Underrealm

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Alpha-0 Underrealm environment.[1]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[2]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[1]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[3]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[4]

  • The Underrealm is estimated to be 100 km2 in area.[5]
    • The underrealm is not contiguous across the entire map. There will be areas that are obstructed by chasms or other features.[6]
    • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[6]
    • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[6]

The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[7]Steven Sharif

We've also talked about node states affecting what openings are open and what things are closed. So not all entrances to the Underrealm will be open at the same time. So that configuration can shift and different routes will open up and be more advantageous than other routes.[6]Jeffrey Bard

Underrealm environment

Alpha-0 Underrealm environment.[1]

Underrealm environments are vast.[8]

  • Caravanes should be able to operate as they do above ground.[8]
  • If there's insufficient room for Dragons, another mount type may be utilized.[8]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Underrealm.[9]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[10]Steven Sharif

Seasons above ground will affect the Underrealm.[8]

  • This will not be a one-to-one correlation: for example, it won't snow in the Underrealm.
  • Tunnel flooding and other effects will be related to the weather above ground.

The seasons above ground will kind of inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[8]Jeffrey Bard

Underrealm resources

Ressources will be different in the Underrealm.[8]

  • This will affect Farming and Animal husbandry professions.
  • Since players may only have one Freehold, they must choose their Artisan specializations accordingly if they wish to place it in the Underrealm.

Nœuds de l'Underrealm

Les Nœuds de l'Underrealm et les Nœuds se situant directement au-dessus sont reliés mais n'existent pas dans la même ZI.[11]

Roads

Alpha-1 early preview roading.[15]

Our road system in-game is essentially driven by pre-placed routes that lead to this main artery of what was once the ancient highway system of Verra; and from there there are roads that become exposed when nodes advance; and we call those veins. They come off the main artery and then as nodes advance there are points of interest as Jeff was discussing earlier. These POIs that exist around the world and some of them share coverage with multiple nodes, but depending on which node advances to the stage that activates the point of interest it'll create these capillary roads so to speak that then stem off of the node itself. So you go from the main artery ancient road that's large- that kind of runs through different zones and whatnot- and that breaks down into the veins that lead to the specific encampments and villages and towns that then spawn off separate capillaries that lead to the points of interest in these areas that are hunting grounds. Those are not exposed initially and they come online as players advance the world.[16]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[16]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[16]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[16]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[17]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[16]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[16]

Different seasons and events may affect access to various roads.[18][19][20]

  • Pathways that are open during summer may be closed during winter.[20]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[18][19][21]
    • Some events may cause specific roadways to be blocked off.[18]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[20]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[20]
    • Ice will make roads bumpy and slippery.[22]

Underrealm routes will open or close dynamically (based on node states).[6]

Propriété privée may not be placed in close proximity to roads.[23]

Tulnar

Underrealm concept art.[4]

La société Tulnar a davantage un système proche des castes, où les caractéristiques physiques que vous présentez, où la situation de vos ancêtres et de votre lignée entre les races qui se sont associées pour créer les Tulnar, déterminent dans une certaine mesure votre ordre dans le système de castes. Donc quand les joueurs vont créer leurs personnages et déterminer s'ils vont avoir de fortes influences reptiliennes, mammifères ou humanoïdes ; c'est ce qui va en quelque sorte déterminer leur accueil par les différents PNJs autant que quand ils interagissent avec les PJs Tulnar.[24]Steven Sharif

Les Tulnar sont une race jouable dans Ashes of Creation.[25][26] Les Tulnar ont fui vers l'Underrealm pour échapper à la Corruption qui a frappé Verra.[27]

  • Les Tulnars sont une combinaison des quatre races principales et de plusieurs races mineures abandonnées sur Verra après l'apocalypse.[28][29][26]
    • Il avait précédemment été indiqué de trois races différentes.[30]
  • Tulnar signifie « Les Oubliés ».[26]
  • Les Tulnar ne sont pas limités à l'Underrealm (il n'y a pas de factions).[31]
  • Les Tulnar mangent beaucoup de choses ![32]
  • Les Tulnar ne sont pas un résultat de la corruption.[33]

Les Tulnar furent-ils le résultat de la corruption dans leur création, ou était-ce purement une sorte de croisement entre les multiples races mineures et majeures qui existaient dans l'Underrealm après l'apocalypse ? Ils ne sont pas un résultat de la corruption. Donc il n'y a pas de corruption qui a été prise en compte durant leur création.[33]Steven Sharif

The Tulnar race will be in place before Alpha-2. Concepts and early works are expected at that time.[34]

Tulnar starting area

Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[35]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[36]

  • Points d'intérêt exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[35]

Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[37]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra, instead they will be returning to the surface from the Underrealm for the first time in generations.[27]

Histoire et traditions

Le monde dans Ashes est resté dépourvu de civilisation durant des siècles.[39]

Le monde dans Ashes est resté dépourvu de civilisation durant des siècles. Jusqu'à maintenant.[39]

En savoir plus...

World size

480 km2 (kilomètres carrés) est la taille du monde approximative au lancement.[40] Ceci comprend le contenu aquatique et terrestre.[41]

  • Les zones aquatiques sont considérées comme des zones jouables, mais la part exacte de zones terrestres versus aquatiques n'est pas connue pour le moment.[42]

Je ne connais pas la part exacte de terre versus eau, mais l'eau est également un environnement jouable et il y aura du contenu...[42]Steven Sharif

480 km²; ce qui est plutôt vaste comparé à d'autres MMORPGs. Ceci dit, ça n'inclut pas les espaces superposés : c'est-à-dire l'Underrealm et la partie du monde qu'il recouvre, ce qui devrait facilement prendre environ une centaine de km² supplémentaire, j'imagine.[5]Steven Sharif

  • Il est attendu qu'un joueur sur sa mounture puisse traverser la totalité de la carte en quelques heures.[43]

Artwork

Voir également

Les références

  1. 1.0 1.1 1.2 Ashes of Creation - The visuals.
  2. Entrevue, 2018-10-31 (6:00).
  3. A chat with Ashes of Creation's Steven Sharif, 7 June 2017.
  4. 4.0 4.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  5. 5.0 5.1 5.2 Entrevue, 2018-08-17 (10:43).
  6. 6.0 6.1 6.2 6.3 6.4 Direct, 2020-10-30 (1:19:13).
  7. Entrevue, 2018-10-31 (5:43).
  8. 8.0 8.1 8.2 8.3 8.4 8.5 Direct, 2017-06-01 (24:30).
  9. Entrevue, 2018-08-17 (8:57).
  10. Direct, 2018-01-18 (14:00).
  11. Direct, 2017-05-05 (37:52).
  12. Direct, 2017-05-26 (31:44).
  13. Direct, 2017-05-26 (42:45).
  14. Direct, 2017-05-24 (31:39).
  15. Direct, 2021-01-29 (55:44).
  16. 16.0 16.1 16.2 16.3 16.4 16.5 Direct, 2021-01-29 (1:13:04).
  17. Direct, 2018-02-09 (45:48).
  18. 18.0 18.1 18.2 Podcast, 2021-04-11 (23:36).
  19. 19.0 19.1 Direct, 2020-06-26 (1:29:06).
  20. 20.0 20.1 20.2 20.3 Direct, 2017-05-08 (20:27).
  21. Our immersive world - Environments.
  22. frosty-roads.png
  23. Direct, 2017-05-19 (32:23).
  24. Entrevue, 2018-10-31 (5:03).
  25. Direct, 2017-05-30 (16:51).
  26. 26.0 26.1 26.2 Kickstarter $2,500,000 New Player Race Achieved.
  27. 27.0 27.1 Direct, 2017-05-17 (5:49).
  28. Entrevue, 2020-07-20 (15:18).
  29. Direct, 2018-04-08 (23:04).
  30. Direct, 2017-07-28 (20:17).
  31. Direct, 2017-05-26 (39:34).
  32. tulnar-eats.png
  33. 33.0 33.1 Direct, 2019-11-22 (24:33).
  34. Direct, 8 April 2018 (AM) (2:17).
  35. 35.0 35.1 steven-tulnar-pois.png
  36. Direct, 2017-10-16 (53:58).
  37. 37.0 37.1 tulnar-gateway.png
  38. underrealm-gateway.png
  39. 39.0 39.1 Ashes of Creation - A world with consequences.
  40. world size.png
  41. waterlandsize.png
  42. 42.0 42.1 Direct, 2020-01-30 (1:18:12).
  43. February 8, 2019 - Questions and Answers.
  44. Direct, 2017-10-31 (24:00).
  45. Direct, 2018-09-27 (9:08).
  46. Forest of Erinthia.png
  47. Entrevue, 2020-07-19 (1:21:49).