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News Archive: September 2006



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9/24/2006 BEACON HALL ARCHIVE - R.A.C.E.
R.A.C.E - Races and Cultures of Elanthia

The historians of Beacon Hall Archive are proud to sponsor a new series of presentations highlighting the histories of the Races and Cultures of Elanthia (R.A.C.E.)! Sylvan history will be the focus of this month's presentation. Learn the lore behind the sculptural artwork and fountains in our recently finished Garden Terrace.

For more information, go to:

http://www.riversrest.net/BHA/events/

9/22/2006 WILLOW HALL'S HEALING HERB WORKSHOP
Willow Hall is sponsoring a workshop on finding healing herbs. So whether you are an old foraging hand, but having trouble finding the right climate for a particular herb, or are brand new to herb hunting, come join us on Volnes, Jastatos 2nd (Monday, October 2nd) for an evening of foraging around Ta'Illistim. Meet us by the Sapphire Gate at 9 in the evening, Elven time (9:00 PM Eastern).

9/17/2006 CHRONOMAGE TRAVEL SYSTEM RELEASED
Wandering Elanthians should be please to hear of an agreement, signed this week, between representatives of the mysterious Chronomages and Town Magistrates. This accord provides an opportunity for swift and carefree travel between towns.

For a mere 100,000 silvers Chronomage travel clients will receive an orb good for a single trip to the town of their choice. Citizens purchasing an orb in their home city will receive a discounted price.

Travel will occur within ninety minutes of booking the trip, and if you decide to leave at another time, no problem. READ your orb to see when the next transport leaves. GAZE at your orb to see your destination. Simply stand in the transport area at the appropriate time and the trip, once begun, will be over before you know it.

Forum Discussions begin at: https://www.play.net/forums/messages.asp?forum=102&category=19&topic=3&message=4473

9/11/2006 LOCKSHOPS RENOVATED THROUGH OUT THE LANDS
The Lockshop owners of Elanthia have collectively decided to renovate their shops. These renovations will mostly affect Stormfront users who can now use the Point and Click option to purchase lockpicks and other merchandise.

Lockshop discounts will henceforth be figured the same way other town merchants calculate their discounts. This means some people may find they pay less, others (Dark Elves without any Trading skills, for example) will pay more.

GM Fazli is proud to announce this Lockshop upgrade is his work. Unless you are a Dark Elf without Trading Skills, then GM Fazli would like you to know he had nothing to do with this at all.

9/9/2006 BEACON HALL ARCHIVE HOSTS DARTS!
Do you have a penchant to throw sharp sticks at large wooden targets while drunk? Would you like to find others who share this bizarre obsession? Better yet, would you like to earn silvers and fabulous prizes while doing all the above? Then head on over to the River's Rest Adventurer's Guild on the 24th of Imaerasta at eight Elven in the evening (September 24, 8:00 PM Eastern) to fulfill these desires. Entrance into the game is free! First prize will be in the hundreds of thousands of silvers! So, head on over, watch out for the fireplace, and don't let Lefty take all of your ale money.

9/6/2006 PLATINUM TRIALS
GemStone Platinum offers a more in-depth environment due to its amazing community, and once you wander in, it's hard to ever wander out. They will hook you in, and keep you coming back. To sign up for a free 30-day trial, go to https://www.play.net/gs4/platinum/trial.asp.

9/1/2006 SPEECH UPGRADE PART 2
New Language Options

We've reviewed the game histories and updated language availability to match. Aelotoi may now speak Elven (along with no longer speaking broken Common), as may Winedotter Gnomes. Aledotter Gnomes now have access to Dwarven. And most significantly, Dhe'nar may now speak the new language of Dhe'narsi, while Faendryl and half-Faendryl may speak the new Faendryl language. Documentation on these new languages will be coming at a later date. The known languages for currently logged in characters will be adjusted the next time they log in.

Is it getting hot in here?

Custom Verbs

Tired of constantly saying things, with some asking or exclaiming thrown in for some variety? Now you can quip, query, and shout to your heart's content! And in addition, the verb you select will cause your sentence to be auto-punctuated appropriately. Verbs are specified using the =verb modifier. See SPEECH VERBIAGE LIST for a list of all the available verbs, though note that not all verbs can be used in place of all three existing verbs (for instance, "inquire" may only be used if the message originally would have used "ask").

Someone turn on the air conditioning!

Customized Speech Display

Let's be honest, one size does not fit all. So now, each player may independently select how they want speech to be displayed to them. Choose between seeing the speech of yourself and others in the traditional form, a speaker-first variety, or the simplified, parenthesized option! See HELP SPEECH to see the options. Note that players who have previously taken advantage of the consistent display to insert actions into their speech should familiarize themselves with the new speech forms to ensure that their speech will display correctly to all listeners.

Boy, it's a good thing we didn't release this update in July, the servers might not have been able to handle it!

To view the usage for the new tools, see HELP SAY, HELP SPEECH, and HELP TONE.

9/1/2006 SPEECH UPGRADE
For years, players have suggested improvements to our speech system. After collecting several hundred of these, we went over them, scratched our heads, muttered under our collective breaths, and decided that maybe you guys know what the heck you're talking about after all.

So we implemented them! Finally, you have a speech system which will fulfill your every desire, provided all of your desires are implemented by the new speech system.

Language Persistance

A character's currently spoken language will persist across logins instead of resetting each time the character logs in. This change requires an update to the engine code, and thus will be implemented during a future scheduled shutdown.

Don't worry, it gets better.

New Modifier Options

You can now specify a complete object reference when using directed speech or ventriloquism! Just surround the object {in braces} for directed speech or [in brackets] for ventriloquism. Other new modifiers are the addition of @ for directed speech and a single ] for ventriloquism, and you may specify a language for a single message with ~language. And for those players who like to type things twice, any modifier (except : for tone) may be doubled up with no problem (so ~~language will work the same as ~language)!

That's a little better, but let's kick it up a notch!

New Tones

We've added more than 100 new tones, from acerbic to whining. It even includes perspicacious, which Ozias had to explain to the rest of us.

Is that it? Not by a long shot!

Tone Reclassification

We've reclassified the tones so that only tones related to vocal qualities may be set permanently. Other tones may be specified as part of speech, or may be set using TONE to be used in a single message. See HELP TONE for the new usage.

Now we're getting somewhere!

Take a gander at NEWS 2 25 to see the exciting conclusion!





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