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What it is

Owner @ashvale
Creator @ashvale
Inscribed block 1,531,118
Id 86e99adf65ed0e14ae9773399fbd851fcb52340067f97f53913e879294ce7380
SHA-256 d6c5eea397e64bffee9704c10bbe04d3987c7f43390c82fa21b6e92e6617dbde

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Its JSON

{"game": {"name": "ASHVALE", "description": "New in 0.8.66, with sadfrogltc: the Red Pyre and the Even Grove. In the Spider Cave lie the bones of Edric, a Vorthan of the Red Pyre, his ghost still keeping watch; his note leads to Mother Wenna of Saltmere, and his orange robe and Vorth's rosary are yours to find. Out at the Even Grove, Vael asks you to plant saplings where the woods were cut, and then to deal with the three who have been troubling it. Saltmere has a Town Hall with Mayor Calder and a bank counter, and the old chapel has a bones yard and a true-north compass. Wren the tailor now sells hats, capes and robes as NFTs instead of giving them away at the start. Day and night now turn every two hours, and a moonless night is starlight: a sky full of stars and just enough light to find your way. Fixed: after a death, what you dropped could also show up in your chest, and picking it back up could leave you with two of everything. In 0.8.65 Ziibiing, an Ojibwe village on the river south of Ashvale - follow the skinny trail down from the village. Six birch bark wigwams stand in a circle round the communal fire, bark sewn over a cage of bent ironwood, their doors to the east; step inside one and sit by its fire. Seven people of the village in Woodland regalia - jingle dress, ribbon shirts, otter fur turbans, beaded bandolier bags - and a birch bark makak that holds your things like the Ashvale chest. Take the jiimaan (canoe) from the landing and paddle the river, alone or with a friend; it turns in arcs like a real canoe. Down the river the water widens into a lake of manoomin, wild rice, dark heads nodding over the water. Ricing takes two: one stands in the stern with the push pole, the other sits with the ricing sticks and knocks the rice into the canoe. Mishoomis, sitting cross-legged in his wigwam, wants twenty handfuls, and has a really special gift for whoever brings them. Also new: a hand-laid cobblestone road with stones of every shape, and proper models for the Saltmere Enchantery's ember staff, storm staff, venom dagger and snare bow. In 0.8.64 signing in on a new device now waits for the @ashvale Bank to hand over your character, and asks again until it answers, so you start exactly where you left off instead of as a new adventurer. In 0.8.62 your game follows you. The @ashvale Bank now keeps your whole character - skills, bag, gear, quests and where you stand - under your wallet, so you can sign in on any device and carry on exactly where you left off. It is packed small, saved as you play and as you leave. Fixed: the chest no longer offers things again that you already took or used, which happened on a new browser or device. A cobblestone road now runs from Ashvale's square out of the east gate all the way to Saltmere's west street, with the gas lamps along its verges. And lamps and torches light the same at every distance - no more change in the light as you walk up to one. In 0.8.61 the night lights reach as far as you can see. Every street lamp, torch and campfire now throws a pool of light on the ground all the way out, so a lit road shows its lamps glowing far ahead instead of only the few beside you, and more of the lights nearest you really light the scene. In 0.8.60 gas street lamps light the road from Ashvale to Saltmere - iron posts with glass lanterns standing along the verges of the trail, Ashvale's east road and Saltmere's west road, lit from dusk till dawn - with road lights by sadfrogltc. Saltmere's street torches stand on the verges now, not in the road. The Spider Cave's torches are small torches set into the rock down both walls, leaning out at an angle. A torch you drop stands upright in the ground and keeps burning, lighting the dark round it, and the torch in your hand points forward. The wraith has left Whisperwood: wraiths now haunt only the Spider Cave, far below. The world is ready before you get there: trees, land and towns are built beyond what you can see, so nothing pops up as you walk or fly, the distant woods no longer turn white, and a hawk sees nearly twice as far. And the Auditor stands clear of the church eaves. New in 0.8.59: Prayer, by sadfrogltc. Every monster now leaves bones to bury for Prayer experience; pray at the altar in Ashvale's new church and raise one of three protections over your head - from melee, from arrows or from magic - while your prayer points last. Father Aldous has an errand for you, The Wayside Prayer, out to a broken wagon on the Saltmere road and on to Mother Wenna at the new Saltmere Chapel, who gives you a Monk's robe that makes your prayers last longer. And the nights follow the real moon: bright at full moon, pitch black at new moon, when only torches and fires light the dark. Also fixed: drinking an antidote no longer breaks your hitpoints. In 0.8.58 day and night. A sun circles the planet once every twenty-four hours, and wherever you stand its height sets the light - bright days, orange dusks and dark nights under a faint blue moon - and the shadows fall the way the real sun shines. Night is dark, so the general stores now sell a hand torch: hold it in your off hand and it lights everything eight paces round you. Other glowing things light the dark too - the Spider Queen's Crown gives off a soft violet light. In 0.8.57 the Spider Cave. Follow the trail west from Whisperwood's road to a rock outcrop in the woods and climb down into the dark: one long winding tunnel lit only by torches, with giant rats, cave spiders, giant spiders, a swamp monster in a flooded grotto, wraiths, the Ash Knight, the Spider Queen and, at the very end, the Lich of Ashvale - the end of Elder Maren's Ashen Crown at last. Everything down there hunts you and follows you anywhere, even up into the daylight. Spiders poison you: your Hitpoints orb turns green until it wears off, or until food or an antidote (now at the general stores) cures it. The Queen drops spider silk, potions and gold, and now and then her crown, a numbered collectible. The far end of the cave comes up near the village. Also new: send a private message to anyone playing with /@name and your message, at any distance; and the ASHVALE Atlas shows the contacts who have you in their address book too, while they play. In 0.8.56 a timber wolf den out on the open grass north of Whisperwood - four wolves, so step carefully north of the woods. Ponds in the wild lie flat now, their water meeting the shore all the way round. And sounds carry like they should: a fight, an axe or a fire is heard up close and fades away over fifteen paces, so the whole valley no longer rings in your ears. In 0.8.55 the woods have ways through. No patch of ground is walled in by trees any more, so deer, boar and players never get stuck in a thicket, and the thickest woods are a little thinner - Whisperwood too, where one of Iria's timber wolf dens was shut in. The desert grows saguaro cactus instead of pines. North is the planet's north now: a red dot on the rim of your minimap always points to it, and tapping it turns you to face it. And your place is kept wherever you stop - a hawk over the open sea comes back over the sea, and anyone left where nobody can stand wakes on the nearest shore, not back in the village. In 0.8.54 the ASHVALE Atlas knows where you are. Open it from the Games tab while signed in and a blue dot marks where your character last stood - the You button flies you down to it. In 0.8.53 the chest is quicker. Tap a thing in your chest or your bag and it moves across at once - gear and other NFTs one at a time, and for Gold, logs, fish and every other token a number pad pops up, the game's own keys on screen with a little screen, Max, OK and Cancel, so you choose how many without your phone's keyboard; Max never asks for more than your bag can hold. Long-press or right-click for Take 1, Take N or Examine. On a phone the chat box now rides up above your keyboard while you type and settles back down when the keyboard closes. In 0.8.52 Iria waits on the Whisperwood main path, pale as the mist, with two tasks - cook her a chicken, then bring her three timber wolf pelts from the dens west of the north pond - and her blessing, the Gift of Angels. With it comes the Ring of Angels, one of one: worn, it catches you when a hit leaves you under a fifth of your hitpoints and carries you home to Ashvale, then rests an hour, or ten minutes once Iria has blessed you. Iria and the ring are the work of sadfrogltc, the first player to add to Ashvale through its open repository. Your character now plays on one device at a time: open ASHVALE somewhere else and the older game stops, with a button to play there instead, so nobody sees you flicker between two places. And when a new version comes out the game saves and tells you, so you know to leave, refresh your Games tab and come back in. In 0.8.51 the wild herds stampede. Attack one deer, goat or hare and the whole herd bolts together, all the same way, away from you - they run about twenty-five paces, graze where they stop, and wander home a few minutes later, so a hunter gets one good shot. And the Feather Headband: a collection of twenty, a beaded red band with one black-tipped feather, never sold and never earned, all twenty with @apple. In 0.8.50 the Big Chief Headdress - a war bonnet of white feathers tipped in black, one of one, never sold and never earned, worn by @apple. Gold, rune stones and anything worth 100 GOLD or more now stay where they fall until somebody picks them up, held by @ashvale for whoever finds them, even after everyone has left. Lose the connection and the game tells you, with a Reload button, instead of letting you play on alone. The people of Ashvale and Saltmere look out over their streets now, not all the same way. In 0.8.49 ASHVALE loads much faster - about 40 seconds down to about 15 on a slow phone - and the world now loads in parts: only the towns near you, the rest as you travel. Arrive somewhere new through a portal and a swirl of portal light carries you there while the town loads. Long-press or right-click another player to see their combat level, and View stats shows all their skills. Tap a quest in your Quests panel to read its whole story in the words of the one who gave it, and remove it from the log if you like - your progress stays, and the giver takes you back where you left off. Fenn, Rowan, Cobb, Mabb, Tolly and Bryce have faces of their own now. In 0.8.48 the wild places are wilder. Deer move in herds of twenty to thirty, wild boar in sounders of six to twelve, hares two or three to a form, and timber wolves in packs of seven to fifteen, and they are met more often across the map. No wolf pack stands within six hundred paces of the village well any more, so the last thing Fenn the tanner asks for is the long walk it always was. The village folk have re-counted everything they tell you - his herd counts, the warden's hare and deer distances, the marsh deer and the cook's venison all say what the land actually holds now, and the marsh deer graze south of Saltmere, where they are; the old line pointed the other way. In 0.8.47 the Quests panel reads its own names properly, so a quest that wants logs says \"bring 8 logs\" instead of \"bring 8 logses\", and a deer, a trout or a salmon is the same word at any number. In 0.8.46 the camera sees through walls, roofs and trees that get in the way of your character; stairs in tall houses work properly; long-press another player to trade with them or follow them; you wake at the portal of the last town you were in. Every line names the villager who gave you the quest and the thing you actually have to bring or slay, with how many you have and how many you need - it used to guess, and it guessed wrong. And there is a new thread in Ashvale: Fenn the tanner keeps frames of skins drying on the lane below the east road, and nobody in the village knew he had them. Six rat pelts to start, eight off the hares, three boar hides, two from the timber wolves, and a word said to Pip at the end - then he hands you his own mithril skinning knife, the only one in the valley. The cook at the kitchen range off the well is Hob now, and still teaches anyone who brings something cooked. Ashvale and Saltmere are rebuilt - timber-framed plaster houses with tiled roofs, brick gables, glass windows and open shutters, each house in its own colours, and Saltmere's tall harbour houses four storeys high. A 3D fantasy RPG on a whole small planet of your own: two continents in a wide ocean, island chains, rivers that run from the mountains to the sea, deserts, rainforest, taiga and snowy peaks, with weather that follows the climate. Walk out of Ashvale village, take the trail down to Saltmere, a harbour town on the coast with docks and tall houses you can climb, and fight, chop, mine, fish and cook your way across the world. The trail has an end now: Cobb the elder gives the last quest, and a stone that brings you back to the harbour whenever it wakes. Perla the net-mender sends you out onto the harbour marks with a net, a rod and a pot. Silas the mason has a job going at the north gate for anyone who can chop, mine and keep their word. Mabb the sailmaker is re-cutting the north boat's sail and wants willow, deer leather and a word said at Bela's counter. Pip the apprentice has a pump to build to clear the winter water out of the mine, and wants tin, hare skins, two wolf pelts and the fall of the ground off the surveyor. And Auditor the clerk has one line in his ledger that has never balanced, and will close it with gold out of the village's own seam, both the mithril stones in the parish, slow-burning maple charcoal, and a word said to Pax by the blue door. Latency the warden keeps the north gate, the torches and the road up the range, and his thread is a ladder made of wood: hares on the stubble, four deer hides for a case, six lengths off the nineteen yews behind him, and a word said to Orin at the Saltmere anvil. Meet other players standing exactly where they are. Your progress carries over.", "version": "0.8.66", "players": "Solo or online", "multiplayer": true, "family": "ashvale", "genre": "rpg", "play": "c879bc1f5f3cfc1300b9f24252a47ce395028dc65fc78a0ab3004a9f272649f5", "cover": "28d1007491d413d4c07cce95d43eff4c54600cffd78661ff3456606a15493210"}}