Underrealm

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Underrealm node concept art.[1]

One of the aspects of the Lore behind the Tulnar was that in the pantheon of gods that exist- having foretold the future through the Goddess of Fate to the Goddess of Creation- these areas in the Underrealm were created in to allow for refuge for which the gods knew would be left behind that couldn't make it to Sanctus. So that was a pre-thought there in the creation of the Underrealm to facilitate that realm where refugees could seek.[2]Steven Sharif

Alpha-0 Underrealm Sharptooth cat mob concept art.[3]

We plan to have the Underrealm really pervasive throughout the game itself, a part of the open world. It will introduce some unique elements such as the type of monsters you see, the type of crops you can grow and houses you can have.[4]Steven Sharif

The Underrealm is a rich environment where bio-luminescence abounds in the fauna and flora that exist here. These deep caverns and underground valleys provide new destinations for civilization to develop. Bringing the node system into the depths of the world may awaken darker creatures than the surface.[5]

  • The Underrealm is estimated to be not too much bigger than 100 km2 in area.[6][7] It is not contiguous space across the entire map. There will be areas that are obstructed by chasms or other features.[8][9]
The expansiveness of the Underrealm itself is quite large. It does persist across across a lot of the playable game area that's above ground. So there are alternatives in the Underrealm for passages and traversal throughout the world.[10]Steven Sharif
  • The location of Underrealm entrances throughout the world is focused around natural geographic choke-points that exist above ground. This provides alternate subterranean routes that can be used by caravans, raids, and other player activities.[6][8][9]
The Underrealm is intending to be bespoke segments of Underrealm territory that are available around areas of choke-point in the world map that are above ground, which are provided for caravan transit across the world. So those caravans as they're approaching these choke-points on land, they will have alternate route options to go down into the Underrealm and to try to traverse that space, as opposed to the choke-points.[8]Steven Sharif
  • Not all entrances to the Underrealm will be open at the same time. This can shift dynamically (based on node states) that cause different routes to open up, which may be more or less advantageous than other routes.[9]
  • There will be bodies of water such as rivers and lakes in the Underrealm that house unique species of fish.[11][12]
    • There won't be boats and other water vehicles in the Underrealm.[11]
There will absolutely be Underrealm lakes and rivers. Those will be locations and very important ones for unique material goods like certain types of fish that players will be able to go down and fish with. But there will not be the use of boats and vehicles within the water- water vehicles of the Underrealm, at least not for launch.[11]Steven Sharif

Bosses at this location

Mobs at this location

NPCs at this location

Quests at this location

- None -

Dungeons at this location

- None -

Underrealm environment

Alpha-0 Underrealm environment.[3]

Underrealm environments are vast.[13]

  • 商队 should be able to operate as they do above ground.[13]
  • If there's insufficient room for , another mount type may be utilized.[13]
  • Burrowing mounts are being considered as an alternative to flying mounts in the Underrealm.[14]

One of the important aspects of color play is going to be the distinguishing factor between different Underrealms and the regions that exist in the world: Their color influences set them apart from different regions.[15]Steven Sharif

Seasons above ground will affect the Underrealm.[13]

  • This will not be a one-to-one correlation: for example, it won't snow in the Underrealm.
  • Tunnel flooding and other effects will be related to the weather above ground.

The seasons above ground will inform what happens underneath. I mean, it's not going to be a direct one-to-one correlation right, not like it's going to be raining in the underworld, but you will see the effects from above happen down below: You might find tunnels being flooded.[13]Jeffrey Bard

Underrealm resources

资源 will be different in the Underrealm, including unique species of fish.[11][12][13]

地底节点

地底节点 and nodes directly above them are considered adjacent but do not exist in the same ZOI.[16][17][18]

  • There will be "bleed over" between underrealm nodes and surface nodes in terms of influence and interaction.[17]
    • There may be visual cues above ground that indicate influence from underrealm nodes in that area.[17]

That might be a little bit of a departure from our design in the past. I know originally like two-plus years ago we were discussing how those would be independent of each other, but I think as we further defined the layout of the world map itself it made more sense for those to have some interaction and influence that's combined.[17]Steven Sharif

维拉

阿尔法-1 早期预览道路.[22]

我们在游戏中的道路系统基本上是由预先设置的路线驱动的,这些路线通向曾经是维拉古代公路系统的大动脉;从那里开始,当节点前进时,有一些道路会显现出来;我们称这些为静脉。它们来自于主干道,然后随着节点的推进,有一些兴趣点,正如杰夫之前讨论的那样。这些存在于世界各地的兴趣点,其中一些与多个节点共享覆盖范围,但取决于哪个节点推进到激活兴趣点的阶段,它将创建这些小路,可以说,然后从节点本身出发。因此,你从大动脉古道--那种贯穿不同区域的古道--分解成通向特定营地和村镇的静脉,然后从独立的小路中衍生出来,通向这些地区的兴趣点。 到这些地区的兴趣点,是狩猎场。这些都是最初没有显现的,随着玩家们在世界范围内的推进,它们也会上线。.[23]Steven Sharif

维拉中的道路既是预先生成的,也是玩家影响的。[23]

  • 最大的道路被称为动脉。这些都是曾经的维拉古代公路系统的遗迹。[23]
  • 随着节点推进较小的道路,被称为静脉,连接动脉和节点。[23]
    • 道路会随着节点的推进而升级。
    • 道路将随着节点的推进而升级。不同的道路将决定所需的大篷车速度和类型(非公路与公路)。[24]
  • 根据节点推进的阶段,小路会从节点上干出,连接到兴趣点.[23]
  • 道路或小路不会因为在同一地区的反复交通而被磨损成普通的地面。[23]

不同的季节事件可能会影响到各种道路的通行。[25][26][27]

  • 夏季开放的路径在冬季可能会关闭。[27]
  • 季节性影响可能会对通过大篷车运输货物造成障碍或堵塞。[25][26][28]
    • 一些事件可能会导致特定的道路被封锁。[25]
    • 障碍物可能会在道路上出现障碍,玩家必须清除这些障碍物以允许货物过境。[27]
  • 水在冬天会变成冰,使玩家能够在水面上行走,但却阻挡了玩家进入水面下的东西。[27]
    • 冰会使道路颠簸和湿滑。[29]

地下世界 路线 将动态地打开或关闭 (基于节点状态).[9]

自由领地 不可以放在接近于 道路.[30]

Tulnar

Tulnar character model concept art of the three base influences.[31]

The Tulnar society has more of a caste like system, where based on what physical features you show, based on where your ancestry and lineage lie between the races that came together to make the Tulnar, determines your order in that caste system to a degree. So when players get to create their characters and determine whether they are going to have heavy influences of reptilian, mammalian, humanoid; that's going to determine their reception from NPCs as well when they interact with those Tulnar PCs.[32]Steven Sharif

Underrealm concept art.[5]

How will the Tulnar perceive their ancestors, the children's, children's, children, of their ancestors returning back to Verra? I think majority of the disposition is going to be, these are the descendants of those responsible for the tragedy that befell our world... And I think that you'll see a disparity between the younger Tulnar and the older Tulnar and their reception to those who are coming new. I think that's normal. I think that's expected. I think that creates an interesting tension; and I think that is a nice contextualization to some of the stories that might be told and interfacing between the Tulnar cultures and those of the returning descendants.[33]Steven Sharif

TulnarAlpha.png Tulnar (pronounced Tull-nar[34][35]) is a playable race in Ashes of Creation.[36][37] The (ancestors of) the Tulnar fled to the Underrealm to escape the Corruption that befell Verra.[38] The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[39][40][41][37]

They're a combination of the leftover races, not just the leftover major race populations, but the leftover minor races as well; and that's what gives them their attributes that are bestial, or reptilian, humanoid; and that players can use sliders to influence the visual representation of. But in a similar fashion, their cultural markers are also going to be a combination of different influences, so they're very differently constructed culture than what is found in the other eight races.[39]Steven Sharif
Were the Tulnar a result of corruption in their creation, or was it purely a crossbreeding between the multiple minor and major races that existed in the Underrealm during the after the apocalypse? They are not a result of corruption. So there is no corruption that was that was taken into account during their creation.[47]Steven Sharif

The Tulnar race is expected to be in place for Alpha-2.[48]

Tulnar 起始地区

Points of interest will exist that represent Tulnar npc structures. In the similar fashion that the starting areas around divine gateways will include expeditionary npc settlements not tied to the node structures but serve as initial quest origination points.[51]Steven Sharif

Tulnar have a starting area that does not involve a divine gateway.[52]

  • 兴趣点 exist that represent Tulnar NPC structures in a similar fashion to the starting areas around divine gateways.[51]
Tulnar have the same option of starting at any of the divine gateways. Their civilization, though within the underrealm, has also begun to explore the surface.[53]Steven Sharif

Unlike the other races, the Tulnar won’t be returning to Verra. Instead they will be returning to the surface from the Underrealm for the first time in generations.[38]

世界观

Concept art showing the citizens of Verra escaping a besieged city through a divine gateway.[55]

In Ashes of Creation there is a primary antagonist that exists within the overarching storyline and these antagonists are The Ancients. When the Apocalypse occurred and the Harbingers arrived in on Verra and those conduits opened from the center of those Harbingers, the Ancients flowed out of these Harbingers and started really conquering the Verran planet. But more importantly their desire was to essentially manipulate and pervert the creation of the gods as an affront to their endeavors; and in doing so they created monstrosities essentially any portion of nature just was completely manipulated by their corruption, which is the negative aspect of Essence.[56]Steven Sharif

Long ago, the world of Verra was besieged by a great calamity (also called the Fall, the Apocalypse, and the Exodus), brought about by the primary antagonists of the world: The Ancients and The Others.[56][57]

  • The apocalypse began with comet-like celestial bodies called Harbingers arriving on Verra. The Ancients flowed out of the conduits that opened at the center of the Harbingers and started conquering the planet.[56]
  • Their desire was to pervert the creation of the gods (the Seven) as an affront to their endeavors; and in doing so they created monstrosities by manipulating nature with corruption, which is the negative aspect of The Essence.[56][58]

Granted by divine intervention from the Goddess of Creation[59], much of the population fled Verra through towering gateways, seeking refuge in a world void of magic.[55] The world of Sanctus.[60]

Soon after the exodus, the gateways dimmed and became dormant. Centuries turned to millennia, burying them beneath myriad calamities. Over eons, history became legend, then even the great legends were at last forgotten.[55]

The Tulnar is a combination of four major races and many minor races that were left behind on Verra after the apocalypse.[40][41][37]

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World size

1,200 km2 (square kilometers) is the expected total world size of Verra at launch, including land (480 km2) and water/ocean (750 km2), but excluding the size of the Underrealm.[63]

  • This has increased from the previously stated total size of 480 km2 including land and water/ocean[64][65][66]; but excluding an additional ~100 km2 of Underrealm.[7]
    • The Underrealm did not increase "too much" in size.[6]
  • The reason given for expanding the map size was to better accommodate 海军 content and to reduce the overall content density in the world.[63]
The purpose of it becoming bigger is as I said to make sure that density isn't overwhelming: that it isn't everywhere I look there is immediately something. I have no opportunity to see areas of the world that are expansive and are just wanderlust adventure feeling. Everything was sitting on top of you, POIs and nodes and houses and everything. It was like an urban area everywhere. But we wanted to expand that because a large portion of the game is a sandbox element; it's coupled with a lot of curated content but it's that sandbox element.[63]Steven Sharif
  • The shape of the continents has also changed and two new large islands have been introduced.[63]

视觉效果

其他

引用

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  3. 3.0 3.1 Ashes of Creation - The visuals.
  4. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
  5. 5.0 5.1 Kickstarter $1,750,000 Stretch Goal Unlocked, 13 May 2017.
  6. 6.0 6.1 6.2 直播, 2023-04-07 (22:48).
  7. 7.0 7.1 访谈, 2018-08-17 (10:43).
  8. 8.0 8.1 8.2 直播, 2022-08-26 (53:26).
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  10. 访谈, 2018-10-31 (5:43).
  11. 11.0 11.1 11.2 11.3 11.4 直播, 2023-04-07 (27:30).
  12. 12.0 12.1 成绩单, 2022-11-05 (10:46:47).
  13. 13.0 13.1 13.2 13.3 13.4 13.5 13.6 13.7 直播, 2017-06-01 (24:30).
  14. 访谈, 2018-08-17 (8:57).
  15. 直播, 2018-01-18 (14:00).
  16. 直播, 2019-03-29 (58:14).
  17. 17.0 17.1 17.2 17.3 直播, 2019-03-29 (29:17).
  18. 直播, 2017-05-05 (37:52).
  19. 直播, 2017-05-26 (31:44).
  20. 直播, 2017-05-26 (42:45).
  21. 直播, 2017-05-24 (31:39).
  22. 直播, 2021-01-29 (55:44).
  23. 23.0 23.1 23.2 23.3 23.4 23.5 直播, 2021-01-29 (1:13:04).
  24. 直播, 2018-02-09 (45:48).
  25. 25.0 25.1 25.2 Podcast, 2021-04-11 (23:36).
  26. 26.0 26.1 直播, 2020-06-26 (1:29:06).
  27. 27.0 27.1 27.2 27.3 直播, 2017-05-08 (20:27).
  28. Our immersive world - Environments.
  29. frosty-roads.png
  30. 直播, 2017-05-19 (32:23).
  31. 直播, 2022-07-29 (59:00).
  32. 访谈, 2018-10-31 (5:03).
  33. 直播, 2023-04-07 (1:17:59).
  34. RacePronunciation.png
  35. 直播, 2022-03-31 (1:06:54).
  36. 直播, 2017-05-30 (16:51).
  37. 37.0 37.1 37.2 37.3 Kickstarter $2,500,000 New Player Race Achieved.
  38. 38.0 38.1 直播, 2017-05-17 (5:49).
  39. 39.0 39.1 Podcast, 2021-09-29 (16:51).
  40. 40.0 40.1 访谈, 2020-07-20 (15:18).
  41. 41.0 41.1 直播, 2018-04-08 (23:04).
  42. 直播, 2017-05-26 (39:34).
  43. tulnar-eats.png
  44. Podcast, 2020-11-15 (31:13).
  45. 直播, 2023-04-28 (1:23:33).
  46. Podcast, 2020-11-15 (40:24).
  47. 47.0 47.1 直播, 2019-11-22 (24:33).
  48. 直播, 2018-04-8 (AM) (2:17).
  49. 直播, 2022-07-29 (59:00).
  50. 访谈, 2023-07-09 (1:06:53).
  51. 51.0 51.1 steven-tulnar-pois.png
  52. 直播, 2017-10-16 (53:58).
  53. 53.0 53.1 tulnar-gateway.png
  54. underrealm-gateway.png
  55. 55.0 55.1 55.2 Unreal Engine Interview, 23 May 2017.
  56. 56.0 56.1 56.2 56.3 直播, 2020-11-08 (9:51).
  57. 访谈, 2020-07-19 (50:10).
  58. Ashes of Creation - A world with consequences.
  59. 访谈, 2020-07-20 (13:33).
  60. 访谈, 2018-04-20 (5:46).
  61. 直播, 2018-09-27 (6:22).
  62. 直播, 2018-10-31 (36:59).
  63. 63.0 63.1 63.2 63.3 直播, 2022-08-26 (46:52).
  64. 直播, 2020-01-30 (1:18:12).
  65. world size.png
  66. waterlandsize.png