If you have been following my journey through the lower echelon of the Kindle store, the review today is for the best book I've read so far . . . and it's free! Here is my review of The Amber Ring by A.L. Walton:
What I Thought
Once I had adjusted to the setting (modern day when, for some reason I had assumed it was medieval-ish), I thoroughly enjoyed this novella. It tells the story of Maya, a girl whose twin sister was the hero of a fairy tale land, but, after her adventure was over, accidentally drowned. I really don't want to discuss more of the plot so as to not give away any of the twists and turns the story takes, but suffice it to say, many of them took me off guard (in a good way).
The book is well written and the characters, especially Maya and Camden, are well fleshed out. The supporting cast is a mix of tropes and subverted tropes that are used to great affect in creating a vibrant world for the main characters to navigate. Most importantly of all, the fantasy elements are constructed in a way that makes sense. I didn't once find myself thinking "wait, if that could happen, why couldn't this happen?" It's fantastical, but it follows its own logic and the fewer questions I have that distract from the narrative the better.
Should You Buy It?
Buy this book. It's free, it's relatively short (though not too short as to be unsatisfying), and it's a good read. The only complaint I have is that the author hasn't written any other books yet. When he does, I'll read them.
If anyone follows my advice and ends up reading this book, I'd love to hear your thoughts on it. Post them in the comments or hit me up on twitter @LukeAndreen
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Wednesday, July 23, 2014
Monday, July 21, 2014
Book Review: The Unwilling Adventurer by Heidi Willard
Another book review today! This is the first book of the Unwilling series which consists of three books. This first book was listed at $0.00, the next were $2.99 each. Without further ado, here is my review of book #1, The Unwilling Adventurer by Heidi Willard.
What I Thought
This is the story of a wizard (called a "castor"), a young warrior teen girl and a farm boy who go off on an adventure together. There were grammatical errors that I noticed right off the bat which, while it doesn't necessarily mean the story won't be a good one, does make it a bit tougher to read. Another thing that sort of bumped me early on was that two of the main characters had very similar names (Fred and Ned). This isn't a big deal in and of itself, but it does diminish a joke early on that would have been funnier had there been a greater disparity between the two. The story itself is relatively solid. The fantasy creatures are not typical fare which is refreshing, though in one or two cases this may have been the author just renaming something that already exists the way she called magic users "castors" and then describes a stereotypical wizard. This can be distracting in the fantasy genre and, while this book certainly isn't the worst offender, it is mostly unnecessary. Either invent your own creature (which she does, as I mentioned) or make use of the shorthand that exists.
The main characters themselves, especially Pat, the teenage girl knight, were a little off putting. I single out Pat because her personality became grating. A cantankerous character is fine, but there are many points in the story where it seemed her character was going to take a turn for the positive, but went right back to being mean for no real reason. Also, the character of Ned is overly described as mischievous, many times when a joke would have worked better if played straight. Ned was almost too silly a character for the role he needed to play in the story.
There were many elements to the story that were well thought out. I liked the idea of Fred's staff, the assassin character has a lot of promise and the uncomfortable chair was an unusual (in a good way) turn on the "hero selected by magical object" trope. The book moved at a good pace and set up many things that, presumably, will pay off in subsequent books. I saw some other reviewers complaining that the book ends on a cliff hanger, but I didn't feel it was cliff hanger as much as a natural break in the narrative.
The final thing that bugged me was some repetition I noticed. Again, nothing too terrible, but it did distract from the story. There was one chapter where two characters were referred to by the term "old friends" in what felt like every other paragraph. Also, one character places his hand on a awful lot of shoulders.
Should You Read It?
There's a good story here, but there were quite a few things that hindered my enjoyment of it, the most of which was the unpleasantness of Pat which went on for far too long. The book was about what I expected with a few surprises and a few disappointments, working out to about even as to whether or not I would recommend it. If you are a fantasy fan and are looking for an interesting story that pokes and prods at genre conventions, this one will do. If you don't like fantasy, this probably won't convert you.
What I Thought
This is the story of a wizard (called a "castor"), a young warrior teen girl and a farm boy who go off on an adventure together. There were grammatical errors that I noticed right off the bat which, while it doesn't necessarily mean the story won't be a good one, does make it a bit tougher to read. Another thing that sort of bumped me early on was that two of the main characters had very similar names (Fred and Ned). This isn't a big deal in and of itself, but it does diminish a joke early on that would have been funnier had there been a greater disparity between the two. The story itself is relatively solid. The fantasy creatures are not typical fare which is refreshing, though in one or two cases this may have been the author just renaming something that already exists the way she called magic users "castors" and then describes a stereotypical wizard. This can be distracting in the fantasy genre and, while this book certainly isn't the worst offender, it is mostly unnecessary. Either invent your own creature (which she does, as I mentioned) or make use of the shorthand that exists.
The main characters themselves, especially Pat, the teenage girl knight, were a little off putting. I single out Pat because her personality became grating. A cantankerous character is fine, but there are many points in the story where it seemed her character was going to take a turn for the positive, but went right back to being mean for no real reason. Also, the character of Ned is overly described as mischievous, many times when a joke would have worked better if played straight. Ned was almost too silly a character for the role he needed to play in the story.
There were many elements to the story that were well thought out. I liked the idea of Fred's staff, the assassin character has a lot of promise and the uncomfortable chair was an unusual (in a good way) turn on the "hero selected by magical object" trope. The book moved at a good pace and set up many things that, presumably, will pay off in subsequent books. I saw some other reviewers complaining that the book ends on a cliff hanger, but I didn't feel it was cliff hanger as much as a natural break in the narrative.
The final thing that bugged me was some repetition I noticed. Again, nothing too terrible, but it did distract from the story. There was one chapter where two characters were referred to by the term "old friends" in what felt like every other paragraph. Also, one character places his hand on a awful lot of shoulders.
Should You Read It?
There's a good story here, but there were quite a few things that hindered my enjoyment of it, the most of which was the unpleasantness of Pat which went on for far too long. The book was about what I expected with a few surprises and a few disappointments, working out to about even as to whether or not I would recommend it. If you are a fantasy fan and are looking for an interesting story that pokes and prods at genre conventions, this one will do. If you don't like fantasy, this probably won't convert you.
Friday, July 18, 2014
Book Review: Transcripts From the Other Side by David Kutai Weiss
Here is another book I read this week. The Amazon description was what got me. It sounded interesting and the book was free, so I bit the hook.
What I Thought
Transcripts From the Other Side by David Kutai Weiss is a very short story (I think I read the whole thing in about 20-30min) and is the first part of a planned trilogy (only the second has been published as I write this). It chronicles the journey of Bill who has just died and now will finally find out what awaits him in the after life. There are a few clever things in the story, but this feels more like a draft than a finished work. Aside from some grammar issues, the pace of the story is almost too quick. Every interaction that Bill has as he discovers more and more about the after life is just too short to be satisfying. Also, some of the ideas are just plain silly and (minor spoiler ahead) is anyone else tired of being told that dogs are really the most important species on earth? That joke wasn't funny to me the first time I heard it.
Should You Read It?
Well, it's free, so it has that going for it. It's also short so if you don't like it, you don't have to dislike it for long. I wouldn't say that reading it was a waste of time, but I don't think I'll read the next book. This has potential as an outline for a longer, better paced story. As is, you could do worse but there are better books in the free category.
What I Thought
Transcripts From the Other Side by David Kutai Weiss is a very short story (I think I read the whole thing in about 20-30min) and is the first part of a planned trilogy (only the second has been published as I write this). It chronicles the journey of Bill who has just died and now will finally find out what awaits him in the after life. There are a few clever things in the story, but this feels more like a draft than a finished work. Aside from some grammar issues, the pace of the story is almost too quick. Every interaction that Bill has as he discovers more and more about the after life is just too short to be satisfying. Also, some of the ideas are just plain silly and (minor spoiler ahead) is anyone else tired of being told that dogs are really the most important species on earth? That joke wasn't funny to me the first time I heard it.
Should You Read It?
Well, it's free, so it has that going for it. It's also short so if you don't like it, you don't have to dislike it for long. I wouldn't say that reading it was a waste of time, but I don't think I'll read the next book. This has potential as an outline for a longer, better paced story. As is, you could do worse but there are better books in the free category.
Thursday, July 17, 2014
Book Review: The Dark Lord's Handbook by Paul Dale (UPDATE)
As I ramp up to releasing my first novel, I thought it would be a good idea to see what else was out there in the fantasy genre. In part, this was to size up the competition, but also, to gain inspiration or, in some cases, to get ideas about what NOT to do. As I do this, I will leave short reviews here of the different books I come across. These will all be ebooks from Amazon, mostly free, though today's entry set me back a whopping $2.99 (likely the price of my own book when it releases).
Without further ado, here is my review of The Dark Lord's Handbook by Paul Dale.
What I Thought
After I got through my initial disappointment of this not actually being the handbook itself but rather a story about someone else reading the handbook, I was along for the ride. It tells the tale of a fledgling dark lord, Morden, who receives the titular handbook and uses its lessons to Rise and begin to take over the world.
This is a clever premise and the author turns many common fantasy tropes on their heads, which I appreciate, telling a fairly compelling story along the way. I liked (or at least was interested in) almost all of the characters and was surprised by a few twists the story took. In fact, for most of my reading session, I wasn't sure exactly where everything was headed, which for the fantasy genre, is always a good thing.
There were a few grammatical quibbles that another pass by an editor could fix, but nothing that detracted too much from the experience. The main problem I had was with a few of the jokes that fell flat for me. One that stands out in particular is (minor spoiler ahead) when the orcs sack a town, they hang the guards up by their underwear, using a technique that the orcs referred to as "the wedgie". I know this is supposed to be comedic, but the best comedy in the book is the jokes that arise from the situation, not anachronistic humor. There are a few other examples throughout (the subject of "lawyers" was a bit nonsensical to me as well) and in some places, the book delves into other subjects (mortgage backed securities) that don't really mesh well with the setting (I had braced myself for a tirade about sub-prime lending that, thankfully, never appeared). It could have worked if the author was a bit sneakier about it, but it felt heavy handed to me, along with some of the other talk about the middle class. That being said, I still was able to read through the book quickly and was anxious to find out what happened to the main characters. Should You Read It?
Do you have $3? Do you want to read an enjoyable fantasy novel? This one will fit the bill. The negatives I listed are far outweighed by the positives. I would recommend it if you are at all intrigued by the premise. As of this writing, this is the author's only novel. I hope it isn't his last. I'd like to hear what happens next to all these characters.
(UPDATE 7/21)
The box art has been substantially improved. You can't judge a book by it's cover, but, if you could, this would add another half star!
Without further ado, here is my review of The Dark Lord's Handbook by Paul Dale.
What I Thought
After I got through my initial disappointment of this not actually being the handbook itself but rather a story about someone else reading the handbook, I was along for the ride. It tells the tale of a fledgling dark lord, Morden, who receives the titular handbook and uses its lessons to Rise and begin to take over the world.
This is a clever premise and the author turns many common fantasy tropes on their heads, which I appreciate, telling a fairly compelling story along the way. I liked (or at least was interested in) almost all of the characters and was surprised by a few twists the story took. In fact, for most of my reading session, I wasn't sure exactly where everything was headed, which for the fantasy genre, is always a good thing.
There were a few grammatical quibbles that another pass by an editor could fix, but nothing that detracted too much from the experience. The main problem I had was with a few of the jokes that fell flat for me. One that stands out in particular is (minor spoiler ahead) when the orcs sack a town, they hang the guards up by their underwear, using a technique that the orcs referred to as "the wedgie". I know this is supposed to be comedic, but the best comedy in the book is the jokes that arise from the situation, not anachronistic humor. There are a few other examples throughout (the subject of "lawyers" was a bit nonsensical to me as well) and in some places, the book delves into other subjects (mortgage backed securities) that don't really mesh well with the setting (I had braced myself for a tirade about sub-prime lending that, thankfully, never appeared). It could have worked if the author was a bit sneakier about it, but it felt heavy handed to me, along with some of the other talk about the middle class. That being said, I still was able to read through the book quickly and was anxious to find out what happened to the main characters. Should You Read It?
Do you have $3? Do you want to read an enjoyable fantasy novel? This one will fit the bill. The negatives I listed are far outweighed by the positives. I would recommend it if you are at all intrigued by the premise. As of this writing, this is the author's only novel. I hope it isn't his last. I'd like to hear what happens next to all these characters.
(UPDATE 7/21)
The box art has been substantially improved. You can't judge a book by it's cover, but, if you could, this would add another half star!
Saturday, January 25, 2014
Tuesday, May 28, 2013
Pirate101: Thoughts on Isle of Dogs, Marleybone
I have completed what I perceive to be most of the Isle of Dogs content. I just finished destroying the Beachhead last night and am now being sent to the Isle of Fetch. This post will contain spoilers for the content I've completed, obviously, so if that matters to you, don't read it!
I was still upset about the slog of the Tea house instance when I arrived at Marleybone. I immediately preferred this version to the Wizard101 Marleybone: the city felt more alive and rich in detail (as most things in Pirate101 do when compared to W101). Sailing into port will always feel superior to just stepping through a portal. You get a much better feel for the world you are entering allowing for a greater sense of awe.
One of my fears when I finally got to MB was that all the dungeons would be of the 2.5 hour length variety, a bad fit for my playing time which tends to be erratic at best. Fortunately, I haven't yet run into a dungeon that was marked at over an hour. To me, the hour long dungeon is the longest I really want to spend there.
So far, the new content has done a very good job of making sure that all of the boss/mini-boss fights feel different and there is a great deal of variety to both the environments you find yourself in and the tactics you need to use to succeed. This is how combat should be and the fights have a greater difficulty because of it. Doing the same thing you do every time won't always work and many of the bosses have abilities never seen before that effect the board in unique ways. For example, the fight with Bishop was the first time I'd really seen Witchhunter work. Quite unfortunate for my Witchdoctor.
The Beachhead itself in how larger set pieces in the story should be addressed. I wonder if at some point the developers had imagined the entire place as one long instance (would have been around 3 hours, if so). Wisely, they broke it into 4 different instances you do insequence: three 30 min's and one hour long. It felt right.
I like the new crew member Gracie Conrad. Pirate101 is a little shy on female companions and she's a good one: smart, capable, driven, patriotic, self-sacrificing . . . and she doesn't have the annoyingly high pitched voice I had expected based on her character design (she looks like a yappy little dog to me).
Lastly, the story is great so far. I like the character of Bishop, one of the clockwork elite, and was surprised in took this long for us to see one of the clockworks in a creepy black plague mask. They seem like a natural fit, given the design of the Armada. Also, Catbeard was one of my favorite characters from the first 12 books and I'm glad to see him reappear in the story. I actually laughed out loud (something I rarely do when playing) when I saw in what state Catbeard's imprisonment had left him.
All around, it's been a good time (with the exception of one issue, which I'll discuss in another post) and I look forward to seeing what the Isle of Fetch has in store for me. The stakes have been set pretty high! I hope hope Dark Tatiana is up to the task!
I was still upset about the slog of the Tea house instance when I arrived at Marleybone. I immediately preferred this version to the Wizard101 Marleybone: the city felt more alive and rich in detail (as most things in Pirate101 do when compared to W101). Sailing into port will always feel superior to just stepping through a portal. You get a much better feel for the world you are entering allowing for a greater sense of awe.
One of my fears when I finally got to MB was that all the dungeons would be of the 2.5 hour length variety, a bad fit for my playing time which tends to be erratic at best. Fortunately, I haven't yet run into a dungeon that was marked at over an hour. To me, the hour long dungeon is the longest I really want to spend there.
So far, the new content has done a very good job of making sure that all of the boss/mini-boss fights feel different and there is a great deal of variety to both the environments you find yourself in and the tactics you need to use to succeed. This is how combat should be and the fights have a greater difficulty because of it. Doing the same thing you do every time won't always work and many of the bosses have abilities never seen before that effect the board in unique ways. For example, the fight with Bishop was the first time I'd really seen Witchhunter work. Quite unfortunate for my Witchdoctor.
The Beachhead itself in how larger set pieces in the story should be addressed. I wonder if at some point the developers had imagined the entire place as one long instance (would have been around 3 hours, if so). Wisely, they broke it into 4 different instances you do insequence: three 30 min's and one hour long. It felt right.
I like the new crew member Gracie Conrad. Pirate101 is a little shy on female companions and she's a good one: smart, capable, driven, patriotic, self-sacrificing . . . and she doesn't have the annoyingly high pitched voice I had expected based on her character design (she looks like a yappy little dog to me).
Lastly, the story is great so far. I like the character of Bishop, one of the clockwork elite, and was surprised in took this long for us to see one of the clockworks in a creepy black plague mask. They seem like a natural fit, given the design of the Armada. Also, Catbeard was one of my favorite characters from the first 12 books and I'm glad to see him reappear in the story. I actually laughed out loud (something I rarely do when playing) when I saw in what state Catbeard's imprisonment had left him.
All around, it's been a good time (with the exception of one issue, which I'll discuss in another post) and I look forward to seeing what the Isle of Fetch has in store for me. The stakes have been set pretty high! I hope hope Dark Tatiana is up to the task!
Friday, May 24, 2013
Pirate101: First day in the new expansion
I started out my play session by following my own advice as seen in today's episode of Talkin' the Plank: Start with the Bazaar, then update your crew, then off on adventure!
Step one at the Bazaar was to finish selling anything that wasn't tied down. I noticed that already since earlier that same day, the price demanded for ship equipment had drastically reduced, likely due to everyone using the Bazaar all day to sell their surplus. Makes sense but was kind of a bummer. Still, I was able to get a few really good pieces for my Marleybone heavy galleon (which was switched to level 54 as the notes suggested). Then, much to my joy and surprise, I was able to get a new weapon for my Witchdoctor: shooty/staffy! It looks pretty sweet. The wand is a triceratops skull and the gun is a three-barreled pistol. I got that one, not because I wanted to spend all of my training points as musketeer, but just because I liked the look of it.
As a side note, I'm very anxious to see what the lvl 65 Witchdoctor talent looks like. From the tool tip, it looks like you summon three undead minions at once. Will they all occupy one tile? Will they summon to separate tiles? Time will tell! Additionally, I tried out the new Ocuboros spell and it seemed to be much stronger than before, so I'll work it into my regular rotation.
Once I had finished with the Bazaar, I checked out my crew to see what improvements I could make. Firstly, it seems I was mistaken about one of the changes: I thought that there would be no set Epics, when what they said was no set talents. That being the case, I go to add all the talents to all of my crew members that had changed. It took a little while but wasn't a biggie.
After that I was ready to go to Marleybone . . . oh, wait, the quest says to go to Port Regal. Okay, I'll confirm that Catbeard isn't on his ship. It was at this point I got a cry for help from someone on my friends list who was desperately trying to finish up MooShu and needed some help with a little Nautical combat. My fully upgraded ship rushed to assist. After downing a few ships (while becoming more and more annoyed by how long it was taking), I was back on my way again. This was my only experience with the new speed of ship combat last night, but it didn't feel that much faster. Logically, I could see that it was, but it felt about the same. I'll have to test this further in Marleybone when I get there.
So I went through the Port Regal quests, laughed at Captain Kid being a goat (it's so obvious, but still funny), and was on the cusp of storming the dungeon for the new windstone to get to Marleybone when I had to stop, edit the podcast and go to bed. I hope you all enjoy the show, by the way, but last night I really wished I didn't have to make it!
Ah well, there's always tonight. Happy new content to all and I'll see you in game this evening when I try once again to get to Marleybone!
Step one at the Bazaar was to finish selling anything that wasn't tied down. I noticed that already since earlier that same day, the price demanded for ship equipment had drastically reduced, likely due to everyone using the Bazaar all day to sell their surplus. Makes sense but was kind of a bummer. Still, I was able to get a few really good pieces for my Marleybone heavy galleon (which was switched to level 54 as the notes suggested). Then, much to my joy and surprise, I was able to get a new weapon for my Witchdoctor: shooty/staffy! It looks pretty sweet. The wand is a triceratops skull and the gun is a three-barreled pistol. I got that one, not because I wanted to spend all of my training points as musketeer, but just because I liked the look of it.
As a side note, I'm very anxious to see what the lvl 65 Witchdoctor talent looks like. From the tool tip, it looks like you summon three undead minions at once. Will they all occupy one tile? Will they summon to separate tiles? Time will tell! Additionally, I tried out the new Ocuboros spell and it seemed to be much stronger than before, so I'll work it into my regular rotation.
Once I had finished with the Bazaar, I checked out my crew to see what improvements I could make. Firstly, it seems I was mistaken about one of the changes: I thought that there would be no set Epics, when what they said was no set talents. That being the case, I go to add all the talents to all of my crew members that had changed. It took a little while but wasn't a biggie.
After that I was ready to go to Marleybone . . . oh, wait, the quest says to go to Port Regal. Okay, I'll confirm that Catbeard isn't on his ship. It was at this point I got a cry for help from someone on my friends list who was desperately trying to finish up MooShu and needed some help with a little Nautical combat. My fully upgraded ship rushed to assist. After downing a few ships (while becoming more and more annoyed by how long it was taking), I was back on my way again. This was my only experience with the new speed of ship combat last night, but it didn't feel that much faster. Logically, I could see that it was, but it felt about the same. I'll have to test this further in Marleybone when I get there.
So I went through the Port Regal quests, laughed at Captain Kid being a goat (it's so obvious, but still funny), and was on the cusp of storming the dungeon for the new windstone to get to Marleybone when I had to stop, edit the podcast and go to bed. I hope you all enjoy the show, by the way, but last night I really wished I didn't have to make it!
Ah well, there's always tonight. Happy new content to all and I'll see you in game this evening when I try once again to get to Marleybone!
Thursday, May 23, 2013
Pirate101: New Content is Up!
With last night's maintenance, the new content has been released! I played right up until the servers went down (1 AM my time) trying to finish my Nautical XP goals . . . and did, more or less. Thankfully, when I started fighting the Jade ships, I was quickly joined by 3 other Marleybone Heavy Galleons, presumably trying to get those last few Nautical levels before diving into the new content. Since I have to sleep sometime (and work the rest of the time) I wasn't able to check much out this morning when I logged in. Basically, I was able to get the new quest from Avery, the checked out the Bazaar on my way to the docks to see what that's like.
The Bazaar is a welcome addition to the game, for sure. This is one that affects all players whether you're on your way to Marleybone or are a fresh faced person o' fortune just walking out of Avery's office, blinking in the bright Skull Island sun. The Bazaar essentially solves one of the biggest issues many folks had with the early game: not enough gold. Now, you can get roughly twice what the vendors will pay for any given item. Since the fastest way to grind gold is ship battles and the equipment that will be the most sought after is ship equipment, I imagine that portion of the Bazaar will be the busiest and the most lucrative/helpful. I was able to sell most of the extra ship equipment I had on had for roughly 2-3 times what a vendor would have paid for it, so I was getting 1,700-2,500g per piece as opposed to 500-900g: a significant increase.
That was all I had time for, but I'll start updating my blog again now that there is something to talk about! Stay tuned!
Also, be sure to check out the discussion that Brandon and I will have about the new content on Talkin' the Plank. The new episode will post tomorrow at connectthedotspod.com and also talkintheplank.blogspot.com
The Bazaar is a welcome addition to the game, for sure. This is one that affects all players whether you're on your way to Marleybone or are a fresh faced person o' fortune just walking out of Avery's office, blinking in the bright Skull Island sun. The Bazaar essentially solves one of the biggest issues many folks had with the early game: not enough gold. Now, you can get roughly twice what the vendors will pay for any given item. Since the fastest way to grind gold is ship battles and the equipment that will be the most sought after is ship equipment, I imagine that portion of the Bazaar will be the busiest and the most lucrative/helpful. I was able to sell most of the extra ship equipment I had on had for roughly 2-3 times what a vendor would have paid for it, so I was getting 1,700-2,500g per piece as opposed to 500-900g: a significant increase.
That was all I had time for, but I'll start updating my blog again now that there is something to talk about! Stay tuned!
Also, be sure to check out the discussion that Brandon and I will have about the new content on Talkin' the Plank. The new episode will post tomorrow at connectthedotspod.com and also talkintheplank.blogspot.com
Tuesday, April 30, 2013
Pirate101: Test Realm Notes Highlights and thoughts
I'll go over all of this with Brandon in this weeks episode of Talkin' the Plank, but here are some of my initial thoughts about all the exciting new changes coming up with the next major patch. Abbreviated notes in white, my thoughts in blue:
Level 65, new area starts when you
finish Mooshu Glad I encouraged folks to finish Mooshu in a previous episode. I'll have to get my WD to 50 and complete all the quests if I want to use her. I imagine that this will go live in less than a week!
Bazaar! Same as Wizard, all realms,
located on Skull Island, NPC Harvey Deuce Many players have been waiting patiently for a bazaar to be added to the game and here it is. Items will be more readily availabe and everyone will be slightly wealthier. No downside to this!
Changes made to staring experience
including new enemies and quests, initial battles with Troggies are single
player only A beefed up, more forgiving starting area can only be a good thing. The more people who play the game, the more resources KI can afford to put back into the game!
Rental Mounts Added I never used them in Wizard and didn't miss them in Pirate, so no thoughts on this, really.
Turret Bosses added to Skyways, can
attack up to 4 ships at a time This sounds pretty awesome. Having a large battle and something more exciting for NXP parties is a great idea.
Transportalators transport you for a
fee (gold for members, crowns for non-members, transportation to Skull Island
is always free) if you have already entered that world on a ship. Woohoo! Finally a quick transport. One more reason to subscribe!
2nd chance chests added
(for crowns) I never really used these in Wizard, but then again, I never farmed for gear in either game (it didn't really feel necessary in Pirate and I didn't get far enough in Wizard). Still, for those trying to get a specific piece that have crowns to burn, this can only be positive.
Combat Changes:
Once a battle board has been filled by
four players, no additional “different” players may join the combat if one of
the original four players flees.
(Multiplayer only) If a player doesn’t
issue any orders for a planning phase, in the next planning phase they will be
presented with a dialog that says “Are you still playing?” If “Yes” isn't clicked
within 10 seconds, then the absent player is forced to Flee. Good. As it should be.
Combat tougher after lvl 25 How tough? I won't know if this is positive or not until I've tried it.
Companions:
New promotions for Bonnie Anne,
Ratbeard and the Mag 7 Good. Expected, of course, but good.
Companions who share the same class as
your PC gain extra xp from Training tomes This makes a lot of sense from a game world perspective
We have reduced the variation in
companion quality in an effort to make all companions more worthwhile.
Companions who were previously "third string" have been boosted up to
"second-string" status. They will have more non-epic talent slots to
purchase simple upgrades like Accuracy, Armor, etc. Thank you, KI. I was always bummed out that certain companions were essentially albatrosses (not animorph sea birds but dead weight) even though I really wanted to revel in the variety having so many could bring. I'd much rather adjust my strategy to figure out which way to use my useful crew than trying to make up the slack if a useless one shows up. This also makes buying training tomes feel like much less of a burden.
No more fixed talent slots for
companions. The more I think about this, the less I like it. Having a fixed slot would sometimes force me to learn an ability I wouldn't have otherwise picked, which in turn introduced me to the joys of flanking.
Ship Combat:
20% reduction in cd for ship powers Boom. Awesome.
Nautical XP increased by 25% Double boom.
Players onboard your ship earn NXP at
50% of the captain’s rate but only from mobs less than 10 levels higher than the
players nautical level Boom? I dunno, I never had anyone on deck for more than a few minutes. This is good in that it could encourage that underused game play and could give characters a boost that were having trouble with their NXP gain.
Fuel efficiency increased x2 Never really used this, but maybe they'll give us a reason to in the new content?
Many high level ships will target
multiple enemies Player ships or enemy ships? Hmmmm . . . .
Quest Changes
Quest Sharing added
for some book 1 side quests
Quests will sort themselves by
Mainline, Trainer, Promotions & Sideline Finally. This should have always been there, but I'm glad they added it.
Go Go Stormzilla: certain companion
powers will be available during the fight, added life fountain near the
entrance, adjusted stats and health of Stupendor-x and stormzilla Being able to use crew powers as well as having a life fountain right outside will greatly reduce the frustration of this encounter. Well done.
Crown Shop:
Housing space increase available,
Aquilan Pegasus mount eh. I like mounts but I don't really get too excited about player housing. Not until there's something to do there besides decorate.
General & UI:
More secret chests added Yarrrr!
Experience bars now hide a level cap Might reduce confusion for those not familiar with the concept of a level cap.
Badges listed in Alphabetical order Good.
Well, there you have it. More news and thoughts as more is revealed!
Pirate101: Test Realm Notes
Here they are, with thoughts in another post after I have digested the notes!
Yarr! Adventures await ye in the highly anticipated release of Books 13 and 14 in Pirate101! With the introduction of both the war-torn skyway of Marleybone and the legendary beauty and danger found throughout Aquila, high-level pirates will now continue their rebel journey against the evil Armada! All characters who have finished the quest "The Great and Powerful Turtle" in MooShu must now visit Avery in his office to continue their adventures with the quest "That Darn Cat" (You'll know you have completed this if you own the "Enlightened One" Badge in your list of badges).
We hope you’re impressed as the amount of content being released is almost double what would normally be released in an expansion, and as such, players will now be able to level their characters from 50 to 65 (both regular and nautical level)!
With new levels comes increased power for players: Remember to visit your trainers often, since beginning at level 52 and every 2 to 3 levels afterwards, you’ll unlock new talents or powers for your character. Speaking of power, tons of new weapons and gear await you in both worlds, and even the mini-games will return better rewards for higher level players. There’s new ship equipment waiting for you as well—TIME TO SUMMON THE KRAKEN! Worried about the cost of these new power ups? Don’t be! Your available gold cap has been increased to 200,000 gold.
New Companions abound--additional companions await your discovery, Pirates, and many of your old companions will discover new powers and tiers of promotion available to them.
You’ll need the additional power since your journey won’t be without danger—with greater reward comes greater challenges! Prepare yourself to battle with and against a host of new faces: Kurghas, Grenadiers, Anarchists, War Golems, Vultures, Manticores, Ophidians, Eagle Centurions, Ettins, Trolls, Sirens, Minotaurs, Krakens, Crokagators, and Gorgons await you!
Introducing Marleybone and Aquila
Yarr! Adventures await ye in the highly anticipated release of Books 13 and 14 in Pirate101! With the introduction of both the war-torn skyway of Marleybone and the legendary beauty and danger found throughout Aquila, high-level pirates will now continue their rebel journey against the evil Armada! All characters who have finished the quest "The Great and Powerful Turtle" in MooShu must now visit Avery in his office to continue their adventures with the quest "That Darn Cat" (You'll know you have completed this if you own the "Enlightened One" Badge in your list of badges).
We hope you’re impressed as the amount of content being released is almost double what would normally be released in an expansion, and as such, players will now be able to level their characters from 50 to 65 (both regular and nautical level)!
With new levels comes increased power for players: Remember to visit your trainers often, since beginning at level 52 and every 2 to 3 levels afterwards, you’ll unlock new talents or powers for your character. Speaking of power, tons of new weapons and gear await you in both worlds, and even the mini-games will return better rewards for higher level players. There’s new ship equipment waiting for you as well—TIME TO SUMMON THE KRAKEN! Worried about the cost of these new power ups? Don’t be! Your available gold cap has been increased to 200,000 gold.
New Companions abound--additional companions await your discovery, Pirates, and many of your old companions will discover new powers and tiers of promotion available to them.
You’ll need the additional power since your journey won’t be without danger—with greater reward comes greater challenges! Prepare yourself to battle with and against a host of new faces: Kurghas, Grenadiers, Anarchists, War Golems, Vultures, Manticores, Ophidians, Eagle Centurions, Ettins, Trolls, Sirens, Minotaurs, Krakens, Crokagators, and Gorgons await you!
The fun definitely doesn’t stop there as a lot of effort has been done to bring our players everything from new ambient creatures, NPCs performing daily activities in several towns and battle props to additional treasure chests and training tomes in hidden locations. And if that isn’t enough, Zeke is back with new exploration quests!
We’re excited to invite you to Marleybone and Aquila, and hope you enjoy this new journey as much as we’ve enjoyed creating it for you.
NOTE: Because of the amount of changes and new content, the download for this update is larger than usual. Please be patient and allow the game to load—it’ll be worth it!
We’re excited to invite you to Marleybone and Aquila, and hope you enjoy this new journey as much as we’ve enjoyed creating it for you.
NOTE: Because of the amount of changes and new content, the download for this update is larger than usual. Please be patient and allow the game to load—it’ll be worth it!
Time to Shop with the new Bazaar!
A new Bazaar has opened shop on Skull Island, and it’ll give pirates access to tons of items found by other pirates.
Be sure to visit Harvey Deuce in the building directly to the right as you exit Avery's Court (on the same side and
right before Kraken Skulls Tavern).
Sell your extra items to Harvey, and he’ll pay you the value in gold for your items based on supply and
demand. If Harvey already has lots of the item you are selling, he pays you less gold for yours. If he’s
low or out of stock of an item you are selling, he’ll pay you more! No matter what, Harvey always offers
a better price than other shopkeepers. While Harvey is good at what he does, there are some unique and
rare items that Harvey just simply can’t purchase, and those items are marked “No Auction” in the item’s
description.
Buying items is easy too! The more of an item Harvey has, the cheaper it will be, and the fewer of an item
he has, the more expensive it will be. If you see an item you like, buy it, it may not be there next time you visit.
All prices are based on Harvey’s current haul of treasure, so shop often to find the best price, Pirates! And
don't worry, if someone sells an item on the Boochbeard Realm, and you're on the One-Eyed Jack Realm,
you'll see it in Harvey’s inventory.
New Tutorial and Early Game Changes | |||
We’ve created a new tutorial that’s tons more exciting! There will be more interesting enemies to confront, more visually impressive effects and critical moves, a more cinematic approach, and a quick peek at broadside combat. We’ve also made it so you can skip past that initial “Somewhere in the Spiral” text if you’d like, but definitely don’t skip the new tutorial if you haven’t seen it before. Make a new character today!
In addition to the new tutorial change, we’ve made several other changes to the early part of the game that players are sure to enjoy:
The following early side quests can be more easily obtained and completed in the Free-to-play areas of Skull Island:
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