Announcements - 2000/11 - Should the Stars Fall
Material retrieved from original Zone caches available at http://web.archive.org.
Original Link (now dead) - http://classic.zone.msn.com/asheronscall/news/novteaser1.asp
Should the Stars Fall
November 7, 2000
“Why are they doing this?” Jenavere whispered. Below their treetop lookout, the mosswart tribe was scattering in dismay. The attacking undead patrol toppled the mossies' chubby statue with a mighty shove. The emerald sclavus accompanying them hissed fiercely. The tribe, and their ragged human captive, disappeared into the creaking underbrush of the rainforest, hooting angrily.
Hendac handed a small piece of parchment to her. Bored? it said. He shrugged, rustling the fronds.
“We should have been able to rescue that man,” she hissed. “Where are all these undead coming from?” Since venturing through an uncharted portal yesterday, they had spent most of their time avoiding the undead, sclavus, and unfamiliar beasts infesting the steaming jungle. Below, the undead muttered in their guttural tongue. A whisper of it floated across her mind: “Silly beasts. . . no gods. . . Great Ones. . . reborn.” They wandered off, laughing.
“Oi! You up there!” Jena blinked, and looked down. Four suspicious-looking men glared up at them, pointing spears. They were clothed in rags and reeds, faces smeared with mud. “Watcher doin' here, eh?” their Aluvian leader asked. “Didjer escape the Olthoi too?”
Jenavere glanced at Hendac. “The queen is dead, boys,” she called down.
They looked at each other uncertainly. One mouthed: liar. The leader squinted at her in open disbelief.
“. . . And it's cold on this limb,” she continued, unperturbed. “Put those sticks away and let us come down. I have a story to tell you. . .”
Unlike any other gaming experience, the world of Dereth has changed with each and every month -- be it with the additions of new lands to explore, new creatures to battle, or new quests on which to embark. Towns, and seasons, have come and gone. Players have helped to advance the history of the world, fending off invasions of Shadows. . . and their eerily traveling Spires. This month marks the one-year anniversary of Asheron's Call, and we're set to soon open our next major event, “Should the Stars Fall,”. Considering the past year, much can be expected! Continue your part in this incredible on-going story, and we'll see you in Dereth!
Rollout Article
Material retrieved from original Zone caches available at http://web.archive.org.
Original Link (now dead) - http://classic.zone.msn.com/asheronscall/news/novrollout.asp
Should the Stars Fall
November 14, 2000
Unlike any other gaming experience, the world of Dereth has changed with each and every month. Whether the frosts of winter or the leaves of fall, the seasons of this world have come and gone. As have its towns -- following the destruction of Arwic and Tufa, the desert oasis, Xarabydun, was quickly resettled. Heroes have even helped drive forward the history of the world, particularly through the destruction of the Soul Crystals. By doing so, such heroes rescued Dereth from eternal winter, stopped the Shadow invasions, and even stilled the menacing travels of the Spires. Yet fierce debate continues as to whether these actions have all been wise. . .
Should the Stars FallAs November marks the one-year anniversary of Asheron's Call, we've opened our next world-altering event: “Should the Stars Fall.” What can be expected this month?
The world of Dereth has grown. While adventurers have been ever persistent in exploring the wild, the more they search, the more they only seem to uncover. Another of Dereth's far-flung corners has been found -- a chain of islands, each one more dangerous than the next. The islands have proven inhabited, both with two creatures never before encountered -- the fierce moarsmen and serpentine slithis -- as well as unseen varieties of monsters previously known to Dereth. Then there are the islands' mysterious refugees. Long lost since the days of Olthoi rule, the refugees apparently survived these many years within their settlements of Kryst and MacNiall's Freehold. What other secrets these islands might hold, none can say. Only, that they promise much for heroes holding all levels of experience.
In addition to this island chain, explorers have stumbled across numerous uncharted dungeon entrances throughout the rest of Dereth -- including one to the mosswarts' deadly labyrinths. Upon the landscape above, certain monsters also continue gathering into training camps, threatening to organize into deadly legions. The beasts of Dereth have been busy, it would seem, establishing themselves in hidden lairs dark and deep. Again, aid from all levels of heroes has been requested to help clear these dungeon halls.
Yet surely such danger cannot be without its reward. Rumors often spread of powerful treasures carefully hidden away. One of the most recent treasures spoken of: a weapon, a spear of legendary renown.
Dereth has indeed undergone tremendous changes. What's more, its history begins a new, and quite terrifying chapter. Several months ago, the Shadows invaded, their Spires eerily traversing across the land. However, the heroes of Dereth responded. Braving the Spires, gathering mystic keys, they delved deep into hidden Vestibules to combat the crystalline entities stored within. This month, history continues. Heroes will come to face a very grave evil in Dereth -- one primordial to the world itself!
Following is a list of the most interesting additions made to the game this update. However, please note that not all changes have been included -- that would spoil the fun of finding out everything that's been added or changed! Also, some changes provide ways for players to drive our evolving story forward, and thus we won't entirely reveal them here. 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 abilities of items are not always listed here in their entirety.
Highlights include:
- Exciting new lands have opened for players of all levels to explore.
- Many dungeons have been discovered on the new chain of islands -- dungeons for every level of player.
- Two entirely brand new species of monsters have appeared, as well as many new variations of monsters currently known to Dereth.
- The Crystal Array quests have been made a little friendlier. The keys to the Fenmalain, Caulnalain, and Shendolain Vestibules can now be given away. Also, the final reward items not only weigh less, but are now less likely to be lost upon death.
- The animation speed for equipping and un-equipping bows and crossbows has been increased.
- People with the old style heaumes will find that they now have the old style artwork back. The artwork that was used in October to replace the heaume will now become its own type of helm called an “armet.”
- Improvements have been made to the Atlan spear, mace, and dagger.
- The Sturdy Iron Key now has a unique icon so that it can't be easily confused with other keys.
- The upper limit for the Grievous Vault has been removed.
- Now when you appraise monsters, their levels no longer fluctuate.
Build Notes
Material retrieved from original Zone caches available at http://web.archive.org.
Original Link (now dead) - http://classic.zone.msn.com/asheronscall/news/novbuild.asp
Developer's Notes
November 14, 2000
Here are just some of the additions made in the November 14 game update, “Should the Stars Fall.” The following list is comprised of detailed notes straight from the developers themselves. For a summary of things of most interest, be sure to consult the official event roll-out article, Should the Stars Fall.
Detailed Notes for Builds 2450 - 2459:
- Updated/upgraded the Jahannan Vault. There should now be fewer monster “pigpiles” at the bottom.
- The male Aluvian town crier now wears his robe, that dirty old man.
- High-level monsters no longer reset to level 126 when you appraise them.
- Pumpkins and pumpkin pie fill'n are now stackable.
- The Dryreach Prisoner quest has been updated.
- Fixed some inescapable areas on the landscape.
- Improved the Atlan spear, mace, and dagger.
- All current heaumes have been returned to the good ole' “cheese grater” look.
- Alembic can now be used on peas to get 50 infusions, for a savings of 200 clicks!
- The Atlan Claw now changes color when its stone is changed.
- The Sturdy Iron Key now has a unique icon so that it can't be easily confused with other keys.
- Slowed down the *smack head* emote.
- Fixed the broken lever in the Virindi Fort.
- Added more portals and lifestones in the Dires.
- Fixed the Sho Regalia Mask degrade.
- Removed the upper limit for the Grievous Vault.
- Updated shreth loot.
- Made Distillery Dew available at the Floating City Pub. Share and enjoy!
- Extra word in NoteFloatingCityF removed.
- The Zaikhal Virindi scholar now wears the correct clothing.
- Fixed Coordination attribute of the Arwic blacksmith.
- Fixed a typo in the Arwic barkeeper text string.
- Corrected the beer stein examine string.
- Fixed a grammar problem in the pumpkin pie use string.
- Put out the fire on the Cragstone windmill.
- Changed the name of the exit portal in the Floating City.
- Baron's Amulet of Life Giving no longer overrides Healing Mastery.
- Updated the elemental protections on Aerfalle's Pallium.
- Celcynd's Directions to Lethe note had the wrong coordinates. . . since beta. The note will now no longer send you to the middle of the ocean.
- The pools in Yaraq and Zaikhal can now be used to fill a flask with water.
- Updated the text string and maximum buy price for the Tufa bowyer.
- Added a roof to Xarabydun's rabbit hutch.
- Added warning signs near the Xarabydun entrance portal and the Bandit Castle Frore Stone.
- Updated the bows, shields, and keys in the Crystal Quest.