House owners in Achaea are now able to transfer ownership of their houses to a democratic clan to create clan-owned properties!
This functionally allows such clans to own houses in their own right and even designate rooms for use of members without them having to own an entire estate themselves, along with all the benefits that a property confers!
For as long as a person remains room owner, they can place furniture as they see fit, edit door permissions for doors coming into and out of their room, hang artwork, and more!
Clan members will have access to upgrades such as regeneration rooms, stables, and the like (provided they have the door permissions to access them.)
HELP CLAN HOUSING has been added for reference!
Another year of madness is under our belts with a whole host of additions, changes, events, and stories to look back on! For me personally, this is my third Christmas with Achaea and while the unique insanity that was Yggdrasil can never quite be surpassed, I can say with confidence that this has been my favourite year yet.
What happened in 2019?
Looking back on the year, we began with the addition of bribing and urgent crafting submissions - two features that have gone on to become staples in the combat and crafting meta (such as they are!) going forward.
February saw the introduction of the talisman shop and another step in our commitment to improving in-game acquisition of premium items. Bruyan and Zuldra got married, the Artisanal and Bardic society hosted a competition, and the Priests of Achaea learned to wield the powers of Zeal!
IRE said goodbye to Tecton in March and still miss him dearly. Ocedda of Nur began offering his services to Achaeans who wanted to get married, and we've seen many weddings take place in the temple of Eros since (though none have yet been courageous enough to accept the former Elder God's offer of accomodations for their honeymoons!)
April began what would be the biggest event of the year: the Third Black Wave, commencing with the destruction of the barrier, the release of fragments, and the Tsol'teth crusade against the Gods on Nishnatoba. The invasion and conquest of Cyrene would soon follow, and Achaeans of Hashan and Targossas would form the first adventurer alliances with the Underrealm.
The adventuring system was released in the month of May, while the Third Black Wave event continued on before culminating in the dual invasions of Ashtan and Mhaldor and the heroic recapturing of Cyrene from the Tsol'teth.
Dominating most of June was the Year 802 games, which saw Farrah rise to claim the Staff of Nicator while Keorin of Cyrene led the Seleucarian Games in resistance to the Underrealm. Eleusis and Hashan went to war (the winner, as ever, was unclear), and the skill of Sublimation was released as an alternative field of study for Hashani alchemists!
Nissa organised the Worlds' Fair throughout July, a cultural extravaganza that was by far one of the best events we have ever had the pleasure to run. Lady Lorielan and Lord Twilight rounded off the debate series with a vicious dispute of their own, and later in the month, a cunning thief and the dastardly dowager conspired to reintroduce organised crime into Achaea in the form of fences!
In September, Achaea turned 22 years old and saw the release of Artistry, Beverages, and Shipfitting! Foragers came into being to continue our aim of interactive commodity generation, and a grand party coincided with the birthday month as Lady Pandora cast off the demands of Her father and began to find Her own way as the Wayward Heir!
Mayaween was a spooky affair as usual, introducing Ermintrude Goree to oversee the addition of a fighting pit in Griesly Manor, heralding the arrival of Scrappers in late October after Boss Jovan and Elma Koa began offering training to adventurers in pet battling.
As we reached the end of the year, the release of Borak, freed by Pandora, sent the seas into violent upheaval, resulting in greatly enhanced danger on the oceans and a series of new voyages for stalwart sailors to undertake!
Alongside all of this, our team have continued to toil away at fixing bugs, implementing ideas, working on classleads and improving combat balance, as well as dozens of other additions such as improved artefact helpfiles, more configuration options, fallback curing, seafaring waymarkers, and a number of raid and city guard changes to better facilitate the raiding experience!
It has been another big year, and as we look forward now to 2020, we have no plans to slow down!
What can we expect in 2020?
After a huge amount of new additions and systems into the game world, it is time for us to look back on what already exists in Achaea and ensure it meets the standards we set ourselves. To that end, you can expect the first quarter to focus on updates to the forays, dragon lairs, adventuring, and resolutions systems, as well as a detailed audit of the Underworld.
City honours quests will continue implementation and begin release early in the month of January.
Our dedication to quality of life and quality of product will continue with a consistent focus on bug fixes and issue resolutions.
We'll be exploring some new avenues for conflict generation, and looking to continue our theme of storytelling to ensure plenty of engaging and exciting events throughout the year.
Org culture and identity is still on our minds, and our patrons have lots of things in store for you all!
There's plenty more that can't be revealed at the moment, but I can guarantee that it will be yet another incredible year for Achaea!
- Icti, Nicola, and Mak
Discuss on the forums at https://forums.achaea.com/discussion/7076/a-history-of-2019-and-teasers-for-2020
Continuing our dedication to improving Achaea's quality of life, we have a host of updates to support that!
Our organisations can now categorise their help files.
Seafarers will find that ship girding lasts significantly longer.
Special personal deathsights are now subject to configuration via the KILLMSG command.
And the much-requested shop logs feature has been implemented!
Alongside new voyages and seamonster changes, we're making some tweaks to seamonster combat and fixing some long-standing bugs.
- Seamonsters will no longer stop attacking entirely after they've lost all targets and are re-engaged.
- Seamonsters will no longer waste attacks on sunken ships.
- Seamonsters will no longer target a sunken ship when there is another ship to target nearby.
- Rather than lurking when they've lost their target, seamonsters will return, deeper into the areas of sea they roam.
- Seamonsters will no longer batter a shielded ship forever. Seamonster attacks that fail due to windshield have a chance to break the shield (higher chance for higher level monsters).
- Ships that are already sinking will have a low chance to sink outright each time their hull is damaged by a seamonster.
Enjoy and keep a weather eye out, should the ocean turn black you may wish to turn back.
The effects of Borak's release are not only felt on the land but have also rippled below the waves, reaching across all the oceans!
While all pre-existing seamonster zones remain in effect, there is now a chance of encountering seamonsters virtually anywhere upon the sea while you are sailing!
Further, the SEAFARING talisman set can now be obtained by entirely in-game means (via voyages, see below). Each talisman still requires four pieces to create, and we've made a couple of adjustments to ensure the set makes sense in the context of the modern game:
- The CROSSBOW has been removed from the set. Existing crossbows remain as normal.
- The SHIPCHIT now offers a 100% discount on the cost of your next shipfitting enhancement.
- HELP SEAFARING TALISMANS has all the details of the whole set.
Finally, the harbourmasters and dockworks of mainland Sapience have a number of new VOYAGES to offer to adventurous captains and their crews!
Initially there are eleven diverse adventures available in the Voyage system. Invariably these involve a grand journey on the high seas, venturing forth from island to island, harbour to harbour, coast to coast, in order to complete the objectives, hear the stories, and claim the vast rewards at the end.
These are not to be undertaken lightly! The seafaring life can be a long one, and only the simplest of voyages can be done in a quick jaunt, from a single harbour to a single harbour. Most are much more diverse and cerebral, involving several-leg journeys that aim to tell a varied and robust range of stories, in most cases unfolding as the voyage itself progresses.
When a voyage is concluded, ALL members of the participating crew will be credited with completion and rewarded accordingly.
All voyages offer greatly increased gold and experience rewards over standard quests.
In addition to the standard rewards, most voyages award pieces from the SEAFARING talisman set. Pieces are awarded to the captain when the quest is finished, and these can of course be traded around as desired.
The amount of pieces awarded varies; simple voyages will not yield pieces, others range from 1 piece per ship up to a piece for every member of the crew.
We strongly advise reading HELP VOYAGES which has a much more comprehensive outline of the system include essential info on starting and concluding a voyage quest.
As we get ready to release our at sea quests in the near future, we've been going over the data for seamonster trophy turn ins and have made some adjustments. Read on!
As a little background into the design of this system, the aim is to reward people who can take a ship with a crew and go adventuring on the high seas. With this in mind the first alteration is that the gold reward for "normal" seamonsters has been reduced.
Normal seamonsters are your standard megalodon, shraymor, angler fish, and sargassum.
Secondly there is also a daily prize cap on normal and easy seamonster trophies. This is a global cap, Casov will stop paying out for these trophies once that cap is reached. This will reset at Serenade.
With these tweaks made we have also increased the gold rewards for the more difficult and "unicorn" seamonsters, up to 100,000 gold for a trophy in some cases!