Recent posts

#41
Staff Announcements / Re: Release Notes
Last post by Halaster - April 27, 2024, 08:31:27 AM
April 27, 2024 (Saturday)

Halaster
- Skill gain timers now have a secondary stat (for many skills) that influences how often you can gain a skill.  See this thread for details: https://gdb.armageddon.org/index.php/topic,60327.0.html
- Removed Tuluk and Luir's from starting options
- Continued work on sekrit magick project
- Tweaked stats so that they don't just truncate when converting from a float to an int, they use ceil().  This will mean that new characters will see a couple of stats at 1 point higher than they used to, most of the time.  It also means penalties from aging won't be quite as bad as before.  Technically, you could argue they were being robbed before, and this is fixing it.  For example, before due to the math the final number might be 13.87, but because it is a float being used by an int, it would just truncate the decimals, so 13.87 would be 13.  It now uses a ceiling, so that 13.87 will be 14 (also, a 13.05 would become a 14, it's ceiling, not round).

Ursun
- New craft features for [REDACTED]
#42
Seasons Information / Season 1, Update 6: Decline an...
Last post by Valkyrja - April 26, 2024, 04:38:47 PM
Greetings,

It's not just Allanak that has been getting an update, our team has been hard at work sprucing up the outposts and villages too. The most notable of those being, of course, Luir's and Red Storm Village.

Luir's Outpost
The 50 Year History:
Luir's Outpost, once a bustling trading hub at a pivotal junction on the North Road, has experienced a marked decline. The introversion of Tuluk, coupled with the cursed shadow that hunt upon the Grey Forest, disrupting the supply of crucial materials, severely impacted the Outpost's economy. Goods that once filled the market yard have become scarce. This, and later, sweeping problems have caused diminished trade with the Tablelands and tribal groups.

Today, Luir's Outpost still attracts those seeking spice, gambling and other vices, yet its economic vitality has significantly waned. The merchant stronghold, once a powerhouse of commerce, now grapples with an economic recession. Kurac, Salarr and Kadius have all seen a notable exodus of employees, especially soldiers and hunters.

Now, only the most dedicated lifesworn remain, albeit reluctantly. A pervasive sense of despair hangs over Luir's. Taxes on common goods have skyrocketed, beggars have become a common sight, and slavers and raiders watch eagerly for vulnerable targets leaving the gates. While unlawful groups have not taken complete control, the Outpost's outskirts are widely regarded as unsafe.


Game updates:
Issues preventing the availability of certain tavern shop items have been resolved, and a new food item has been added. The old bartender has been retired, and a new one has been hired. Significant changes have been made to the marketplace to align with IC history, including the addition of walls around a specific area and guards stationed on both sides for increased security. Additionally, the main GMH shop NPCs have been refreshed, and the NPC population has been adjusted to reflect recent ICevents, ensuring a seamless and engaging gameplay experience.

Red Storm Village
The 50 Year History:
Beginning around the 33rd year, an enterprising group of silt sea traders, known as the Silt Traders, gradually accumulated wealth through sifting spice, importing scarce items, and harvesting styrax wood. To ensure their operations went uninterrupted, they paid off the Crimson Wind to ward off raids and bribed local soldiers for peace. Their influence in the village grew steadily, positioning them as major players, second only to the Great Merchant Houses. The group was publicly led by a man named Vorin, whose rising power and wealth eventually convinced him that he could challenge the Sandlord and seize control of the village.

In the 53rd year, Vorin and his followers launched an attack against the village, targeting the Sandlord's soldiers, storming key buildings, and attempting to usurp authority. For a brief period, it seemed the Silt Traders might prevail. However, the Sandlord had anticipated their moves. Kuraci mercenaries and Crimson Wind raiders, disguised as villagers or concealed within buildings, were strategically positioned throughout the village. This prepared force repelled the Silt Traders' assault, decisively crushing them. The conflict, now referred to as The Uprising in Red Storm's recent history, reaffirmed the Sandlord's dominance with the neighboring powers and spurred rumors of his immortality.

Today, merely mentioning the names 'Vorin' or 'Silt Traders' prompts an immediate spit on the ground, a customary gesture of disdain for their legacy. Veterans of The Uprising frequently recount their strategic maneuvers in local taverns, often persuading both newcomers and locals to honor their tales with rounds of drinks....


Game Updates
Kadius and Salarr have both had some improvements to their shops, warehouses and compounds. Armor and tailor NPCs have been relocated into these warehouses and proper NPC guards have been created so that keys are no longer necessary. The new SAVE flag has been used to expand save rooms within the compounds too.

Rank insignias have been added to all members of the Red Storm Militia. And small adjustments have been made to the local economy. Discuss scripts for various NPCs have been updated to include narratives of events from the past 50 years.

Better provisions have been made for PC clans within Red Storm with some automation added similarly to Allanak.



Shade an' water,

The Armageddon Team

P.S. We are still looking for a front-end developer to join our team, if you are interested please drop in a request so we can chat!
#43
General Discussion / Re: Favourite places to play i...
Last post by Lotion - April 26, 2024, 02:45:52 PM
Quote from: Usiku on April 25, 2024, 06:17:31 AMI also loved Luirs before it got 'downgraded' and had a wonderful time playing tribal indie in the tent camp, that was such a good time and dynamic.
the shanty town was absolutely fantastic.
#44
General Discussion / Re: Favourite places to play i...
Last post by Dresan - April 25, 2024, 11:17:48 PM
Rooftops have the lawlessness of the rinth mixed with magick defenses of the city. The rooftops are not perfect but the proximity to important amenities like apartments make it more livable than rinth. Not to mention proximity to people that arent always hidden. The lack of a rooftop tavern like the mantis or black market shops are some things that i would love to see.

Unless you are full member of rinth clan or just stick to its taverns, the rinth plays similar to the wilderness minus movement penalties. Fun to visit but never stay.This is not a bad thing and more 'city' wilderness like the rinth are really important for the area to have. The removal of under tuluk impacted the experience in the north negatively regardless of all its issues.

I lack the appropriate level of literacy skills to describe the experience in Redstorm in a way that would do it proper justice.
#45
Staff Announcements / Re: Moderation Team Looking fo...
Last post by Halaster - April 25, 2024, 09:31:37 AM
Still looking for some more volunteers, for this extremely rewarding role that totally makes everyone your friend.

(It also goes a long way towards the Community karma point).
#46
General Discussion / Re: Favourite places to play i...
Last post by Lizzie - April 25, 2024, 09:25:02 AM
I loved Whira because of it's emptiness. It's exactly what I envision an elemental plane of existence dedicated to air /would/ be. There shouldn't be anything there. It was like - a Zen Den. The very thing for my whiran.
#47
General Discussion / Re: Favourite places to play i...
Last post by Tuannon - April 25, 2024, 08:22:58 AM
I think the rinth would be great if it had more of an ecosystem and throughput.

Personally I don't really have a preference for regions,

I can play anywhere there are collaborators to work with. I think the Outpost full time is the last stop on my bucket list though.
#48
General Discussion / Re: Favourite places to play i...
Last post by Evilone - April 25, 2024, 07:48:26 AM
I prefer the Gol Krathu. I like the Sun King, and the Legion because I love being a loyal soldier. There is so much more to explore and the different areas make for a better play area IMO. The Pymlithe groves are one of my favourite places and I remember going there on a "date" with a Faithful Lady one time, as well as the edge of the Yen-el-Tun hunting herbs for the Grey Hunt and coming across elder tandu. There's so much more beauty in what RP you can come up with there.

The Vrun Driath can be so boring. It needs more landmarks. Oasis. Desert Plantlife. Rock Formations. Underground Riverbeds. Large Cave Systems. Mines/Quarries. Villages. Ruins. High vantage points that rooms surrounding echo to the one spot (places that could allow for tactical military advantage). And so on.
#49
General Discussion / Re: Favourite places to play i...
Last post by Usiku - April 25, 2024, 06:17:31 AM
I love the Westside rinth and almost always ended up gravitating there. I loved to just roll up a scrappy, loyalish underling. Possibly like Kavrick said, maybe it feels homely because it's kinda British?? A little sad I probably won't get that experience again but it's worth it! I also loved Luirs before it got 'downgraded' and had a wonderful time playing tribal indie in the tent camp, that was such a good time and dynamic.
#50
General Discussion / Re: Favourite places to play i...
Last post by papertiger - April 25, 2024, 12:54:52 AM
I like Allanak. The theme appeals a lot and I tend to gravitate toward zealot like characters in most games that can really push theme :P I tried a Vru'Rihali but they were too nice and my character was a bit lackluster. A lot of my clan mates had very different schedules too. I had fun on my Tuluki Bynner until she was recruited to the dark side. She lied and basically went awol to chill with super badguys only to get double-beetled the second she went out exploring alone. </3 But I think so far the rinth is my favorite, though I was a celf toward the end of the game so finding rp could be tough. I haven't been able to play it for long. I'm interested to see if its much a no rp death fest as I've heard when its populated. I really like the guild and have never been in it :P

The ease of getting permanently dead and story progression just dissolving in this game is my number one meh, so I will likely always be attracted to city characters. That way some random npc megacreature doesn't delete me as easy. Would rather die to pcs or shenanigans.