This month we will be conducting our big league summertime event, the Summer Solstice Celebration! This will be the seventh such annual event. It will begin on the day of the summer solstice, Friday, June 21st and end on the evening of July 4th.
Like last year, the Puzzlewood Forest will return. We will be presenting a solo version for players of all levels with endless experience level mobs, and a group version with wave after wave of mobs of increasing strength to challenge high level players, just like last year. We'll also be lifting a couple of elements from the 2014 event and the 2016 event for the main story areas, namely the portal dispelling from the former and the point defense of the latter. Players will be presented with instanced battleground zones, with specific missions to accomplish for each one.
A special effort was made last month to balance the skills and spells of the various classes. The goal is to even out the amount of practices necessary to gain the critical abilities of each class, giving each class roughly the same number and at regular intervals. In particular, several abilities have been spread out quite a bit to prevent clumping at lower levels. In keeping with this vein, there are no longer any critical abilities beyond level 30, only important, helpful and obscure ones. The theory is that by level 30, your selection of primary class abilities will be heavily influenced by your choices of secondary and tertiary classes.
In addition, some spells and skills that are outdated will be receiving improvements, such as 'cure blindness' and 'feint'. So far, the mage, cleric, warrior, necromancer and druid classes have been updated, and the thief class is soon to follow.
In June, we have a number of a code updates planned. For example:
- Druid called animals will eat food they are given. Most will be finicky eaters, so don't try to feed fish to your wolf or berries to a mountain lion.
- Specialized geology will be added to some zones, making them more likely to yield certain classes of minerals.
- Update to 'dread portent' and 'soulsteal' spells to make them work together better and be more fair in groups.
- Numerous updates to jobs are in the works to make them more efficient and easier for builders to construct.
- Random land-based encounters. This is very new and experimental, and if we feel it is not up to standards or not sufficiently stable before the summer event begins, we will delay turning it on.
Our latest upcoming area, the Valley of Sacerdotes, a level 41 zone, is near completion and will be released in a week or so.
A whole host of new features and sounds has been added to Mush-Z, our comprehensive MUSHClient package designed for the visually impaired. One set of updates in particular focused on giving players the ability to better customize their audio experience. Sample options include:
- an add-on making it easier for users to mix and share their soundpacks
- partial matching for adjusting volumes on individual and groups of sounds
- a toggle for automatic muting and unmuting when switching between windows, panning, vocal, randomization and battle music controls
- sneaking steps
- reduced sound clobber and more!
We also started working on a new Short ID module which will finally let players see the spell levels on objects, and will be preparing for Mush-Z to be upgraded to the latest version of MUSHclient.
And now, some links!
Here's our June 2019 monthly update audio presentation on Youtube:
Next, an interview with Morpheus, senior staff member of Alter Aeon: