{"json":{"game":{"name":"ASHVALE","description":"New 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":"0.8.48","players":"Solo or online","multiplayer":true,"family":"ashvale","genre":"rpg","play":"c879bc1f5f3cfc1300b9f24252a47ce395028dc65fc78a0ab3004a9f272649f5","cover":"28d1007491d413d4c07cce95d43eff4c54600cffd78661ff3456606a15493210"}},"raw":"{\"game\": {\"name\": \"ASHVALE\", \"description\": \"New 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\": \"0.8.48\", \"players\": \"Solo or online\", \"multiplayer\": true, \"family\": \"ashvale\", \"genre\": \"rpg\", \"play\": \"c879bc1f5f3cfc1300b9f24252a47ce395028dc65fc78a0ab3004a9f272649f5\", \"cover\": \"28d1007491d413d4c07cce95d43eff4c54600cffd78661ff3456606a15493210\"}}"}