Greetings Fellow Avatars!
Here’s what we have for you in this week’s edition of Update of the Avatar:
- Play R36 Now!
- The Making of Blood Bay
- Xenos Polish
- Game Systems Posts
- Gift Boxes
- R35 Lot Deed Winners
- 2016 Winter Holiday and Assorted Add-On Goodies
- 10-Day Countdown to Expirations, 15% Black Friday Bonus, and Fall into Winter Telethon (now with schedule & prizes)
- Upcoming Events
- Community Resources – Players Helping Players
- Recommended Projects to Back
Release 36 successfully launched yesterday, November 17, with thousands of backers downloading, patching, and logging in to check out the changes! There’s lots of new content to explore, including:
- Midras Ruins Rebuilt
- Graff Island Rebuilt
- Elad’s Lighthouse Rebuilt
- Malice and Spite Polish
- Magic Damage Types & Resistances
- Teachable Recipes
- Over 15 New Recipes
- POT Oveworld Population Indicators
- New Custom NPCs: Shogun Siranto and High Priestess Khasi
- Winter Holiday Content
- R35 Lot Deed Raffle Winners
…and much more
Check out the Release 36 Instructions update for detailed information about all the new content.
We need all your help with testing the new patches, putting more stress on our multiplayer servers, and testing the new game content, so please join us in playing Release 36!
If you have not backed the game, you will need to register and login at www.shroudoftheavatar.com, select the “Get Early Access!” button in the right side-bar, and purchase one of our game access bundles. Game Early Access is also available on Steam Early Access.
The Making of Blood Bay
Blood Bay is going to be an Open PVP area with two NPC towns, player housing, adventuring areas, and entrances to underground adventure areas. It is going to be a testing ground for several systems that will in turn propagate to other parts of the game if successful. We will be talking about more of those new systems and revealing more about the map during the Fall into Winter Telethon, so be sure to tune in.
Blood Bay is an open PVP map located on an atoll. At the ends of the arms of the atoll is a town founded by brigands and buccaneers. However, one side hosts more virtuous adventurers, while the other hosts adventurers with slightly more colorful pasts, (there’s going to be a lot of fighting on this bridge).
Thanks for taking the time to see how Blood Bay is shaping up. There’s lots of unique features to this map that I’ll be unveiling as they reach completion!
Right before we went persistent, we uncloned Xenos and made some modifications to it for specific plot points. However, we were not satisfied with the level of polish so we are revisiting this scene and doing a polish pass this release. We hope to have this pass complete by Release 38. Xenos is on the island of Elysium, southwest of Novia, and is a critical juncture on the Path of Truth.
Having had the chance to return to labors in Xenos, I’ve begun to flesh out areas of primary interest to me, which I hope will set the tone I want to achieve with the entire scene! Starting at one of the entrances, I wanted to ensure that one of the first things visitors understand is the fact that the culture of Xenos is ancient, predating the cataclysm, and that many of Xenos’ structures are actually built atop the foundations of the ruins beneath. In many cases, the most glorious of these were incorporated into the more modern architecture. Like the Rome of our world, there will be few places you can gaze that won’t hold details of the old world, both small and large. Here at the very entrance is no exception, for across the old road from the caravans of merchants lay a ruined courtyard surrounded by columns, its original use long forgotten.
Further along the path into the city proper, past tall and imposing aqueducts, grand roads lead up steep hills that wind their way through several of the richer neighborhoods, whose fantastic views are now graced with sculptured foliage, stone arches, and pillars topped with braziers. Where before there had been very little in the way of decorative finishing, I wanted to make sure that such steep roads and the leveled-off areas for player houses felt very “intentional” in their craftsmanship…
Though I have no idea which players have already claimed these lots, or which houses they have chosen for themselves, I have placed (for my own reference) houses there that remind me of old Roman villas, to help me capture the inspirational feel of the areas as I create the sights around me. Where before were only dirt paths or a sprinkling of cobbles, there now springs forth old stone retaining walls, granite stairs, and evenly-paved roads like those of ancient Pompeii. Added to that are publicly-maintained decorative flower pots, shrubs, and trees, which I’m hoping the proud owners of those houses will now enjoy gazing upon as they frame their view of the sparkling sea beyond, with the masts of tall ships rising from the harbor.All of the decorations pictured are, of course, outside the boundaries of the lots themselves, so the beauty you see here will merely accent whatever decorations you choose to place yourself! At the top of this grand avenue, a partial circle of arches gloriously frames various angles of observation across the sprawling city itself. A fitting view, indeed, for those of such wealth and extravagance that can afford to live in the wondrous city of Xenos, gateway to the pleasures of distant Artifice!I hope you’re enjoying these sneak peeks! Stay tuned for more to come!
As part of our continued commitment to provide more information about the reasoning behind why we make certain changes, Chris Spears made a series of posts this week. The first was a broad list of the Major System Changes we made in Release 36 and a brief description of why each change was made:
We managed to cram a LOT of changes into release 36 despite it only being 3 weeks long! While I strongly believe all the changes are good for the game, I’m also well aware that many of the changes will upset some individuals. Without a doubt the changes will disrupt some of the play styles that have been the most optimal way to play up until now.
First major change is one we have discussed for quite a while; the resistance system! Up until now, casters had the advantage of always being able to affect almost all creatures fully. There were only a few creatures that were resistant to anything. While this is great for mages, it is bad for the game. It means that players don’t have to adjust their play style based on what they are fighting. Many times I would peek in on what a party was doing and the party was all fire mage archers, stacking fire dots on enemies and stacking haste effects on themselves.
While this still might be a good strategy for some things, it will not work on everything. I tried to make the resistance changes as realistic as possible. For example, elementals are highly magic resistant overall, almost immune to their element and vulnerable to the opposite element. Thus, Fire elementals are immune to fire and vulnerable to water and somewhat resistant to everything else. Another example of a common resistance setup is being highly immune to all elemental magic while vulnerable to magic or vice versa. I’ll leave it to players to try and figure out the resistances of various things.
The resistances themselves are implemented through the attunement system and are effectively just a type of attunement that helps with defense vs magic but does not make your own magic more powerful. For R36, there will be some resistances available in crafting but I also hope to add skills with some resistances in upcoming release.
Next up, Defensive Stance is no longer a flat damage resistance buff and instead is a bonus to what armor gives you. Players wearing heavy armor might actually see a small uptick in how much this protects, but players in cloth or leather could see a drastic reduction. This is part of the ongoing attempt to help define roles based on armor. For a while, we have had a problem that the best tanks in the game wore cloth and just stacked a ton of defensive skills and spells. That was never intended but rather grew out of enhancements to magic systems and itemization.
Party Experience will now only be granted to people within 40m of the person dealing the killing blow. This is primarily for realism, but also to make power leveling other players a bit less convenient.
Fizzle for armor on Air, Fire, and Death schools increased slightly. The multiplier for armor penalty in most spells in those schools went up by either 0.1 or 0.2. This means that your armor has a base 30% fizzle, your fizzle chance for those schools went up by 3% or 6%. This was done to help differentiate light and heavy armor a bit more.
Interruption is working again in R36! During all of R35, spells couldn’t be interrupted at all; except by stuns and knock downs. That was actually a bug that has now been fixed. Additionally, while spell “Lock” times have remained the same, many spells now have a “Cast” time. For those unclear, lock time is how long from start of execution until you can do something else, like start casting another spell. Cast time is the time during which you can be interrupted and also when it shows the bar at the bottom of the screen. This has always been the intended design, that most spells would have cast times and be interruptible by attacks. Again, this is another change in trying to make sure that casters are not the best tanks in the game and also to give non-casters a way to be competitive with casters in PVP as well.
Ok casters, ready for some good news? For spells that are damaging or have negative effects, the targets resistance is now equal half their attunement plus their resistance instead of their full attunement! This means that players with no resistance gear will almost certainly be easier to damage with magic. This will primarily only affect PVP and the difference should be noticeable.
The max amount of decay accumulation has been upped to 12 hours. This means that if you have 1 million xps spent on skills and you die for the first time in a week, you’ll lose 1250 xps. If you die again 30 minutes later, you’ll lose 52 xps. Again, sounds trivial for most people and it is. Decay is not intended to slow the casual or new players down. It’s purpose is to create a soft cap for progression for the absolute most hard core. This will continue to increase slightly each release.
Several targeting issues resolved! First, the tab target system that I thought was just bad math was truly picking the very worst target on first use. That has now been resolved and I also changed up the math so it gives more value to closer targets than targets in front of you. Additionally, casting a beneficial spell with no hard locked target will now default to casting the spell on yourself. If you want to cast a heal on a party member you will need to select them by clicking on them or using the F1-F8 keys.
Spell effect stacking (not to be confused with glyph stacking) now has a system in place to limit the max number of the same effects on a target. The players who will probably feel this the most are the fire mages and blade users who stack rend. For most effects, no more than three any specific type effect will stack. So players can still have three fire bolt dots, three fire ball dots, and three rend dots all at once but more than that will overwrite the older ones.
Immolation has had its radius reduced by 20%. This spell was always intended to be a fire shield that does damage to things that hit you. Unfortunately, it was setup wrong and people got used to it be a massive AOE fire effect that was perfect for kiting. My plan is to reduce it each release for a few releases and then switch it to be a damage shield that only hits those in melee range but does more damage per hit.
For R36, we also have refactored our channel system. This is the system that controls which spells and effects can be active at the same time. With the update, we are now able to properly block certain spells and skills from playing at the same time based on channels. For R37, the two major changes are that Shield of Air will no longer stack with other shield spells and that Reckless Stance and Berserker Stance will no longer stack with Flurry.
We’re also trying out a few changes we’re just referring to as “Experimental”. These are changes we expect to tweak and are just looking to see how they impact some of our metrics. The first is that players who are flagged PVP and playing in multiplayer mode will receive a 25% experience bonus. The goal is to reward the extra risk that PVP players take since we still do not have systems in place for other measurable rewards in PVP. We’ll be looking to see how this impacts players playing in PVP and also multiplayer mode. My guess is this will change into something like a 10% bonus for players in multiplayer mode and 10% bonus for being PVP in future releases.
The last big controversial big change that went in for R36 is that subsequent COTO repairs on equipment will repair less and less max durability. Despite the numerous rage threads that will surely erupt on this topic, this was not about SOTA trying to extract more money from players. Repairs are not, and likely never will be, a significant revenue stream. This is a change that has been requested by those concerned about the economy and crafting to make sure that items are never really permanent. This does not mean that you shouldn’t invest tons of time and resources to build a +15 sword. It does mean that you should not use your +15 sword to kill bears and instead save it for the dragons and trolls or the PVP tournaments.
That’s it for the big ticket items! My expectation is that after reading this, some people are cheering and others only made it halfway through before starting their “How will I solo dragons and daemons now!” rage post. The overall goal for these changes was to make the end game more challenging without negatively impacting the low to mid game. It was also to help define roles a bit more so that caster types are more glass cannons. I think the changes made this release go a long ways towards achieving those goals and moving away from single optimal build.
The second post was an explanation on how Gold Crowns of the Obsidians work (aka COTOs) and why we believe they are ultimately good for the game:
It has been a while since I put in writing why we made certain decisions on the economy and our “premium currency” or COTOs. I’ve seen a number of people in the forums getting worked up about a few topic with a common rage element of “I REFUSE TO PAY MONEY TO DO X!”
Most games use a premium currency that can’t be traded in any way. I would say all games, but there are a few that have some limited trading. This means, you give the company money, they give you a premium currency that you can spend on stuff in games like unique content, large boosts to experience, or in some cases, even buying unique powerful items . Many of them also let you turn that premium currency directly into the in game currency.
Long ago, we made clear what our definition of “Pay 2 Win” was. It can be argued (and has extensively by a few players) that if you take ANY money in any way, you are pay 2 win. Even games that are subscription based are pay to win because there are benefits to having multiple accounts. I think the only way a game could qualify as not pay 2 win to those people is if it cost nothing to buy, nothing to play, and you just had an anonymous pledge donate button somewhere in game. We don’t believe an anonymous donation game was viable for ours or pretty much any large scale game.
Our definition of not being pay 2 win is if two players with equal skill and equal gear fight, it should come down to skill, strategy, and possibly a tiny bit of luck. Paying money might shorten the time it takes one player to get to that level, but it won’t make him better once he gets there.
So, back to the topic of COTOs and why we decided to make them work the way that they do… Just like Ultima Online, we wanted our economy to be completely open. We want it to be completely player driven and have players set the prices and determine the value of things. This is part of why vendors don’t pay much for things. We never want players to be crafting things purely to sell to merchants. As soon as we introduce a crafting loop that generates money, we are just begging for massive botting.
So, just like gear, we wanted players to set the in game value of COTOs. Currently I think vendors will buy a COTO for something like 50 or 100 gold if at all. That is intentionally to make sure players never feel like they should buy COTOs to sell to vendors. While that is what many games do, it creates a massive inflation problem. As soon as you can turn real dollars into in-game gold at even a modest conversion rate, you are inviting players to destroy the economy.
Our solution to let players buy gold with real money without causing inflation was to allow COTOs to be traded. This way, players who have more money than time can buy COTOs and put them up for sale on vendors. Then players who have more time or are better at making gold in game can buy those.
So instead of it being a $ to gold conversion that inflates the economy the system looks more like this. Players give us $ for a COTO, players sell COTOs to other players. Subtle difference, BUT it means that players set the price, not us AND most importantly, instead of it resulting in gold being dumped into the economy, the result is gold going from one player’s pocket to the other and no inflation in the economy. Since I know it will come up, technically COTOs can inflate the economy some because allow players to spend less money on new items or rent. We know, but we believe these are fairly small inputs into the system that are acceptable and not driving forces in market inflation.
Also, for those who were curious about the trends on COTOs in game I’m attaching a graph. We started the players with a fair number of COTOs and not much to spend them on so it has taken a while for the market value of COTOs to rise. We recently added in more COTO items in game in the form of some store items and houses and the price has finally started to rise as the excess COTOs drain out of the market. My belief is they will rise to around 3-4k value in the not too distant future.
So the TL;DR version:
- COTOs, our premium currency, are tradeable.
- Players set the price not us, as it should be in an open, player driven economy
- If a player has more money than time or just want to support the development of the game, they can buy COTOs from us, sell them to other players for gold.
- If a player has more money than time or is good at making gold, they can buy COTOs from players in game and never spend a dime but still get plenty of COTOs.
- COTOs do not inflate the economy because it is gold moving from one player’s pocket to another instead of us printing new gold every time someone gives us money
- COTOs can’t buy power, but they can save time and buy visual enhancements.
- The game can be played completely without spending a single COTO and most players play this way.
- COTOs drop in game and we will increase the drop rate as the vendor prices for them increase. Right now they are pretty rare, but we expect the drop rate to increase as we approach the end of the year and COTO prices approach 2k
Thanks for the read!
Now with the 2016 Yule Stocking all good and happy, of course the next bit of action will be devoted to some wrapped gift boxes/presents for folks to give to each other during the various holidays people will no doubt be celebrating in-game together. Unlike the stockings, which I made with the specific Yuletide season in mind (in all its various forms among our many cultures), for the gifts I wanted a more general approach to looks so that they could be used for a wider variety of holidays, anniversaries, and birthdays. As such, I’m not going with any specific color themes or decorations (with, perhaps, the exception of the use of general in-game symbology, such as the various virtues and such), and instead will create designs for the paper, bows, and ornamentation that will make them pleasing for almost any occasion! Of course they will all be quite festive, even the basic craft-able one for 2016, which you can see below!
These will behave like containers in the same way the stockings will, and you’ll be able to pile them on the floor and all over tables and such. And like the stockings, I’ll create a “family” of small, medium, and large gift boxes for this year as well, which will all have a similar “theme” to them. This year, at the suggestion of a visiting supporter of our game, I’ll be wrapping them in paper decorated with the symbols of Chaos, Spirituality, and Virtue. I’ll post more images of them as I create them, and place them in the game for you to see them all as well. I’ll just put together a fun little scene of them piled around one of our Yule Trees near a roaring fire!
Look for new images of them posted in this thread soon!
<imagine some back and forth in the thread and an internal discussion>
Oh hey,…and as something extra,…just before I left on Friday I spoke with Starr and Dallas about how the presents I’m making have been designed so as not to be limited exclusively to ‘Yuletide-themed” gift giving, and could be used for many other occasions throughout the year… They then realized that it might be a good idea, then, to have BOTH a general set AS WELL AS a set that was nicely Yule-themed for cool visual variety exclusively for 2016… That way, when these specific-holiday-themed versions were discontinued for that year, there would still be the multi-use ones available too! I’m sure they’ll be thinking more about how they want to approach the rest of the holidays, but at least for this pass I’ll be creating SEVEN different-looking gifts; three 2016-exclusive generic-themed gift boxes, three specifically Yule-themed boxes for 2016, and then one craft-able box (which you’ve already seen)… Cool, eh?
<imagine more back and forth in the thread and a few days of development>
And so, here we have the remainder of the gift boxes for this season, and for the year 2016!!! Within the limitations of time and number I could make, I’ve taken as many of the suggestions as I could for this year, and incorporated them in the final set. Below you can see the entire set in Max, and for the “general use” sub-set on the upper left, I figured I’d start with gift boxes decorated with the primary symbols of our game; Spirituality, Chaos, and the icon of Virtue itself! Spirituality is the largest box in warm yellow with multi-colored ankhs adorning it, the middle-sized box hosts a ribbon with the symbol of Virtue and swirling, joyful patterns on purple paper with a large pink bow (as requested by one of the fine folks on this thread), and the smallest box, with a shape hinting at bottles of the finest beverages, is appropriately adorned with the Chaos symbol, and has a color scheme that makes it perfect for also filling with coal, as requested by another! On the right is our Yuletide set of gift boxes for this year, each with a different Yuletide color and geometric pattern on the paper, and ribbons of varying configurations and hues, but all of them adorned as a single “family” with snowflakes! And, of course, the craft-able version for this year for comparison.
Once they were finished (as far as models and textures went) it was time to bring them all into the Unity Editor to apply and prepare their final materials to work well in-game. Of course, as with the stockings, the first step was to lay them out in a brightly-lit scene like a photo-shoot to make sure the material qualities could be properly tweaked, while simultaneously comparing them to other objects that would most likely be seen with them, to make sure brightness and contrast blended them well together.
Having gotten the materials settled, it was time to set up a real scene on a player lot to test them as decorations, and to see them under more “normal” lighting circumstances. While I was at it, I painted a bit of snowy landscape for the background, set up the sky to snow for me, and laid out a host of other Yuletide and holiday props made this year to help create a cheery little portrait of the perfect gift-giving scene!
Hopefully these will be as fun for you to use and give to others as they were for me to create!!!
Release 35 Lot Deed Raffle Winners
Yesterday we had the drawing for our latest Lot Deed Raffle and awarded 170 lot deeds to lucky winners whom are being announced today. There were two raffles, one for each lot type:
- Place Anywhere Deeds: 20 Total
- Row: 10
- Village: 6
- Town: 3
- City: 1
- Player Owned Town Deeds: 150 Total
- Row: 80
- Village: 40
- Town: 20
- City: 10
Raffle tickets grant the holder a chance to win deeds of any size (Row, Village, Town, or City). Raffles will be held monthly (total deed numbers will vary each month). Place-Anywhere Deed raffle tickets are more expensive but will have fewer deeds in each raffle than POT raffle tickets, which are more affordable and will have many more deeds in each raffle. This means your chances to win a POT deed are much greater.
Below is a complete list of the winners for this release’s raffle. Winners can claim their deed(s) simply by logging into the game and claiming rewards at any bank. A reminder that you may have received multiple deeds to claim if you received tickets for a guild or other group.
If you wish to review all of your account rewards outside of the game, you can do so by going to the Account menu on the main website and then selecting the ‘Special Rewards’ tab in the page menu.
Listed below are the winners:
2016 Winter Holiday and Assorted Add-On Goodies
A little of something for everyone has been added to the Add-On Store recently, including homes, Ice building blocks, emotes, and a plethora of 2016 Winter Holiday goodies!
These are fully functional resurrection locations that can be placed on lots and in POTs. There is one in the traditional Ankh shape and a new one that has a Chaos symbol that will resurrect the player in a random location.
10-Day Countdown to Expirations, 15% Black Friday Bonus, and Fall into Winter Telethon (now with schedule & prizes)
We’re counting down the days until our Fall into Winter Telethon and your last chance to purchase a bunch of items that are expiring, as well as receive your 15% Black Friday Bonus! Note that we’ve added the schedule for the telethon and the list of prizes we will be giving away!
- House Stacking in Bundles (only 1 House per Bundle going forward)
- Adobe 2-Story with Upper Deck Village Home
- Adobe 2-Story with Patio & Balcony Village Home
- Adobe 2-Story Village Home
- Adobe Brick 2-Story with Roof Access Village Home
- All Kobold Masks (some will still be exclusively available in Kobold Bundles)
- All Prosperity Tool Packs (will still be available as part of Bundles)
- Wax Cylinder Soundtrack Vol 1
- Battle Banner
- 2016 Jack O Lanterns
- 2016 Jack O Lantern Mask
- 2016 Jack O Lantern Mask with Glow
- 2016 Grim Reaper Statue
- 2016 Grim Reaper Mask
- 2016 Rotten Armor
- 2016 Rotten Flesh Cloak
- 2016 Spooky Soundtrack
At noon on that same day, we are starting a 12-hour telethon that will include an array of fun activities and engaging content, many of which you can directly participate in with us in-game! We are also giving away a ton of fabulous prizes*, and as always we will be having stretch goals that based on how much players spend during the telethon (see below).
As usual, your questions will be answered throughout the event. You can pre-post your questions in the article’s comments section (linked here), or post questions during the telethon in Discord chat.*
As a special bonus, we are offering Telethon Funding Stretch Goal Rewards to any backer that pledges a minimum of $5 from the start of the telethon, until Midnight (Spending Store Credit to make $5 minimum purchase does not apply). The Fall Into Winter Telethon of the Avatar Funding Stretch Goal Rewards are:
- $10K: /rainautumnleaves
- $25K: Autumn Leaf Crown (increases length of /rainautumnleaves emote)
- $35K: Autumn Fairy Leaf Dress + Autumn Leaf Wings
- $50K: Pet Squirrel
- $65K and beyond: Secret Winter items!
Did you see what was unlocked in the last telethon? This one is going to be even bigger!
Cheer on the Devs!
For every $2,500 donated, all developers on camera have to either dance, sing, or drink a shot of alcohol.
Additionally, we will be spinning the Wheel of Fortune & Doom! The wheel will have 14 items at any given time, but dozens of total prizes ultimately will be given away! This includes developers that, if selected, have to either dance, sing, or drink a shot of alcohol.
As the wheel is spun, what is selected will be replaced by something else. Details list of wheel items coming soon. Items already selected will be removed for a time (some may not come back onto the wheel for the rest of the telethon. Keep in mind that some of these may never come up, so cross your fingers for your preferred item!
- 12:00 PM: Welcome to the Fall into Winter Telethon!
- 12:30 PM: R36 Postmortem Q&A and review
- 2:00 PM: Homes of New Britannia Tour
- 3:00 PM: New Scenes/Builders Deep Dive
- 4:00 PM: Story & T/L/C/Offline Deep Dive
- 5:00 PM: Player Housing & Towns
- 6:00 PM: Community Hour
- 7:00 PM: Crafting & Economy Deep Dive
- 8:30 PM: Combat & PVP Deep Dive (with tour of Blood Bay)
- 10:00 PM: Tour of Xenos changes with Scottie
- 11:00 PM: Adventure Tour!
Win These Great Prizes!
- 2016 Jack O Lantern Mask with Glow (Expiring)
- 2016 Grim Reaper Mask (Expiring)
- 2016 Spooky Soundtrack (Expiring)
- 2016 Rotten Flesh Cloak (Expiring)
- Adobe Brick 2-Story with Roof Access Village Home (Expiring)
- Adobe 2-Story with Patio & Balcony Village Home (Expiring)
- Adobe 2-Story with Upper Deck Village Home (Expiring)
- Kobold Mask 4-Pack (Expiring)
- Elven Village Tax Free Bundle!
- Pristine Gothic Mansion
- 2016 Snowman mask (w/hat)
- 2016 Winter Holiday Decoration Pack
- 2016 Winter Holiday Pack
- 2016 Yule Stockings 3-Pack
- 2016 Yule Gift Box set
- 2016 Regular Gift Box set
- Winter Holiday Gift Pack
- Winter Holiday Pack
- Tabletop Yule Tree
- Ornate Snow Family
- Ornate Umbrella
- Ornate Scarecrow
- Ice Nightmare Mask
- Speckled Turkey
- Breathe Emote 6-Pack (includes Breathe Snow Emote)
- Store Credit ($10)
- And several items courtesy of RelicsbyRild.com
We will be giving prizes away on an hourly basis with many being given away multiple times. If you wish to win prizes during the Telethon event, be in Discord chat!
Watch The Telethon on Twitch! The final recording will be archived on YouTube after the event as well. See you on the livestream chat at Noon this coming November 28th!
Get Your 15% Black Friday Bonus Now!
For the past two years we’ve extended our Black Friday Promotion to give you up to 8 weeks to take advantage of our 15% Black Friday Bonus, and we’re doing it again this year! For all new purchases (including bundles, bundle upgrades, add-on items, player owned town upgrades, and Make a Difference items) between Midnight CDT October 6, 2016 (5:00 UTC, October 7, 2016) and Midnight CST, November 28, 2016 (6:00 UTC, November 29, 2016), we will add an additional 15% bonus to your Store Credit!
Nov 21, 2016 – Courtesy Automatic Claiming of Rewards
Nov 28, 2016 – Fall into Winter Telethon and Expirations (House Stacking in Bundles, etc.)
Dec 9, 2016 – Community of the Avatar livestream
Dec 15, 2016 – Release 37
Dec 16, 2016 – Community of the Avatar livestream
Dec 20, 2016 – R37 Postmortem
Jan 26, 2017 – Release 38
Feb 23, 2017 – Release 39
Feb 25, 2017 – Ultima Dragons 25th Anniversary Event
Mar 17, 2017 – SXSW Gaming
Mar 30, 2017 – Release 40
Visit the official Community Calendar to see the great lineup of activities our amazing community has planned for this weekend! And be sure to check out this month’s Release Events thread in the SotA forums for additional events.
Events of the Week
SotAGustball.com Pre-Season Gustball Tournament – Nov 20th | 3pm CT
Introducing SotAGustball.com! The purpose of SotAGustball.com is to have a centralized place where all the team and league info can be found, support player events, and further the great game of Gustball! We plan to host 3 month long Gustball Leagues where teams will compete twice a month for 3 months and the team with the best record will win fortune & glory (as well as Addon Store credit)!
Join us for a Pre-Season 3v3 Gustball Tournament where the best Team will walk away with $30 in Addon Store Credit & 30,000 gold! All levels & skill are encouraged to play.
Grand Opening of Vyrin & Womby’s New Location in Estgard
Womby & Vyrin are pleased to announce the opening of our third bookstore! Please join us for an open house marking the occasion: Sunday, November 20, 1-3 PM NBT in Estgard. This event is a casual meet-and-greet for authors, bibliophiles, and friends. We are happy to answer any questions you may have about writing and publishing.
The first 20 in the door after 1 PM will receive a scarecrow and a copy of Womby’s controversial new book Scarecrow Maintenance
Community Resources – Players Helping Players
- The official SotA New Player Welcome Forum and the Player Created Resources Forum have the best player created resources for Shroud of the Avatar, whether it’s a Player Written Guide, a Video Walk-through, or a Wiki-type Website.
Visit the official Community Resources page for a complete listing of all things community.
As of February 27, 2017, the Ultima Dragons will have been in existence for 25 years! How many fan-created online organizations have been around that long? They are doing something really BIG and really FUN for their 25th anniversary in Disneyland, California and everyone is invited! Richard Garriott, Starr Long, Recap (aka Space Bards), Denis Loubet, Dr. Cat, and others will be participating. Current ticket prices are expiring on December 11th!
Backer Shipping Addresses
In preparation for shipping backers’ physical pledge rewards later this year, we have added Shipping Address fields to your Account Profile page. To enter your shipping address, log in to the SotA website, select “Account” in top right corner, then select “Edit Profile” located in top left corner, beneath your Avatar image.
A reminder to be sure that firstname.lastname@example.org is unblocked from your e-mail account!