The History of Asheron's Call
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Waking from the Abyss - December 2003
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Welcome to 2003's final Letter to the Players.
How quickly the year has gone by! In the last twelve months,
we've seen an Olthoi Invasion, a Valley of Death, a full
rebalancing of the creatures of Dereth, an assassination
attempt, and more changes and updates than I could possibly list
in this space.As the festival season continues in Dereth, a
chill is in the air and autumn is slowly turning into winter.
Let's take a look at some of the changes that are coming in the
December event!
Melee Defense Imbue
When we initially introduced the Armor Imbues in July, we stated
that we would be monitoring the usage and effects of these
imbues and tweaking them if we felt it to be necessary. This
month, we will slightly increase the effect of the Melee Defense
Imbue.
In the past, the bonuses to Melee Defense granted by an Armor
Imbue were applied after any melee defense multiplier granted by
your weapon. The formula looked something like this:
(buffed melee defense * buffed weapon modifier) + Armor Imbue
After the December event, it will look more like this:
(buffed melee defense + Armor Imbue) * buffed weapon
modifier (Note that these formulas are not exact-other modifiers
for stance and motion are also involved.)
We feel that this will slightly improve the performance of the
imbue. This change is retroactive-it will affect all previously
imbued pieces of armor.
We will monitor the balance of this change, and continue to
monitor the use and balance of Armor Imbues in general. In
addition, we are currently considering other changes that would
improve the performance of all three Armor Imbues.
Creature Missile Attacks
Like players, creatures have always had the option to vary the
speed and accuracy of their missile attacks. At the
fastest attack speed, they would attack at 50% of their buffed
skill. At the slowest speed, they would attack at 150%. At high
levels, this is a very big range. For example, a Lugian
Juggernaut has a missile attack skill around 300. Any given
Juggernaut could end up attacking with an effective skill of 150
to 450! This variance has, however, shown several
side-effects- t has made Missile Defense feel less useful, as
well as making missile-using creatures somewhat difficult to
balance. If we balanced them to be able to hit players of the
appropriate level, frequently they would either attack too fast
and miss too often or attack too slow and hit too often.As of
December's update, creatures will no longer vary the speed and
accuracy of their missile attacks. They will attack at a fixed
100% of their skill. We believe that this will make the Missile
Defense skill feel more useful, as increasing your skill will
always increase your chances of dodging a creature's missile
attacks.
Just to be clear: this change does not impact
player-versus-player missile combat at all.
Housing Changes
Starting in December, we are making three small changes with
regard to housing:
In the past, only the character who actually
owned a house could receive violent pink warning messages at
login. Now, all characters on the account will receive the
warning message if maintenance has not been paid. As before,
however, if the house is a mansion and the monarch does not have
sufficient rank to maintain the mansion, then only the monarch
himself will see a warning about the rank requirement.
All characters on an account which owns a
house will have access to the house UI panel, where you can see
the location of your house and the maintenance status.
All characters on an account which owns a
house will automatically be added to the guest list and storage
permission list. It will no longer be necessary to manually give
storage permission to additional characters on the house-owning
account.
Weeping Weapons
Also in December, we're introducing two changes to Weeping
Weapons. The first - and perhaps most noticeable - change is
that Weeping Weapons will no longer be unenchantable. The base
spells on the weapons will still override all positive
enchantments, but they are now valid targets for debuffing. They
will use their wielder's Magic Defense skill to resist negative
spells.
In addition, all Weeping Weapons will be able to be tinkered
with Ivory and placed on wall hooks.
The Harbinger Quest
Since the reintroduction of the Harbinger quest, players have
asked us for the ability to re-enter the dungeons to accompany
their friends, even if their own reward timers had not yet
expired. December's update will allow this possibility, although
there will be some restrictions.
First, you will still only be able to enter the portal near the
emissary you have chosen to aid. Second, this change will only
take effect the first time you complete the quest after the
December event. If you have completed the quest recently, you
will not be able to re-enter the dungeon until your timer
expires. After that time, you will be able to enter the dungeon
at will. It should be noted that the timer on the quest reward
has not been changed.
We had hoped to allow all to re-enter, regardless of when they
had completed the quest, but unfortunately this turned out to be
unfeasible. We felt that making the change described above was
better than making no change at all.
If your timer for this quest has recently expired, or will be
expiring soon, you may want to wait until after the December
event to run the quest again. That way, you'll be able to take
advantage of the changed portal restrictions.
See you in Dereth!
-- Ibn
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Winter’s touch arrived gently, ushering the Festival season to a close. As I moved through the world, watching it march toward its icy slumber, chill air gave birth to flakes of snow that landed on the earth to form a frosty blanket. The world grew darker as the winter months encroached and the sunsets came earlier. I felt the darkness closing in around me like grievers ready to feast.
Word came down from above that the High Queen had awakened. When she did, she was changed, eager to bring about a new era for the citizens of Dereth. She learned everything that had happened in her two-month absence, and began investigations into the myriad of activities that haunted the Festival season. I was interested in helping, but wondered what my part would be. There were also other rumors that I picked up along the way.
Disappearances were becoming commonplace. People—families, friends, adventurers—were heading out to all corners of Dereth, never to be heard from again. Some said that the heart of Marae Lassel held the key to these kidnappings, while others said that Oolutanga was growing too low on sacrifices. Whichever the case, the High Queen set about seeing the matter resolved. She was offering rewards, and they attracted people like a ball of gunk attracts flies. I was one of them.
The winter winds whipped up another sad tale. The ground trembled and shook the icy mantle of winter side to side, like a shallows shark chewing on a fabled scroll, and the news reached me as I warmed my frozen bones over a cup of hot cocoa in Lytelthorpe. The Olthoi were leaving, but not fast enough. The Ancient Queen was hurt, not dead.
This caused a handful of nervous types to call the High Queen to investigate. Apparently, she did. Near the strongest quakes, she dispatched a guard to stand watch and offer more gifts to those brave enough to delve into the deep places. I offered my services without thought. I wasn’t in it for the reward—I just wanted to see what was down there. At the lowest point, there was little light left. The world became so dark, it was like the abyss continued endlessly and consumed everything, kind of like Ulgrim downing swill.
High Queen Elysa also marked the festival by setting people like myself—smart, intelligent, intuitive and devilishly handsome—on a trail to find her would-be killer. As if the call of the Valley of Death and its newest residents wasn’t enough, I was being offered a chance at fortune and fame. Life was looking up.
First things first. I needed to go to the south mountains, find a village and save the festival spirit from being turned into a puddle of lost dreams. The winter snow may have driven the scarecrows away, but the snowmen were grinning at me from every corner on every road. It was going to be long winter, and it had only just begun.
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Waking from the Abyss
Lytelthorpe was a bustle of activity. In the past week, Selflora
had counted five separate expeditions of Guards passing through
the town. It was a good sign. It meant that Elysa was alive and
well, and if the way the guards were talking was any indication
of things to come, she had remembered what it was like at the
start.
Selflora served ale, stout, cider and whatever else the
customers wanted. It was the festival season and many people
were trying to put the past behind them. She remarked on their
attire, shared anecdotes, listened to their stories and laughed
at their jokes. She felt invigorated by the presence of Elysa's
guards. She offered to assist in directing people to Xavier's
encampment outside of town, and brought warm cider to those who
had moved into the keep.
The past year was filled with so much darkness, so many bad
memories for those who had been here before the lifestones. So
many didn't understand how terrifying it was to have been there,
in the beginning, before they had towns and settlements, before
Elysa and Thorsten and Asheron. Now, in the chill winter air, it
felt like Dereth was waking up from the hold of darkness that
had gripped it for years. Selflora smiled brighter than ever.
Dereth had weathered the dark tide. Tumult had turned again to
peace.
The Ongoing Saga
As festival season continues, the crafters and collectors of
Dereth are hard at work producing new trinkets and masks. While
new dangers are found in the Direlands, most of Dereth begins to
breathe easily once more after the long struggle against the
Olthoi.
Now we look forward, at some of the changes happening in this
month's event.
- Explorer Society Quests
The Dereth Exploration Society has made some changes! They have
not only changed the rewards that they give, but also when those
rewards are given. They're also clearer as to which reward
you'll get for any given stamped letter. Check with an agent in
one of the nine Nexus towns to find out the details.
- Pouches, Backpacks and Sacks
All player-carryable containers now have 24 pack slots, just
like backpacks. We made this change so that the
"smaller" containers, such as sacks and belt pouches,
would be more useful. This does not increase the amount of
equipment that players can carry—8 sacks are the same
as 8 backpacks—but it does allow for more options in
organizing your inventory.
- The Marketplace
Due to the means by which distance from other players is
calculated, it was possible to gain fellowship XP while your
fellowship was in a dungeon and you were standing in the
Marketplace. To prevent this behavior, we have changed the
location of the Marketplace in the world.
We intend to fix the code that allows fellowship XP to be shared
between players who are not in the same dungeon. For now,
though, the Marketplace move is a short-term fix for the
location in which this behavior happened most frequently.
If you were in the Marketplace when you logged off prior to the
December event, you should find yourself at your Lifestone when
you log back in. You'll see the message, "The currents of
portal space cannot return you from whence you came. Your
previous location forbids login." A quick @marketplace and
you'll be right back at your trading post!
- Avoiding Stamina Loss
In the April 2002 event, "Betrayal," the Endurance
attribute was given new functionality. If you had Melee Defense
trained, you would have a chance to avoid losing any stamina
when you successfully evaded a melee attack. The same was true
for Missile Defense with missile attacks. This chance increased
as your base Endurance increased.
We recently discovered a small bug in this system—it
was possible to avoid losing stamina even if you did not have
the proper Defense skill trained. This bug has been fixed in the
December event.
- Crafter Stamping
There are a number of quest items that, when created, are
stamped with the name of their creator. These include
Nuhmudira's Gorgets, the Imbued Simulacra Helm and Shield, and
the Focusing Stone, among many, many others.
Previously, the description of the finished item included the
phrase, "Created by" and then the name of the creator.
This character name controlled whether or not a character could
activate the magical enchantments of that item—the
creator (or a character with the same name as the creator, if
the creator had been deleted) could activate the magic, but no
other characters could.
Starting with this event, items that use a crafter name in this
way to restrict activation now say so explicitly. Instead of
"Created by Ibn", for instance, my Focusing Stone
reads, "This item can only be activated by Ibn." In
addition, the check for whether or not a character can activate
the item now depends on the character's unique ID number, not
just on the character's name. This means that you can no longer
craft your Elari with one character, delete him, make a new
character with the same name, and activate the Elari with your
new character. These changes affect all pre-existing items as
well as newly created items.
Incidentally, it is important to note that we did not make this
change just to prevent the behavior described above. Rather, we
are working on long-term plans for some exciting new
functionality and we need to standardize how character names are
used.
- @Deaths
We recently discovered that the @deaths command was working
rather inefficiently. Even though your client knew how often a
character had died, and displayed this information on the
Character Information screen, each use of @deaths required it to
contact the server. As there was really no need to have this
information in two different places, the @deaths command was
removed.
- Ding-Dong!
There are a handful of house-hookable items that you might
reasonably expect to make noise. Previously these items were
silent, but as of this month, some of them may prove quite
noisy! Remember, before you use an item on a hook you may need
to type @house hooks off. And if you already have these items
hooked, they may need to be rehooked.
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New Functionality and Content
- Autumn has turned to winter!
Snow has fallen on Dereth, and the scarecrows have been replaced
with snowmen.
- The Dereth Exploration Society
quests have been updated. See the Rollout Article for details.
- New types of leather armor can
now be found in loot, such as leather long gauntlets and leather
pants.
- All types of packs now have 24
inventory slots. See the Rollout Article for details.
- The Furniture Craftsmen and
Woodsmen have created several new items for your home.
Miscellaneous Improvements and Changes
- The in-game location of the
Marketplace has been changed. Characters who logged off in the
Marketplace before the patch should log in at their lifestones.
See the Rollout Article for details.
- Items that, upon creation,
stamped the name of their crafter and used this as an activation
requirement now state the activation requirement explicitly. See
the Rollout Article for details.
- The Melee Defense Armor Imbue
is now multiplied by any defense modifier on your weapon. See
the Letter to the Players for details.
- You must now have Melee or
Missile Defense trained to have a chance of avoiding stamina
loss after a successful evade. See the Rollout Article for
details.
- Creatures with missile attacks
no longer vary the speed and accuracy of their attacks. See the
Letter to the Players for details.
- We have made some changes to
housing notification and storage permissions, Please see the
Letter to the Players for details.
- The treasure system now has a
small chance of generating dirks with up to a 0.3 variance.
- You may now enchant or ivory
Weeping Weapons. See the Letter to the Players for details.
- Chalk Boards have new unique
art. You may need to rehook them for this to take effect. Also,
they should no longer close unexpectedly
- Some housing items now make
noise. See the Rollout Article for details.
- The following items are now
hookable: the Ornate Seal, the Skill Puzzle Base Piece, Ecorto's
Chisel, and all Phyntos Wasp Wings.
- Players may now re-enter the
Harbinger dungeons after completing the quest. See the Letter to
the Players for details.
- The @deaths command has been
removed. See the Rollout Article for details.
- The loot dropped by Lugians and
Banderlings in the Valley of Death has been increased slightly.
- Several Olthoi Brood Queens and
Olthoi Brood Matrons should no longer inflict type-less damage.
Minor Details
- No more backwards butterflies!
- Leather helms should no longer
generate with unwieldable colors.
- A bug that could prevent the
completion of the Gareth Dain quest has been fixed.
- The Drudge Charm necklaces can
now be properly charged with mana.
- A typo in the Specialization
Gems has been corrected.
- The Callous Heart portal gem
now has the correct description.
- When you kindle Thaumaturgic
Leggings or a Coat, it no longer says that you have kindled your
Girth.
- The Writ of Refuge Text is now
the correct size when put down.
- A spawn of extreme-level
creatures in a low-level part of Aphus Lassel and a spawn that
was too close to a mansion have been removed.
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