The History of Asheron's Call
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Visions in the Darkness - November 2003
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Welcome to the November 2003 Letter to the
Players. By now, you've come face to face with the Ancient
Olthoi Queen, and perhaps even found a way to defeat her. Now is
a good time to take a breather and look into the future!
Splash Screen Changes
We hope you enjoyed this month's changes to the opening splash
screens and the character select screen. As the Olthoi will no
longer be an immediate threat in November, these screens will
revert to their original look. For those players who want to
remember the days when the Olthoi overran Dereth, we've included
the screens in this Letter.
Creature Masks Return
With the Olthoi threatening all of Dereth, the three mask makers
and their apprentices did not have a chance to create new masks
for the month of October. They've decided to cast aside
tradition and they're hard at work creating new masks for
November!
As if the mask makers didn't have enough work to do, the hunters
and explorers of Dereth are reporting better luck in retrieving
whole limbs and heads from the creatures that they fight.
November should see more of the guises and masks from previous
years! However, the creatures that drop these body parts have
changed in many cases.
Radar Changes
Starting with the November event, you'll see several changes to
the radar:
Charge radius removed. After listening to your feedback, we've
decided to remove the red charge radius from the radar. It only
worked outdoors and was only helpful to melee players. We had
looked at making it into a toggle, or making it automatically
resize when indoors, but doing so proved very difficult. In the
end we felt it best just to remove it.
New PK blips. In the past it could be difficult to distinguish
PK from NPK players on radar. The introduction of PK Lite has
made this even more challenging. To assist PK and PKL players,
we've created a new form of radar blip that is
context-sensitive.
Starting in November, if you are a PK player, other PK players
will show up on radar as a red X instead of a red dot. Likewise,
if you are a PKL player, other PKL players will show up on radar
as a pink X instead of a pink dot. In both cases, members of
your monarchy who are the same PK/PKL status as you will show up
in the appropriate color as an X with a square in the middle.
Players who are a different PK status than you will still show
up as dots, and to NPK players all players will still be dots.
New Fellowship blips. To assist in recognizing members of your
fellowship, particularly for players who have trouble
distinguishing colors, we've made this change for November.
Members of your fellowship will now appear on radar as green
downward-pointing triangles. Your fellowship leader will still
appear as a green upward-pointing triangle.
Chalk Boards
We're introducing a new housing item in November: chalk boards!
These are hookable signs that can be written on by anyone who
has access to your house. If your house is closed, players on
your guest list can write on a hooked chalk board. If your house
is open, anyone can write on one! Anyone who can write on the
board can erase what was previously written, although the chalk
board does display the name of the last player to write on it.
Villas and cottages can have one chalk board each, and mansions
can have up to three. Unfortunately, chalk boards can't be
hooked in apartments.
New Leather and Armoredillo Hide Armor
Starting in November, you'll be able to find new styles of
leather armor in creature loot. For now, shopkeepers will
continue selling the old style of leather armor.
In addition, the Armoredillo Hide armor that is crafted by
Leather Crafters has a new style. This changes the look of both
new and existing Armoredillo Hide armor pieces. But what if you
were really attached to your old look? Don't worry the old
Armoredillo Hide armor used the standard leather art, and you
can purchase standard leather armor from a wide variety of
shopkeepers.
Sunstone Gauntlets and Alchemy Gems
We're happy to announce that, starting in November, you'll be
able to change the color of your Sunstone Gauntlets. These
gauntlets can't be dyed, but there is a method -known only to
certain denizens of Dereth -to modify their original flamboyant
shade.
In addition, you will soon be able to stack several of the life
protection gems that you create via alchemy in one inventory
space. Both of these are features that players have asked for
repeatedly in the past several months, and we are pleased to be
able to bring them to you.
Turbine's Asheron's Call Website
As we mentioned in the October Letter to the Players, it was
necessary to take the ACDM site down for maintenance. After the
maintenance, one feature we plan on introducing is a dynamic
Q&A section. Whenever we answer one of your questions on our
forums or a fan site, we want to have that question and answer
mirrored in the Q&A. That way there will always be a single
site to check to see the most recent information, or to find out
if your questions have been already answered.
As always, this is just a glimpse at the content we have in
store for November. On the day of the event, be sure to read the
Dev Notes and Rollout Article for the scoop on everything else
we're adding!
See you in Dereth!
- Ibn
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Visions in the Darkness
The Olthoi Queen was gone. The Isparians had stood as one against an ancient creature which seemed unstoppable, and they had emerged as victors, again. The full depth of her hives and tunnel systems was still unclear—certainly they hadn't all been found—but she was gone. The festival season could commence in earnest.
But all was not well on Dereth. A queen lay in a death-like slumber, struck down by a treacherous hand. The olthoi, without the guidance of their ancient leader, formed into individual hives led by young and old queens. The would-be hero of the Isparians, Nuhmudira, was missing. Those who last saw her report that she appeared bewildered and stricken with some sort of malady. Sharing her mind with the olthoi queen's was debilitating, and perhaps too much for her aging body to survive. Then there was the singing and the laughter that floated on the wind and rubbed the bones of every living creature.
That was the past. Now winter fast approaches. The festival season begins, but a melancholy permeates the crisp air. Something is happening in the dark corners of Dereth, and its subtle evidence can be found all across the land. Reports of disappearances, shady travelers and a war brewing in the Valley of Death are spreading. Adventurers search through ruins uncovered by dust storms, and new tunnels shaped of earth.
Not all the news is disheartening. From Fort Tethana, word comes of a weakening in the ranks of the Renegades. Crafters have focused their attentions on unlocking the great mysteries of those objects coveted by the loyalists who have taken residence in the ruins of Yanshi. Mask makers promise to offer a host of new ideas during this festival season. Friends and allies have become a little easier to spot in a crowd; so too have enemies who stalk each other across the world.
In a room, light returns, servants stand once again, and an old man rejoices. Beings of a dark duality are separated; one descends deeper into the inky recesses of all there is, the reflection is left behind. A lonely man slips through the shadows, feeding from the fear and death that seeps across the land. A woman sits alone in darkness, shivering, afraid to sleep because of the visions that swell within her dreams—horror made personal. Voices, echoing in ancient halls, speak of righting what has been made wrong. Two figures sit at a fire and listen to the ramblings of a sleeping and feverish third. Darkness peels away from a woman's mind; as she stirs from a terrible dream, she is reborn.
Chaos breeds chaos. But even chaos ends.
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Visions in the Darkness
"What?" the barkeep asked. He looked the vagrant up and down, careful to note that this wasn't the typical dog-tired patron he saw. Still, there was a haggard look to this one. The traveler's eyes were deep set, as though he hadn't slept in months, and his face was pale and thin. He looked half-dead to the barkeep. There were many men like this wandering around Dereth. But this was a little different.
"Ale…I've got a long journey home," the man said. He opened a hand and dropped a few pyreal coins onto the bar. Dust settled out of his hands and off his clothes.
"Been to the desert?" the barkeep asked, drawing a mug of ale from a spigot.
"Aye, just got back. On my way back to the Keep now." The man cleared his throat and looked around the bar. The barkeep thought he looked like a man with a load of guilt on his shoulders. But he wasn't going to press—he'd keep the conversation polite.
"I haven't been to the Keep yet. No need of it. Ale's still being delivered from all over and Lubziklan's delivered his latest batch of cider. Only person missing from the festival is Ulgrim." At that the barkeep rapped his knuckles on the bar top. His patron looked a little startled as he looked over the edge of his brew. "Yeah…word is that whoever betrayed the High Queen is still at large…" He clucked his tongue. His guest smiled and set his mug down on the bar, then stood to go.
"Thanks for the ale." The haggard man bowed shallowly.
"Any time, friend." The barkeep watched the man exit slowly through the tavern door. He shook his head and said aloud, to no one in particular, "Betrayal never pays."
The Ongoing Saga
Last month the heroes of Dereth fought a climactic battle against the broods and swarms of the Ancient Olthoi Queen. While High Queen Elysa Strathelar remained comatose and the Council sought to discover the identity of her assassin, Nuhmudira directed the counterattack.
It was a time of strange discoveries and stranger allies. Surprisingly, the Undead provided a key ingredient to victory—vials of poison that were used to contaminate the Olthoi food stores. While some heroes poisoned the food supplies and others battled the Ancient Queen directly, Nuhmudira cast a powerful spell that joined her mind to that of the enemy.
Faced with an alien presence in her mind, surrounded by Isparian weapons and spells, and sensing that her broods would be poisoned if they remained, the Ancient Queen fell back. She collapsed the tunnels behind her and fled from Dereth.
After months of battle, the Olthoi have been stopped! Those Olthoi remaining on Dereth are still a threat—and even now Sentinels have taken up residence in the Queen's chambers—but the immediate danger is past.
Questions remain, of course. What were the songs that Nuhmudira sang as she left the caverns? What did the Undead gain from this bargain? Whose voice was laughing on the wind?
Now it's time to think about what's happening this month. Here are three of the more interesting changes to the game being made in the November event:
Fort Tethana Renegade Raids
The Tumerok and Lugian Renegades who laid siege to Fort Tethana have pulled their forces back. The power levels of the three Generals have been adjusted to make them challenging to fight, without the time commitment that the quest previously demanded.
Quadruple-Bladed Axe
While making these changes to the Renegade Raids, we discovered that the Quadruple-Bladed Axe was not working as designed. It was intended to have a hidden quality similar to that of the Renegade Bow and Renegade Crossbow, but we discovered that this hidden quality was not working properly. Therefore, the Axe was considerably less powerful than we had intended. Starting today, the Axe is working as designed. Axe warriors may want to give this weapon another try!
Crippling Blow
After watching the dynamic carefully for some time, we decided that the Crippling Blow imbue was not quite as powerful as we had intended it to be. Therefore, we have increased its maximum critical hit multiplier on melee and missile weapons. Because war magic-based critical hits are handled very differently, no change was necessary to Crippling Blow imbues on wands, staffs, and orbs.
Those who will benefit most from this change are characters who were already getting the maximum effect from the imbue. However, all should see some benefit. Crippling Blow should now have approximately the same level of effectiveness as the Critical Strike imbue.
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Visions in the Darkness
New Functionality and Content
- The radar blips for fellowship members
and player-killer/player-killer lite (PK/PKL) characters have
been changed, and the charge radius has been removed from radar.
See the Letter to the Players for more information.
- It is now possible to alter the color of
your Sunstone Gauntlets. They can't be dyed, but they can be
altered—you just have to figure out how.
- Leather and armoredillo hide armor have
a new look! See the Letter to the Players for more
information.
- It's festival season in Dereth! The
mask makers have come up with new designs, and costumes are back
in fashion!
- Olthoi no longer infest the splash and
character selection screens. If you want to download the
old screens, you can find them in the Letter to the Players.
@lifestone, @marketplace, and @pklite have new animations!
- You can now obtain a Chalk Board for
your cottage, villa, or mansion! See the Letter to the
Players for more information.
Miscellaneous Improvements and Changes
- The maximum effect of the Crippling Blow
imbue has been increased for melee and missile weapons. See the
Rollout Article for more information.
- Alchemy life protection gems can now be
stacked, up to 25 gems per stack.
- Flying Olthoi can now be found on the
landscape.
- The Renegade Raids on Fort Tethana have
finally ceased. The Renegades still maintain a camp nearby,
however, so we must remain vigilant. See the Rollout
Article for more information.
- The upper level restrictions have been
removed from Aerbax's Holding, Gerent's Compound, and all four
Matron Hives for the Asheron's Raiment quest.
- You should now be able to assign
fellowship leadership to a fellowship member even if that member
is very far away.
- The hidden enhancement of the
Quadruple-Bladed Axe should now be working as designed. See
the Rollout Article for more information.
- Sturdy Steel Chests should regenerate
more quickly now.
- Some spawns that were too close to
villas have been removed, as has a spawn that could cause
monsters to fall into Wai Jhou.
- Ciandra will now direct you to Alain to
learn about Isparian weapons after handing you a copy of The New
Alchemy.
- Misplaced Olthoi that could trigger
parts of the Marae Lassel Queen Quest have been removed from the
Olthoi Armor quest dungeons.
Minor Details
- The olthoi door in the Renegade Garrison
now has a lockpick resistance of 9999.
- The Reedshark Slasher Hide now has the
correct name.
- Jaleh's Necklace and the Runic Helm of
Knorr can no longer be sold.
- An odd sand bar off the coast of Olthoi
North has been removed.
- A typo in Sialla Jiro's greeting has
been corrected.
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