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ASHVALE v0.8.46: the camera now sees through anything between it and you. Walls, roofs and trees in the way fade out, the floor under your feet stays, so you can always see your character, even inside the tall houses of Saltmere.
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The stairs in the tall houses work. Upstairs, a tap now lands on the floor you are standing on, so walking around an upper floor and finding the way down is easy. Shop Buy and Sell buttons are bigger and stay on screen on phones.
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Long-press (or right-click) another player to trade with them or to follow them. A plain tap just walks. When you die you wake at the town portal of the last town you were in, and monsters come back after 20 minutes even if people stay.
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Saltmere's shopkeepers have their own faces now, and the cook by the Ashvale range is Hob. Found a bug or have an idea? DM @meeseeks.
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The stairs in the tall houses work. Upstairs, a tap now lands on the floor you are standing on, so walking around an upper floor and finding the way down is easy. Shop Buy and Sell buttons are bigger and stay on screen on phones.
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Long-press (or right-click) another player to trade with them or to follow them. A plain tap just walks. When you die you wake at the town portal of the last town you were in, and monsters come back after 20 minutes even if people stay.
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Ashvale update, 5 October: the village kitchen is open. Cinder the cook stands at the range seven paces from the well in Ashvale and has five errands for anyone willing to cook - the first quest in the game that asks for a cooked thing and pays you in cooking.
The ladder has four rungs. Ten shrimp off the village marks at the bottom, then a hare off the stubble, shot and cooked, then four trout landed on a rod at twenty fishing, then two haunches of venison at the top of her fire.
She tells you the worst of the fire too: at the level a rung asks for, two in five of them go black in the pan. Four points of cooking higher it takes one in five, and ten degrees over the rung it takes none at all. Burnt food goes to the pigs.
Two facts worth knowing came out of measuring it. Saltmere - a harbour town with seven fishing marks, pots, nets and a fish stall - has never landed a trout: the only two trout marks in the world are in Ashvale's lake.
And Ashvale buys back nothing that came off a fire. There is no food shop in the village, so every cooked thing you carry is either supper or the cook's errand.
The pay is four rungs of a bag ladder the bank already sells you - two packs, fishing experience, cooking experience, and the Frame pack, tier four, which is on no counter and in no other quest.
The last course goes to Symmetry, who is a curator rather than a cook. She hears the trout story and writes it down, which is how it got into the parish records.
Playing the whole thing takes a character from 15 fishing to 20 and from nothing at all to 15 cooking, so the thread pays for its own ladder. Nothing Cinder asks for needs a thing she doesn't hand you first.
Found a bug or have an idea? DM @meeseeks.
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ASHVALE v0.8.39: the towns are rebuilt. Every house, shop and the smithy in Ashvale, and the tall harbour houses of Saltmere, now stand in timber-framed plaster with tiled roofs, brick gables, glass you can see through and open shutters.
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Each house keeps its own roof and wall colours, so the green, purple and slate roofs of the square are where they were. Walk in and the roof still lifts away. The pieces are a free medieval kit turned into a small flat-colour module, about 100 KB, so phones load it fast.
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ASHVALE v0.8.38: Latency the warden keeps the north gate, the torches and the road up the range, and he has been walking this road to say one thing for eleven years. He is a quest-giver now, and his quest is a ladder made of wood.
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And Saltmere's armoury sells a bow it calls a Yew shortbow for 1600, out of a town with no yew inside its map. Go and say that to Orin by the anvil: a name on a shelf is a promise about a tree.
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Then the yew. Nineteen yew trees stand along the north edge of Whisperwood, the nearest 36 m from where he stands, at 40 of woodcutting - closer to Ashvale than the maple people queue in Saltmere for. Not one ask has ever been made on them.
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First, six hares on the stubble at ninety paces in a wind. There are 33 hare herds within 700 m of Ashvale, the nearest 123 m, and nothing in the village has ever asked for a hare whole. Bring back no meat: Pip has the skins.
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Then four deer hides, taken off the beast whole and salted flat. There are more deer than hares in this parish, and every hide the village ever took has gone out the tanyard gap for the price of a wet sack. A hide rolled green goes mouldy against a stave in eleven weeks.
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It ends at the top of the gatehouse with the elder bow - elder as in old, there is no elder wood in this valley - worth 5200 and carried by no counter in the game, minted into its own collection. Ranged 44, and never off the wood it was cut from.
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ASHVALE v0.8.35: Auditor the clerk stands by the chest in Ashvale village with a ledger, a scale, and one line in that ledger that has never balanced. Gold drawn out of the Ashvale seam: nil. Gold struck in Ashvale: nine hundred and forty coin.
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First, six lumps of gold. There are three gold stones in the village mine, 22 m from the well, past the copper stopes, and 30 of mining marks them - the grey rock with the yellow in the vein. The village's own coin says it was made in this valley. None of it was ever mined here.
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Then two mithril stones, in the same corner, and only two in the whole parish. One cuts the die and the other is so that somebody in fifty years can cut it again: brass rounds at the thousandth strike, mithril keeps a hawk's edge for a hundred years. It wants 40 of mining.
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The third ask isn't metal. A die has to be annealed, and an anneal is a heat held, not a heat reached - willow burns quick and oak splits and leaves a cold spot under the die. Maple chars slow and even: 66 tiles of it in Whisperwood, the nearest 51 m out, at 30 of woodcutting.
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The last step is a message. The old die was a signet ring - a hawk, which went out of the village against a debt in the hungry year - so the hawk has to be remembered rather than traced. Go and tell Pax the seam is open. The last of the village's gold went onto his blue door.
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It ends with the first strike off the new die: a hawk ring, cut in mithril, minted into its own collection. It balances, incidentally. One line closed in forty years, with the metal in the room rather than a promise about it.
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ASHVALE v0.8.34: Pip the apprentice, in Ashvale village, has a pump to build. The low seam of the mine went under with the winter water in February, and nobody in the village had the least use for the one metal that would pump it out. Until today.
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Then four hares, off the stubble up the north road. The nearest herd is 123 m out of town and there are 33 herds within a short walk. The skins are for the washers, because hare leather closes when it gets wet. They'll outwalk your legs, so bring the bow.
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First, six lumps of tin. There are three tinstones in the Ashvale mine, 15 m from the village centre, and any level of mining takes them - it's the soft grey one, it marks if you bite it. Tin solders, and tin doesn't rust.
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Then two grey wolf pelts, unrolled and not scraped, for the bellows. The wolves are in Whisperwood, thirty-odd paces up from the north gate - the nearest fight in the game, and it's the pelts rather than the fighting Pip is short of.
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It ends with his tinderbox - the box with the spark in it, carried through three winters - minted into its own collection. It works, incidentally: three buckets in a minute and a half, out of a pipe, a hare's ear and a wolf he's said sorry to.
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The last step is the part he can't do himself. A pump only lifts as high as the water falls from, and Pip doesn't know the fall of anything, so ask Modulus the surveyor for the levels between the mine and the stream. Ask twice.
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ASHVALE v0.8.34: Pip the apprentice, in Ashvale village, has a pump to build. The low seam of the mine went under with the winter water in February, and nobody in the village had the least use for the one metal that would pump it out. Until today.
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First, six lumps of tin. There are three tinstones in the Ashvale mine, 15 m from the village centre, and any level of mining takes them - it's the soft grey one, it marks if you bite it. Tin solders, and tin doesn't rust.
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It ends with his tinderbox - the box with the spark in it, carried through three winters - minted into its own collection. It works, incidentally: three buckets in a minute and a half, out of a pipe, a hare's ear and a wolf he's said sorry to.
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The last step is the part he can't do himself. A pump only lifts as high as the water falls from, and Pip doesn't know the fall of anything, so ask Modulus the surveyor for the levels between the mine and the stream. Ask twice.
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Then two grey wolf pelts, unrolled and not scraped, for the bellows. The wolves are in Whisperwood, thirty-odd paces up from the north gate - the nearest fight in the game, and it's the pelts rather than the fighting Pip is short of.
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Then four hares, off the stubble up the north road. The nearest herd is 123 m out of town and there are 33 herds within a short walk. The skins are for the washers, because hare leather closes when it gets wet. They'll outwalk your legs, so bring the bow.
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ASHVALE v0.8.33: Mabb the sailmaker, on the quay at Saltmere, has work for you. It's the third job in the harbour town, and it's a sail - which turns out to be three things and an errand.
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First, willow battens. Saltmere's banks are full of it: 29 willow trees inside the town's own map. The north boat's sail is battened with oak, which is the right wood for a gate and the wrong wood for a wing. Oak snaps when a gust arrives all at once, willow bends and comes back.
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Then two red deer, off the marsh grazing north of the north pier head, and not for eating. A sewster's palm is leather, salt water eats a cloth pad in a week, and a wet pad tears the thread more than the needle does.
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The last step isn't a fetch. Go and tell Bela at the general store that the loft's clear and the warp's on, and say the word warp out loud. Those two have an account from the hungry month that neither of them will ever mention.
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Then three old nets, for warp thread - line that has already been stretched and salted. You get them by asking, for the ones with torn skirts off the north boats. A fisherman will sell you a bad net at a fair price and thank you for the custom.
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It ends with a cape cut off the offcut of the north boat's sail, minted into its own collection. It's red because Mabb ran out of white, which is a sailmaker's idea of a finishing touch.
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ASHVALE v0.8.32: there's a new job in the village, and it has nothing to do with anything with teeth. Silas the mason is going back up on the north gate, which he hasn't had a scaffold on in thirty-one years.
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Eight oak lengths first, off the west slope, for a centering of green pine that has been holding an arch up on a lie about a tree since before you were born. Pays woodcutting.
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The village's own hill gives oak and its own mine gives copper, tin and coal. Until today the only thing any of it was good for was the price the general store pays to take it off your hands. This puts all four to work.
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Then twelve copper for pins, straps and hinges, off the four faces by the pit mouth - any level, take a lantern, the wind comes up that passage. Leave the rest in the hill; nobody needs a seam worked flat for twelve pins.
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Then six coal, out of the pit past the copper where the roof comes down low. The lime on that gate was burnt at the wrong heat and it never properly dried; you're bringing the fuel to fix that. Wants twenty in the mining, pays mining.
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The last step isn't a fetch. Go and stand at Garrick's anvil on the west street and tell him the mason is ready to mix, and that it was Silas who said his scale. Those two have not spoken across that street in six years.
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It ends with the bronze boss off the first gate, which is a shield, minted into its own collection. Ashvale now has two reasons to keep walking out of it: this one, and the drove road.
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