The History of Asheron's Call
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Heroe's Respite - May 2000
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A hush fell upon the land. The sun,
so recently dimmed to a wan, bloody red, flared bright yellow
once more. Of the Shadows, there was no sign, and their
intentions remained inscrutable.
Jaleh al-Thani sought an answer
to the mystery in the depths of the Direlands, the only area
where Shadows were known to remain in numbers. Leading a caravan
of like-minded Sho and Gharu'ndim, the noble settled near the
Darktide Festival Stone, and established the town of Ayan Baqur.
Rather quickly, a group of Aluvians arrived, driven by the
overcrowding in Arwic. Among this group was Ulgrim the
Unpleasant, a discredited scholar. While Ulgrim's stout-fueled
rants entertained many, few believed a word he spoke.
Ayan Baqur's most unique
resident, however, was “Claude,” a Virindi who floated into
town one afternoon with a wave and a hollow-voiced,
“Greetings. Might a simple human archmage dispense his wares
from within your defenseless hovel?” Claude was given a tent a
safe distance from his “fellow humans.” Whether the
residents accepted him primarily out of fear, curiosity, or
amusement remains open to debate.
Meanwhile, in the north, Lady
Tallial acquired a seneschal to oversee her long-neglected tasks
at Neydisa Castle. The Lady had been in a deep depression since
the death of Sir Joffre Tremblant in Frore. Hence, her decision
to take on the untrustworthy Gormling may be forgiven. Like
Ulgrim, the seneschal could neither hold nor forgo his drink.
Worse, he was discovered to be an agent of her rival, the bandit
MacDougal. Tallial, who spent her days staring wretchedly at
mementos Tremblant had left her, seemed oblivious to her peril.
Harking to the abandoned arts of
Ispar, weaponsmiths recreated Viamont's piercing rapier weapons,
sneeringly referred to as “the big stick-pins” by Aluvian
highlanders. Many were promptly stolen by Drudges seeking shiny
objects, and eventually passed on to more powerful monsters.
Other new weapons were discovered by adventurers afield: a
cursed dagger and electrical throwing daggers belonging to the
elusive assassin Oswald. Again, the crafty rogue managed to
evade his pursuers.
Finally, in the fastness of his
mountain stronghold, the assassin Hamud ibn Rafik continued to
fight his lonely war against the dominion of the Shadows. When
some Tenebrous Edge initiates came to see him, they discovered
he had been transformed into a Shadow himself, with barely any
ability to speak. “I am unable to leave my chambers in this
ancient, cursed fortress,” he had written his daughter. “I
know now what will become of me. The Dark Master himself spoke
to me and told me what lies in store . . . What awaits me now
surpasses even the depraved rites of the Milantans.” Alone and
tormented, the entity that had been Hamud stoically awaited his
fate.
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- The "<Character> has
been saved" message no longer appears in the chat window.
This was actually old beta code and has been removed because the
message was misleading. Actually, it did not mean you'd been
saved but that the servers had verified your location in the
world. Your characters are still "check-pointed" like
this as normal, and regular backups are still done to ensure
that your characters are in fact saved. No code has changed
except for the removal of the message.
- Introduced limited
functionality that allows you to restore characters that were
accidentally deleted. Deleted characters may be restored up to
the hour time-limit as was previously given to the temporary
slot. However, not all attempted restorations are guaranteed to
be successful, and the deleted character will lose its
Allegiance information. Also you cannot restore a deleted
character whose name has been taken by another character. Until
the other character is deleted, the deleted character with that
name cannot be restored.
- The "Are you sure?"
confirmation dialog for character deletion now has a red font.
- Characters are now invulnerable
to all attacks for a minute after they die. They forfeit this
immunity if they are teleported, cast a spell, or attack.
- The squelch system has been
overhauled. Typing just @squelch or @unsquelch will
list all the people you have "squelched" -- that is,
those characters whose chat you have chosen to ignore. In
addition, players' characters you have squelched will remain
squelched across logins (even after shutting down the client).
Even though you can squelch Non-Player Characters (such as
shopkeepers), only players are permanently squelched. You have a
separate list for each of your characters, not one for your
whole Zone ID, so you will need to make a new squelch list for
each character you play.
- Added multiple tabs to
spell-cast panel -- players can now sort their spells in nice,
tabbed panels. You can switch tabs in the Magic panel by
pressing the <insert> and <page up> keys to cycle
through the five tabs. These are the same keys used to increase
/ decrease attack power / accuracy in the Combat panel.
- Magic Defense used to have as
its base value the sum of your Self and Focus, divided by 10.
This made it hard to get your Magic Defense as high as we'd
like. So now it is divided by 7 instead of 10. As a result,
every player's Magic Defense has gone up, and raising your Focus
or Self will help much more than before. However, this only
affects players, not monsters! Monsters will have the same
effective Magic Defense as before.
- We had a problem with certain
generous chests that gave players an incentive to wait in long
lines to get their booty, usually at little or no risk. All you
had to do was wait your turn. This is not very heroic, and
unfair to those players who want to get a nice chest of loot but
have better things to do than wait in a line for hours. It also
created lots of complaints about players who did not follow the
“etiquette” of how to wait their turn. Therefore, we made
some changes. The good news is that these chests will regenerate
their treasure much faster than before, so if you are waiting
your turn, you will have to wait much less time. The bad news is
that the chests are locked, so just waiting there won't do any
good. The good news is that the keys to these chests are now
part of monster loot throughout the world. So go out and fight
powerful monsters anywhere you like, and if you are lucky, you
may end up with a key that will unlock any one of these
wonderful chests. You can then make it your quest to fight your
way to such a chest and, without having to wait in a line, open
it up and enjoy your booty. Though players who did not mind the
wait are sure to be disappointed, we know that far more players
will be pleased by this change, as it rewards true adventurers
with mini-quests that yield great rewards.
- Treasure generators (such as
chests) will now create new items even when they are partially
emptied. This should also fix the problems with generators that
were failing completely.
- Fixed problem where putting
containers in inventory was causing the ground container window
to open and stay that way
- Fixed the movement of the
spell-cast panel so it works well with slow machines.
- Lesser celdon shadow girth
encumbrance set to 1625, per spec.
- There was also another subtle
bug that got fixed: AIs will no longer use self-targeted
transfer spells to boost stats that are already full (they were
doing this check only for boost spells before).
- Perch eliminated. Some rock
pillars still had physics. Removed it months ago, but somehow it
didn't get checked in. People were using these as perches to
plink Olthoi. Now, the objects have no physics. No more
perching! Fixed all instances of this that I could find.
- All swords now have a 50%
variance instead of 75%. Unf! This should really help the sword
wielders.
- Kicked up variance of the
Olthoi Sword to .5 (that wily Olthoi was hiding in a funny bunny
directory).
- Eastham Tailor had a max buy
price of 0 -- set to 7500 now, per spec.
- You will not be able to see the
level of a PK player if you fail to successfully appraise him or
her. The deception skill therefore becomes much more useful to a
PK.
- We added an @deaths command
that prints out how many times your character has died. We
thought players would be curious to know this info.
- Gain PP in Arcane Lore for
successfully reading scrolls.
- Granite golem now has chance to
drop motes.
- Lowered encumbrances and
improved elemental resistances of all pieces of Shadowhunter
Armor.
- Hot kimchi mass and encumbrance
swapped.
- Spell-cast panel didn't realize
when you deleted readied spell -- fixed.
- In some cases numbers were
showing up incorrectly and with ":" in them. This
should be fixed now, using a better formatting function.
- Monster loot improved for many
creatures.
- Monsters were camping out near
a lifestone southwest of Zaikhal. We removed the monsters from
this area.
- Olthoi Sword now looks like an
Olthoi Sword.
- Road now goes right up to the
Obsidian Span on both sides. The artisans of Dereth decided that
such a bridge deserved a road and set to work!
- Cows' and Aurochs' turn rates
are now increased.
- Lower levels of the Shoushi
grotto are now harder.
- Samsur Library portal was the
wrong color -- fixed.
- Shreth Hive portal was the
wrong color -- fixed.
- Stone Cathedral portal was the
wrong color -- fixed.
- Dungeon Mei portal needed level
restrictions -- fixed.
- Dungeon Binar portal was the
wrong color -- fixed.
- Folthid Cellar portal needed
level restrictions -- fixed.
- Removed some generic gems
located in the Colier Mine. They were useless and cheap.
- Trapped in the Sclavus Keep --
I placed a button on the other side of an activated-only door.
- Lockpick Ineptitude Self spells
have a red outline around the icon now.
- Olthoi at the end of the
Incunabula Vault once again fall to the ground!
- Empyrean Foundry -- activated
door now linked correctly.
- Mountain Fortress -- lanterns
replaced with candles.
- Rabbits were defending each
other. This was a result of changes made during the spring
event. They no longer defend each other.
- Removed a duplicate healer in
Zaikhal. Replaced the healer sign with a tailor sign because the
healer is in the other building up on the hill!
- The gravitational constant of
protein has been changed; the weight of cooked foods has been
dropped by 25 - 50%. Also, rabbit carcasses no longer weigh as
much as cow carcasses.
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