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Alpha V1.07 Release 2011-04-29   07:35:01

Alpha V1.07 Has Launched!

We have made Alpha V1.07 Live for play. Please report any bugs to the game forums


Bug Fixes

  • Containers now can be reopened without re-logging.
  • Fixed bug where containers didn't update when picking up or buying/selling items.
  • Players now properly come out of combat mode when mobs die or retreat.
  • You can now continue to add stackable items when your backpack is full as long as you already have a stack of that type in your backpack.
  • Health regenerates 33% faster than before but only regenerates out of combat.
  • Dead bodies vanish automatically when they are emptied
  • Reduce spider poison strength and frequency of casting
  • Increased amount of damage earned from Strength.
  • Increased XP drop off for lower level mobs.
  • Increased required XP for levels
  • Adjusted prices of all items
  • Reduced sellback prices of all items.
  • Fixed bug where hardware cursor vanishes when switching in/out of combat mode.
  • A chest appears for mobs that don’t have dead bodies associated.
  • Bugs no longer change icons when they are resorted after a buff ends.
  • Removed weapons/armor drops from spiders.
  • Adjusted starting stat values.
  • Lowered the amount of attack power gained from Strength.
  • Stats now increase when leveling.
  • When an attack misses it now displays the miss icon over the target and not a -1 floating text.


New Features

  • Added Foraging Skill
  • Added four types of herbs located in outdoor areas.
  • Added Mining Skill
  • Added two types of ore located in caves.
  • Added Trainers in Breathnor
  • Moved player stats/attributes to separate stat window.
  • Added floating Health/XP bars
  • Full support for resizable game screen and usable black space.
  • Added Skill Window (K key toggles)
  • Tool tips have been added to various interface widgets.
  • Mobs now drop weapons/armor that scale randomly from the base level of the item to the level of the mob that dropped it.
  • Tips for objects now appear without using the SHIFT key.



Posted by Lothgar
The Winds of Zima 2009-12-24   15:16:49

It has been many years since the Ice Queen’s armies marched over the plains of Darnorlth. Long has it been since the days where the valiant people of Sedok pushed back the Frost orcs, the Ice trolls and the other frozen evils that spilled in from Zima. Long has it been since the defeat of Santa Kluz and his cold brutal minions.

Today something else looms within that frozen waste. The wind carries an evil omen over the desolate white tundras of Zima. A new army is building. The Ice Queen has yet to abandon her plans to conquer the rest of Sedok.

She has a new general commanding her armies. A new threat to the world awaits. For now it is only the wind that whispers the message of what is coming, what lies ahead for the people of Sedok. But soon the forces of the Ice Queen will reveal themselves and descend upon our people once more.

Be prepared people of Darnorlth. For the frozen armies of the Ice Queen are coming.



Posted by Lothgar
New Elderlands Installer 2009-11-30   01:21:15

A new Elderlands Installer has been published. You must download and run this new installer in order to connect to the new game server.

This new installer will be able to self-patch.


Download the Elderlands Installer: Elderlands-Installer.exe


Posted by Lothgar
Elderlands Game Server Status 2009-11-29   17:41:21
We are currently working on the new Account Authentication system and for the game. It is close to being completed. We are also addressing a bug in the login system that players were experiencing prior to the service outage.

We are working to get the server back up as soon as possible. We also will have a Server Status indicator on the website.


Posted by Lothgar
Forums are up! 2009-11-27   03:40:07

The Elderlands forums are back online. The new url is www.elderlands.com/forums.

The game server will come back online once we get the new account authentication system functional.

Posted by Lothgar
Recovering from Downtime 2009-11-26   11:59:49

We would like to apologize for the website, forum and game downtime. Our previous provider had catastrophic failure on our server machine. We realized by their service response that it was time for us to find a new home for the game.

We have setup webhosting with a new company. We had to take some time to migrate the old databases into the new hosting company’s databases. We are also moving the forums to Elderlands.com instead of Asylumsoft.com

We also have a dedicated server for the game and will add new server machines as we need them. The game will go online in the next few days. We have to rewrite the method by which we authenticate logins.

The Elderlands.com forums will be up as soon as we can get it configured for the new site.


Again, thank you for your patience.



Posted by Lothgar
Elderlands Open Testing 2009-11-21   14:19:18
If-Else Software Inc. is pleased to announce that Elderlands has launched its open testing server. The game is under development and many features are being added daily. Come and enjoy the world of Elderlands and be part of this great community.

You can create an account here: Create Account

Posted by Lothgar
Open Testing Announcement 2009-07-06   14:50:52

We are proud to announce that we will be having full Open Testing for Elderlands. We currently plan to make the server live for the public at the end of July. Open testing will introduce some of the following features to the game:


  1. 3 Provinces to explore.
  2. Player Quests with Quest Log
  3. 2 Classes – Mage and Warrior (more will be added over the course of testing)
  4. First testing of EL Open Economic Model
  5. Terrain that can impact player movement
  6. Slotted Inventory
  7. Introduction of the Skill and Abilities system
  8. Action Bars – Create custom action bars for quick selection of skills and spells
  9. Music and Sound Effects
  10. And much much more...


We still have much to do with the game but we have enough new content to give the players plenty to do and help us move forward with the game. Open Testing will stay live until the game is considered gold for Release Version 1.0 at which time we’ll activate Premium Accounts. No date has been set for Gold Release at this time.

Please refer to: Announcement

Posted by Lothgar
Development Update 2008-06-25   17:10:56

Classes
I just started getting final Skills, Abilities and Specializations down for the two adventure classes (Mage and Warrior). These should be pretty fun classes. One of my goals is for you all to have a magic system in when we open here for the next testing session.


Quests
The quest system is going to be very nice. We’ll have a nice quest log and history log, showing you all the quests you completed and basic statistics such as how long it took you to complete, how many times you died, how many times you failed the quest, etc.

The quest editor is my next big task. Plischa and I will both start pounding on quests for Classes and for general questing.


Class Quests
These are more epic quests and are different for each class. Here is how it works… I’ll use Warriors as an example:

When you become a Warrior, you must visit the Warrior’s Hall in the capitol city. The Warrior Grandmaster will open the crypts of the Ancient Warrior Lords and send you down to find a particular Warrior Lord. Once you find his tomb you are to meditate at his side. A vision will appear before you and the Warrior Lord will issue you a quest. Before you can begin to advance as a warrior you must complete this quest. The quest reward will be a skill, equipment, etc. These things will change during testing a great deal. You’ll all help us decide what is best.

So now, you are running around killing things and advancing as a warrior. Once you hit level 5 you are notified that you must return to the Warriors Hall. You can no longer advance as a warrior until you perform another and more difficult Quest that will be given to you by a different Warrior Lord. And this continues every 5 levels. The quests will get more epic and often be chain quests with branches.


Interface Changes
There are some interface changes going into the game. I’ve worked with Ethago to standardize some of the windows that popup and help bring a common and polished look. Slotted inventory is in and fully functional. Many changes were made to Ooz and the core engine to help us prevent ghosting problems of items as you have may seen in the past.

I have an option screen that allows for players to set a huge list of options. The big outstanding task for the option screen is the Keyboard Mapper.

Action bars are in the game and functional. Players will be able to create action bars, place them on the screen and even assign keys to the individual bar items. You can assign a key range to a bar such as F1-F8 or SHIFT-F1 to F8, etc. You’ll also be able to assign regular keys to items in the bar. Action Bars can hold items and usable skills/spells. You can make action bars vertical or horizontal.


Music
I have some sad news and some great news. There actually two items of great news… Great News #1… Tarantula’s metal band The Zombi (http://www.zombideathmetal.com) has taken off quite well. We wish him the best of luck. He is a hell of a musician. That brings us to the bad news… It will be difficult for him to find time to compose music for EL and SW right now. At a point in the future he will have the time, sadly it is not right now.

So finally, Great News #2. I have a guy who is VERY talented working with us now on music for EL. His name is Andrew Sega, I worked with him at Origin and Digital Anvil. He has done some amazing things in the Demo Scene and composed music on games from companies such as Origin/Electronic Arts, Midway and on the PS2 and DS platforms. He has his own little game company if you all want to check out his games (http://www.diffusiongames.com/).

BTW, we currently have about 15 songs for the game. Some from Sega, some from Tarantula and a few I purchased from various music websites.


Map and Game Content
Plischa is working away at the map, building out the Zima Province. She has been spending a great deal of time in Europe collecting a ton of research material for the artists and design team. Ok, she is having fun too... Who wouldn-t have fun in Europe... :D

Icleos has been giving us a ton of new artwork. We have some spell effects, a bunch of terrain bits, even a few monsters. He has also produced several new weapon and armor pieces.

I have written up a ton of details about the first two Provinces (Darnorlth and Zima). I have plotted out the points of interest, the towns, the quest and monster level ranges and of course the types monsters that will exist there. This is actually not as easy as it sounds. It takes a ton of work to make sure the game flows smoothly.

What we want to do is not lock players into areas, at the same time we want to guide them around the world so they are not instantly exposed to a vast world with no direction (Like that Dransik when I opened main land). Most provinces will have content for lower level players (1 – 15). However the general design for each province will be for higher level players as you move further away from Darnorlth. Also, so we don’t have ghost town areas or ghost provinces… Each province will also have mid and high level content. Again, designing this takes time.

We are trying to story drive all the points of interest. I don’t want the random area where FlimFlams spawn for no reason. An example is the Bloodsash Bandits in Darnorlth. They are actually part of a larger organization, The Bloodsash Brotherhood. These pirates and rogues are dotted all throughout Sedok. They have a history and an agenda. In Darnorlth players around level 6-8 will receive quests to deal with the bandits. And at a later time, a higher level (Some mid-ranged) other quests will appear to go deep into their domain and lairs, finding the upper leaders of the Bandits. Eventually this will lead to chains of quests which will end in the players battling the top members of the Brotherhood.

We are trying to make less generic creatures and instead make creatures more specific to the area… So if you fight spiders in Darnorlth, they won’t be the same as the ones you may fight in Anagardon (province in Asper). They’ll have different names, appearance and loot. Not better, just different. There is much more on this front.


Posted by Lothgar
Winter province Zima development status 2008-03-25   23:45:07

On the map building side of the Elderlands development we have been working on a new winter province Zima. The province is almost completed, we have only some more town building still on the schedule.










Posted by Plischa
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