Glorious Alpha Two Testers!
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Alpha Two testing is currently taking place five days each week. More information about Phase II and Phase III testing schedule can be found here
If you have Alpha Two, you can download the game launcher here, and we encourage you to join us on our Official Discord Server for the most up to date testing news.
Best Of
Enforcing level ranges on gathering quests. Are you insane?
Smurfing along as a pure gatherer without touching any adventuring is already a let's say 'suboptimal' experience.
Harmstringing my grandmaster miner further by taking away rewards from gathering quests once you 'outlevel' them just feels wrong. How am I supposed to earn enough glint for the next tax cycle? Force me to 'adventure'? Disgusting.
Posting a great blog how gathering will improve soon and then casually kneecap gatherers with a change that didn't even made it to the patchnotes. *sighs*
Harmstringing my grandmaster miner further by taking away rewards from gathering quests once you 'outlevel' them just feels wrong. How am I supposed to earn enough glint for the next tax cycle? Force me to 'adventure'? Disgusting.
Posting a great blog how gathering will improve soon and then casually kneecap gatherers with a change that didn't even made it to the patchnotes. *sighs*
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Re: Enforcing level ranges on gathering quests. Are you insane?
[...]majority agree that you should not be able to just remain a lowbie character while being the highest tier of artisan (let alone gatherer).
That was not quite my point. Mine was 'Once you outlevel the level restrictions on those gathering quests you no longer will be able to pay citizen taxes unless you do some mob grinding on top of your gathering routine'.
Which would be a further enshitification of the gathering experience.
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Re: Hunting/Taming
just so you know hunting is placeholder system atm, seems they started working on it properly recently since a new protoype hunting bow has appeared on the ashes codex as this weekend.
https://ashescodex.com/db/item/Gear_Artisan_Hunting_Tool_Bow_Prototype
https://ashescodex.com/db/item/Gear_Artisan_Hunting_Tool_Bow_Prototype
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Re: Dev Discussion #74 - Rogue Archetype
Rogue is Life, and to survive it we align and thrive by the way of the assassin.
The direction is very well done, and it makes me proud to finally receive my home class.
First, I believe in time the cd of stealth and its recast function will be worked out. (For whatever reason we have to be at a distance to recast, when we're already in stealth?! yea... not thought out, but i believe the reason was to push the regen ability...but why even need to recast? If we're in stealth, why not just make it a standard passive?) since its a variance of "true stealth" it shouldn't require such restrictions. Being a simple passive isn't going to break the immersion, and its not OP as I've seen people say. We all know, 200+ tics of health every second is nice, but a fighter, mage, or even twink'd druid can blow right through that given the squishy nature of the rogue.
I LOOOOVE the sound Stealth makes though... It hypes me up, and in contrast to a smoke bomb sound, or Wow's rogue, its unique and reminds me of pulling my blades out, heightening my senses, and preparing my mind for the mission to come. I'm a martial Artist of 33 years, and previously fought professionally and even now, hearing that sound makes me grin and think of many fights or matches I've been in. *claps*
Recently did a 1v1 vs a tank with terrain obstacles, and challenges near carphin. The grapple hook, LoS breaks into stealth and variety of ways to disengage/engage, made that fight thrilling and true to what it feels like being an assassin. Even when down in levels, or gear, the skill cap makes it a wonder to play, and truly enjoyable to utilize when you truly get the flow.
amitofu, and godspeed Intrepid
The direction is very well done, and it makes me proud to finally receive my home class.
First, I believe in time the cd of stealth and its recast function will be worked out. (For whatever reason we have to be at a distance to recast, when we're already in stealth?! yea... not thought out, but i believe the reason was to push the regen ability...but why even need to recast? If we're in stealth, why not just make it a standard passive?) since its a variance of "true stealth" it shouldn't require such restrictions. Being a simple passive isn't going to break the immersion, and its not OP as I've seen people say. We all know, 200+ tics of health every second is nice, but a fighter, mage, or even twink'd druid can blow right through that given the squishy nature of the rogue.
I LOOOOVE the sound Stealth makes though... It hypes me up, and in contrast to a smoke bomb sound, or Wow's rogue, its unique and reminds me of pulling my blades out, heightening my senses, and preparing my mind for the mission to come. I'm a martial Artist of 33 years, and previously fought professionally and even now, hearing that sound makes me grin and think of many fights or matches I've been in. *claps*
Recently did a 1v1 vs a tank with terrain obstacles, and challenges near carphin. The grapple hook, LoS breaks into stealth and variety of ways to disengage/engage, made that fight thrilling and true to what it feels like being an assassin. Even when down in levels, or gear, the skill cap makes it a wonder to play, and truly enjoyable to utilize when you truly get the flow.
amitofu, and godspeed Intrepid

1
Re: Save weapon
They could make it so the weapon could be stored on the back, it would give it a nicer touch.
That would definitely be a nice touch for immersion. Having weapons visibly stored on your back or side when not in combat always adds to the character’s look and the world’s realism. Hopefully, Intrepid considers adding that kind of detail.

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Re: Console controller
athoss7391 wrote: »Ya I like playing on PC just like to use controller for combat. Keyboard hurts my my wrists after to long
There wasn't any serious problem doing this in Alpha-1, for me, or anyone I know (at least four people who use just basic controllers).
I hope that Intrepid offers a slightly different method for camera control, since I feel like Alpha-1 required a bit too much 'macro-like' configuration which might be a problem, but since it is not releasing through Steam or anything like that, we won't have as many options for it.
They should really just look at FFXIV for how to implement controller support, including camera control. They have by far the best hotbar setup as well out of any MMO with controller support in my opinion.
Re: Console controller
athoss7391 wrote: »Ya I like playing on PC just like to use controller for combat. Keyboard hurts my my wrists after to long
There wasn't any serious problem doing this in Alpha-1, for me, or anyone I know (at least four people who use just basic controllers).
I hope that Intrepid offers a slightly different method for camera control, since I feel like Alpha-1 required a bit too much 'macro-like' configuration which might be a problem, but since it is not releasing through Steam or anything like that, we won't have as many options for it.

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Undead and Zombies! (latest Sept. update video )
A glimpse of the zombie
I am a huge fan of what undead can bring to games thematically.
Undead, to me, serve a purpose of hopelessness and despair. The difficulty of killing undead should create tension and suspense in multiple ways. But, we have to look at how the developer views what undead, to them, means.
Lets look at some different types of undead we have seen in media.
- The cursed: Undead who rise every night to punish the living. Set about by magic or by godly laws in the set universe.
- The diseased: Undead from a biological mutation.
- The Parasite: Undead being controlled by a host creature or insect.
Cursed: This type of undead, to me, is the pinnacle of how undead came to be. Through godly curses and incantations born from hate and malice. To punish those who are living for deeds they neglected or have done. Usually created by those with power or those who are desperate to make a difference. Abusing the natural laws of the gods.
I want to explain why this should be more prevalent in games to come and why ashes should invest in more immersive undead. What games have done to undead in almost every game is appalling. Killing undead, in video games, is boring. There is a stigma in the industry that make undead campy and they have to be considered low level mobs. The best example is Diablo series making them feel like paper. Blizzard in general making undead feel silly and stupid.
How to make cursed undead more enjoyable and more thrilling to encounter is easy in concept. You make them hard to kill, you make them in mass quantity, and you make them unstoppable until the morning light. This would be the curse in effect. The way to stop it or stall it for story purposes and/or re-playability would be to allow a catalyst that needs to be destroyed. These can be hidden in a nearby dungeon or in the bottom of a lake or in a house. Depending on how you want the player to interact with the world. Why does this makes the game more immersive? it's creating zones in which difficulty has increased to either go around or challenge. Luck can play a huge roll in how a character at night would experience a cursed undead horde. Creating moments of intense interaction that make for good player stories. The idea of a curse is to be unfair in how you can deal with it. Nobody makes a curse going I want it to be fair for the people who will experience it. When it comes to making undead, this would be the case of quantity, relentless quantity of un-killable past family members or recently deceased loved ones.
Making this into part of the games mechanics would amplify the undead experience and intensity of gameplay.
The Diseased: This would be your ideal resident evil zombie. Not technically what I would call a real zombie and more of a mutation. But, they have had the best overall view of how a zombie should act, only in resident evil 1 and 2. Slow and cumbersome, hard to kill, and in mass quantity. This makes a more scientific "realistic" reason for undead, similar to the walking dead series as an example.
The Parasite Portrayed in more futuristic games and some resident evil games. Having a creature embody a corpse or take over a host to the point of eventual death. I find this to be the least undead-like for the types of undead we see in video games.
intelligent cursed undead
Now, as for intelligent undead. You know the Boss fights that we all experience where a "death looking" ghost comes out and tries to kill us. This would be the creator of the curse, usually. Whether being punished for breaking the natural laws or using forbidden magic to become everlasting. Somehow, a subjects soul is trapped in an undead vessel with similar restrictions or laws governed by a curse. Being more aware because of their soul still being intact gives rise to influence and manipulation to have such power. What limits them from destroying the world could be lore related. Trapped in dungeons by punishment or trickery from gods, witches, catalyst restriction (genie in the lamp kind of thing). Essentially intelligent undead is very rare. Undead with a sole purpose is more common. both are curses. and whether they like it or not both have a hunger for life.
In Conclusion
So, how will undead be treated in the world of Ashes of Creation? Will we be scared to go into ruins at night alone? will we have quests to destroy the curse that plagues the lands (a node territory) full of undead? Will we come across a random catalyst and place it in the lake? (heh heh heh) Will we have random dungeons to enter in and experience a gripping tale of survival to whom which a party of 12 would have a hard time simply because of the sheer quantity of undead? Will we see nodes change due to undead influence growing if not kept in line? or will we simply crush them like paper and forget their existence until the next halloween event?
thanks for reading this. I hope maybe some of this can translate into future MMO's and possibly into Ashes of Creation. Maybe you have been broadened to the idea that cursed zombies are better. or not? either or I hope to see your comments and ideas.
cheers,
Kol Draco
I am a huge fan of what undead can bring to games thematically.
Undead, to me, serve a purpose of hopelessness and despair. The difficulty of killing undead should create tension and suspense in multiple ways. But, we have to look at how the developer views what undead, to them, means.
Lets look at some different types of undead we have seen in media.
- The cursed: Undead who rise every night to punish the living. Set about by magic or by godly laws in the set universe.
- The diseased: Undead from a biological mutation.
- The Parasite: Undead being controlled by a host creature or insect.
Cursed: This type of undead, to me, is the pinnacle of how undead came to be. Through godly curses and incantations born from hate and malice. To punish those who are living for deeds they neglected or have done. Usually created by those with power or those who are desperate to make a difference. Abusing the natural laws of the gods.
I want to explain why this should be more prevalent in games to come and why ashes should invest in more immersive undead. What games have done to undead in almost every game is appalling. Killing undead, in video games, is boring. There is a stigma in the industry that make undead campy and they have to be considered low level mobs. The best example is Diablo series making them feel like paper. Blizzard in general making undead feel silly and stupid.
How to make cursed undead more enjoyable and more thrilling to encounter is easy in concept. You make them hard to kill, you make them in mass quantity, and you make them unstoppable until the morning light. This would be the curse in effect. The way to stop it or stall it for story purposes and/or re-playability would be to allow a catalyst that needs to be destroyed. These can be hidden in a nearby dungeon or in the bottom of a lake or in a house. Depending on how you want the player to interact with the world. Why does this makes the game more immersive? it's creating zones in which difficulty has increased to either go around or challenge. Luck can play a huge roll in how a character at night would experience a cursed undead horde. Creating moments of intense interaction that make for good player stories. The idea of a curse is to be unfair in how you can deal with it. Nobody makes a curse going I want it to be fair for the people who will experience it. When it comes to making undead, this would be the case of quantity, relentless quantity of un-killable past family members or recently deceased loved ones.
Making this into part of the games mechanics would amplify the undead experience and intensity of gameplay.
The Diseased: This would be your ideal resident evil zombie. Not technically what I would call a real zombie and more of a mutation. But, they have had the best overall view of how a zombie should act, only in resident evil 1 and 2. Slow and cumbersome, hard to kill, and in mass quantity. This makes a more scientific "realistic" reason for undead, similar to the walking dead series as an example.
The Parasite Portrayed in more futuristic games and some resident evil games. Having a creature embody a corpse or take over a host to the point of eventual death. I find this to be the least undead-like for the types of undead we see in video games.
intelligent cursed undead
Now, as for intelligent undead. You know the Boss fights that we all experience where a "death looking" ghost comes out and tries to kill us. This would be the creator of the curse, usually. Whether being punished for breaking the natural laws or using forbidden magic to become everlasting. Somehow, a subjects soul is trapped in an undead vessel with similar restrictions or laws governed by a curse. Being more aware because of their soul still being intact gives rise to influence and manipulation to have such power. What limits them from destroying the world could be lore related. Trapped in dungeons by punishment or trickery from gods, witches, catalyst restriction (genie in the lamp kind of thing). Essentially intelligent undead is very rare. Undead with a sole purpose is more common. both are curses. and whether they like it or not both have a hunger for life.
In Conclusion
So, how will undead be treated in the world of Ashes of Creation? Will we be scared to go into ruins at night alone? will we have quests to destroy the curse that plagues the lands (a node territory) full of undead? Will we come across a random catalyst and place it in the lake? (heh heh heh) Will we have random dungeons to enter in and experience a gripping tale of survival to whom which a party of 12 would have a hard time simply because of the sheer quantity of undead? Will we see nodes change due to undead influence growing if not kept in line? or will we simply crush them like paper and forget their existence until the next halloween event?
thanks for reading this. I hope maybe some of this can translate into future MMO's and possibly into Ashes of Creation. Maybe you have been broadened to the idea that cursed zombies are better. or not? either or I hope to see your comments and ideas.
cheers,
Kol Draco

1
Re: TTK "fix" went from few weeks away to "no ETA"
Stat changes to address TTK likely to be coming in the 0.9 release (April 24th 2025)
https://www.reddit.com/r/AshesofCreation/comments/1jo2lxv/notes_on_stevens_stream_on_31032025/?share_id=irFlJ4-wgNXL3-mrmtgJw&utm_content=1&utm_medium=ios_app&utm_name=ioscss&utm_source=share&utm_term=1
Apparently pulled from his live stream he did the other day i havant watched it all yet to comfirm though
Thanks for adding this to the conversation, @Veeshan !
Just for some reassurance - We're aware of the discussions regarding TTK, enchanting, mitigation, etc. It's certainly something on our minds, and something (as Steven stated in that Reddit post) we're looking to address in an upcoming build


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