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Ashes of Creation Seasons – First Look (Pre-alpha).[1]

We want to really make the environment immersive and actually affect gameplay.[2]Steven Sharif

Seasons affect different zones (environments/biomes) based on their location in the world.[2]

  • There will be regions of the map with seasons that are less (or more) temperate.[5]
    For example: Northern, Southern and Tropical regions.[5]
  • Events may radically change the current season a zone is in, or elongate it.[6][7]
  • There will also be magical seasons where you might be in a tropical zone and suddenly it's snowing.[5]
  • Items, crops, buildings, and crafting mechanics might gain certain buffs or debuffs in certain seasons.[8]

Winter might have a spawner that activates on a road that spawns at large fallen tree and players who see that will have an opportunity to go up and exert some type of one-time action that helps in removing that tree and it might require you know X number of people to do that before the tree gets removed; and that you know as an example is not beneficial for the transit of goods because as you know caravans require- well they don't require but they move better on roads and if that tree were present let's say blocking you know a road that led to a bridge per-se that they would have to off-road.[2]Steven Sharif

Different seasons may affect access to various roads.[6][7][2]

  • Pathways that are open during summer may be closed during winter.[2]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[6][7][9]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[2]
    • Ice will make roads bumpy and slippery.[10]

Seasons change on a weekly basis during scheduled downtime.[11]

  • Each month in real-life will effectively be a full seasonal rotation in the game.[11]
  • Environmental seasons are not to be confused with PvP seasons, which last for six months.[12]

In Ashes of Creation the world will change on a regular basis. Zones will progress in a seasonal cycle, which will alter the very nature of the environment around you. Snow may block pathways that are accessible in warmer months, spring may encourage creatures otherwise unseen to come to the surface, and fall might be the only time that certain crops thrive. This cycle can then take in the state of the world’s Nodes and shift depending on their progression.[9]

Seasonal events

Vaelune-tines day 2019 concept art.[13]

Seasonal events (holidays) in Ashes of Creation are not a direct parallel with real world events. Instead, there will be in-game lore behind seasonal events that can relate to the real-world in some way.[14][15]

For example, this upcoming cosmetic bundle that's going to be available during the time of Halloween won't necessarily be pumpkins and candy corn type of cosmetics, but instead will be a bit darker. That way it can still be relevant to real world. And then additionally it may be possible as we localize and culturalize for other territories that we have the same philosophy with region-specific events.[14]Steven Sharif

Events may bring seasonal change.[6][2]

Seasonal resources

Seasons affect the crops (resources) available for planting as well as how crop rotation is managed.[2][16]

Climate

Some environments (Biomes) have fixed climates and others are variable.[18]

  • There will be dynamic weather that varies in intensity.[20]
    • For example: Drizzle to/from storm, or Blizzard to/from snow.

There are climate effects that occur from a buff standpoint. They can also affect skills like, let's say you're using a frost bolt in a winter climate. There's the ability for those effects to be enhanced and/or stronger in those climates.[21]Steven Sharif

Roading

Alpha-1 early preview roading.[22]

Our road system in-game is essentially driven by pre-placed routes that 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.[23]Steven Sharif

Roads in Verra are both pre-generated and player influenced.[23]

  • The largest roads are referred to as arteries. These are remnants of what was once the ancient highway system of Verra.[23]
  • As nodes advance smaller roads, referred to as veins, connect the arteries to the nodes.[23]
    • Roads will upgrade as nodes advance. Different roads will dictate the speed and type of caravan required (off road vs on road).[24]
  • Depending on the stages of node advancement, capillary roads will stem off the node to connect to points of interest.[23]
  • Roads or pathways are not worn into the landscape by repeated traffic over the same area.[23]

Different seasons and events may affect access to various roads.[6][7][2]

  • Pathways that are open during summer may be closed during winter.[2]
  • Seasonal affects may cause obstacles or blockages to the transit of goods via caravan.[6][7][9]
    • Some events may cause specific roadways to be blockedoff.[6]
    • Obstacles may present barriers on roads that players must remove to allow transit of goods.[2]
  • Water turning to ice in winter, enabling players to walk over the water but blocking access to what is underneath.[2]
    • Ice will make roads bumpy and slippery.[10]

Underrealm routes will open or close dynamically (based on node states).[25]

Freeholds may not be placed in close proximity to roads.[26]

Elements

There will be elements (such as Air, Fire, Water, Lightning) in Ashes of Creation each with their own resistances.[27][28][29]

  • Other elemental influences may include Darkness, Light and Planar.[29]
  • Elements may have more influence in certain seasons and climates. For example, frost abilities may be stronger in winter. This affects both PvE and PvP.[21][30]
  • There may be ley lines and strong magical places in the world that change or alter the way spells work.[31]

We've discussed a little bit about how the seasons and biomes will react with different types of skills. Like if you have a fireball and it's summer it might be a little bit different. If it's winter and you have a frost ability it might be different.[30]Steven Sharif

We want to get a nice spread of abilities that that are influenced by what's going on your zone.[30]Jeffrey Bard

Elemental skills

The idea behind magic is you're manipulating the elements. They don't just have to be fire, ice, water and air. They can be darkness, they can be light, they can be planar; a lot of different types of "elemental influences".[29]Steven Sharif

info-orange.pngThis section contains information from early testing phases. It will be updated as soon as new information is made available.
Skill Icon Rank 1 Rank 2 Rank 3
Fireball Fireball Icon.jpg Throws a fireball at your target. Deals instant damage.[32] Becomes a burn (damage over time).[33][34][35] Area of effect around the target.[33][34]
Flame line flame line icon.png Shoot an arrow that leaves behind a trail of flames.[36] Arrow explodes upon reaching the end of its distance.[36] Enemies take burning damage for entering the flames.[36]
Lava Storm Lava Storm Icon.jpg Creates a field of lava at the selected location. Deals additional damage in the center of the ability. Deals area damage around the caster upon cast.[37][38] Increased damage. Increased duration.[37][33] Increased damage. Increased duration.[37][33]
Lightning Bolt Lightning Bolt Icon.jpg Shoots forward a beam of lightning that damages enemies in a line in front of you.[39] Adds damage over time to targets hit.[40] Chains to nearby enemies that are not hit. Anyone who is outside the line has a chance to get a bolt jump to them.[40]
Meteor Storm Meteor Storm Icon.jpg Summons forth a Meteor Storm, dropping 3 meteors in the target location. Each meteor deals large area damage upon impact.[41] Increase damage and number of impacts. Stun enemies as they are hit.[33] Increase damage and number of impacts. Stun enemies as they are hit.[33]

Underrealm environment

Alpha-0 Underrealm environment.[42]

Underrealm environments are vast.[43]

  • Caravans should be able to operate as they do above ground.[43]
  • If there's insufficient room for Dragons, another mount type may be utilized.[43]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Underrealm.[44]

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.[45]Steven Sharif

Seasons above ground will affect the Underrealm.[43]

  • 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.[43]Jeffrey Bard

Videos

Artwork

See also

References

  1. Video, 22 January 2017 (0:02).
  2. 2.00 2.01 2.02 2.03 2.04 2.05 2.06 2.07 2.08 2.09 2.10 2.11 2.12 2.13 2.14 Livestream, 8 May 2017 (20:27).
  3. Ashes of Creation Instagram. May 1, 2020.
  4. Ashes of Creation Facebook. March 19, 2020.
  5. 5.0 5.1 5.2 Livestream, 27 September 2018 (41:33).
  6. 6.0 6.1 6.2 6.3 6.4 6.5 6.6 6.7 6.8 6.9 Podcast, 11 April 2021 (23:36).
  7. 7.0 7.1 7.2 7.3 7.4 Livestream, 26 June 2020 (1:29:06).
  8. Livestream, 26 July 2019 (1:32:40).
  9. 9.0 9.1 9.2 Our immersive world - Environments.
  10. 10.0 10.1 frosty-roads.png
  11. 11.0 11.1 seasons.png
  12. Interview, 18 July 2020 (16:34).
  13. vaelunetines-day.png
  14. 14.0 14.1 Interview, 20 October 2018 (7:31).
  15. Livestream, 5 May 2017 (40:36).
  16. Steven Crops.PNG
  17. Video, 30 May 2017 (0:01).
  18. 18.0 18.1 Livestream, 18 July 2017 (36:47).
  19. Livestream, 1 June 2017 (29:33).
  20. Livestream, 28 July 2017 (41:25).
  21. 21.0 21.1 21.2 Livestream, 30 September 2020 (1:04:56).
  22. Livestream, 29 January 2021 (55:44).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 Livestream, 29 January 2021 (1:13:04).
  24. Livestream, 9 February 2018 (45:48).
  25. Livestream, 30 October 2020 (1:19:13).
  26. Livestream, 19 May 2017 (32:23).
  27. 27.0 27.1 Interview, 18 July 2020 (1:05:04).
  28. Livestream, 24 May 2017 (27:47).
  29. 29.0 29.1 29.2 Livestream, 8 April 2018 (PM) (26:19).
  30. 30.0 30.1 30.2 Livestream, 1 June 2017 (20:23).
  31. Livestream, 26 June 2020 (1:32:16).
  32. Video, 23 December 2020 (0:31).
  33. 33.0 33.1 33.2 33.3 33.4 33.5 Blog: Blazing the way - Mage Alpha One Preview.
  34. 34.0 34.1 Livestream, 16 October 2017 (38:35).
  35. PAX West 2017 Mage poster.
  36. 36.0 36.1 36.2 Livestream, 16 October 2017 (46:52).
  37. 37.0 37.1 37.2 Video, 22 December 2020 (7:36).
  38. Video, 23 December 2020 (1:29).
  39. Video, 23 December 2020 (0:40).
  40. 40.0 40.1 Livestream, 16 October 2017 (39:15).
  41. Video, 23 December 2020 (1:46).
  42. Ashes of Creation - The visuals.
  43. 43.0 43.1 43.2 43.3 43.4 Livestream, 1 June 2017 (24:30).
  44. Interview, 17 August 2018 (8:57).
  45. Livestream, 18 January 2018 (14:00).