Sudden Season: Difference between revisions
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| Archive = Announcements - 1999/12 - Sudden Season#Release Notes | | Archive = Announcements - 1999/12 - Sudden Season#Release Notes | ||
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Here are all the tiny little details of the game update that was made on the morning of December 16, 1999. This list is culled from "check-in" notes submitted by the game developers themselves. | |||
For a shorter description of the most significant changes in this update, please refer to the latest "Spin from Turbine" article on the AC News page on the Zone Web site. | |||
There have been many changes made for the December event "Sudden Season." Details are not in these build notes, because that would spoil the fun of finding all that has been added! One bit of advice: it's likely that much more has been added than you think at first glance. There's a lot more than just some snow on the ground! | |||
Notes for Build 2233-2245: | |||
* The portal from Mayoi to South Direlands has been removed. | |||
* Damage reports on creatures that are resistant to basic damage types (slash, bludgeon, etc) are now accurate. They used to report full damage, even if they were not doing full damage. | |||
* AIs don't try to get as close to you before making a melee attack. Also, if they fail to reach their target, and their target has attacked them, they sometimes execute an attack anyway (just for fun). | |||
* Fixed an amazing one-line bug that caused all self-targeted AI-cast spells to fail! | |||
* AIs no longer consider their target resisting their spell a failure! I think this'll make spell-casting AIs much tougher, as they won't stop casting spells just because you resisted a handful of times (obviously they will stop whenever they run out of mana). | |||
* Adjusted the algorithm that AIs use to judge whether or not a missile attack was effective (i.e., close enough to its intended target). It's a little random now and, on average, less pessimistic. AIs should continue to fire a couple more times before giving up. | |||
* AIs now use the same "effective missile" evaluation algorithm for projectile spells as they did for missile weapons. Previously, if a fireball landed a little off-target, the AI would consider it a failure -- not anymore! | |||
* AIs have finer-grained magic error counting. They segregate projectile spells from other magic. So if they fail to cast a projectile spell at you because you're hiding behind a door, they'll try any direct damage or enchantments they have instead of just stopping spell-casting altogether. | |||
* When randomly choosing a target, AIs now are more likely to choose targets that are closer to them! This should help quite a bit for making AIs who haven't been attacked or damaged yet (i.e., locked onto their target) behave more intelligently. | |||
* AIs have a chance of sticking with their current target (per attack) even if they've been attacked or damaged by someone else. Should create fewer waffling creatures. | |||
* Fixes made to a number of conditions that would cause inventory to go weird -- invisible objects and such. | |||
* Forgot to update the value of the Sword of Lost Light. Now worth much more. | |||
* Fixed spots where players were getting stuck in Holtburg Dungeon. | |||
* Newbie Yari does piercing damage. | |||
* Players getting stuck in E. Lytlethorpe building -- fixed. | |||
* Players getting stuck in Mountain Keep dungeon -- fixed. | |||
* Players getting stuck in the Fort Witshire dungeon -- fixed | |||
* Fixed Mei Dungeon directions. | |||
* Water Temple quest & dungeon updated -- limiting access to the water bottle there. | |||
* Deleted an item generator in the Lugian Tower near Qalaba'r -- objects were being placed on a couch and looking bad. | |||
* Scroll of Acid Bane 6 fixed -- was teaching Acid Bane 5. | |||
* Vendors & Trade notes -- all vendors who sell large-denomination trade notes should also accept them now. | |||
* Cliff near Armoredillo Lair allowed easy kills -- exploit fixed and tested. | |||
* Grocers now accept base and intermediate food/tools used in cooking. | |||
* Old Drudge Grotto too close to North Yanshi -- changed. | |||
* Checked in the update to Leadership spells -- violet, not yellow, spell effect occurs when casting. | |||
* What vendors sell has been changed, and can change at any time (details withheld). | |||
* Once an empty corpse is closed, it rots immediately. This is to alleviate lag caused by lots of useless corpses hanging around. | |||
* Deleted a shield generator which was generating stuff on top of a roof. | |||
* Raised magic defense of Magma Golem. | |||
* Narrow ravine near Armoredillo lair fixed -- exploit. | |||
* Holtburg quest updated so newbies can find the locations easier. | |||
* Set resistable flags in on the Imperil Other spells (whoops). | |||
* Magma Golems have level-5 harm spells and other nastiness. | |||
* Mosswart Muckers removed from the Folthid Cellar -- exploit. | |||
* Skeletons are now level 7 -- not tougher, just higher level. | |||
* Some portals are not summonable via magic spells | |||
* PortalColonial wrong color. Portal is now blue. | |||
* PortalRanch wrong color. Portal is now blue. | |||
* Leadership spells now have orange particles. | |||
* Fixed a small typo in the book "Lashanda's Hand." | |||
* Fixed a ridge Lugians were getting stuck on. | |||
* Lou Ka's Yaoji now does 2-5 damage. | |||
* Collector in Nanto accepts tan rat tails. | |||
* Added the *snowangel* emote/substate. | |||
* The bowyer is now appearing at Neydisa Castle. | |||
* Fixed power of Rejuvenation Self 6. Was 10, now 250. | |||
* Most throwing weapons were failing in combat because they weren't properly calculating how fast they could be thrown through the air. | |||
* Fixed a tiny typo in the Story of Ken-Gou. | |||
* Collectors give 50 pyreals for a rat tail, not 75. Two of the collectors were giving the wrong amount. | |||
* Healing Mastery spells have orange effects. | |||
* Drudges near house being camped -- exploit fixed. | |||
* In Character Options panel, changed text "Vivid targeting indicator" to "Vivid Targeting Indicator" | |||
* Magic item difficulty ratings weren't correctly compensating skill limits. Now behaving to spec. New items should not be as difficult to use. | |||
* Shreth is a thinner beast, which should fix any exploit locations somewhat. | |||
* Virindi Fort Dungeon -- camping location fixed. | |||
* Fixes a problem with the appraisal panel where it would display garbage when assessing a creature. | |||
* Fixes a problem that would sometimes result in the Create Spell panel's spell component list not displaying all of your components, or not being scrollable when it should be. | |||
* Button added which allows you to turn off rain and some other weather effects. Useful if these effects slow your frame rate. | |||
* Paintings moved in Desert Mine. | |||
* Bandit Castle dungeon note on alchemy fixed. | |||
* Projectiles will no longer collide with ethereal non-creatures. This will prevent them from hitting hotspots and portals. | |||
* Generators no longer shut down before their time. | |||
=== Letter to the Players === | === Letter to the Players === |
Revision as of 21:22, 27 April 2009
December 1999 - Announcements Page
Turbine/Microsoft Announcements
- No Current Link Available
- No Original Link Available
Atop a hill overlooking Zaikhal, Asaina al-Arqis placed a crystal apparatus on the ground, aligning it to the setting sun. The light caught within its facets, held, and the delicate mechanism began to gently spin. She frowned and tapped the base of the device. Over the past three days, the portents had been clear. Portal runners from Hebian-To and Cragstone confirmed it: the temperature was slowly, steadily falling, and showed no signs of stopping...
Atop the dune, under the feeble sunset light, Asaina al-Arqis hugged her thick cloak around her, blew into her hands, and bent and replaced the gem at the apex of her sensing apparatus. Sunlight glinted from the facets, sank within, then struck a violent spark at the center. With a crack the light winked out, the supporting wires loosed their hold, and the suddenly gray stone fell beside the last two she'd tested. She could not calibrate the equipment any finer, but she knew enough. A week, perhaps, probably less, and even the desert would freeze. It was time to give a final report to the Council.
Murmurs and coughs faded from the Council chamber as the four-foot column of enchanted ice drained candlelight from the room. "Here is yet another image," said Asaina al-Arqis to the assembly. "This is what the shard foresees for Qalaba'r." The stolen light resolved into a view of the familiar desert town, but it could hardly be recognized: snow was in the air and lay thick on the ground. "It is time to prepare. Mark me -- tomorrow, the view outside your own windows will be very much the same."
Rollout
- No Current Link Available
The forecasts have proven true! Yesterday, like all the days before, the snow gleamed only on Dereth's far-off peaks, stark, clean, and unattainable, a symbol of impossible quests. But this morning, Derethians from Holtburg to the sub-tropical reaches of the southernmost Sho and Gharu'ndim lands awoke to find snow falling outside their windows. During the intermittent breaks, the sun beat feebly in the frosty sky. The first adventurers to explore this strange wonderland were startled by crude snowmen that materialized in a swirl of ice -- only to cast beneficial enchantments on them. Taking these kindly creatures as a good omen, citizens declared a holiday vigil for the sun to regain its strength, and have put aside their usual activities to invent food recipes and create festive robes, candles, and paper lanterns.
However, many sages are studying the situation under grave doubt, fearing some baleful magic is at work. In every town, criers announce that the team of Sir Joffre Tremblant, who sought a fabled mountain city, is overdue to return. Scouts ranging far afield have brought back reports of new snowmen of nasty disposition and even a few of gigantic size. Meanwhile, the world grows colder still . . .
Release Notes
- No Current Link Available
Here are all the tiny little details of the game update that was made on the morning of December 16, 1999. This list is culled from "check-in" notes submitted by the game developers themselves.
For a shorter description of the most significant changes in this update, please refer to the latest "Spin from Turbine" article on the AC News page on the Zone Web site.
There have been many changes made for the December event "Sudden Season." Details are not in these build notes, because that would spoil the fun of finding all that has been added! One bit of advice: it's likely that much more has been added than you think at first glance. There's a lot more than just some snow on the ground!
Notes for Build 2233-2245:
* The portal from Mayoi to South Direlands has been removed. * Damage reports on creatures that are resistant to basic damage types (slash, bludgeon, etc) are now accurate. They used to report full damage, even if they were not doing full damage. * AIs don't try to get as close to you before making a melee attack. Also, if they fail to reach their target, and their target has attacked them, they sometimes execute an attack anyway (just for fun). * Fixed an amazing one-line bug that caused all self-targeted AI-cast spells to fail! * AIs no longer consider their target resisting their spell a failure! I think this'll make spell-casting AIs much tougher, as they won't stop casting spells just because you resisted a handful of times (obviously they will stop whenever they run out of mana). * Adjusted the algorithm that AIs use to judge whether or not a missile attack was effective (i.e., close enough to its intended target). It's a little random now and, on average, less pessimistic. AIs should continue to fire a couple more times before giving up. * AIs now use the same "effective missile" evaluation algorithm for projectile spells as they did for missile weapons. Previously, if a fireball landed a little off-target, the AI would consider it a failure -- not anymore! * AIs have finer-grained magic error counting. They segregate projectile spells from other magic. So if they fail to cast a projectile spell at you because you're hiding behind a door, they'll try any direct damage or enchantments they have instead of just stopping spell-casting altogether. * When randomly choosing a target, AIs now are more likely to choose targets that are closer to them! This should help quite a bit for making AIs who haven't been attacked or damaged yet (i.e., locked onto their target) behave more intelligently. * AIs have a chance of sticking with their current target (per attack) even if they've been attacked or damaged by someone else. Should create fewer waffling creatures. * Fixes made to a number of conditions that would cause inventory to go weird -- invisible objects and such. * Forgot to update the value of the Sword of Lost Light. Now worth much more. * Fixed spots where players were getting stuck in Holtburg Dungeon. * Newbie Yari does piercing damage. * Players getting stuck in E. Lytlethorpe building -- fixed. * Players getting stuck in Mountain Keep dungeon -- fixed. * Players getting stuck in the Fort Witshire dungeon -- fixed * Fixed Mei Dungeon directions. * Water Temple quest & dungeon updated -- limiting access to the water bottle there. * Deleted an item generator in the Lugian Tower near Qalaba'r -- objects were being placed on a couch and looking bad. * Scroll of Acid Bane 6 fixed -- was teaching Acid Bane 5. * Vendors & Trade notes -- all vendors who sell large-denomination trade notes should also accept them now. * Cliff near Armoredillo Lair allowed easy kills -- exploit fixed and tested. * Grocers now accept base and intermediate food/tools used in cooking. * Old Drudge Grotto too close to North Yanshi -- changed. * Checked in the update to Leadership spells -- violet, not yellow, spell effect occurs when casting. * What vendors sell has been changed, and can change at any time (details withheld). * Once an empty corpse is closed, it rots immediately. This is to alleviate lag caused by lots of useless corpses hanging around. * Deleted a shield generator which was generating stuff on top of a roof. * Raised magic defense of Magma Golem. * Narrow ravine near Armoredillo lair fixed -- exploit. * Holtburg quest updated so newbies can find the locations easier. * Set resistable flags in on the Imperil Other spells (whoops). * Magma Golems have level-5 harm spells and other nastiness. * Mosswart Muckers removed from the Folthid Cellar -- exploit. * Skeletons are now level 7 -- not tougher, just higher level. * Some portals are not summonable via magic spells * PortalColonial wrong color. Portal is now blue. * PortalRanch wrong color. Portal is now blue. * Leadership spells now have orange particles. * Fixed a small typo in the book "Lashanda's Hand." * Fixed a ridge Lugians were getting stuck on. * Lou Ka's Yaoji now does 2-5 damage. * Collector in Nanto accepts tan rat tails. * Added the *snowangel* emote/substate. * The bowyer is now appearing at Neydisa Castle. * Fixed power of Rejuvenation Self 6. Was 10, now 250. * Most throwing weapons were failing in combat because they weren't properly calculating how fast they could be thrown through the air. * Fixed a tiny typo in the Story of Ken-Gou. * Collectors give 50 pyreals for a rat tail, not 75. Two of the collectors were giving the wrong amount. * Healing Mastery spells have orange effects. * Drudges near house being camped -- exploit fixed. * In Character Options panel, changed text "Vivid targeting indicator" to "Vivid Targeting Indicator" * Magic item difficulty ratings weren't correctly compensating skill limits. Now behaving to spec. New items should not be as difficult to use. * Shreth is a thinner beast, which should fix any exploit locations somewhat. * Virindi Fort Dungeon -- camping location fixed. * Fixes a problem with the appraisal panel where it would display garbage when assessing a creature. * Fixes a problem that would sometimes result in the Create Spell panel's spell component list not displaying all of your components, or not being scrollable when it should be. * Button added which allows you to turn off rain and some other weather effects. Useful if these effects slow your frame rate. * Paintings moved in Desert Mine. * Bandit Castle dungeon note on alchemy fixed. * Projectiles will no longer collide with ethereal non-creatures. This will prevent them from hitting hotspots and portals. * Generators no longer shut down before their time.
Letter to the Players
- No Current Link Available
Recap
- No Current Link Available
Discoveries
Town Crier Rumors
- Town Crier tells you, "An unexpected chill has brought snow and ice to much of Dereth. No one knows what has brought this sudden chill upon us. The word is to be wary of the snowmen. There're rumors of bigger ones too!"
- Town Crier tells you, "New robes available at some tailors! Wear yours for special occasions or as a fashion statement!"
- Town Crier tells you, "Sir Joffre Tremblant's adventuring party has gone missing. The group was last seen heading north from Arwic."
- Town Crier tells you, "Some people claim that the sun has grown slightly dimmer, but no one has confirmed this for sure. Some say it has contributed to the sudden chill. I also accept money, if you want more news."
- Town Crier tells you, "There is a season in the Naqut, back in Ispar, during which the winds gust constantly, and sandstorms cover the land, blotting out much of the light. It is called the Night Feast, during which we pray for fortune in the coming year, cook food with fine spices like cinnamon and oregano, and Feast the night away!"
- Town Crier tells you, "This is the time when we Aluvians are celebrating the Solstice, a time of lights and drinking and very good cheer. Join me in wishing Aluvians everywhere a fine and wonderful Solstice! Nothing is better at a time like this than a good drink and a fine apple pie."
- Town Crier tells you, "We celebrate now the Festival of Lights. Bring your torches and circle around, while we honor the Elder Spirits whose truths bring us light. Enjoy the food and drink, maybe someone will at last replicate the fiery kimchi that will make our celebrations complete."
New Quests
New NPCs
- Mairisa bint Fuda in Plateau Village
- Lady Tallial in Neydisa Castle
- Gormling the Sneaky Seneschal in Neydisa Castle
- Yi Yo-Jin in Neydisa Castle
- Jourgensson in Bandit Castle
- Gwillim, the Apprentice in Bandit Castle
- Karwin, the Lunatic in Bandit Castle
Updated NPCs
New Locations
New Dungeons
New Points of Interest
Updated Locations
- Bandit Castle & Neydisa Castle have multiple new and updated NPCs, with quests to go along.
- Ancient Lighthouse, Disaster Maze, Lightless Catacombs, and Small Ice Cave updated: Contain new lore documents.
New Items
Dho Vest and Robe Faran Robe Faran Robe with Hood Gelidite Robe Hoary Mattekar Robe Ice Heaume of Frore Neydisa Hauberk Suikan Robe
Hammer of Frore Tremblant's Ivory Staff
Brief Note Gelidite Standing Stone Translation Gwillim's Alchemy NotesFile:Hasty Note Icon.png Hasty Note Legend of Frore Our Great Work Quick Note Shadow's Note Specialty Cookbook The Book of Minesh The Tremblant Party (Aluvian) The Tremblant Party (Gharu'ndim) The Tremblant Party (Sho) Translated History Book (Dusty Volume) Translated History Book (An Old Volume) Virindi's Note Yarick's Journal
Carrot Cake Famous Pizza Fruitcake Hot Kimchi Spiced Apple Pie
Bandit Rune Transcription Complete Rune Transcription Gelidite Treasure Key History Shelf Partial Rune Transcription Neydisa Rune Transcription Stonehold Rune Transcription
New Creatures
Known Issues
Typos
- The Tremblant Rumor -- Gharun'dim [sic] Rumor