The History of Asheron's Call
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Repercussions - July 12
2002
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She placed the cloth against his
brow. It still burned, the fever having held him now for ten
nights and showing no sign of abating. She had never seen him
ill, and to look at him now with sunken cheeks and ashen skin
brought her near to tears. But she had not cried since she had
lost Thorsten, and she was not going to cry now. She was not
going to lose Asheron.
When Thorsten died, she had
hated Asheron. Hated everything that he was and what he had done
to them, allowing them to enter that place without his
protection. She had thought him a coward, a nothing, a scared
old man who hid in his tower and played at a game of chess in
which she and the other Isparians were pawns.
She had pulled herself from that
Olthoi hive, tired and broken, one of the few survivors against
the True Queen and her armies. She had clawed her way back into
the daylight not for herself, but for her son. She had lost
everything but the child inside of her.
The Aluvian people, newly freed
from their slavery, had flocked to her and named her their
Queen. Soon, other pockets of humans crept out of the darkness.
New Aluvia grew as Elysa developed into a strong and powerful
leader whose command went unquestioned. But her sorrow had
continued to weigh heavily upon her.
She had written to her friend,
Lania Cartoth, shortly after Thorsten's death. Elysa had
continued the correspondence for some time, but the duties of a
new Queen restricted her time and the years had kept her parted
from her friend. Lania was now dead, slain at the hands of
someone, or something--the same someone or something that now
commanded the undead in the halls housing Thorsten's armor and
axe.
Nuhmudira had disappeared after
it was revealed she had sacrificed her loyal Zharalim in a
hidden temple beneath her mansion. Sclavus had taken control of
the place now, as they had every place that Nuhmudira had once
frequented.
Worse, the thing that had been
Candeth Martine had become obsessed with Elysa. He was fixated,
deviant, and intrusive. She felt betrayed by everyone,
everything. Nothing was right. Everything was falling apart
around her. But Elysa was made of a far stronger fiber than
anyone had ever credited.
Anyone save Asheron.
He had come to her shortly after
Thorsten's death, remorseful and sincere. He'd helped her then,
helped her to cope. He'd provided assistance in the
establishment of Cragstone and in the building of Thorsten's
tomb. Asheron had sealed the true resting place of Thorsten's
armor and axe with powerful magics, concealing them from the
encroaching monsters that eventually overran the underground
city that had once been the Isparians' home. He was a rock.
She had despised him so. Yet, in
the end, she had found that the only one who understood her
isolation was Asheron. He too, was alone. His resolve and his
determination had given her the strength to continue, to grow,
and to lead. She had left her people once, for some five years,
while she studied and learned from Asheron. She had come to know
him then, to respect and understand him, and to love him as a
friend and kindred soul.
She had never seen him weak. She
had seen him fail, but failure was a learning experience, a new
way to study a problem. She had never seen him like this, and
she feared for him, for everyone. She wrung the cloth she had
dipped in water. As she did, the mumbling began again.
Asheron watched from within his study as they approached.
Gaerlan strode through the hall after his brother Delacim, their
footfalls resounding off the alabaster floor and ceiling. He was
Delacim's junior by some twenty years, less skilled and even
more headstrong. Avarice drove him, and his relation to
Asheron's apprentice afforded him some minor freedoms that he
used to the fullest. Gaining the Emperor's ear at a formal
gathering had been one such freedom.
Gaerlan was a poor student
and had none of his brother's natural aptitude. That he would
insist on sitting in on lessons and listening to lectures meant
nothing to Asheron. Delacim was to be Asheron's successor.
Whatever minor inconveniences Asheron needed to endure were
insubstantial, but he had underestimated Gaerlan's capacity for
recollection and retention.
During a banquet held in
Asheron's honor after a visit to another world, Gaerlan's
devious nature was brought to the elder man's attention. As he
watched the two brothers enter his study, that earlier
conversation played over in Asheron's mind:
“Vizier.”Emperor Kellin
II made his way toward Asheron and took his arm. He waved his
escort away and brought the mage onto a balustrade that
overlooked the capital city and the Haelin River. “I have been
speaking to your student, Gaerlan.”
“Excellency, Gaerlan is no
student of mine. He is a brother to my apprentice--”Asheron
tried to protest.
But the Emperor continued,
“Long-lived men such as yourself should be more careful with
whom they allow in classrooms. Especially when they speak of
history as though they lived it.”The Emperor's eyes met his.
“Valind shall be spared your tale, Asheron. I will see to
that. But, there will be changes and efforts made to reinforce
your expeditions. The Throne must hold a much tighter reign, it
seems.”He clapped Asheron on the back and stepped through the
golden doorway into the arboretum. Asheron was left there,
staring out over the river.
The next morning their ship
was loaded with the leading scholars of the court, chosen to
become Adepts of Asheron's lessons and studies. As they departed
for the Knorr Lyceum, Asheron appointed Delacim his chief
assistant, placing him in charge of teaching the new Adepts.
He shivered.
Elysa pulled the silken sheet
over him more tightly. Blood stained the dressing on his chest.
The wound had still not closed. “Strength, Elysa, strength.”
She looked at her friend and thought back to two months before.
The news of Lania's fate had
come on the heels of Nuhmudira's betrayal. Antius had reported
movements of Martine's forces on Marae Lassel, and Elysa's
councilors had responded like frightened Mites, each one
shouting disparate views of what venture would be best. Fuming
and saddened, Elysa had cursed everything that had happened
since she arrived on Dereth. She had cursed Thorsten, Nuhmudira,
and Asheron in turn.
Martine had been there,
listening all along, watching her from the shadows, silent. She
hadn't noticed. She had settled for bed, and as she drifted into
a lazy dream he had made his move. At first she had thought it
was a dream, then came the realization that he was truly there.
How often had it happened before? How often had he come to her
room and watched her as she slept? When he stepped from the
shadow, a grim, violet halo wreathing his mask-clad head, she
had wanted to leap, even scream, but he had pinned her in the
air with the dark arts the Virindi had taught him.
He stumbled toward her in his
misshapen canter, spouting words of love. Calling her name, he
drew closer. She had wanted to reach for her bow, to strike him
down and end all of this. But she was motionless, unable to
respond. This was the moment she had always feared. And then,
she had heard Asheron's voice.
She would not admit the relief
she had felt at his timely arrival. He had not betrayed her
again.
She looked upon him now and
cursed herself. She knew there was nothing that she could have
done, nothing that would have changed the moment, but it still
pained her and preyed in the shadows of her mind.
He shivered again.
As the brothers crossed the
study's threshold, Asheron noticed the brooch adorning Gaerlan's
collar. It was a gift from the Emperor, a cresting wave in the
color of the throne, cerulean.
The Emperor had been true to
his word; no further utterance had been made about Asheron's
longevity. The years had passed uneventfully, and Valind had
never come to Asheron's school nor hindered his teaching. But
the reach of the Throne was great and now rested within the
mage's halls.
The two brothers met his gaze
and bowed, in a salute of honor, before they made their way to
the sapphire chairs. Asheron bade them sit and took a seat
across from them behind his alabaster desk.
Delacim was the shorter of
the two and fairer. His fingers were thin and long, matching his
slight frame. His hair was the color of the setting sun of
autumn, a rich red. He wore braids on either side of his brow.
He wore the robes of the apprentice, a deep and regal blue
trimmed in violet.
His brother was slightly
taller. His hair was dark, and he wore a sharply pointed beard.
His eyes were a cold steel blue and he wore a scowl upon his
face. He never seemed happy.
“Delacim. Gaerlan. I have
consulted my charts and formulated a destination to a new world.
I would like to begin preparations for a visit but wanted to
ensure your work was done on Aerlinthe.”
“Master,”Delacim spoke
crisply and clearly. “I have nearly completed my study of the
portal structures across Aerlinthe and back to the mainland.
Little has hindered my progress and the populace has been more
than cooperative.”He paused. “Gaerlan has been helpful as
well, as an intermediary with the workers. He has also assisted
in the construction of several automata that will be deployed in
the lower areas of the foundry. One small note of concern has
arisen over rumblings that have begun to the southeast of the
island. I have yet to investigate myself--”
“I have been to the
affected area,”Gaerlan interrupted. “And found that there is
little there, other than a place where the invisible river flows
strong.”His gaze was always more harsh and challenging than
Delacim's. “I will investigate further on my own if you wish,
but truthfully, it is something too meager for your apprentice
to pay particular heed to it.”
Asheron thought a moment,
meeting the steel gaze of the young man. As he thought about his
response, Gaerlan moved a hand to adjust the brooch. “Very
well, Gaerlan,”Asheron said. “Investigate if you wish. If
you say that there is no need for Delacim's involvement, I shall
trust your judgment.”He paused and pulled at his long beard.
“We have other matters that must be discussed.”
The darkness was all around
Nuhmudira now. As her strength faded, the sound of footsteps and
visits grew more infrequent. Her people had passed their
judgment. She was not dead, not yet, but there was nothing
shielding her from the shroud of death that surrounded her.
Others memories had eroded her own as the ocean takes the shore.
It was a battle she had lost, long ago.
Her chest grew heavy with each
breath, mired by the weight of guilt and the ravenous hunger of
jealousy over losing her power. Even now, as she lay upon this
slab with death closing upon her, she wished for nothing more
than the power that had once been hers. She knew that she could
make everything right if only she had--
The song began as a lullaby, a
soothing lullaby sung by the voice of an angel. It echoed in the
near-empty room and reverberated through her sagging flesh and
into her bones. Then came the voice, singing to her, calling to
her. It asked, and she answered.
The first of the Sclavus crested
the top of the structure and emptied its throat into the basin
beneath her head. The second began to hiss a rite that was
unfamiliar to her at first, but as it continued she found she
knew the words, the inflection, the power that it was infusing.
She raised her broken voice to echo that of the Sclavus. Others
clamored over the edge of the tower and arranged themselves in
the correct order for the ritual to succeed.
The darkness was no longer the
cold captor it had been. Memories that were hers began to drive
back the tide, and as the final words were spoken and her bonds
shattered, only one thought came to her.
Freedom.
Thoughts. They consumed him. He
had not moved from his throne in days. He had remained stoic.
His eyes were vigilantly fixated on a tiny grain of sand that
was a shade lighter than the stone brick that lay in the middle
of the wall opposite him.
For days he had stared at that
one point. Servants had entered and left, until he sealed the
doors. Now there were only two guards. Two of his most trusted,
Hibdin and Ambrosia, stood watch over his room. He was silent,
but coherent and mindful.
Voices echoed along the walls of
his retreat from time to time, but that mattered little to him.
The oddly colored grain of sand remained the focus of his gaze
and it hadn't moved.
He clutched the book tightly in
his hands, and wondered how long it would be before they came
for him, he who had become the hope-slayer.
“The four of you shall be my
commanders, my ears, eyes, arms, and swords against his heart.
He is not dead yet, I can feel that much, but he drains himself
by using his arts to hide from me. It will matter little in the
end.” Gaerlan paused and looked over his generals, each the
epitome of their kind, the absolute elementals. “The wound
that Martine gave him is fatal. There is no one left on this
world with magic powerful enough who would save Asheron.”
A tiny voice broke the silence
that had filled the room when his murmuring ceased.
“Mother? Is Uncle Asheron
going to die?”
Borelean stood at the door,
upright, tall, young, and innocent. His eyes were wide and
curious, but not at all the eyes of an eleven year-old boy. His
features were not quite that of a young man, but they had lost
their youthful vigor, taking on the more distinct edges of his
father. Elysa mustered a weak smile and put her hand out for him
to come to her.
As she pulled him close to her
and kissed the top of his head, she fought the tears and hugged
him tightly. “I pray he does not, Borelean, I pray he does
not.”
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A world without Asheron. Even those
Isparians who had spoken the loudest against him now have a
difficult time imagining a world without him. He had been with
the Isparian people since their arrival through the release of
the Hopeslayer and the formation of the New Singularity. For
some, Asheron has seemed as constant as the two moons circling
in the night sky. Now he lies mortally wounded in his castle,
the life slowly draining out of him. What will become of the
world if Asheron falls? Even the insane Martine, a man those on
the fringes of society proclaimed to be a hero of the Isparian
people, has been driven into catatonia once it was revealed he
had been Gaerlan's pawn. And this Gaerlan, an Empyrean bent on
Asheron's destruction, how has he returned to Dereth and why
does he hate Asheron? Yet in the minds of the Isparians, one
question rises above all others: can High Queen Elysa and her
people resist Gaerlan and his Elemental army?
There are still glimmers of
hope. With the knowledge Asheron shared with them, Arcanum
researchers have rediscovered primitive Empyrean transmutation
techniques, which the Isparians label “Tinkering.” Those
skilled in assessing the value and workmanship of weapons and
armor rapidly have begun salvaging and enhancing their wares
with these techniques. Moreover, all are able to benefit from
these discoveries, not just those skilled in tinkering. With an
Ust in hand, even the dimmest warrior can salvage materials from
items in the field, thus lightening his pack and allowing him to
stay in the fray longer!
In Zaikhal, those members of the
Arcanum who had never despaired of releasing Nuhmudira from her
imprisonment have brought back a disturbing report. Nuhmudira is
once more missing. Hearing this, her most zealous followers
proclaim that she has escaped her imprisonment and is now
working to atone for her sins. As proof that she is aiding them
in their battles, these zealots point to the fact that even more
powerful weapons are being found in the land. More rational
minds remain skeptical, yet they are grateful nonetheless for
these new tools in their fight against Gaerlan.
The disturbances that Gaerlan
has caused in the forces of magic continue to destabilize the
world's magical fields. In the previous month, these
disturbances appeared as a reduction in the power of various
spells. Now, those dependent upon Life Magic find their ability
to harm other creatures through their magics changed and in many
ways hampered. Fortunately, to help them overcome these new
restrictions on their abilities and develop new techniques, the
master archmages have researched new spells. Given the name
“Life Bolts,” these spells involve taking a portion of a
mage's life force and hurling it at a target to inflict damage.
The thought of intentionally hurting themselves through their
magics puts more than a few mages off, but the majority vow to
try these new magics and learn to be effective in the field once
more.
With Gaerlan revealed and his
elemental army forming, a scheme started long ago now reaches
fruition. The world may be forever changed.
Following is a list of the
most interesting additions made to the game with this update.
However, please note that not everything has been included--that
would spoil the fun of finding out all manner of things added or
changed! As usual, though, the town criers, barkeeps, and
scribes may know the latest news. Also, the trades of crafting
and selling are always in flux, so changes to prices and
features are not always listed here in their entirety.
Highlights Include:
- Gaerlan steps from the
shadows--the Isparians' true enemy is finally known.
- Tinkering!
- More powerful weapons and armor
may be found.
- New housing and Residential
Quarters are available for purchase!
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As we enter into our July Event, Repercussions,
we have a number of things to discuss:
Life Magic
Changes
We appreciate the feedback from players over these last few
weeks with regard to our life magic changes. From your feedback
and that of playtest groups, we have made a few changes to our
initial proposed system:
- The drain range on the higher
level Drain spells has been increased.
- -- Drain 4 Range(Initially
Proposed):11 (New):15
- -- Drain 5 Range(Initially
Proposed):13 (New):20
- -- Drain 6 Range(Initially
Proposed):15 (New):25
- -- Drain 7 Range(Initially
Proposed):20 (New):35
- The mana cost for the higher
level Drain spells has been reduced.
- -- Drain 5 Mana Cost (Old): 60
(New): 55
- -- Drain 6 Mana Cost (Old): 70
(New): 60
- -- Drain 7 Mana Cost (Old): 70
(New): 60
- The damage multiplier on the
Life Bolt spells has been increased.
- -- Lifebolt 1 Damage Multiplier
(Initial Proposed):.50 (New):.75
- -- Lifebolt 2 Damage Multiplier
(Initial Proposed):.65 (New):.90
- -- Lifebolt 3 Damage Multiplier
(Initial Proposed):.80 (New):1.05
- -- Lifebolt 4 Damage Multiplier
(Initial Proposed):.95 (New):1.25
- -- Lifebolt 5 Damage Multiplier
(Initial Proposed):1.10 (New):1.50
- -- Lifebolt 6 Damage Multiplier
(Initial Proposed):1.25 (New):1.75
- -- Lifebolt 7 Damage Multiplier
(Initial Proposed):1.40 (New):2.00
Tinkering Changes
The mid-month Tinkering Letter to the Players, and the bullet
points in the dev notes give an overview of what the Tinkering
system is and how to use it. We're really excited about this
system, and we hope you enjoy it. Characters can find the Ust
Tinkering tool and a book which explains the Tinkering system in
the nine newbie towns and the capital cities (Zaikhal, Cragstone,
and Hebian-To).
Treasure
System Changes
This month, we implement the final major step to our treasure
system revamping begun back in January. (There will be some
minor tweaks and additions in August or September.)
One change which may not be
immediately obvious is the elimination of such treasure system
oddities as a 6-11 sword with a 250 wield requirement on it. The
existence of this type of weapon occurred because we had to use
one type of treasure system to generate the basic weapon, and a
different system to determine whether the weapon carried a
damage bonus that demanded a wield requirement. We have now
combined these systems so that all weapons have logical
parameters for when they require a wield requirement.
Another result of this change
will be the more frequent appearance of higher-damage weapons in
all levels of the treasure system.
We also took this opportunity to
increase the maximum damage of all weapons, and introduce a new
discrete level for the wield requirement. Weapons which now
reach their maximum damage potential will have a wield
requirement of 325. Each weapon will still have a range of
damage that produces a wield requirement of 250. The maximum
damage potential (and variance ranges) are listed below.
Please keep in mind that these
numbers represent the ranges for treasure found at high levels
(e.g., from SIK chests and certain monsters such as Umbris
Shadows), and the very highest levels of treasures, such as
Singularity Chests and Crystal Lords. Generally, both of these
levels of treasure have the same maximum limit when it comes to
damage, but you will be more likely to find quality items from
Singularity Chests then you will from SIK chests.
Weapons:
- Melee weapons now have a
maximum attack and defense bonus of 15% (but only through
Singularity Chests. SIK Chest-type loot can only reach a maximum
of 12%).
- Swords now have a max damage
capacity of 40. Their variance can shrink to .40.
- Axes have a max damage capacity
of 36. Their variance can shrink to .40.
- Maces have a max damage
capacity of 33. Their variance can shrink to .30 (and in some
extremely rare cases, .25).
- Spears have a max damage
capacity of 28. Their variance can shrink to .45. (These numbers
really only apply to tridents.)
- Unarmed Weapons have a max
damage capacity of 14. Rarely, their variance can shrink to .60
(and in some very rare cases, .50).
- Staves have a max damage
capacity of 15. Their variance can shrink to .30 (and in some
extremely rare cases, .25).
- Daggers remain unchanged for
now.
- Bows and Royal Atlatls now have
a max damage bonus of 130%. 130% and 120% bows/atlatls have a
wield requirement of 250. 150% crossbows now also exist, along
with a wield requirement of 250. As mentioned in the bottom
section of this letter, missile launchers no longer have attack
bonuses, but instead have defense bonuses.
Armor:
Generally, armor has the potential to have higher armor levels
for each type of armor.
Housing
This month, we're releasing another 150 Cottages, 40 Villas, and
10 Mansions. We also released another 500 Residential Quarters.
For at least the next few months, we will see how much housing
demand we can meet with the Residential Quarters, as we are
quickly running out of room to put in new landscape dwellings.
Next Month
and Beyond
Next month will see additional Tinkering interactions,
additional Residential Quarters, a lot of exciting new content,
the addition of a skill-based bonus for War spells, and more!
We'll see you next month.
--The AC Team
P.S. As promised last month,
following is our shocking expose of AC secrets. Enjoy!
Two
Secrets
As we mentioned in last month's Letter
to the Players, there are two secrets about which we feel it
is time for us to come clean. One we've suspected for a long
time, but the issue proved ever elusive to track down (so
elusive, in fact, that we wondered whether it ever existed, our
own anecdotal evidence to the contrary). The other we've known
about for awhile, but we were unsure what to do about it.
Now the truth will be revealed.
First, the Wi Flag. For those of
you who don't know what the Wi Flag means, a little history.
From the beginning of AC, some players have complained
about unbelievably bad luck. When the swarm of Lugians spawn in
the citadel, they will go after certain players--every time. The
player's level doesn't seem to matter, nor does the number of
other players in the room. What does seem to matter is that this
player is cursed with that most unfortunate of distinctions: the
Wi Flag.
For some players, the flag came
and went. For others, it was a perpetual nightmare, present in
nearly every monster experience. To live a Wi-Flagged life meant
to be hunted at every turn. Perhaps other adventurers could know
peace in a BSD or a Citadel, but there was no rest nor respite
for one under Wi.
Our developers at Turbine
initially answered these complaints by saying that they could
find no such bug. Occasionally, a senior Turbine engineer could
be found who would admit that perhaps there was something “not
quite right” with the system, but they still could not
identify a cause, if one even existed. Easy culprits, such as a
malfunctioning random-number generator, were eventually
dismissed.
But our search went on. For
there were people even at Turbine convinced that the Wi Flag
existed, and that they had it in spades.
And then one day, long after
most people had learned to either forget or ignore the Wi Flag,
the answer was found. Here in the report from Sandra Powers, AC
Live's Lead Engineer, on the nature of the Wi Flag. We warn
you in advance that it is a very technical explanation, but we
hope it is of some interest to those of you who have long been
afflicted with this terrible burden.
“Many of our players have
complained for a long time that their character are `Wi-Flagged'--that
is, that creatures attack them a much greater proportion of the
time than random chance or distance should dictate. After
looking at the code in depth, I believe I have found out why
this might happen.
Generally, a creature chooses
whom to attack based on who it was last attacking, who attacked
it last, or who caused it damage last. When players first enter
the creature's detection radius, however, none of these things
are useful yet, so the creature chooses a target randomly,
weighted by distance. Players within the creature's detection
sphere are weighted by how close they are to the creature -- the
closer you are, the more chance you have to be selected to be
attacked.
The actual algorithm for
selection looks like this: We roll a random number within a
certain range--say between 0 and 1. Each player is given a
portion of the range based on how close they are to the
creature. The closer you are, the larger a portion you get. The
player who owns the portion into which the random number falls
is selected to be attacked.
This algorithm is sound. The
problem comes up when we are assigning portions of the range to
various players. If we wanted distance from the creature to be
proportional to your chance to be selected--that is, if the
closer you are the *less* chance you have of being
attacked--then we would assign this range by taking your
distance from the creature over the total distance--the
distances of everybody under consideration added together. But
we really want the inverse of this ratio--so that the closer you
are, the *more* chance you have of being selected. So we invert
this ratio by subtracting it from 1 to assign you the size of
your portion.
An example:
A is 5 meters from the creature.
B is 2 meters from the creature.
C is 3 meters from the creature.
D is 10 meters from the creature.
Total distance is 20.
The size of A's portion is 1 -
5/20, or 0.75.
The size of B's portion is 1 - 2/20, or 0.90.
The size of C's portion is 1 - 3/20, or 0.85.
The size of D's portion is 1 - 10/20, or 0.50.
So we assign these people these
portions of the total range:
A has between 0.00 and 0.75.
B has between 0.75 and 1.65.
C has between 1.65 and 2.50.
D has between 2.50 and 3.00.
Notice, however, that while the
original ratios added to 1 (.25 + .1 + .15 + .5 = 1.0) that the
inverted ratios -- and thus the total range from which we should
have rolled the random number -- no longer add to 1. Instead,
they add to 3. (Some algebra will convince you that the assigned
portions always add to n-1, where n is the number of people
under consideration.) So in order to randomly select some
portion of this total range, we should roll a number between 0
and 3.
But in the existing AC code,
we always roll a number between 0 and 1.
You can easily see in this
example that if the random number is always been 0 and 1, only A
and B have any chance at all of being selected, and A has the
majority of the chance. And the reason that these two have all
the chance is simply because they are first in the list, and so
were assigned the low parts of the range. Normally--if we had
rolled between 0 and 3 in the example--your order in the list
should have no effect on how likely you are to be chosen. But
because we only rolled between 0 and 1, the earlier you appear
in the list, the more skewed your chance of selection is. And as
it happens, in AC code, your position in this list is
determined by the InstanceID of your character, which is
assigned when you create the character and never changed. (Note
that the InstanceID is hashed--mutated by the system into
another number--to determine position. So it's not a simple
relationship like the older the character, the earlier in the
list they will be. It is, however, a static relationship--an ID
that hashes to an early position will always hash to an early
position, although it's exact position will depend on what other
ID's are also under consideration.)
So what does this mean? The way
this random targeting algorithm is implemented right now, if you
happen to have an InstanceID that hashes to an early position,
you will tend to be attacked more than your fair share when the
creature is using random targeting, regardless of your distance
from the creature. In other words, you are Wi-Flagged.”
We're glad we were finally able
to fix this bug. With the July Event, may you know peace in the
fast-spawning dungeon of your choice!
The second issue will, in some
ways, be both more troubling and more inconsequential for
players. HeartSeeker does not affect missile launchers. It never
has. Bows, crossbows, and atlatls get no benefit from the
HeartSeeker spell or from innate attack bonuses (such as those
found on the Singularity Bow). The only variables that determine
whether a missile character hits their target is their bow/xbow/tw
skill, the missile defense of the target, and where they set
their accuracy meter while they are attacking. However, the
Defender spell, as well as innate defensive bonuses, do work on
missile launchers.
The AC Live team has been
aware of this for the last several months. Once we knew the
situation, the question became what to do about it. Should we
“fix” an issue that probably isn't broken?
Almost no archer/atlatler
complains about not being able to hit their target. They have a
built in “HeartSeeker” all the time. If anything, most
monsters' missile defense scores have historically been so low
that many players regard archery as the fastest way to level a
character up through the first 30-40 levels. We did not feel
that “fixing” such a system would improve the game balance
for anyone in Asheron's Call, archer or no.
Ultimately, we decided to
resolve the situation through our changes to the treasure system
this month. From now on, missile launchers will have a chance of
having an innate defensive bonus, but not an offensive one.
While many old quest weapons still retain their (useless) attack
bonus, we will not be putting any new ones into the system.
As we said, this news may seem
inconsequential to many players; however, once we determined the
proper solution, we did want everyone to know why we were making
these changes.
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New
Functionality and Content
- Per our Tinkering
Letter to Players, we implemented the Tinkering system in
July. In addition to our letter, please see the important points
listed in the Tinkering section of these notes.
- The entire weapon and armor
treasure system has been tweaked. For details, see the July
Letter to the Players.
- We have changed aspects of the
Life magic system for July. Please see the previous Transfer
Spell Changes Letter to the Players for more information on
the changes to Life Magic. Also, the current July
Letter to the Players details the most recent additions and
changes to the system.
- Several new features have been
added to the spell book. At the bottom of the spell book panel,
we've added filtering buttons to allow you to choose to display
spells from a specific school and level. With these new
filtering options, the spell book is once again sorting spells
alphabetically by name, with the exception of level 7 spells. A
level 7 spell will appear below the level 6 version of the
spell.
- The Arcanum builders are still
at it! 500 Residential Quarters, 150 Cottages, 40 Villas, and 10
Mansions have been added to the landscape for purchase.
- Flags, flags, flags. . .
- Something about the Obsidian
Plains just draws monsters to it. Adventurers will find more
creatures to fight there now.
- A new “@font” command has
been added that will allow you to change the font used by your Asheron's
Call client. For full details on how to use this new
command, type “@help font” in the chat window. Remember that
any changes you make to your font won't show up until you
completely restart your client; logging your character out and
logging them back in is not enough.
Tinkering-Specific
Changes
With the addition of Tinkering to the game, we've introduced a
number of Tinkering-specific changes. For more details, please
see the earlier Tinkering
Letter to the Players.
- Appraisal skills have been
removed and new Tinkering skills have been added in their place.
- All skill credits spent to
purchase appraisal skills have been refunded to the characters.
Gharu'ndim characters are the exception; all Gharu'ndim
characters are now trained in Item Tinkering, which replaces the
racial default Item Appraisal skill.
- All experience spent on
Appraisal skills, no matter what the character's race, has been
refunded.
- Spells that increased or
decreased the Appraisal skill of a character now affect
Tinkering skills. The Item spells that increased or decreased an
item's resistance to being Appraised are still available, but at
this time serve no purpose. These Item spells may be removed or
given a new purpose in the future.
- The Ust (the tool used to
salvage materials) and a book explaining the basics of Tinkering
can be found on sale in the original nine Nexus towns and the
racial capital cities of Cragstone, Hebian-to, and Zaikhal.
- In order to ensure a good mix
of materials at all workmanship levels, the rates at which
certain materials are dropped have been slightly tweaked.
- All items that can be enhanced
or salvaged now display their workmanship as both a name and a
numeric value in a separate field when examined. Items without
this field cannot be enhanced or salvaged.
- Before any enhancement takes
place, a confirmation box appears to make sure the player wants
to perform this operation.
- Tinkered items display the
number of times they have been Tinkered and the name of the last
person to Tinker the item. Time to make a name for yourself!
- In an effort to keep Tinkering
honest, any time a Tinker attempts to enhance an item, a local
emote will broadcast the result of this interaction. Typing
“@filter --craft” can filter out these broadcasts from the
chat window. Of course, we recommend that you remove this filter
any time you have an item Tinkered by a third party. The local
emote broadcast will contain the following information: the name
of the item being enhanced, the type of material being applied,
and the workmanship of the material being applied. If the item
being enhanced is inscribed, the author of the inscription is
also broadcast.
Miscellaneous
Improvements and Changes
- The long-fabled “Wi flag,”
a troublesome bug that would cause creatures to consistently
pick one character to attack over others, has been found and
squashed. Wi will live on in our memories. . .
- Prismatic Tapers now stack up
to 1,000 tapers per stack. Mages rejoice at their regained pack
space!
- The “@fillcomps” command
can now purchase up to 5,000 of one item. Also typing “@fillcomps
--clear” will clear out the list and amounts of components the
command will try to purchase.
- Trade notes worth 150,000,
200,000 and 250,000 pyreals can now be found on all vendors that
sell 100,000-pyreal trade notes.
- Due to the size of fonts on
some systems, the client was truncating the display of 10,000
pyreal stacks to 1000. This has been corrected.
- Portals to house dungeons can
no longer be linked or recalled to. This should prevent you from
losing your portal recall when you enter your house's dungeon.
- Deadly Atlatl darts can now be
crafted.
- New Royal Atlatls, with
significantly higher damage modifiers, can be found as treasure.
- Arms such as the Isparian
weapons, that do increased damage against certain types of
creatures, now display this “Slayer” information when
examined.
- Characters no longer turn
towards a target when they try to Appraise it.
- Characters that pass through
portals before landing on the ground no longer receive impact
damage from the portal.
- The addition of Foci backpacks
introduced the unintended change of making it impossible to open
backpacks that were on the ground. This has been fixed.
- We fixed a bug that would
destroy items with wield requirements if a character attempted
to wield that item directly from the ground and not from their
inventory.
- It is no longer possible to
stand upon the Basalt and Obsidian Shards found in various parts
of Dereth. This should prevent characters from perching on these
shards and attacking creatures.
- We've lowered the prices for a
number of cooking and fletching creations.
- Vendors are trying to display
their wares in a more logical order. Prismatic Tapers and
Scarabs can now be found at the beginning of component lists,
while spell scrolls should now be in a roughly alphabetical
order.
Minor Details
- Characters can no longer log
off in The New Singularity dungeon, which is accessible by
providing the correct items to Ecorto the Lost Director. Any
character that is logged off in the dungeon will log in at their
Lifestone.
- We've fixed a bug in the Arcane
Pedestal Quest that caused Slithe Tradditor to hand back a
Sclavus bronze statue part if given a Skeleton bronze statue
part.
- The security in the Tenkarrdun
Foundry has been beefed up again. Along with a few more changes
to areas favored by macros, we've added a few Pyreal Golems to
spice things up.
- All scrolls should now
correctly display whether they are “Self” or “Other”
versions of the spell.
- When accessing the Covenant
Crystal, the display should default to the “Buy” panel for
unowned housing and to the “Maintenance” panel for owned
housing.
- The Barkeeps now sell festival
lights.
- We've added an Item Scrivener
to Uziz, and a 3rd level Item vendor and 4th Level Item vendor
to Hebian-To.
- The mana cost on Blade Volleys
has been cut in half to match the mana cost for the other
Volleys.
- The mouse-over locations for
Wei Jhou and Danby's Outpost were slightly off. These have been
fixed.
- Characters can now wield Flags
in their weapons slot.
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