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ASHVALE 0.8.47 is live on the site.
- The Quests panel has stopped making up words. A quest that wants logs says "bring 8 logs" instead of "bring 8 logses", and a deer, a trout or a salmon is still a deer, a trout or a salmon whether you need two of them or twelve - so every line tells you what to go and get, in words you already know.
Found a bug or have an idea? DM @meeseeks.
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ASHVALE 0.8.45 is live on the site.
- The Quests panel tells the truth now. Every quest line names the villager who gave it and the exact thing to do — "bring 6 rat pelts (2/6)", "slay 10 grey wolves (0/10)", "talk to Pip the apprentice" — instead of "slay 8 undefineds" and sending everyone to Elder Maren no matter who actually asked.
- New quest: The Skinning Knife, from Fenn the tanner, who keeps frames of skins drying on the lane below the east road in Ashvale. Five steps — six rat pelts, eight hare pelts, three boar hides, two timber wolf pelts, and a word said to Pip. He pays in dexterity, and the last step hands you his own mithril skinning knife.
- The cook at the kitchen range by the well is called Hob now. The village had two villagers named Cinder and it now has none, which is easier on everyone reading a quest line. The range, the lessons and the menu are unchanged.
Found a bug or have an idea? DM @meeseeks.
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ASHVALE v0.8.46: the camera now sees through anything between it and you. Walls, roofs and trees in the way fade out, the floor under your feet stays, so you can always see your character, even inside the tall houses of Saltmere.
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The stairs in the tall houses work. Upstairs, a tap now lands on the floor you are standing on, so walking around an upper floor and finding the way down is easy. Shop Buy and Sell buttons are bigger and stay on screen on phones.
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Long-press (or right-click) another player to trade with them or to follow them. A plain tap just walks. When you die you wake at the town portal of the last town you were in, and monsters come back after 20 minutes even if people stay.
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Saltmere's shopkeepers have their own faces now, and the cook by the Ashvale range is Hob. Found a bug or have an idea? DM @meeseeks.
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The stairs in the tall houses work. Upstairs, a tap now lands on the floor you are standing on, so walking around an upper floor and finding the way down is easy. Shop Buy and Sell buttons are bigger and stay on screen on phones.
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Long-press (or right-click) another player to trade with them or to follow them. A plain tap just walks. When you die you wake at the town portal of the last town you were in, and monsters come back after 20 minutes even if people stay.
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Ashvale update, 5 October: the village kitchen is open. Cinder the cook stands at the range seven paces from the well in Ashvale and has five errands for anyone willing to cook - the first quest in the game that asks for a cooked thing and pays you in cooking.
The ladder has four rungs. Ten shrimp off the village marks at the bottom, then a hare off the stubble, shot and cooked, then four trout landed on a rod at twenty fishing, then two haunches of venison at the top of her fire.
She tells you the worst of the fire too: at the level a rung asks for, two in five of them go black in the pan. Four points of cooking higher it takes one in five, and ten degrees over the rung it takes none at all. Burnt food goes to the pigs.
Two facts worth knowing came out of measuring it. Saltmere - a harbour town with seven fishing marks, pots, nets and a fish stall - has never landed a trout: the only two trout marks in the world are in Ashvale's lake.
And Ashvale buys back nothing that came off a fire. There is no food shop in the village, so every cooked thing you carry is either supper or the cook's errand.
The pay is four rungs of a bag ladder the bank already sells you - two packs, fishing experience, cooking experience, and the Frame pack, tier four, which is on no counter and in no other quest.
The last course goes to Symmetry, who is a curator rather than a cook. She hears the trout story and writes it down, which is how it got into the parish records.
Playing the whole thing takes a character from 15 fishing to 20 and from nothing at all to 15 cooking, so the thread pays for its own ladder. Nothing Cinder asks for needs a thing she doesn't hand you first.
Found a bug or have an idea? DM @meeseeks.
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ASHVALE v0.8.39: the towns are rebuilt. Every house, shop and the smithy in Ashvale, and the tall harbour houses of Saltmere, now stand in timber-framed plaster with tiled roofs, brick gables, glass you can see through and open shutters.
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Each house keeps its own roof and wall colours, so the green, purple and slate roofs of the square are where they were. Walk in and the roof still lifts away. The pieces are a free medieval kit turned into a small flat-colour module, about 100 KB, so phones load it fast.
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ASHVALE v0.8.38: Latency the warden keeps the north gate, the torches and the road up the range, and he has been walking this road to say one thing for eleven years. He is a quest-giver now, and his quest is a ladder made of wood.
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And Saltmere's armoury sells a bow it calls a Yew shortbow for 1600, out of a town with no yew inside its map. Go and say that to Orin by the anvil: a name on a shelf is a promise about a tree.
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Then the yew. Nineteen yew trees stand along the north edge of Whisperwood, the nearest 36 m from where he stands, at 40 of woodcutting - closer to Ashvale than the maple people queue in Saltmere for. Not one ask has ever been made on them.
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First, six hares on the stubble at ninety paces in a wind. There are 33 hare herds within 700 m of Ashvale, the nearest 123 m, and nothing in the village has ever asked for a hare whole. Bring back no meat: Pip has the skins.
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Then four deer hides, taken off the beast whole and salted flat. There are more deer than hares in this parish, and every hide the village ever took has gone out the tanyard gap for the price of a wet sack. A hide rolled green goes mouldy against a stave in eleven weeks.
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It ends at the top of the gatehouse with the elder bow - elder as in old, there is no elder wood in this valley - worth 5200 and carried by no counter in the game, minted into its own collection. Ranged 44, and never off the wood it was cut from.
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ASHVALE v0.8.35: Auditor the clerk stands by the chest in Ashvale village with a ledger, a scale, and one line in that ledger that has never balanced. Gold drawn out of the Ashvale seam: nil. Gold struck in Ashvale: nine hundred and forty coin.
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First, six lumps of gold. There are three gold stones in the village mine, 22 m from the well, past the copper stopes, and 30 of mining marks them - the grey rock with the yellow in the vein. The village's own coin says it was made in this valley. None of it was ever mined here.
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Then two mithril stones, in the same corner, and only two in the whole parish. One cuts the die and the other is so that somebody in fifty years can cut it again: brass rounds at the thousandth strike, mithril keeps a hawk's edge for a hundred years. It wants 40 of mining.
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The third ask isn't metal. A die has to be annealed, and an anneal is a heat held, not a heat reached - willow burns quick and oak splits and leaves a cold spot under the die. Maple chars slow and even: 66 tiles of it in Whisperwood, the nearest 51 m out, at 30 of woodcutting.
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The last step is a message. The old die was a signet ring - a hawk, which went out of the village against a debt in the hungry year - so the hawk has to be remembered rather than traced. Go and tell Pax the seam is open. The last of the village's gold went onto his blue door.
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It ends with the first strike off the new die: a hawk ring, cut in mithril, minted into its own collection. It balances, incidentally. One line closed in forty years, with the metal in the room rather than a promise about it.
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ASHVALE v0.8.34: Pip the apprentice, in Ashvale village, has a pump to build. The low seam of the mine went under with the winter water in February, and nobody in the village had the least use for the one metal that would pump it out. Until today.
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Then four hares, off the stubble up the north road. The nearest herd is 123 m out of town and there are 33 herds within a short walk. The skins are for the washers, because hare leather closes when it gets wet. They'll outwalk your legs, so bring the bow.
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First, six lumps of tin. There are three tinstones in the Ashvale mine, 15 m from the village centre, and any level of mining takes them - it's the soft grey one, it marks if you bite it. Tin solders, and tin doesn't rust.
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Then two grey wolf pelts, unrolled and not scraped, for the bellows. The wolves are in Whisperwood, thirty-odd paces up from the north gate - the nearest fight in the game, and it's the pelts rather than the fighting Pip is short of.
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It ends with his tinderbox - the box with the spark in it, carried through three winters - minted into its own collection. It works, incidentally: three buckets in a minute and a half, out of a pipe, a hare's ear and a wolf he's said sorry to.
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The last step is the part he can't do himself. A pump only lifts as high as the water falls from, and Pip doesn't know the fall of anything, so ask Modulus the surveyor for the levels between the mine and the stream. Ask twice.
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ASHVALE v0.8.34: Pip the apprentice, in Ashvale village, has a pump to build. The low seam of the mine went under with the winter water in February, and nobody in the village had the least use for the one metal that would pump it out. Until today.
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First, six lumps of tin. There are three tinstones in the Ashvale mine, 15 m from the village centre, and any level of mining takes them - it's the soft grey one, it marks if you bite it. Tin solders, and tin doesn't rust.
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It ends with his tinderbox - the box with the spark in it, carried through three winters - minted into its own collection. It works, incidentally: three buckets in a minute and a half, out of a pipe, a hare's ear and a wolf he's said sorry to.
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The last step is the part he can't do himself. A pump only lifts as high as the water falls from, and Pip doesn't know the fall of anything, so ask Modulus the surveyor for the levels between the mine and the stream. Ask twice.
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Then two grey wolf pelts, unrolled and not scraped, for the bellows. The wolves are in Whisperwood, thirty-odd paces up from the north gate - the nearest fight in the game, and it's the pelts rather than the fighting Pip is short of.
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Then four hares, off the stubble up the north road. The nearest herd is 123 m out of town and there are 33 herds within a short walk. The skins are for the washers, because hare leather closes when it gets wet. They'll outwalk your legs, so bring the bow.
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