2019-05-09 06:36:43

Here is some recent news regarding Alter Aeon:

The 'mystic projectile' spell has gotten a facelift, becoming the more versatile 'mystic armament', which not only can be cast on blunt ammunition like sling bullets but also blunt weapons, imbuing affected items with magic type damage.  The 'blindness' and 'cure blindness' spells might be getting changed up a bit as well, and some other cleric spells and skills will be tweaked to increase their usefulness, especially the 'expiation' spell.

Small refinements for gods are being devised, such as favored compositions for unguents and sacrifices.  Pantheon entries have been set up to accept composition assignments, and we will finish switching over to the new system soon.  We are also working toward having unguents be able to be poured.

There have been improvements to warrior combinations.  Combos can add hit point regeneration or constitution, and they will add movement regeneration in place of strength, dexterity or constitution if the attribute is already maxed out.

Basic infrastructure has been set up for randomized encounters.  The goal is to have functional land encounters in time for the Summer Solstice Celebration, so we can showcase them in the event areas.  Details regarding the summer event will be revealed in our June update!

We're going to be reworking Redferne's palace this month, which is a major hub of exotic areas for the low-level island of Archais.  The palace and associated areas will have quests added and will be leveled up and moved to the eastern part of the island. Several high level areas continued to be developed, such as another island around Gianasi, solo areas for the Nightmare Plane, an east coast city of Ramanek, an ocean area north of the Dunn Hurr, and another expansion for the plane of Crepuscula, the Eternal Dawn.

More detailed information can be found in our May Youtube update here: https://www.youtube.com/watch?v=cHdLRtN1TB4

Also here's a link to last month's interview with Dentin, creator of Alter Aeon: https://www.youtube.com/watch?v=EbbKnPetzFA

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2019-05-09 13:37:02

Hey, really enjoyed the interview with Denton, and as a player, I would be interested in checking out interviews with other members of the dev team in the future.

In regards to the update, I'm curious about the new encounter system. Is this going to be something similar to what we see in RPGs where you run into random enemies while exploring specific regions of the world? If so, what will the encounter rate be like, will there be ways to increase or decrease the rate, and will this carry over into sea combat when that becomes a thing, or will we be getting into ship vs ship situations?

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2019-05-10 04:24:07

Yes, encounters will work like on many RPGs where you can bump into batches of auto-generated enemies in wilderness areas, and they will carry over into naval encounters. On land, they will be pretty rare.

In ships, however, they will be the primary source of enemies. Plans are currently for batches of sea creatures, giant sea monsters to engage with naval weapons and enemy vessels with boarding parties.

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2019-05-10 07:46:18

Thanks for posting. I look forward to hear the interview with Dentin.

Best regards SLJ.
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