The Starmourn Blog

Vihana, Rise

By Neritus | November 28, 2022 |
A mounting threat is on the horizon

Over the past year, some of you have noticed what appears to be a rising threat posed by the Ishvana. In the complete conflict rework, the Ishvana will take a more visible role as the Sector’s main antagonist. While all the pieces are still coming together on that and we’re not ready to talk details, we are ready to reveal the next big content drop which will, eventually, have a place in the reworked conflict systems.

Vihana Facilities

If you’re unfamiliar with the Vihana, they are uncanny creatures who take a wide variety of twisted forms, blending cybernetics with Kith and the science of reanimation, and comprise the bulk of the Ishvana’s army as we know it. Starting this Winterflame, December 12th, 2022, spacers will be able to search out and destroy Vihana Facilities hidden on just about every planet in populated space.

Vihana Facilities are an endgame, roguelike-inspired PvE dungeon crawl for 1-5 players. You will know in what areas to seek out the facilities, but the entrance to the facility itself will be hidden, so it’s finally time to bust out your long-neglected SEARCH skill in Exploration. Assemble a Crew of up to 5 players and get everyone at the entrance, and then enter the facility together.

Vihana Facilities are always-available content. There will always be multiple facilities dotted across the Sector available for you to run with your friends, and once you’ve entered it, that facility belongs to you and your team and no one else can come in to interfere.

On the technical side, we wanted to foolproof this against disconnections, and we’re proud to say that Facilities will offer full reconnection support. The only case in which you cannot reconnect is if all members of the team disconnect. If that happens, or if all players voluntarily leave the facility, the facility will self-destruct as the Ishvana moves its operations elsewhere.

A typical run

One floor of a facility

Players start in a cloning room and proceed through a series of floors. On each floor you will encounter plenty of Vihana mobs as well as an Overseer. Depending on the floor’s layout you may have the option to skip some rooms and head straight for the exit to the next, lower floor. Here you will find a terminal which you must either hack or use a security keycard dropped by the Overseer on death.

On the first floor, Vihana mobs have 1 random Affix. On the second floor, they have 2. On the third…. You get the idea. On the final floor, you will face a boss. Kill the boss, open the totally-not-a-treasure-chest, and race back up the floors in 30 seconds or go down with the ship.

The mobs and bosses implement a wide range of new PvE mechanics, taking advantage of a giant upgrade to our mob combat backend. So far, you’ve seen one such new mechanic: flying mobs. What you haven’t seen: mobs that pull, mobs that lift you up elevation or push you back down elevation, mobs that guard each other like MWP GUARDIAN, mobs that detonate, mobs that spawn other mobs, etc. Some of this we have seen before in other one-off boss mob situations, but all of these mechanics and more now have proper coded support to make them easier for us to build and less error-prone.

Oh, and the Overseer mini-bosses are PvP bots. They don’t gain affixes, but they do get a harder and harder difficulty with each successive floor.

Facilities can have up to 7 non-boss floors under some very rare conditions, which means 7 affixes on the mobs. If that sounds way too brutal, take heart. The Vihana aren’t the only ones getting stronger…

Surges

The Expedient Surge can reduce your balance costs by up to 50%

At the ends of each floor, players will select 1 of 3 (or 4!) Surges. Surges are powerups with a wide range of effects: More damage, more health, chain attacks, group healing, support effects, life-steal, crowd control, you name it. 19 out of the 27 Surges going in at launch have 3 levels. Different surges have different rarities, but once you pick an upgradeable Surge, there’s a strong likelihood that upgrades for it will be offered to you later in the run. The Power Surge, for instance, grants you +30% damage at Level 1, +60% at Level 2, and +100% at Level 3. The Healing Surge, meanwhile, grants you the SURGE HEAL ability to completely restore another player, including subsystems and afflictions, on a 120s, 60s, or 30s cooldown at Levels 1, 2, and 3 respectively.

Some Surges offer powerful, single-use effects that consume the Surge on use, such as the Aegis Surge which fully restores your health, subsystems, and afflictions when you would die. Others simply have no upgrades past the first, such as the Evocation Surge, which causes your hostile area of effect abilities to not hit your teammates. Others are consumed immediately, such as Reroll which will allow you to reroll your selection options, or Data Cache, which instantly grants you a large amount of Facility Data

Additional study required

The Surge Banish upgrade allows you to remove a surge you are offered. It will not be offered again this run.

Surges are poorly understood, but they seem in some way connected to the very science that goes into the Ishvana’s grotesque methods. Everything you do in Facilities grants you Facility Data which can be spent between facility runs on Surge Upgrades to improve your chances on the next run. Even if you didn’t make it entirely through your last facility, you’ve still probably walked away with some hard-earned data that you can use to improve your chances for next time.

There are 27 Surge Upgrades, a virtually bottomless Data sink with all sorts of effects. 19 of these upgrades are Surge Masteries, each belonging to a particular upgradeable Surge. There are 10 levels of Mastery per Surge, and each level grants you a +10% chance that the first time you are offered that Surge in a Facility, it will be offered at Level 2 instead of Level 1. Other upgrades do not apply to any particular Surge, but instead help you play the odds to get the build you’re after, such as the Scraping Routines upgrade, which has 20 levels each granting you a +5% chance to gain a fourth Surge option. Other upgrades only have 1 level, such as Power Hungry, which grants you a free Surge selection at the start of the facility.

This content is too easy

Where mobs crit YOU!

Great. I get it. You and your friends are the Sector’s most revered facility runners. You know your way around a Vihana’s entrails like none other. Facilities are EASY.

Enter: Mutations. Before entering the facility, you have to option to apply Mutations to it. Mutations are a way of making the facility harder in different ways, but also making them reap more rewards, including more Data. If you’re particularly confident in your group’s abilities, why not disable the cloning room at the start of the facility? This makes the run permadeath, BUT you get +30% Data from all sources. Mobs too easy? Give them an extra affix at the start. Want an extra floor to farm your Data? Then add an extra floor. Think your group is fast? Give yourself 5 minutes from the time you enter before self-destruction occurs, but the boss drops triple rewards.

At launch there are 8 different mutations, and you can add all 8 of them to one facility if you darn well please. Mutations cost Data to apply, but they pay for themselves many times over if you’re successful.

And then, there’s the Crystalline Mutation…

The bigger picture

We’ll be seeing more from the Crystalline affix and Mutation…

We took a lot of time and care crafting the big picture design for the Conflict Rework. We, the staff and volunteers, are all long-time players representing a wide diversity of playstyles, and creating the vision was a full team effort. We hope that the finished product will have something for everyone. The journey has been a bit longer than expected, but we hope the results will push the Starmourn experience to new heights.

Vihana Facilities came about to help fill what we perceived to be a gap in endgame group PvE content. Xenos are extremely fun, and have only gotten more so and more geared towards groups in the last month. But we wanted something more, something that fit into the storyline of the Conflict Rework, and something that enabled faction mates to come together to do something non-PvP while also contributing to the factional conflict system, and without having to worry whether the content would actually be available at their agreed-upon time.

A final note. Just because Facilities will fit into Conflict systems does not mean they are in any way closed off to Factionless players. Indeed, only a very small subset of the Facility experience, Crystalline mutated facilities, will plug into faction conflict, and there’s nothing stopping factionless from running those too. And, yes, the Factionless will be gaining a means to acquire Cosmpiercer Powers.

The details, however, must come later. For now, we hope you look forward to combating the rising Vihana threat.

The haunting tradition is back – It’s time for Scare the Storytellers, 2022!

By Argus | October 11, 2022 |
A thoughtful rendering of the Storytellers reading your submissions this year, hopefully.
Photo by Sabina Music Rich on Unsplash,

The Ishvana. Spoopy death cultists. Nanotube obsessed scientists. Those people you escort on station missions that ALWAYS seem to be up to no good. The hagda, in general… have you ever really LOOKED at a hagda? Don’t. There are things you cannot unsee.

This year we wanted to start Scare The Storytellers, our annual Halloween contest, a bit earlier so that you’d have more time to submit your entries. If you weren’t around for last time, we want you to send us details about the scariest legend, critter, ghost, or monster in your race’s history you can come up with!

What we want:

A paragraph or two from you describing a creature, fear, nightmare, or terror commonly known among members of your character’s race. Give us your space bigfoots, your slender men, your cthulhus, your ghosts, and your headless horsemen. This is your chance to dig deep into your psyche and flesh out your understanding of your character’s culture. Make it weird, guys. Our bodies are ready.

Things to include in your entry:

  • Who you play/what your character name is.
  • A name for your horror (e.g. The Foogu, slime monster of Benu Wen)
  • A description of your horror (e.g. The Foogu is a massive horror of ever-increasing size and amorphous shape made of viscous, ambulatory slime. Fungus and moss grows liberally upon it, making it impossible to detect when walking in dark forests until you are already consumed.)
  • A backstory, explanation, or creepypasta about why this is scary to your character’s race. (e.g. Said to have been grown from unstable molecules that escaped from a laboratory of W’hoorn scientists several centuries ago, tales of The Foogu and its rise to sentience are used liberally by W’hoorn parents to make their children mind them and stay close to home. Rumor has it that those lost in the woods are absorbed by the Foogu, but don’t die, remaining in a fullyaware, hellish stasis, used as nutrient batteries for the monster’s continued existence. Though no definitive proof of the Foogu’s existence has ever been found, a plethora of photographs and grainy video footage can be found on the commsphere.)

The winning entry will receive a unique item of some kind or a minipet loosely based on their creation (depending on what the person would like, what the staff thinks, and what the creature IS, at staff discretion!) and details about it will be added to our public wiki, solidifying the fruits of your depraved imagination into game canon forever.

Entries should be emailed to Damiel@Starmourn.com, and will be shared among game staff where they will be judged mercilessly and/or cried about while we all hug pillows and tremble vigorously. Your deadline is 11:59pm EST on October 31st. We’ll take a couple days to decide, then announce the winner!

A lil’ something about the rules

  • Must include ALL required information detailed above.
  • One entry per player.
  • Entry must be 500 words or less.
  • Collaboration is ok, but only the person who submits the entry can win the prize.
  • No stories or creepypastas lifted directly from current Earth culture. Taking inspiration is fine, but the final product should be unique and wholly yours.
  • Player must already have a character of the race they are writing about, and this character must have been created before this announcement was posted. In other words, if you want to write about a Krona ghost story, you must play Starmourn as a Krona. Note: If you had a HC character of that race that had a compelling story arc, but is now dead, they count too. BUT, if you played them 5 minutes and died to a rat, having never spoken to anyone, they do not.

Good luck, Starmourners – let’s get spooky!

Discuss this post in our forums, OR start brainstorming your entry with the rest of the community on our Official Discord.

Find Yourself In The Next Newbie Challenge

By Argus | September 21, 2022 |

Welcome, everyone, to the next Newbie Challenge! Whether you’re joining us for the first time or taking a swing at a new character, this is a great opportunity to dive in to all Starmourn has to offer.

tl;dr Make a new character by Sept 30th and complete the challenges below to get 750 free credits!

There’s still time to start fresh in September!
Photo by Yuyeung Lau on Unsplash

New characters made between Aug 15th and Sept 30th at 23:59 will have 30 days from their CREATION TIME to complete the Newbie Challenge and be rewarded with 750 credits!


The challenge consists of two parts –

Complete ONE of the following:

  • Attain Level 75
  • Attain Admiral 1 in Captaincy (Level 50)
  • Attain Level 19 in Hacking

AND ALSO

Complete FOUR of the following:

  • Deliver, crush, or compress 60 asteroids or gas.
  • Participate in 25 Cosmpiercer assaults or Arena events (duels/spars count, but only one per day!)
  • Establish a modding WORKSHOP and invest a total of 3000 research credits.
  • Harvest 100 Ta-Deth crystals from caches
  • Form a band and achieve a popularity of 25 (founder must be eligible for the challenge).
  • Complete 75 unique quests
  • Complete the main quest

Eligible players can type NEWBIECHALLENGE at any time to track their progress.

New HARDCORE characters are also welcome to participate, and any winnings will roll over into their Hardcore Credit Pool for their next character. Who knows, maybe we’ll get some Hardcore players completing the challenge multiple times within the month!

This is also a great time to take advantage of our referral program via HELP REFERRAL in-game!

Learn more in-game from Soren’s full announcement –

NEWS READ ANNOUNCE 408

Don’t miss out on this awesome opportunity! We’ll see you among the stars, spacers.

Argus, the tiniest feracht

Time for a vacation?

By Argus | August 15, 2022 |

In honor of summertime… Welcome to the beach! Off the shores of the Celestine Ascendancy, players can now enjoy a relaxing break from the stresses of the sector at Dreg End Beach and Pleasure Shores!

A quick tour for those who’ve yet to experience for themselves –

Dreg End Beach

The shores of Dreg End beach could really use some TLC, eh?
Photo by NIKLAS LINIGER on Unsplash

To the west, a series of trash dunes clunking onto each other before a murky ocean tide. The overhang of fog and pollution might scare away any visitors, but the animal life seems to have adapted to their stinky home. Small crabs with new shells of cola cans and oxygen containers skitter about, collecting tiny treasures from the sector’s trash.

Truly a testament to the woes of unhinged capitalism and excess, this side of the beach has been long since abandoned by any attempts to beautify or restore it.


Pleasure Shores – Glittering Shores Leisure Resort

Pleasure Shores, the gorgeous vacation destination we actually wanted.
Photo by Alex Perez on Unsplash

To the east, a highly populated beach of glittering, ivory sands and high-tech vacationing. The waters are beautifully clear and inviting, welcoming swathes of visitors to enjoy themselves together. Sample the drinks with Iffha Tango, enjoy a concert at Fronds In Low Places, or dance through the waves with friends and golden-shelled sun crabs.

A sampling of high-class decadence, the Pleasure Shores showcase the best that Litharge has to offer, brought to you by the Celestine Office of Cultural Affair’s Lead Developer of Glittering Shores Leisure Resort, Jonti Yaghah.

With Fronds Like These, Who Needs Anemones?

– The most popular drink on the beach

Not just new areas for players to explore and roleplay, these beaches also boast a new cast of NPCs to interact with and an arcadeway off the pier with a collection of player owned shops with more for purchase if people are interested.

We’re looking forward to some much needed sunshine-y rest and relaxation at the beach with all our lovely players in the new locales. See you there!


Meow and meow,

Argus, the tiniest feracht

The Industrial Revolution

By Neritus | May 6, 2022 |

Welcome back to Yet Another Devblog! Today, we are sharing a preview of the Economy Rework which, we are happy to announce, will be hitting the Starmourn Sector May 17th. So bust out your spreadsheets and slide rules, there’s a lot to cover!

Build-a-factory

Refinery structure placement/construction

One of my dreams for Starmourn has long been to give players the chance to construct monumental structures in space. That dream will soon be a reality: We have created a flexible “Space Structure” system which can handle any sort buildable space structure, and the first two such structures will be Refineries and Autofactories!

The structures themselves will require a significant number of commodities to build (around 15,000 refined inputs in total!). To help players start out in the revised economy, there will be NPC autofactory and refinery structures available across the Sector.

Structures are valid destinations for cargo contracts, can be docked with, have commodity storage, and you can even place market listings on them! Structures can be designated to Factions, Dynasties, and Clans, too!

Space Structures will require a small amount of maintenance in the form of Structural Repairkits stored locally. We don’t want this to be too onerous, but we also do need these structures to fall out of the sky eventually if their owner has completely abandoned them. This is something we will certainly have to fine-tune after launch to get just right. If a structure does fall out of the sky, your commodities and any docked ships will be rescued to your home station.

The Down-Low on Manufacturing 2.0

Must. Refine. Faster.

Manufacturing looks much the same as before: you refine your raws in a refinery, take the refined goods to an autofactory, and specify the number of batches you’d like to run. New refineries and autofactories will have no “Type” associated with them, meaning ALL refineries can refine ALL goods, and ALL autofactories can manufacture ALL recipes. Economies remain, however, so you’ll still be incentivized to build remote structures to take advantage of economy bonuses, however. More on production bonuses later.

Presently, the time jobs take to complete is the major bottleneck in the player economy. In the rework, we want the bottleneck to be mining. Recipes will instead now have a “Cycles” cost, which represents the complexity of the manufacturing task. Structures, meanwhile, will have a “Production Speed” stat (how often will ticks occur?) and a “Production Cycles” stat (how many Cycles do we manufacture each tick). The end result is that jobs will happen anywhere from 2.5x faster than before, to 500x faster than before for a fully upgraded and specialized structure.

On the subject of upgrades and specialization, the image above hints at another aspect here: Structure Modules. There are about 50 different structure modules you can build and upgrade across three tiers. There are modules to boost your Cycles, Speed, Cycles required for particular recipes, enhance your Production Bonus for a certain refined good or Autofactory category, and even modules that reduce the required inputs for recipes.

Bonuses

Seems good

On the subject of Production Bonuses: Those are still a thing. Before you finalize the placement of your structure, you will be informed of what Production Bonuses you would receive based on proximity to celestial bodies and stations in economies with bonuses. As an added bonus, structures will always have a minimum production bonus and produce 1 extra every 30 output (about a 3% production bonus), so there will always be at least a bit of a production bonus no matter where you build. This is to help structure owners take advantage of a new incentive: owners can take a cut of bonus production.

After a non-trivial investment of time and resources, a refinery owner could bring down the required number of input Raw Titanium per refined Titanium from 5 all the way down to 3. Meanwhile, with a boosted Production Bonus, you could get as many as 1 extra per every 2 refined. 30 rawtitanium, instead of outputting 6 titanium, would now output 15. An autofactory owner could instead build up their “Titanium Efficiency” and “Duramine Efficiency” stats to bring the recipe for Transteel down from 4 titanium and 2 duramine to 2 titanium and 1 duramine! The hawk-eyed will notice a recipe change here… more on recipes later.

Jobs at a structure within a Subsector will be taxed a Production Tax. Factions will be able to set their Subsector’s Production Tax with all proceeds from tax going to the Faction. Structures in neutral space will, instead, be charged an Extortion rate starting at 10% piracy rating, 1% per 1% piracy, up to an egregious 100% Extortion at 100% Piracy Rating. No pirates, no tax.

As for charging your clients, structure owners will charge a fee per cycle, up to 2 decimal places. For instance, you could charge 1.25 marks per cycle, and a job submitted which will require 1000 cycles would thus charge the client 1250 marks before tax. We are still toying with the notion of the minimum price for jobs being 1.00 mark per cycle. We do want to have some kind of minimum price.

You may have noticed that Manufacturing Specializations must be pretty useless now, and they are. Which is why they are being deleted. The bonuses from mining yield will be tagged on to a buff of the crusher/compressor shipmods, instead.

There’s plenty else to cover, but I’ll just mention one more thing: Players with the “Manufacturing” org privilege will be able to submit jobs straight from org storage.

Going Official

Official sources expect Profit

Because buildable space structures aren’t enough: Introducing, Offices. Now, we reveal the master plan of just what space trucking was all about. We want manufacturers to have the option to spend the majority of their time establishing, monitoring, and constantly improving their Sector-wide supply chain, and spend less time setting up cargo contracts, queuing jobs, listing market offers, and generally doing things that are far too tedious for an ultra-busy titan of interstellar industry.

Offices glue all the economy systems together and allow you to set up a fully automated supply chain, from shipping raws to refineries, queuing jobs, shipping on to autofactories, queuing more jobs, shipping finished goods back to market hubs, and, finally, automatically posting to market at preset prices. Offices can be set up with Shipping, Manufacturing, or Marketing tasks which will trigger when the conditions that you set are satisfied. Once a task is set up, the task will always be performed until you delete it or disable it, ad infinitum. Set up some tasks, just add raws at your supply chain’s origin, and head to Lamentations and get shitfaced while your offices do all the hard work for you.

Oh, and orgs can set up Offices, too. Uses org comm storage, org cargo contracts, org jobs, org market offers, all the good stuff. Hope your commlogs are ready.

Cashflow for Spacers

… The devblog isn’t over yet?

Let’s start by ripping the bandaid off. After plenty of deliberation and math, the results are in: in the revised economy, you can expect to pay the Shipforge around 1000 marks for a kinetic battery or 7000 marks for an astromech.

Let’s break this down a bit. In a single Kinetic Battery, using a revised recipe (1 transteel, 1 disheet, 1 hdsastrium, 5 ultarine, see also below), after accounting for batch sizes of all involved intermediates, there are 2 refined comms in each battery (0.4 titanium, 0.2 magnaril, 0.2 diamene, 0.35 astrium, 0.35 iriil, and 0.5 ultarine to be precise. They did the studies), or 10 raws before bonuses. Meanwhile, the total cycle cost of 1 kinetic battery, again factoring in batch sizes and all intermediates, is 221 Cycles. That leaves us with 10 raws and 221 cycles.

We’ve already discussed the fact that 1 mark per Cycle as a structure fee will likely be our baseline. That means our kinetic battery costs at least 221 marks in theory (in practice, you can use your own structure in an untaxed environment to spend 0 marks on this). In the economy as we know it, miners get a pretty bad deal because there was never enough space built in for the cost of their labor. Let’s instead assume that we want to pay at least 50 marks per raw, a pricepoint I’m sure you’d all agree would make mining quite a lucrative activity, especially if there were effectively no cap on that price (the way PMOs are capped daily, Junk is softcapped, etc). We now get a result of 50 marks * 10 raws + 221 cycles * 1 mark per cycle = 721 marks. Add on an extra +50% for good measure (allowing manufacturers to price their goods in the space well below) and we end up with a price of 1082 marks for our single kinetic battery.

This is all to say, I’ve taken a lot of time and written a lot of code towards commodity valuation. It’s a tough balance, but ultimately having too-low NPC prices put a stranglehold on the whole system that makes it unprofitable for everyone involved.

One possibility is that there will be essentially infinite NPC buy orders for pretty much everything at a price point that factors in all of the above but leaves enough room for players to reasonably compete with them. The idea is that, if player manufacturers want to compete with NPC buy orders, they will have to pay miners and manufacturers of intermediates a living wage. We could also have NPC market offers selling ship consumables at all stations that sell shipforge supplies. These offers could be at egregious, but fluctuating prices and could supply plenty of volume. Now that Shipforge Supplies is already tied to the market, all commodities would effectively come from the market, but the Shipforge will always be there as an optional shorthand for using market syntax.

That said, we may not go in that direction just yet, but it’s something I’ll be keeping in mind while monitoring the overall health of the economy in the first couple months after release.

As usual with the release of big new eco systems, PMOs will likely be disabled for awhile after release, until the system has a chance to build up the 30-day comms consumption history that it needs to place sinks where they’re needed.

Recipe Rework

Umm, what?

Recipe tweaks are still a work in progress, but here’s a bonus preview for you to close out the devblog. The approach to recipe tweaking was essentially to start by leaning on the lore of the Starmourn-specific materials, and the science of the real-life analogs. Next, I wanted to make sure we had a decent representation from every refined comm, and that recipes weren’t too heavily skewed in favor of one comm. Lastly, I wanted to factor in the new Efficiency stats from structures and make sure all the intermediate recipes in particular can benefit majorly from them. The majority of recipes have received at least some touchups, including all the ship ones, and there are a new slate of advanced intermediate commodities (see image) used specifically for structure and structure module building. For now, I will only share the intermediate recipes, and welcome feedback:

Paristeel:   5 titanium, 1 duramine > 4 titanium, 2 duramine
Transteel:   5 titanium, 1 magnaril > 4 titanium, 2 magnaril
Nanoplastic: 3 vandium, 4 ultarine, 9 helium11 > 2 vandium, 8 elessium, 11 helium11
Nanoplastic: Batch size 1 > 2
Disheet:     4 diamene > 10 diamene
Disheet:     Batch size 1 > 5
Hdsastrium:  2 astrium, 10 iriil > 7 astrium, 7 iriil
Hdsastrium:  Batch size 1 > 2
QPC:         2 astrium, 10 iriil > 1 hdsastrium, 3 stesium, 3 ultarine
Array:       1 disheet, 1 rglass > 2 disheet, 5 magnaril, 5 elessium, 1 nanoplastic
Rglass:      Unchanged

That’s it for today! There’s still a lot of work to get done to make sure this massive content update is as bug-free and polished as it can be. But now you know what to expect when the Industrial Revolution lands on May 17th, which is coming up quick. There’s still plenty of opportunity to make tweaks to the system before launch, so we would love to hear your feedback! Feel free to comment below, on Discord, in game, or on the forums!

Regards,

Neritus

Welcome to Paperweight.

By Argus | March 23, 2022 |

Brought to you by Nyx and the Storytelling team, Paperweight is the winning entry from our Player Created Area Contest and its harsh tundras are almost ready to explore! Read below for some quick previews of what you can find in this bustling new space and the release event details to add to your calendar.

[Release Event: Sunday March 27th, three [3] hours before sync]

A frosted tundra bordering the Great Lake and flanked by ancient forests.
Photo by Roberto Nickson on Unsplash

New Cultures

  • The Twice-Departed:
    Long ago, a Jin captain piloted the ship known as Li’Gon into Razors Rift and quickly realized death was imminent. In a stark divergence from Jin culture, he crash landed in Razors Rift to avoid death, saving the lives of those on board and creating something new in the process. The Twice-Departed value a Good Life in their humble home in the tundra with limited trade to the rest of the sector.
  • The Belaul:
    A bipedal avian race native to the tundras of Paperweight. They are entirely self-sufficient and mostly keep to themselves in The Nest, thriving off basic hunter-gathering practices. After the arrival of the Twice-Departed, they educated the Jin in the ways of the tundra and began participating in basic trades.
Fishing!!! Yum yum.
Photo by Clay Banks on Unsplash

New Mechanics

  • Fishing:
    In Paperweight you can now fish for meals, for marks, or for beast-y challenges! Talk to J’hiren to claim your own fishing rod and get started. Much more to come with this new system.
  • Weather effects:
    The tundra now slows movement and can restrict vision. Players can purchase standard gear or special flavor gear to limit the hinderances. Those patient enough to wait it out or lucky enough to wander about at the right time can also bear witness to the wonderous Aes-Uulvi Dao.
  • Time messages:
    A new line below the room description now notes the time of day and special flavor messages denote the passing of time. Certain creatures new to the tundra also have time-related events and behaviors to learn.

Beware that the tundra is a harsh environment even for the most experienced explorers – The nights are dark and full of beasties and brutal ice storms test the mind.

Ready to dive in? Join us in-game on Sunday, March 27th, three [3] hours before sync for a mysterious new event and to open this world to the sector.

Read more on the wiki: https://wiki.starmourn.com/Paperweight

Meow meow & pit pat,

Argus, the tiniest feracht

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