day harvest her blood.
“You say they are in
league?” Martine rolled a pyreal along the back of his
fingers.
“Yes, Master. The research
facility that they established has been rife with activity in
the past few days. If you wish--”
“Wish? Wish! I wish for my
home, my wife, my child! Her! Do not ask me what I wish for,
unless you have the capacity to grant me my wishes. My patience
with you is at its end. You are treading dangerously close to
feeling what an unspeakable agony life can truly be.” Martine
twitched. The flesh on his head rippled beneath the surface.
“I have imparted what you
wanted to know, Master.”
“Yes, you have done that
haven't you, apprentice,” Martine snapped.
The man nodded, calmly and
quietly.
Martine grunted and turned his
attention to the wall. His apprentice bowed his head and move to
the far side of the antechamber.
“Send a force there. See they
do not fail. Use everything at your disposal to disrupt whatever
it is that they are working on.” Martine stared at the pyreal,
and rose to his feet. “I need some fresh air.”
Elysa looked out over the
verdant landscape. She was waiting for him. He said he would
come and though she had doubted so much in recent weeks, she
knew that he would arrive. The only question was when.
She had commissioned her Royal
Guard to assist in the clearing of the Arcanum Storehouse. There
they cleared the entry vestibule of the Sclavus menace but had
been called away shortly after to help with the building of a
new library of sorts near Xarabydun. The Arcanum wanted her help
now that Nuhmudira was gone. She obliged; this was not a time to
hold petty grudges. Her people needed her and she needed him.
“How quickly things change,”
she said into the wind.
“Indeed they do, Elly.”
Asheron smiled behind her.
“You took your time in getting
here,” she quipped.
“I told you once that I
wouldn't be there, Elly.”
“I know.”
“But something has changed
that.”
Elysa arched a brow and studied
her old friend. Asheron motioned to a set of seats that she had
prepared. As they sat she noticed how distant his eyes seemed,
like he was there but somewhere else.
“What is it, Ash?”
“I have made a difficult
decision. Nothing more.” He mustered a weak smile.
The screams were maddening.
Quivering with fear he tried to clear them from his mind long
enough to read the letters that he had found scattered on the
floor. Something about the levers, and a choice. He looked about
and felt the pull toward the plain lever against the wall. He
found himself inching toward it, reaching for it, grasping it
and pulling down. His body was ripped violently into portal
space, and shunted out again unceremoniously.
“My master has readied his
reward, friend. It is time to reap the benefits of your
actions.” Kai smiled at him and as the enchanter spoke a chill
ran down his spine. What had he done?
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Spring is in full bloom across the
land now, the snows have retreated like rabbits before a raging
archmage. Dark clouds boil, thunder booms, and like thunder the
bronze statues have suddenly come to life, cutting a swath of
destruction through the towns. Rain soaks the ground, the mud
soiling the armor of Isparian fighters as they desperately try
to defend their towns from the rampaging bronze giants. The
defenders' bodies lie scattered like so many trampled flowers.
Madness reigns. The bestower's evil intent is clear now but who
this may be is still unknown. It is apparent that the Arcanum is
not responsible for these treacherous gifts as they themselves
scramble to solve the mystery. How may the statues be turned
off? The need is ever greater, the answer still elusive. The
Arcanum has asked High Queen Elysa Strathelar for help.
Valiant adventurers have wound
their way through a dark labyrinth to find a chamber of
suffering and pain. And a choice. Nuhmudira has been found! But
she could not be freed, not directly. The pull of a lever
determines her fate. Pull the plain lever or the lever with the
polished skull? The people run their fingers along the surface
of the skull, tracing its contours. . . Perhaps Isparians have
become too familiar with the cycle of death and life. Does the
smooth surface of the skull beckon them overmuch? Or will mercy
compel their hand? Nuhmudira's sobs are incessant, trickling
down from the top of the chamber like rain from a roof's eaves.
Which lever, which lever, which lever?
Though the spring has brought
rain and some ill tidings, the sun has shone through in some
matters--to their delight, Isparians have found their appraisal
of most items and creatures no longer obstructed. Better yet,
many Isparians have found that upon arriving at a Lifestone
after an unhappy encounter with a savage denizen, their purses
are heavier and their weapon was not ripped from their hand. If
they prevailed in the encounter, people are finding they are a
bit more skilled for their efforts. Such positive circumstances
are widely discussed, as well as a rumor of a method to enhance
weapons made with pyreal.
In the light of the sun,
entrepreneurship is yet whole and hale in Dereth. Isparians may
purchase the means to a device touted to drive away Olthoi and
other undesirable creatures, only available in Zaikhal, for a
short time only! Can such a thing be too good to be true? A
leather crafter at Bandit Castle proffers Ursuin hide rugs as a
new ware, for those purchasers who enjoy simpler goods.
The storm clouds seethe, hiding
the sun. The bronze statues rage. Martine is sure to be watching
the rain.
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Hidden Vein is an appropriate name for this Event in many ways,
besides its relation to the current storyline. The main topics
for last month's developer's chat, and the topics that occupy
most of our time recently, were the upcoming magic and tinkering
changes, planned for sometime in June or July. (Right now we're
hoping to get the magic system changes in June, and the
Tinkering changes in July). These are big changes to big
systems, and changes that we have discussed and planned and
worked on for a long time. But the changes this month, while
perhaps not as wide-sweeping or game-altering as those we have
planned for the next two months, nonetheless play a significant
role in our commitment to make Asheron's Call the most fun and
enjoyable massively multiplayer online role-playing experience
that exists today.
Before we discuss those changes,
and our motivations and reasoning behind them, we first offer an
apology. In April, we made some changes to the Endurance
attribute that gave players “Natural Resistances,” an
ability to have natural life protections against damage. This
included a resistance versus Hollow damage. We decided just
before the April Event went live that the Hollow resistance was
an incorrect design decision, and we would reverse it for May.
Unfortunately, making this
change slipped from our production schedule for May, and by the
time we discovered the mistake, it was too late to implement it
for this month. The change has already been made for June,
however, and it will not slip again. We apologize to everyone
for this error. In addition to the removal of Hollow resistance,
we will also fix in June the unintended bonuses to the “Health
to Mana” and “Health to Stamina” spells, as well as the
amount of health players or monsters draining off another player
being based off a different number than the amount of health
actually being drained.
On to the changes for May:
Death
Changes
We had talked about making some kinds of changes to the Death
penalty system for some time now. There was a lot of feedback we
had gotten from players and our own play experiences. Some of
this feedback was contradictory. The main threads seemed to be:
- Death penalties (with @corpse,
and @consent) were too easy.
- Death penalties were too easy
at high levels but too hard at low levels.
- Death penalties were too
tedious at high levels (all the death items).
- Removing death penalties would
revitalize PK both on DT and the other worlds.
- Acquiring your victim's items
was the only thing that gave PK its meaning.
In the end, we felt strongly that
regardless of how “easy” many players seemed to find the
death experience, it was only easy in the context of having
built up a network of in-game experience, social networks, and a
large amount of items. For the new or casual player, who may not
have access to any of these dynamics, the death experience could
be quite painful, in some cases so painful as to alienate the
player from the game.
So we wanted to alleviate that
pain. At the same time, we were sensitive to not wanting to
change too much without very solid reasons. While we felt that
PKs advocating no death penalty, or higher level players
advocating no death penalty articulated some good reasons in
support of their cause, we ultimately felt that there was enough
reasons on the other side of the equation to not change the PK
or upper level death penalty system at all.
Here is the new system (and
again, note that these changes do not affect any PK
interactions):
- From levels 1-5, players will
not lose any items or pyreals upon death.
- From levels 6-10, players will
not lose any items, but will lose half their pyreals.
- From levels 11-20, players will
lose half their pyreals, and 1 item. This item will not be an
item that the player is wielding. (Wielded includes rings,
bracelets, necklaces or armor, as well as weapon and shield).
- From levels 21-35, players will
lose half their pyreals, and the same amount of non-wielded
items that they would have lost previously to the changes in
this system.
- From levels 35+, there are no
changes between the former system and the current system.
We hope that the new system aids in
the enjoyment of our game for new and low-level players.
Appraisal
Changes
One of the more frustrating dynamics in Asheron's Call is
finding and picking up a piece of equipment off a fresh corpse
of a marauding beast. . . only to discover you have no idea what
it is or what it can do. Perhaps you started with 100 focus, or
perhaps you're able to cast True Value at a high enough level to
accurately identify the item. But ironically (some would say
cruelly), those people who are most likely to be in need of the
item--warriors, archers, or generally non-magic reliant
players--are the least likely to be able to know what the item
does.
While we felt that the
theoretical idea of appraisal skills had a lot of potential in a
game like Asheron's Call, we felt even more that their specific
implementation from the start of the game had not fulfilled that
potential. Rather than trying to radically alter the appraisal
system so that it worked somewhat better than before, we decided
to put the focus of these particular systems on where it should
be: discovering different items of treasure and making educated
choices about which items one wanted to keep or discard.
To that end, we decided to take
two steps. The first step, seen this month, is the ability for
all players, regardless of their appraisal skill levels, to
identify the treasure items that they find. (Note that some
special quest and monster items will remain unappraisable.) The
second step, which we are planning on implementing soon (within
the next few months), is a Tinkering system which replaces those
Appraisal skills, and allows players to make their treasure that
they find even more valuable and powerful.
While we know that this
represents a significant change in the way players interact with
and approach one of the major aspects of the game, we are
excited at the doors this opens up for the majority of our
players.
Creature
Changes
We made a number of changes to our creatures this month, dealing
with both the strategies players use to fight them, and the
reward they gain from them.
First, since the start of
Asheron's Call, it has been possible to “lure” creatures
away from other creatures in their group. The first lure attempt
will bring all of its “friends” with it, but the second
attempt would leave its friends dazed and confused, while the
poor solo creature had to duel those menacing players all by
itself.
While we had long talked about
changing this behavior, we had decided not to due to our fears
that this would make certain solo play styles impossible or at
least much harder. However, a number of factors have changed in
AC over the last few months, such as: more solo encounters on
the landscape in general, increased player effectiveness vs.
creatures, and fellowship xp bonuses. These changes led us to
think that trying to tweak this behavior now would be a good
step to increase challenge in some areas of the upper level
game.
As a result, while it is still
possible to lure a creature away from its group, the undertaking
is more difficult than it was before. Also, in addition to these
changes, we have implemented a change to how creatures react
when they are “stuck” (either on a landscape scenery object,
or another player that they are not attacking) for long periods
of time. In most cases, such creatures will now automatically
teleport back to their original home position, automatically
regaining their full hit points. We hope this change helps
players get a true feeling of risk for the rewards they earn.
Second, while we wanted to make
creatures in some situations more challenging, we also wanted to
make them have the right “risk vs. reward” balance. For a
variety of reasons, many creatures in AC were far more difficult
than their experience point reward suggested. So we reviewed
every single creature in the game, and used a number of
comparison metrics to raise the xp reward for many of them.
We'll leave it up to the players to discover which creatures
have changed, and by how much.
While we acknowledge that this
“risk vs. reward” balance is not perfect, we feel the
current changes make far more sense than the previous system
did. Although our “level” indicator for monster difficulty
is also somewhat skewed for some monsters, we did not make any
changes to those figures at this time.
Third, we made a number of
changes to the Crystal Lord. He is much more difficult for a
group of players, and should be impossible for any one player to
kill. This incarnation of the Crystal Lord is much closer to the
original design conception of the Lord, and we feel his
difficulty now truly matches his incomparable rewards (the
million xp reward, and the horde of Singularity quality
treasure).
Finally, we have gotten a lot of
feedback from players over the last few months that the
Singularity Caul was very underutilized. We decided to
“spruce” it up a bit. We hope players enjoy the challenge.
Note that this is not our “new high-level playground” that
we have been discussing over here. As of right now there is no
firm schedule for when or if we will release such a playground.
Housing
Due to the server and memory issues of last month, there were
many duplicate hooks, storage chests, and Covenant Crystals
created during this time. We have wiped all such duplicate
instances from the servers. If you discover a duplicate housing
object in the future, please report it to a Microsoft in-game
admin immediately. If you have a duplicate hook or storage
chest, the safest way to ensure the security of your items is to
not store items in either copy of the object until one of the
copies is deleted.
As for the rollout of new
landscape dwellings and Residential Quarters: We are still
planning on releasing new Cottages, Villas, and RQs for June. We
will continue to monitor the server and housing situation in
June to help us decide on the further rollout of housing.
As for future planned housing
changes: We are trying hard to get the additional Mansion hooks
in for either June or July. After that, our main focus for
development will be non-housing related items for the next few
months, such as the magic changes, Tinkering, and the storyline.
After that set of changes, we will once again think about some
of the improvements to housing that we have discussed in earlier
letters.
Miscellaneous
Improvements
There are a number of miscellaneous improvements we made for
May.
- Fellowship panel improvements.
Players can now see the hps/stamina/mana for all their fellows
in the fellowship at the same time on their fellowship panel.
While the panel does not always update immediately, we hope this
feature makes playing in a fellowship even more rewarding and
fun. We appreciate any comments or feedback on how the panel
works for you.
- Map Rollovers. On your map
panel, you will now notice that by having the pointer hover over
a town symbol, the name of the town will popup on the lower
section of the panel. This will work for all town symbols on the
map. Additionally, some of the town settlements that had
previously been represented by a white dot (which generally
signifies a Point of Interest), are now represented by their own
unique icon, which also are named. There is no rollover data for
the white dots on the map. This may be added in a future update.
- Doubling of appearance in dual-
and treble-spell jewelry, as well as the appearance of dual- and
treble-spell clothing. Well, we said we wanted to do a rollout
of these items slowly. With these changes, for all
non-Singularity quality treasure, a dual spell piece of jewelry
or clothing will appear 1 out of roughly every 50 magical
clothing or jewelry appearances. For Singularity quality
treasure, it will be 1 out of every 20 magical clothing or
jewelry appearances. Also, treble-spell jewelry and clothing
(the Dev
Notes mention only jewelry), will appear 1 out of every 400
magical jewelry appearances for Singularity quality treasure. We
may investigate other changes for these items to make them more
accessible to non-magic, or low-magic templates.
- Two additional spellcasting
tabs. After a long time of not having the right resources and
time to accomplish this, we finally managed to work it in for
this month. We hope you enjoy it.
Hot Topics
- The lack of effectiveness of
the Hollow racial weapons. Many players have complained about
the relative ineffectiveness of Hollow staff and dagger. We know
this is a complicated issue, and that many players have chosen
to embrace using the racial weapons because of their cheap (or
no) cost, but we remain firm in our unwillingness to give any
improvements to these weapons or the general racial skills at
this time. If players want the most effective weapons, they
should elect one of the 4 main weapon skills: Sword, Mace, Axe,
or Spear. This will be true for all aspects of weapons,
including Hollows.
While we acknowledge that not
everything is balanced in this regard currently (Hollow katar,
triple-strike dagger), we are working hard to make sure that
ultimately, these dynamics are balanced correctly.
Also, while we know that some
players have spent points on these skills (in some cases
spending up to 12 credits on specialized unarmed if one isn't a
Sho), we end up in the near-impossible position of being able to
design items not just for 10 different weapon classes, but then
taking into account the heritage of a given character versus
what weapon that character is using. . . we ultimately decided
to keep following our chosen path: Sword, Mace, Axe, and Spear
will continue to be the best weapons for a melee type. They will
get the maximum benefit of any dynamic we introduce in the
future, or of any existing dynamic that we tweak. While players
who choose to use only a racial weapon will see the benefits
from tinkering, their power will not ultimately match the power
of a player with a non-racial weapon. Will they be effective
enough? In most situations, yes.
- Our fix for health potions has
met with a lot of constructive feedback about how to alter the
fix to not harm unnecessarily those crafters who were not
creating health potions for gobs more pyreals than their actual
cost. One suggestion we will investigate for June will be
reducing the burden of Neutral Balm.
- Once we do our changes to the
Magic system, Level 6 scrolls will no longer be convertible to
level 7 spells. We expect these changes to happen in either June
or July, but players should plan for June if they wish to
maximize the value of their scrolls. Post-June (or July),
players will find level 7 spells directly in the Steel Chests.
Next Month
and the Future
Next month, as discussed in the recent Dev Chat, we will see the
beginning of some of the biggest alterations that Asheron's Call
has seen since its inception two and a half years ago. We are
working hard to get the magic system changes implemented and
polished, and then we will turn our attention to the Tinkering
system.
Next week we will send out an
update on the Zone, detailing what our current system of the
magic changes will be. We've been actively listening to your
feedback through player boards and email, and we've incorporated
some of that feedback into our latest revision of the changes.
Also next month, look for some
of the Treasure system changes (including a revamp of the armor
generation system) that were unfortunately postponed this month.
Once we finish our magic and
Tinkering changes, we will then have a much better sense of what
the next few months will bring, and we will be sure to update
you then.
Our storyline also begins to
heat up this month, and it really begins to cook next month and
beyond. While we are very proud of the new features and
revisions to game systems that we have been working on for the
last few months, we are even more excited to bring you the
greatest epic storyline Asheron's Call has yet seen.
See you next month.
--The AC Team
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New
Functionality and Content
- There's a number of new quests
available this month.
- Monster activity on the Caul
Island has now increased significantly.
- Monsters that now become
“stuck” for a long period of time will teleport back to
their home position, instantly regaining their full hit points.
- It is now significantly harder
to “lure” monsters away from their pack one at a time
without them alerting all of their fellow monsters.
- All duplicate hooks, storage
chests, and Covenant Crystals have been removed. Any items in
those hooks or storage chests have been lost.
- Players now no longer need
their appraisal skills to successfully appraise any items except
for some rare quest/monster items, which will remain
unappraisable regardless of a player's skill.
- There have been a number of
changes to the way item loss on death works. From levels 1-5,
players no longer lose any items or pyreals. From 6-10, players
lose half their pyreals on death, but no items. From 11-20,
players lose half their pyreals and 1 non-wielded item on
death. From 21-35, players lose half their pyreals, and a normal
(compared to the previous system) number of non-wielded items
on death. For levels 36 and up, there are no changes to the
previous system. Players will continue to lose the normal amount
of pyreals and items, including wielded items. Please note
this change does not affect any PK interactions at all.
- Two new spellcasting tabs have
been added, for a total of seven.
- The fellowship panel now
displays the hps/mana/stamina levels for each player in the
fellowship.
- Players are now able to point
the mouse over a town icon on the map panel to display the town
name. Settlements previously represented by a white dot now have
their own separate icon.
- There is a new option in the
Character Panel called “Display Allegiance Logins”. When
checked, you will receive a friends-list style notification when
your patron or any of your vassals logs on or off. This option
is off by default.
- @house available command
now lists # of apartments available, although it does not list
locations.
- If a player has less than 10 mb
of hard drive space open when attempting to download the latest
Event update, a dialog box will popup letting the player be able
to clear up space on their hard drive before continuing.
- Changing Natural Resistances so
that they have no effect on Hollow damage, and changing the
transfer spells so that drain resistance has no effect on them,
were two changes that did not make their way into the May Event,
but will be changed in June. Please see this month's Letter
to the Players for more details.
Miscellaneous
Improvements and Changes
- There was a bug with the new
portal changes that allowed characters who tied to summoned
portals to bypass the restrictions on the original portal. This
has now been fixed, and the earlier ties will now summon portals
with the correct restrictions.
- Over 150 creatures now have
higher experience point values. The increases range from minor
to very significant.
- There was a bug where house
hooks would become visible even after the owner had turned them
invisible, under a variety of different circumstances. This has
now been fixed.
- The Crystal Lord and its
Minions have been tweaked to present a tougher challenge for
players. Players should expect to have work together with a
number of fellows to take down the Crystal Lord.
- The rate at which dual and
treble-spell jewelry drops have been doubled again. There is now
also a possibility of finding dual-spell clothing.
- There are now new versions of
the “newbie creatures” (e.g., Drudge Slinker, Young
Banderling, etc.) in dungeons that are aggressive, i.e., they
will attack players unprovoked. The landscape versions of these
creatures remain non-aggressive.
- House Settlement Portals for
those settlements added in April have been added to the world.
- Players can no longer use keys
to lock a chest.
- Players are now told that they
have 90 days grace period for a Residential Quarter, as opposed
to the 30 days for a landscape dwelling.
- Lifestone Tie's spell
difficulty has been lowered from 150 to 100, to match Lifestone
Recall's difficulty.
- A bug preventing players from
imbuing their Hollow Mace with Bloodhunter oil has been fixed.
- Virindi Executors now have a
small chance of dropping Singularity Keys.
- Handing in Unlocked Tiny,
Small, and Large Mnemosynes to their Undead Collectors now award
5, 25, and 75k xp respectively. The old values were 3, 15, and
45k.
- We had planned on having a
successful craft interaction to create Wood, Copper or Obsidian
keys from the appropriate Golem heart to create three keys
instead of one. Unfortunately, this is bugged for the May prop
and will be fixed for June.
- Players are now able to
appraise an item while it is on a hook.
- Wrapped arrowheads can now
interact with wrapped atlatl darts.
- A number of macro spots in the
Serac Vault have been removed.
- A number of macro spots in the
Singularity Dungeon have been removed.
- A bug that sometimes prevented
the appearance of a Thorsten Armor quest chest in a cottage
south of Eastham was fixed.
- Magic items spawned in monster
loot now can have more max_mana, and will always spawn with
maximum mana.
- A number of changes were made
to the Aerlinthe quest. Please see our previous Zone note
to the players for more details.
- The Bronze trophies have been
made no-drop/no-give.
Minor Details
- Both sets of wedding raiment
can now be dyed in all nine colors.
- Help text was added for @help
endurance, to explain the new basic properties of endurance,
which were added in the April update. Note that there is no @endurance
command.
- The Timaru Crafter will now
exchange the Siraluun Hat for a Siraluun Bag with one Kithless
feather inside.
- Shield of Valor, Songview, and
Tusker Notch Settlement Portals have now been placed.
- Some typos were corrected in
the letters in the Thorsten's Armor quest.
- The message a player gets when
imbuing a Hollow Sword with Bloodhunter oil now correctly refers
to a sword instead of a spear.
- Diamond Powder is now
droppable/givable.
- Quiddity Fragments, Olthoi
Claws, Red/Gold Letters, dye plants, Palenqual totems, mana
stones, and a number of food items are now hookable.
- The Ruined Cave portal's level
restriction has been upped to level 20.
- We removed the old Wedding
books from Scribes' inventories.
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