"We cannot change the cards we are dealt, just how we play the hand" - Randy Pausch
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- What is Adellion?
Adellion, a MMORPG (Massive Multiplayer Online Role-playing Game), is in development by HonourBound Ltd, and set in a world called Adellion. Adellion is played via the internet with thousands of other people. Compared to other MMORPGs, Adellion is dedicated to providing a consistent, yet dynamic role-playing environment. For further details, please read the About section of Adellion's website and the remainder of this FAQ.
- Is the Game out yet?
No. The game has not yet been released so cannot be currently played. It is currently undergoing a closed alpha test as we bring in more features.
- When is the Beta/Release?
Beta and release are still undetermined at this time, but we have started alpha testing and have invited a select group of testers to participate.
- How do I get into Alpha 1? Will there be more than one test? Will the people from Alpha 1 automatically be in Alpha 2 and Beta 1, etc? Or will they have to sign up for it?
Alpha testers will be selected from those who participate constructively on the forums, particularly in the roleplay forums. Those who participate in Alpha testing will continue to be included in later Alpha and Beta testing. Those who have previously signed up for Beta testing will be given a chance to update their information prior to starting our Beta tests.
- How many are allowed in the Alphas and Betas?
This is still too early to say, though the amount of people required for testing will increase with each test-phase.
- Those that are going into beta, will they be able to see their skills rising? If not how can you test balancing of advancement and maybe bugs that either grant immediate skill gain or skill gain-blocking?
No, testers will never be able to see their skills rising. Numbers are not visible in Adellion and will remain that way through testing and release. The programmers have developed a system so they can test various stages of skills without giving access to this information to testers.
- What will the first Alpha include?
The first Alpha will be centred on Ikime in Cebetshire, Sala. The terrain will be a sample of Adellion's terrain but not the exact Cebetshire you will later see in the game. Testers will only be able to select Salanian characters during the first phases of Alpha. The skills available will be cooking, foraging, panning, and a few physical skills such as climbing and swimming. Features such as the inventory system, thirst, and hunger will also be working. A simple chat system will be included although it will be modified and refined during the testing.
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- Is it true that the company is based entirely over the internet?
The company is registered in the United Kingdom as Honourbound LTD. We conduct our meetings and communication over the internet.
- Is it true that you are working on this game in your spare time for no salary?
Everyone that is employed as a member of Adellion's staff has a contract which guarantees them part of the profit made the first years after the release of the game. Currently, only a few people on the team are getting paid a regular salary.
- Who are the people on the team and how can I contact them?
You can find a list of staff members in the Honourbound staff section of the website. While we try to keep this information current, it may be out of date. Feel free to ask on the forums of via private message for information regarding contacting staff members.
- This game seems to have been in development for a long time, yet testing has not even started, how do you explain that?
There are many reasons for this. After spending several years in development, we decided to change our engine to reflect current technologies. This required the programmers to start from the beginning. However, our decision to use Torque rather than develop a new engine from scratch has allowed us to move forward steadily and rapidly
- I've always wanted to be involved with game development and especially with a great game like Adellion. Is there any way I can help out?
If you have experience using the Torque engine and C++ programming, or with 3D-modelling it is likely that you can be useful to us.
- What is Alchemic Dream and what is their relation to Honourbound and Adellion?
Alchemic Dream will handle translating the game into French, German and Spanish, host the game servers and maintain the customer support staff. They will also aid us in advertising and providing in-game events and support. Honourbound will provide development support for the game including any additions and patches.
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- What is the difference between Adellion and Aryiure?
Adellion is the name of the game and the name of the world. Aryiure is the name of the small island in the world of Adellion where game play will take place. Aryiure's geography can be seen on the map.
- What are the races in Adellion?
Players will be able to select only one race, humans. However, currently 6 cultures are included in the game, each with its own strengths, weaknesses, and unique characteristics and customs. These cultures include the Salanians, the Tarians, the Dalmites, the Drulons and the Aetheans. You can read about these cultures in the World section of the Adellion website or on the individual cultural websites found in our Links section.
- Will there be magic?
No! Adellion will be a realistic world, one that could actually exist. Stories and legends will contain myths and these might refer to things that appear to be supernatural. However, you won't be able to levitate and shape fireballs with your hands or teleport magically.
- Will the technology be purely medieval?
We are trying to create a technological level that is similar to the medieval era in our own past, but since Adellion is not Earth, there may be some slight differences. There are legends and some records of past civilizations whose technology was more advanced than Adellion's current levels, but most of these were destroyed during the Great Sundering. If remnants of these old technologies are discovered, they could find their way into everyday use among the citizens of Airyiure.
- What's the story of the game?
Since Adellion is a MMORPG it does not follow a single storyline. Instead each person creates their own story and therefore their own fate. There will be long term plots affecting everyone and an overall story that will influence the relationships and politics between cultures. Sala and Tariana have recently been at war and though no major conflicts have occurred in the past few years, hostilities still exist. The Dalmites allied with the Salans after the Tarians invaded their forests, while the Drulons maintain a grudge with the Salans over religious matters. The Sakoians are not currently involved with any of the conflicts but may choose sides in the future. The Aetheans are new to Aryiure but are looking to expand their influence on the main island.
In general, Adellion is about living the daily life of your character. What this entails is entirely up to you, as long as it fits into Adellion's rather humble setting.
|Cultures - which one is best?
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- What culture should I pick?
The culture you choose will depend on the type of character you enjoy playing. Each culture will have healers, combat soldiers or warriors, crafters, etc. but each one will have its own unique flavor. It would be best to read carefully about each culture before deciding and then choosing one that you feel would fit your style of roleplay. Remember, Adellion is a perma-death game so you may have a chance later to choose a new character and a new culture.
- How do I learn more about the cultures?
You can find most of the information you need in the World section of this or on cultural websites found in our Links section. You can also find information in our Forums.
- Do I have to choose a culture or can I be neutral or make my own culture?
Yes, you must choose a culture. However, you can choose to start in the neutral city of Caeril. This means your character will be of a cultural descent but has chosen not to live in the land of his culture. He will then be subject only to the laws of his chosen neutral city or town.
- Is it possible to play a mixed culture? Say, my mother is a Sakoian and my father is a Tarian? And if not, what happens when a Sakoian and Tarian have an heir?
It will not be possible to choose a 'mixed culture', but you could choose one or the other and then add character traits in character creation that are often associated with the other culture. So if your mother is a Sakoian, perhaps you choose to be Sakoian but choose a skin-tone colour that is paler than your average Sakoian, to signify your Tarian genes.
In the case of an heir, the heir will also be either Sakoian or Tarian depending on who eventually plays the heir. If it's the Sakoian character's player takes over the heir, that heir will look Sakoian.
|Role-playing - is it enforced?
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- What is OOC and IC?
OOC, stands for out of character and relates to anything you know or say that your character would not know or say. IC stands for in character and relates to anything your character knows and says. Your character grew up in Adellion and should know everything he/she experienced doing so. You will have to flesh out your character, possibly with the help of in-game family members, in order to determine the history of your character. Speaking of what you saw on TV or comments such as 'its just a game' are examples of OOC.
- What is Yvoroc?
Yvoroc has different meanings, depending on whether you are referring to its IC or OOC purposes. In-character, Yvoroc is a disease that drives people mad and eventually kills them if not cured. Out-of-character, Yvoroc means you have violated the rules of conduct and essentially you were attempting to ruin the playing experience of other players by acting OOC, not roleplaying, randomly harassing other players, or by other means determined by the guidelines of the game. Anyone that dies from Yvoroc can be banned but usually several warnings will be given before death/ban is executed. Any attempts to hack into our software or similar actions will result in immediate banishment.
Yvoroc allows us to create a general explanation for OOC behaviour. Madness created by the disease causes its victims to rant of unexplainable things. This can be explained from an IC perspective and allows roleplayers to deal with OOC behaviour among other players.
- So this game will support role-players? What exactly does that mean?
This means that we will be doing what we can to encourage the players of Adellion to role-play as if they were actual people living in Adellion's world. We will do this first and foremost by creating an environment that is believable and consistent. The world will for the most part function as you would expect the real world to function, with only a few exceptions determined by game mechanics. Features like our family system will allow players to forge a community that brings Adellion to life. These families will welcome newcomers and teach them how to play in a way that is consistent with the ideals of Adellion.
We also will have features such as Yvorac, which can be used if necessary.
|Technical - can I play with my 386?
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- Any idea of system minimum requirements at this time?
The minimum requirements are not set yet. We will release this information when a later version of the game has been tested on various systems.
- Can I play with a modem, or will I need a broadband connection?
We aim to support both narrowband (modems) and broadband connections.
|Starting Out - spare a newbie some oatmeal.
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- Where do I start?
Each culture will have several choices of where to start in the game. English speakers will start in the capital of their chosen culture or in Caeril, the largest city of the Bloodlands. Non-English speakers will have the option of choosing starting towns that reflect their language choice. These will be located in each culture and in the Bloodlands. You may also select to start in a pre-established family and this may influence your starting location.
- What are these families?
It is the family of your character in the game. When you start out, you may choose to belong to a pre-created family. Families will consist of a specific number of player characters and there will be a limit to how often they can attain new members. There is also the possibility of starting your own family once you are established in the game; this is possible even though you chose to belong to one at the start. All members of a family will have the same surname. Unique surnames must be earned in the game and can be bestowed upon family members by the Cultural Leaders. Families can form without unique surnames.
- To what extent will the look of an avatar be customisable?
During character creation a player will be able to choose from a wide range of choices, including their hue of skin, hairstyle, height, weight and face.
|Nature - And laws thereof.
- Does weather have an impact on the world?
Weather will impact the world to a degree, for instance, in a place where it snows snow will be seen on the ground.
- What effects will light have in Adellion? Shadows, light sources?
Characters, houses, and other items will cast shadows and items such as lanterns or torches can be used as light sources.
- Will it get darker at night?
Yes and you will also see the stars and other heavenly bodies in the sky.
- Will the moon change? I.e. full moon, half moon etc. If so, will it affect lighting at night?
Eventually we hope to improve the astronomy details, but initially you will be able to see Adellion's three moons orbiting the world, as well as the sun during the day.
- Will the game world be highly interactive in the way of moving things, looking at things, and opening things?
Yes, interactivity is important and we will attempt to add this when it does not hinder performance.
- Can you actually dig tunnels into the earth?
No, players will not be able to modify the terrain due to the constraints of the engine.
- Will farming and growth be season-dependant? Will there be actual season changing?
Farming skill has more to do with the terrain than the seasons due to Aryiure's subtropical climate. Differences in climate will be more dependent on altitude changes on the island than latitude or longitude.
- Will the day/night cycle be the same or slanted so that days are longer or will that have to do with seasons? If it is morning on one side of the world, will it be afternoon or night on the other?
The days are longer than the nights. Due to the size of the island, the daily cycle will be the same for the entire world. One Adellion day is equivalent to 9 real life hours.
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|Skills - what can my character do?
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- How do skills work?
A description of the skills and how they work is included below.
- Skills (definition)
Skills, along with actions, make up an essential part of the gameplay experience in a skill based MMORPG. Through skills and actions the player shapes and interacts with his surroundings, the items and the other players.
Actions can be divided into skill based actions and non-skill based actions.
What makes a non-skill based action different from a skill based action is that a character can fail/succeed in performing a skill based action and also it can be improved (a player can get better at performing the action). While the non-skill based actions are always the same and they always succeed, no matter who performs them.
For example weaving a cloth is a skill based action while building a fire is a non-skill based action.
Adellion uses a skill system that is based on main skills and sub-skills, or simple skill trees as some people call them. This means that by using (getting better) at the main skill the player can eventually discover hidden sub-skills and then start to train and improve in them too.
Gain-wise all the main skills and sub-skills are also linked to each other. Meaning that when one uses the main skill all the related sub-skills also receive little gains, and vice versa, (see daily gains).
Most of the main and sub-skills are divided into more detailed actions.
All the skill related actions the players will be able to actively choose from/perform will be listed on the skills panel in the game interface or in smaller screens when an item is selected. Some of them will be visible from the start and some hidden until a player has become good enough at the skill.
Most of the skill related actions are active in nature and always require the presence of the character (for example sowing) while some are passive (more item/area related) and thus don´t (for example a crop growing). The passive actions are not listed in the interface, they can´t be "chosen", they happen as a consequence of other active actions.
- Skill levels
In Adellion there are no visible numbers or other artificial labels (good, fair, excellent) from which the players could immediately recognize their skill level. All the skill (and stat) changes and calculations happen behind the scenes.
The players can however in time learn to figure out how good they are from a number of things; from the time it takes to perform the skill, from the number of successes/failures they´ve had, from the quality/type of items they are able to produce, and so on. The matter just won´t be spelled out too much for them, to keep some of the mystery behind the skill system alive as long as possible, (and to make it harder for the players to discuss their skills in an unrealistic manner).
- The daily gain mechanism
In Adellion each skill can only be gained a limited amount/day, however there is no hard skill cap but specialization is encouraged.
Specialization which will in turn create professions in a very natural way and make the characters different from each other; some people choosing to specialize in certain skills while others choosing to practice a larger spectrum of skills.
Skills will also deteriorate if not used.
A skill will only deteriate a little per day, however once a skills has reached a certain skill level it can never go below that again.
Skills will only deteriate if the player logs into the world (hence if a player doesn't log in over a period of a few weeks their skills will not deteriate.)
- Other factors influencing the daily gains
a) The aptitude stat (the character´s ability to learn)
b) Related gains
Many main skills and sub-skills are related to each other in many ways which is why getting better at one will sometimes increase the other(s) a little too.
For example if a character receives a gain in blacksmithing main skill they will then also automatically get bonus gains to all the related skills of blacksmithing, (whether they have used/is aware of them or not).
When a character reaches a certain skill level in any skill (sub or main skill) they will be able to teach the skill to someone else.
Particular "apprenticeship contracts" can be drafted by literate enough players (scribes). These contracts can then be used to take another (single, less skilled) character as an apprentice.
A character can only be a master/apprentice to one character at one time (and in only one skill). Making the partnership a very personal one in nature (thus hopefully creating true, roleplayed apprenticeships).
- Performance times
Each action takes a specific time to perform. In Adellion the skill timers cannot overlap, meaning that one cannot for example fight against an animal and at the same be crafting leather jackets. Only one skill based action is possible at any one time.
On the whole the skills can be divided into actions that have short timers and actions with longer timers.
a) Short timers : These are basically the combat skills and other "instant" skills and actions. The time to perform these actions is quite short, usually from 1 to 30 seconds.
These short timers will not decrease as the characters get more skilled, they are always the same.
b) Long timers : These cover most of the trade and other peaceful actions/skills which take longer times to perform, usually from 30 seconds up to 4 minutes.
The more skilled the characters get the shorter these timers become.
c) Very long timers: These are not active actions performed by the characters but passive ones that happen as a result of the active actions (use of skills).
These actions are very long in nature, they can take from 1 minute up to several weeks. They do not require the presence of the character.
Sometimes the character skill level affects these times, sometimes they are the same every time, depending on the action.
For example crop or trees growing, piece of metal cooling, ale fermenting or piece of leather tanning all belong to this group of actions.
- Cultural skills/heirs
Each culture gets 6 skills by default. In addition each player can choose 4 skills from a culture specific list of 20 skills.
Additionally if a character has reached the master level in any skill and dies for the 3rd time leaving an heir behind it is presumed that the character had managed to teach some of that knowledge to the heir. However, the gains that heirs get are rather small, in fact, no bigger than those a new character would start with.
- The Skills Available in Adellion
The following is the list of main skills (and some descriptions of the skills) that will be avaliable in Adellion - however, the list does not contain the hidden sub skills and actions.
By using actions related to building the characters will be able to construct any large player crafted structure in the world, these are culture specific and can range from various building types to siege engines, sculptures to tombstones, wagons to ships.
By using actions related to farming the characters will be able to sow fields, plant trees, tend fields, and collect crops from fields, trees and bushes.
By using actions related to forage skill the characters will be able to gather all kinds of useful terrain specific materials from the ground.
By using actions related to lumbering the characters will be able to fell (most) trees and cut the fallen trunks into smaller pieces.
By using actions related to mining the characters will be able to dig up various types of valuable resources (iron, coal, silver, gems, granite, marble etc).
By using actions related to panning the characters will be able to pan up various types of valuable resources (gold, tin, salt, gems, amber etc).
Your skill in bows and crossbows.
Your skill in blowing weapons.
Your skill in unarmed combat.
Your skill in mounted combat.
Your skill in dual combat.
Your skill in fencing swords.
Your skill in knives and daggers.
Your skill in blunt weapons.
Your skill in unarmed combat.
Your skill in sling weapons.
Your skill in spears, staffs and pole arms.
Your skill in swords.
Your skill in throwing weapons.
Your ability to survive in the tundra.
Your ability to survive in the desert.
Your ability to survive in the forest.
Your ability to survive in the highland.
Your ability to survive in the grassy and dry plains.
Your ability to survive in the swamp region.
Your ability to survive at the sea.
Your ability to fight in the dark.
By using actions related to animal handling the characters will be able to tame certain wild animals (hawks, parrots, wild horses), look after and collect products from the domestic animals (cows, sheep, geese, dogs, cats), use certain animals as mounts and pack animals (camels, horses, llamas) and give specific commands to all tamed and domestic animals.
By using actions related to artistry the players will be able to truly draw/paint, and then sign and frame their drawings/paintings. The finished products can be used for example as house furniture (such is the world of art that sometimes the ugliest, least tasteful paintings become the most valuable).
By using actions related to blacksmithing the characters will be able to smelt and combine various types of ore and create valuable metal objects out of them.
By using actions related to brewing the characters will be able to ferment and produce different alcoholic substances, (ale, wine, mead, rum, etc).
By using actions related to carving the characters will be able to carve different items out of bone, horn, amber, stone, etc, (any material except wood, wooden items belong under woodworking).
By using actions related to climbing the characters will be able to descend and ascend sheer surfaces (trees, walls, towers, masts, any sheer surface basically).
By using actions related to cooking the characters will be able to roast raw meat/fish, as well as prepare delicious dishes that will keep hunger away much longer than any raw/single ingredients you might find.
By using actions related to disguise the characters will be able to mask their true identity from the other players.
By using actions related to fishing the characters will be able to catch various types of fish (from boats as well as from the shore) as well as gut and salt the caught fish (catching larger fish might prove to be hazardous).
By using actions related to glassmaking the characters will be able to blow and shape different type of glass objects.
By using actions related to healing skill the characters will be able to treat injured and ill characters, npc´s, as well as tame animals.
By using actions related to herbalism the characters will be able to mix and heat up various different substances (medicines, poisons, dyes etc) out of numerous herbs and other miscellaneous ingredients.
By using actions related to inventing the characters will be able to invent some of the more complex items in the game; from simple lanterns and traps to spinning wheels and forges (all items that require expertize in technology and the use of different materials).
By using actions related to leatherworking the characters will be able to tan animal hides and create various useful products out of the finished leather, from simple pouches to hardened leather armour.
By using actions related to lockpicking the characters will be able to pick locks; from regular door locks to chests to shackles and, eventually, any lock in the world.
By using actions related to mapmaking the characters will be able to produce accurate maps of local areas, as well as in-game world maps, and sea charts.
By using actions related to musicianship the characters will be able to play any instrument in the game, progressing from a "master of discords" into a talented bard, musician, whistler or singer.
By using actions related to papermaking the characters will be able to create pulp, mould paper sheets out of it and bind the sheets together into books.
By using actions related to pick pocketing the characters will be able to steal items from other characters.
By using actions related to pottery the characters will be able to shape and heat up pots (out of two different types of clay).
By using actions related to sailing skill the characters will be able to sail and row all the available vessels in Adellion, (a ship always requires at least two characters to handle properly).
By using actions related to sewing the characters will be able to sew clothes, sails, flags and other objects out of woven pieces of cloth.
By using actions related to the sneaking skill characters will be able to walk silently, as well as approach wild animals without scaring them.
By using actions related to swimming the characters will be able to stay afloat in water (training swimming can be hazardous to one´s health).
By using actions related to theology the characters will be able to perform all kinds of clerical duties as well as advance on the road to inner balance and spirituality.
By using actions related to tracking the characters will be able to track wild animals (the better the tracker the more accuarate the information becomes).
By using actions related to trapping characters will be able to trap many kinds of animals; from eels and crabs to small mammals (rabbits and squirrels) and bigger game (deer and wolves).
By using actions related to weaving characters will be able to spin yarn and weave many types of cloth from it (type of cloth depending on the material used).
By using actions related to woodworking the characters will be able to craft all kinds of items (boards, barrels, shafts, furniture, signs etc) out of different types of wood.
The language of the Drulon culture.
The language of the Dalmite culture.
The language of the Sakoian culture.
The language of the Tarian culture.
The language of the Salanian culture.
The language of the Aeathan culture.
An ancient language, used by scholars and traders of all cultures.
Your ability to read, write and draft written documents in the languages you know.
- Will there be levelling?
Adellion is skill-based, not level based. Your skills will increase as they are practiced. However, the numbers will not be visible to the players. You will know you have increased (or decreased) in a skill by your ability to perform an action or create an item. The skills can only fluctuate by a certain amount each day. Differences between new characters and experienced characters will be much less than in other MMORPGs. There may be some brave and cunning leaders but no supermen in Adellion.
- What pursuits are there except fighting?
Apart from playing a soldier, there are endless occupations for players. Examples include traders or merchants, craftspeople, priests, entertainers, shepherds, thieves, innkeepers, spies, healers, guides, or ferrymen. Because Adellion is a classless game, the opportunities are endless. Each culture may honor or vilify different professions. Overall, there will be more opportunity for those who choose a peaceful path as war and fighting will not be common in Adellion.
- Can you personally make different items, such as swords?
Yes, you have the ability to make many items including swords, furniture, food, drink, containers, houses, clothes, armour, ships, jewellery, coins, wagons and just about anything else you will need, as long as you are skilled in the required process. Adellion's economy will depend largely upon the players who enjoy crafting and foraging resources.
- How do the trade skills work? Will it be possible to attain a high level in a trade skill without having a broader part in the game? Or must you be involved in other areas of the play and do trades on the side?
Players will be able to make a living with trade skills, even get wealthy. Whether you wish to just craft or also engage in trade is up to the player.
- Do I have to be a "twitchy" gamer to succeed in Adellion?
No, Adellion's combat and crafting mechanics will not give players with faster connections or faster fingers an advantage. The character's skills are more important than the player's physical prowness.
- Can characters climb trees?
We plan to include the climbing of trees in the game.
- Will fishing be possible?
Yes, fishing will be a skill. You can fish from the shore as well as from the boats with nets.
- Can my character swim?
Not automatically, but you can learn to swim if you choose to practice this skill.
- Will horse riding be a skill or just something you are able to do?
Riding on horseback does not require skill. However, if you choose to perform combat actions on horseback, you will need to learn the skill to do well.
- Will there be uses to brewing such as PC's being able to get drunk?
Yes, we hope to have players experience impaired vision and problems with walking if they consume too much alcohol. Similar effects could occur from use of other substances. There may be uses other than amusement for these beverages as well.
- Will your character get tired after repeating a certain amount of activities and/or walking/running? Will there be anything like endurance in the game? Will you be able to increase it?
Yes, your character will get tired from certain activities, including walking and running when your stamina is low. You may be able to increase stamina a small amount temporarily.
|Economy - from grains to fertilizer.
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- How will money and prices be set?
Currency in Adellion will vary based on the culture. Some cultures might value water over coin. Prices for items will be set by players based on the supply and demand model. If there are too many bakers in the world, bread will command a low price. If bread is scarce, it might be worth more money to the players. Additionally, Cultural Leaders and Town Leaders will be able to block the use of foreign currency in their towns, making trade embargos a reality.
- Can equipment like armour be damaged and destroyed?
Yes, all types of equipment degrade over time reducing its effectiveness. It can also be damaged in a fight.
- Do you have to actually eat and drink?
Yes, PC's have to eat and drink to stay strong and keep your Stamina at its maximum effectiveness. Consequences of not doing so will be severe and limit you significantly. You will not starve to death, however.
- Will there be unique/special items?
Yes, there will be unique artefacts from the past. These will be very rare and will not be magical.
- Can you cut down trees? Will they grow?
You will be able to cut down trees as well as plant new ones with the seeds you receive.
- Will there be rare and valuable items like unusually coloured furs, coloured woods, unique gems, ancient tomes and art, and other things that add to trade?
Yes, besides artefacts, there will be rare metals and gemstones found by mining or foraging. However, other than raw resources, players will make most items. High quality items will be more difficult to find as highly skilled crafters will be more rare.
- Will there be rich and poor ore deposits? How many different kinds of metal are there in Adellion?
All ore deposits will run out in time. There are various base metals, as well as rare alloys. Some deposits will yield more quantities than others although your skill as a miner/panner would also help your yield.
|NPCs - grunts and animals.
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- What about the non-player creatures in Adellion?
Adellion will have over 200 animals and plants, many of them unique to the world of Adellion. However, there will be no monsters of the kind found it most fantasy games. Adellion is a realistic world and most animals will not be highly dangerous or threatening to the population of the Airyiure.
- Will there be human NPCs (Non player characters), in Adellion?
Yes, guards, workers and stationary shopkeepers are present in our current design.
- NPC AI is usually quite limited. To this end many games give the NPCs abilities not available to PCs (Player characters) in order to even things up. Will Adellion follow this trend?
In Adellion, NPCs will be used for various functions. Players can hire NPCs as guards or as vendors to run shops while offline. They can also be hired as household servants and farm laborers. NPCs will run banks as well and possibly other positions within a town or culture. Many NPCs will be used for quest designs or to round out the population in a town to make things more interesting.
- Will everyone control NPC´s?
No, it will require a good supply of resources to satisfy the NPC's. Only those players who have the resources and money will be able to afford to hire NPCs. Also, we may need to limit the number of NPC's in the world and this might affect the number of NPCs available for hire or which players have the ability to control NPCs.
- What happens if the hired NPC´s are not paid?
If the hired NPC´s needs are unsatisfied, they will desert their employer.
- What do the NPC workers do?
They mainly assist in resource and food gathering; farming and foraging, and carrying items. They can be assigned tasks, which they will continuously perform until they run out of coin or something interrupts them.
- Will there be NPC merchants, political leaders, thieves and bounty hunters?
No. PC´s will handle everything that requires high skill or actual planning (in this case tracking, poisoning and similar actions). The guard type NPC´s can be ordered to attack PC´s.
- Whenever the player is NOT online what happens to lands and guards they may control?
They are still there and can be attacked, destroyed or looted. These types of actions will however require skill, force, resources and long periods of time. The PC´s do not need to be concerned about their property being in ruins every time they log in, but it is possible. You can hire npc guards and pets to protect your lands and property.
- Will my guards still be there defending themselves and the PCs without them being present?
The guards will protect the PCs holding and themselves whenever the player is not in the immediate area.
- Can NPC guards run out of vital equipment such as arrows?
No, the equipment is included in their wages and may not be directly related to use for simplicity.
- Will there be a leadership skill that applies to commanding NPCs?
No, as long as you keep them fed and paid they will be happy.
- Will NPC's be able to loot fallen enemies?
No, only PC´s can loot bodies (all bodies can be looted without restrictions, by the way).
- Will the NPCs be different for each culture?
Yes, they will be specific to each culture. They will look different and the kind of work they do will relate to their specific environments and legal systems, but basically they will work the same.
- Can peasants protect their own property from enemies?
All NPC´s can and will fight in self-defence. If a PC has been labelled EOT (enemy of town) the NPC guards will also initiate combat.
- Will there be NPC animals and monsters?
There won't be any monsters in Adellion, but yes there will be animals of various kinds, each useful to the human inhabitants of Aryiure. There will, for example, be a variety of different mounts that are specialised for different tasks. There will also be cows, sheep, geese and other domestic animals as well as dogs, cats and parrots that could be kept as pets.
- How do the small wild animals (rabbits, mice, hind) react to player aggression?
Most likely, these types of animals will flee from you, especially if you act aggressively toward them. They would rarely, if ever, harm the characters.
|Houses - make yourself at home.
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- What type of buildings will there be?
Taverns/inns, store (smith, general, leather, clothes), temples/churches, docks, barracks, walls, trees, houses, banks, storage facilities, 'hands of mercy' (hospitals), breweries, merchant offices, naval/army offices, etc. There are many more types.
- Can platforms be built on the water itself?
Docks can be built, and the Drulons live on stilted buildings above their swamp.
- Will you be able to build houses/platforms in trees?
We plan to include these for the Dalmite Culture.
- How are situations, like when a player tries to log out to avoid death handled?
A player will have to wait a specific amount of time after engaging in combat before he can log out.
- In the case of conflict, can one cultural group actually control land? For example, can taken lands be eventually built upon using the conquering culture's building templates and draw their NPCs?
As long as you have captured the town and declared it as part of your culture, you can build your own cultural style of architecture in that town. Captured towns can be fully controlled, up to the point of setting the tax rates and government hierarchy.
- Will buildings be culturally specific and differentiated?
Yes, our 3d artists are creating buildings with architecture unique to each culture.
- Can people run over my land while I am offline?
Anything that they can do to your land while you're online can be done while you're offline. However, you can protect your land by hiring NPC guards and buying pets.
- Will buildings, fortifications and even cities be destroyable?
Yes, but only player created cities can be destroyed and it will take a long time to accomplish. Pre-created cities can be captured and held.
- What, if anything, is being done to prevent people of one culture destroying the main cities of another culture during off hours?
The pre-created cities can only be conquered; the capitals will have a lot of NPC guards to protect them. In theory all cities can be conquered though, if enough PC's are willing to sacrifice their lives for the cause.
|Communication - getting the message across.
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- Will I be able communicate with everyone instantly regardless of where they are?
No, the maximum distance for direct verbal communication is shouting, with a range of 300 meters. In order to get an in game message across a longer distance you would need to arrange for a letter to be delivered. It is possible that we will allow certain sound signals and visual effects to be distinguishable at distances further than the shouting range and that this could be used to send simple warnings.
- Will names be able to be duplicated and will others be able to see them?
All first names and surnames will not be unique to the player. True names cannot be seen by other players, instead all PC's will be able to name each other (as well as pets) and the name they choose will be only visible to them. People you do not know will appear as strangers until you give them a name.
- What names are considered unsuitable for role-playing?
It is up you to decide when you name the character (or pet). If for example someone tells you their name is l33tdeWd you could choose to remember them as the name "very very confused man". However, we do expect players to use names consistent with the game world when introducing themselves to others.
- How will players names be identified?
To identify an avatar left-click the persons body and the name will appear above their head. If you have not yet named the PC the name will be the default name, "a stranger".
- Is there disguise and if so how will it work then?
Yes, players can use a special article of clothing to disguise themselves. Other players will then see stranger rather than the name when the character is targeted.
It is also possible to rename the disguises after they are in place. Disguises do not last indefinitely and they can fail as well.
- Will we see floating names above the character's head?
If you have targeted them, yes. You can also choose to display all names by default.
- Will I be able to use 3d party IM programs like ICQ and MSN, to talk to other players while playing?
We will be discouraging players from using these means to communicate in-character with other players. We ask that you keep all such conversations OOC and do not pass information that would not be known by the other player in the game. If caught passing IC information via OOC means, a player could receive consequences.
- So, how does talking and all work?
The chat panel will contain a number of options. You can use ranged chat options for IC communication, including talking, shouting and whispering. OOC channels will be open for all to hear and will not include private conversations. Examples of OOC chat options might include Cultural OOC channels, a Help channel, Community channels, etc. One or all of these might be included in the final game. Players will have the ability to turn off OOC channels if they desire. These channels will also be monitored and anyone using them to transmit IC information will receive a consequence.
IC channels will also require the player to choose a language. You can only use languages you know or the chat information will be unintelligible. We may also use colours to identify characters speaking in different accents.
There may be an option for overhead IC text and possibly the ability to open extra chat windows for selective discussions, such as what is being said at a specific table.
- Will there be a message board in each city?
Yes, both for the leaders and for commoners alike. The message boards will be for IC messages and will have the appearance of a sign post you might find in a medieval world.
|Travel - by land and by sea.
- How will character movement work?
There are several different ways to move around, including walking, running, sprinting, crawling, sneaking, swimming and climbing. Further, the rate of movement in different terrain will affect the speed of travel. In most cases, movement will also tax the character's stamina so a player will not be able to run forever and sprinting can only be done over very short distances.
- Are there any vehicles or animals I can ride?
Yes, there will be horses, wagons and ships and they can all be used to travel.
- Will there be radar that identifies others, or a compass letting you know which direction is which?
There will be no radar, but a compass may be part of the GUI.
- Can ships/boats sink?
Yes, all structures in Adellion will be able to be destroyed in some manner or the other. A ship that suffers a lot of damage and is poorly maintained will sink eventually.
- Can rivers be crossed?
You can cross the river at fords or at a bridge. You can also swim across rivers but if you are carrying too many items or wearing heavy armour, you could risk drowning.
- How will a ship's movement be controlled, will it rely on random factors such as wind or will it have a set speed?
If we can include wind in the game, it would be a factor in sailing a ship. However, we probably will be unable to include this variable. Moving ships will depend more on the sailing skill of the captain and the obstacles in the sea. A ship will be able to move at several speeds depending on how much work is done aboard the ship.
- Where will the player be able to set ashore? Can they anchor off the coast and use a rowboat to come ashore?
Yes, this will be possible but it is of course better to anchor near a dock so that you can come straight to land from the ship. Docks will only be built in certain areas with the required depth. Ships will need to be anchored far enough offshore to avoid shallow seas. Smaller boats can be brought to shore or down rivers.
- How many ship sizes will there be, and will there be variations between cultures?
In memory of Laura "Taera" Genender. Passed away on Aug/13/08 - Rest In Peace; you will not be forgotten