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]

  • 商隊 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

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

地底節點

地底節點 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

維拉

阿爾法-1 早期預覽道路.[22]

我們在遊戲中的道路系統基本上是由預先設置的路線驅動的,這些路線通向曾經是維拉古代公路系統的大動脈;從那裡開始,當節點前進時,有一些道路會顯現出來;我們稱這些為靜脈。它們來自於主幹道,然後隨著節點的推進,有一些興趣點,正如傑夫之前討論的那樣。這些存在於世界各地的興趣點,其中一些與多個節點共享覆蓋範圍,但取決於哪個節點推進到激活興趣點的階段,它將創建這些小路,可以說,然後從節點本身出發。因此,你從大動脈古道--那種貫穿不同區域的古道--分解成通向特定營地和村鎮的靜脈,然後從獨立的小路中衍生出來,通向這些地區的興趣點。 到這些地區的興趣點,是狩獵場。這些都是最初沒有顯現的,隨著玩家們在世界範圍內的推進,它們也會上線。.[23]Steven Sharif

維拉中的道路既是預先生成的,也是玩家影響的。[23]

  • 最大的道路被稱為動脈。這些都是曾經的維拉古代公路系統的遺蹟。[23]
  • 隨著節點推進較小的道路,被稱為靜脈,連接動脈和節點。[23]
    • 道路會隨著節點的推進而升級。
    • 道路將隨著節點的推進而升級。不同的道路將決定所需的大篷車速度和類型(非公路與公路)。[24]
  • 根據節點推進的階段,小路會從節點上干出,連接到興趣點.[23]
  • 道路或小路不會因為在同一地區的反覆交通而被磨損成普通的地面。[23]

不同的季節事件可能會影響到各種道路的通行。[25][26][27]

  • 夏季開放的路徑在冬季可能會關閉。[27]
  • 季節性影響可能會對通過大篷車運輸貨物造成障礙或堵塞。[25][26][28]
    • 一些事件可能會導致特定的道路被封鎖。[25]
    • 障礙物可能會在道路上出現障礙,玩家必須清除這些障礙物以允許貨物過境。[27]
  • 水在冬天會變成冰,使玩家能夠在水面上行走,但卻阻擋了玩家進入水面下的東西。[27]
    • 冰會使道路顛簸和濕滑。[29]

地下世界 路線 將動態地打開或關閉 (基於節點狀態).[9]

自由領地 不可以放在接近於 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 起始地區

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]

  • 興趣點 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]

世界觀

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]

Read more...

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 海軍 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]

視覺效果

其他

引用

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  4. A chat with Ashes of Creation's Steven Sharif, 2017-06-7.
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  6. 6.0 6.1 6.2 直播, 2023-04-07 (22:48).
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  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).
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  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).
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  28. Our immersive world - Environments.
  29. frosty-roads.png
  30. 直播, 2017-05-19 (32:23).
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  34. RacePronunciation.png
  35. 直播, 2022-03-31 (1:06:54).
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  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).
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  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.
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  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