The History of Asheron's Call
|
Darkness Ascendant - March 2000
|
The festive spring atmosphere of
flowers, bees, and marriage ceremonies was disturbed by a series
of earthquakes that preceded the eruption of bizarre Shadow
Spires across the face of Dereth. These enormous constructions
burst from the ground near the towns of Khayyaban, Tufa, Sawato,
Tou-Tou, Cragstone, and Eastham. Travelers reported seeing
Spires in the deep wilderness as well. Sages claimed they were
somehow alive, but little could be proven, for no way could be
found to enter them. Though brooding and malevolent-looking, the
Spires floated harmlessly over the land for many days. Then came
the abductions.
Many adventurers reported being
magically pulled into the Spires, and subjected to a battery of
questions by three invisible presences, each distinguished by
the tone of its questions. Some of these questions were quite
unfathomable, referring to people and events not yet familiar to
humanity in Dereth. Most shocking, however, was the final
question: Which of the six towns visited by the Spires should be
destroyed? Some of the abducted answered with a random town, in
fear of the power shown by the unseen presence; others chose a
specific town out of spite. A few refused to choose. All were
returned uninjured.
As the month progressed,
disturbing changes were wrought in the heavens. The sun shrank,
turning a dim, bloody red. The dark clouds faded to a sulfurous
tint during storms. The moons of Alb'arel and Rez'arel swelled
to grotesque size, and some feared they were falling. Through it
all, the form of a demon lurked along the northern horizon,
visible only during the most violent tempests.
In the face of what seemed to be
an impending catastrophe, the people of Dereth worked feverishly
to prepare their defenses. Many sought the ancient weapons of
Atlan that had been recovered the previous month. Studying the
Atlan weapons and referencing clues in ancient texts, the Master
Smiths Jibril ibn Rashid, Koga Hideki, and Alean the Steel
Forger managed to create suits of Shadowhunter Armor from the
gems and shards taken from Shadows and Crystal Fragments. Those
who brought them these hard-to-recover trophies could have them
fashioned into this exquisite mail.
At the end of the month, an
expectant silence hung over Dereth, broken only by the howl of
the Spires and the frantic hammering of the Master Smiths.
Ground tremors struck the island, as if something within the
earth was stirring . . .
|
- Colored lighting! Many lights,
including the sun and moon, will now cast colored light in both
hardware and software modes.
- All-new Drudge models.
Beautiful!
- All-new Golem models. Gorgeous!
Kill a golem today!
- Wedding Hall added, plus fun
wedding favors.
- Festival Grounds have been
added near the Festival Stones named Wintersebb (near Qalaba'r),
Leafcull (near Yanshi), and Leafdawning (near Rithwic). These
are great places to hold contests of skill, since they have
dummy targets of various difficulty -- the Leafdawning one also
has a racetrack!. Scribes sell directions to all Festival
Stones. Whack an oaken Drudge today!
- Hand-to-hand combat is easier
versus moving targets. You will “stick” to your target more.
- Weapons that use the dagger
skill have never used coordination to determine their
"damage modifier"; they used strength. They now use
coordination, like they're supposed to according to the
documentation. The higher your coordination, the more damage you
will do. This was done by popular demand and hopefully will
please more dagger-users than it will annoy. Since dagger-users
have always needed coordination and not strength to improve
their dagger skill, this change should help them focus their
attribute-building. This affects the following classes of
weapons: dagger, jambiya, khanjar, and knife.
- Mages got proficiency-point
gains for casting a spell on a creature, whether or not it
resisted! This was broken compared to the way PP works for all
other skills. Now, you don't gain PP by casting a spell unless
the spell is NOT resisted by the target. This was a great way to
gain PP, but it was unfair and broken, and it now is fixed.
- You can no longer equip bows
with crossbow bolts and crossbows with arrows. There was a
clever loophole making this possible. It was never intended to
be this way. Fixed.
- Fixed bug where you couldn't
strafe while walking or running in Thrown Combat mode.
- Now if you cannot put a new
craft object into your inventory (due to its being full or your
being too encumbered), then you will get an error message and
not complete the act. (You actually get a success then an error
message; we will fix that later.) Still, it's a bad idea to have
your main inventory be full, or to be at maximum encumbrance.
- When shopping with maxed-out
encumbrance, you'll find transactions are a bit easier. Still
not a good idea, though.
- Artifex Vault has a fix to a
locked door that was confounding.
- Lure Blade 1 updated. Was using
wrong component. Lure Blade and Turn Blade spells had problems
since they both shared the same formula.
- When appraising lockable items,
if you have the lockpick skill, they now display their lockpick
difficulty appropriately.
- True Value can now be cast on
orbs, wands, and scrolls.
- Olthoi Noble and Queen can fit
through smaller spaces . . . beware.
- Wells and Fountains in towns
should be usable by players to get water. The solution here is
pretty cool. Flasks can be used from a player's inventory on a
well to get water! Shopkeepers sell flasks.
- No matter what your Alchemy
skill, as long as it is trained, you will use the Smelting Pot
successfully.
- Spell icons for Blade
Bane/Lure, Bludgeon Bane/Lure, Acid Bane/Lure, Frost Bane/Lure,
and Fire Bane/Lure updated with proper colors.
- Life magic spells no longer
work against characters in the purple-bubble stage before they
materialize from a teleport.
- A clever exploit made it
possible to hold a chest open and leave the area. Not anymore.
- You get a confirmation dialog
when using uncharged mana stones on items that would be
destroyed.
- Errant "Tool was
destroyed" messages fixed.
- New creature emotes allow more
flexible creative effects.
- New technology introduced that
sets the stage for more complex questing.
- You can now use
extended/accented characters in chat.
- The dart (or whatever) throwing
animations pushed a character back each throw -- back, back,
back . . . Fixed.
- Lugian Boulder launch needed a
sound. Well I did better. I provided a sound for the Lugian
boulder launch AND collision. And the landing now sounds NICE
and LOUD!!!
- Texture memory warning should
only appear once after startup and after settings are changed.
- Various infusions and oils now
look like they should, with colored bottles as they appear on
the ground matching the icons in inventory.
- Female chest used to sink when
putting on certain armors, allowing her head to float above her
body slightly. No more.
- Scrolled examine panel will now
stay at the scroll point when its data is refreshed. Makes it
easier to examine something when its mana is dropping.
- After you inscribe an item,
shortcut keys 1-9 could stop working. Fixed.
- Golem stomp attacks no longer
sound like sword-swishes, instead they sound like large stomps!
- Projectile spells were
colliding with floors of liquid hot magma! Fixed.
- Overrode Mountain Rat level to
20 and added 346 CP. Rats are no harder; their level and CP are
now more in line with their toughness.
- Aluvian shopkeepers that sell
bundles of arrowheads now buy them back. Others are being fixed
later.
- Icon for Iron Ore should look
like a lump of rock, not an ingot. Fixed.
- Slag item should look more like
slag. Fixed.
- Silencia's Golem emoted when
handed an item, and it sounded like cows eating grass, according
to the bug. OK, so it sounded like SCRATCHING, which all
creatures do, but we agree that it was a bit too small a sound,
and replaced it with grinding rock.
- Empyrean lighthouse final
degrade happens much farther back now.
- Lightning Elementals bleed
better!
- Some male robes looked crummy
at the back, many people claimed to look like a hunchback.
Wanted me to either fix it or provide them chapel bell towers. I
opted to fix it.
- Skeletons never
"bled" with particles from their top half. Fixed.
- Add sound, degrade to the
beeswarm.
- Brittlemain and Impenetrability
spells were using the wrong visual effect. Fixed.
- Inscriptions and parchment/book
text should be less prone to getting wiped out under odd
circumstances.
- The lightning dart particle
effect is now positioned correctly.
- Attempting to cast a spell
whilst running caused character to stop but didn't cast spell.
Fixed.
- Creatures have a level-up
effect now. Level up a bunny today!
|
- The melee and missile defense
of a running target (while in combat or magic mode) used to drop
to 60% of normal, resulting in a much higher chance for an
attacker to hit, and a much higher chance for critical (double
damage) hits. This has been changed to 90%, making your defense
against an attack while running hardly any worse than your
defense while standing. Similarly, a running target in peace
mode used to have 40% of normal missile and melee defense; now
it is 80%. However, this change only applies to humans, not
monsters: running monsters still have a defense that is 60% of
normal. Note that Player-Killers unavoidably are affected by
this: human targets, while on the run, will be better defended.
This helps even those without melee defense as a trained skill.
Note also that the attributes Quickness and Coordination improve
your melee and missile defense, even if it is not trained. See
below for more details on “sticky melee.”
- There was a bug introduced on
March 7: if you tried to cast a spell while turning to cast a
previous spell, both spells could be cancelled. This has been
fixed.
- The Ash Gromnie was unusual:
while attacking, it had a “charge speed” that exceeded its
run speed. This has been reduced so that it cannot exceed its
maximum run speed, even while attacking. This makes it like all
other monsters.
- The Wedding Key now can be
given to others.
- The proper vendors in Fort
Tethana and Stonehold buy jewels and gems again -- this was
accidentally broken in the last update.
- The landscape and sky are
changed, as the newly risen spires widen their sinister
influence.
- Please note that in order to
fix the magic-casting bug described above, it was necessary to
download a new game client to you as part of this update.
Here is an excerpt from the article
“The State of the Code,” which goes into more detail about
“sticky melee.”
Attackers
are STILL sticking to me like glue!
In the March 16 minor update, we made it a bit easier on those
who are being hurt badly by attackers that “stick” to them
as they run. A running player now has a substantially better
chance of avoiding being hit, and being hit critically, by melee
and missile attacks. See the Build Notes, March 16, for more
details.
However, this quick fix could
only go so far. In our next major update, in early April, we
hope to fix the problem further. We hope to make it so that
attackers who are slower than their running targets become much
less likely to hit them. Due to latency effects, even slower
attackers get one or two “free whacks” at a target that runs
near them. We hope to make these “free whacks” much less
consequential if the attacker is slower than the target.
However, we are unlikely to
change some “sticky” things. If an attacker is faster than
you, it will remain a serious threat. It will still be able to
catch up to you and hit you repeatedly. Likewise, if you are
faster than a monster, you still will be able to hit it
repeatedly. This is a necessary aspect of game balance.
It's easy to mistakenly come to
the conclusion that you are faster than a monster, when this may
not really be the case. There is a “blip effect” that can
contribute to this conclusion when a monster attacks; see below.
To figure out if you or the
monster is faster, try antagonizing it (coming just within its
awareness range, or hitting it with a spell or missile) while it
is as far away as possible. Then, immediately run away from it.
Watch its dot on your compass while it is still chasing you.
Does that dot get any closer to you over time? If so, that
monster is genuinely faster than you, and is a serious threat.
Note that there is no way to be sure of how fast a monster is
just by examining it. A monster has a Run skill as well;
Quickness alone does not determine its speed.
We have done extensive testing
(with average Internet latency) and determined that in no case
did a monster that is genuinely slower than a player land more
than one or two hits before falling and staying behind. We made
those hits a bit less dangerous with the March 7 update, and we
hope to go further with our next major update; see above.
However, we also found that
Internet latency can have a strong effect on how successfully
you can run from a monster. If your connection through the
Internet is slow or spotty, or if you are downloading more data
than your connection can handle, it can allow slower monsters to
catch up to you. Again, we hope to lessen the consequence of
this soon, but meanwhile, please adjust for your connection
speed. Also, please realize that when you are standing, and then
start to run from a monster, it takes time for that signal to
cross the Internet and reach the server. Until the server knows
that you have started running, it thinks you are still standing
there. Therefore, to avoid attack, you need to start running
before the monster can reach you, and the slower your
connection, the sooner you should run.
Monsters
that attack me while I am running seem to fall back, then blip
right on top of me. Can I get some of that magic?
Currently, there is a less-than-ideal visual effect when
monsters attack you while you are running. They appear to fall
behind you as they stop their running animation, in preparation
for their attack animation. Then, when they do their attack
animation, they suddenly appear to be right on top of you.
It may appear that you are
outrunning a monster, which then suddenly gets a free
“teleport” on top of you. You may think that you are faster
than a monster and that it is cheating with this “teleport.”
In actuality, the opposite is true: the monster has always been
right on top of you, but it erroneously appears to stand still
for the few moments it readies its attack animation. We hope to
fix this soon.
|
|
|
|
|