Upcoming: Ashes Of Jin

  • Remember! Never use the same account usernames and password across different servers!
Play Now

Dibby

Dedicated Member
Dedicated Member
Mar 12, 2015
64
2
35
Looks promising - can you not work faster and do an open beta next week? hahaha
 
  • Like
Reactions: Flashy

Jambo

Mir 2 Moderator
Staff member
Moderator
Dec 9, 2006
1,659
411
170
West Midlands
1773097720642.png

Excited I Feel Sick GIF


This seriously looks soooooooo good
 

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134

Warrior Spell Path Preview​

Spell paths turn Warrior skills into meaningful choices rather than linear upgrades, letting you specialise into pressure, control, sustain, or setup depending on your build.


Cleave​

Base: A sweeping crescent slash hitting enemies in front.
  • Venom Edge – Chance to apply stacking green poison. Reduced attack speed in exchange for sustained damage.
  • Iron Burst – Chance to briefly paralyse targets. Reduced damage, focused on control.
  • Twin Crescent – Cross-slash with higher mana cost and lower damage, but a chance to temporarily boost attack speed.

Heavenfall​

Base: A powerful skyfall strike dealing damage in a 3x3 area. Has a cooldown.
  • Radiant Burst – Impact silences enemies for a duration based on level. Reduced damage.
  • Red Shatter – Applies red poison, reducing enemy defence for follow-up attacks.
  • Ice Rend – Small chance to slow enemies on impact. Slightly reduced damage.

Dragon Pierce​

Base: A focused thrust for single-target pressure.
  • Viper’s Fang – Chance to apply green poison.
  • Thunder Spike – Chance to paralyse or silence. Reduced damage.
  • Lifeblood Thrust – Converts part of damage dealt into health.

Executioner’s Will​

Base: A stance that slightly increases damage.
  • Crimson Verdict – Further increases damage for aggressive play.
  • Silent Edge – Chance to temporarily boost attack speed.
  • Soul Eater – Chance to steal health based on damage dealt.

Shoulder Break​

Base: A forward dash for engagement or repositioning.
  • Ram’s Fury – Hitting a target grants a short damage immunity bubble.
  • Ice Sprint – Chance to slow targets hit during the dash.
  • Dragon Smash – Applies a debuff causing the target to take increased follow-up damage.

Twin Fang Slash​

Base: Dual strikes that deal melee damage.
  • Serpent’s Fury – Chance to apply bleed and ignore a large portion of armour.
  • Soulrend – Converts part of damage into health drain. Lower damage, minor armour ignore.
  • Ice Fang – Second strike may slow enemies. No armour ignore.
 

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134

Jiangshi Development Update​

Over the past few weeks we’ve been running continuous Jiangshi simulations on the Alpha server to observe how he behaves when operating freely in the world.

Jiangshi is no longer just a boss mob.

He has evolved into something much larger: a persistent AI-driven invasion system designed to expand, adapt, and threaten the world over time.


What Jiangshi Is Intended To Be​

Jiangshi is designed to be more than a traditional boss encounter. He is a persistent AI antagonist powered by an external large language model.

This system allows Jiangshi to analyse the state of the game world and make decisions using real information. He can access game lore, world data, territory states, and tactical map information, which influence both his strategic planning and the personality he develops over time.

Rather than following scripted behaviour, Jiangshi continuously evaluates the world and directs his forces with a single long-term objective:

to corrupt and ultimately conquer the world.

His expansion, the territories he targets, and the way he deploys his armies emerge from the decisions he makes as the simulation unfolds.


Key Systems Behind Jiangshi​

Persistent Presence
Jiangshi exists continuously in the world. He is not a one-time encounter but an ongoing threat that grows and adapts over time.

Strategic Territory Control
He captures caves and uses them as corruption footholds. These locations generate resources and act as staging points for further expansion.

Memory and Adaptation
Jiangshi remembers previous events and campaign states. Failed operations, lost territory, or player resistance influence how he plans future moves.

Progression and Upgrades
Jiangshi gains experience and levels up as corruption spreads. Upgrade points allow him to unlock new capabilities such as additional army capacity or command slots.

Army Logistics
Captured caves produce monsters that Jiangshi can organise into persistent armies. These armies remain in the world and can be redeployed across the map.

Tactical Map Awareness
Jiangshi understands map geometry, including chokepoints, doors, and settlement approaches. He uses this information to position forces and defend strategic locations.

Strategic Planning
Jiangshi plans expansion in stages rather than attacking randomly. Early phases focus on establishing corruption infrastructure before escalating into larger invasions.


What We’ve Observed So Far​

Running Jiangshi in a live simulation has already produced some interesting behaviour patterns.

1. He prioritises infrastructure before aggression

Rather than immediately attacking settlements, Jiangshi has consistently focused on capturing caves first.

These caves act as corruption nodes that generate resources and monster populations. From the logs we observed him deliberately expanding outward to create a network of footholds before attempting larger operations.

At one point the simulation reached 17 corrupted caves before any serious settlement pressure began.


2. He builds supply lines and resource hubs

Jiangshi often chooses caves with high monster populations or useful terrain features.

In several cases he deployed captains specifically to caves with large populations so he could convert them into recruitment pools for his armies.

This behaviour suggests he is naturally identifying economic locations, not just random expansion targets.


3. He expands cautiously when resources are limited

One of the most interesting behaviours is that Jiangshi recognises when his forces are weak.

During much of the simulation he only had a single army available, which caused him to avoid risky operations. Instead he focused on:

• seeding new caves with captains
• increasing army capacity through upgrades
• consolidating territory before pushing forward

In other words, he behaves strategically rather than aggressively.


4. He uses psychological warfare

Jiangshi has also been issuing narrative broadcasts during the simulation.

These messages spread rumours, warnings, or unsettling events in nearby regions. The intention is to reduce player attention or create confusion while he expands quietly.

This behaviour emerged naturally as part of his planning loop rather than being scripted.


5. He recognises risk and prepares fallback plans

Nearly every planning cycle includes a contingency plan.

When the system detects potential threats such as player activity or overextension, Jiangshi will plan to:

• recall armies to preserve survivors
• halt expansion temporarily
• consolidate corrupted caves
• redirect upgrades into defensive capacity

This creates a dynamic where the AI is not simply attacking blindly, but actively managing risk and maintaining momentum.


Why We Are Running These Simulations​

Before closed beta begins we want to observe how Jiangshi behaves over long periods of time.

The Alpha simulations allow us to study:

• how aggressively he expands
• which territories he prioritises
• how his progression system scales
• how resilient he is to player resistance

Our goal is to ensure Jiangshi feels like a living antagonist shaping the world, rather than just another boss players defeat once.
 

Celsius

Golden Oldie
Golden Oldie
Dec 31, 2008
1,179
63
134

Market System Reveal​

We’ve built a brand new Market System to power a fully player-driven economy.

This is a foundational shift in how trading works in the world. Instead of a global auction house, the economy is now shaped entirely by player behaviour. What you buy, sell, move, and control will directly influence prices, availability, and opportunity.

This system is designed to create real trading routes, meaningful pricing decisions, and new roles for players who want to specialise in commerce, transport, or market control.


What This Means​

Markets are now built around local hubs, not a shared global system. Each hub has its own supply, demand, and pricing.

Players can:
  • Buy directly from existing sell orders
  • Place buy orders at their own chosen price
  • Sell instantly into existing demand
  • List items and let the market come to them
Items and gold are no longer abstracted. Everything must be traded, moved, and collected, reinforcing the importance of location and logistics.


How It Works​

Listings​

Browse everything currently for sale in your hub. From here, you can quickly jump into buying or selling the selected item.

Buy​

Purchase from existing sell orders or place your own buy orders at a price you decide. You can target specific listings or create broader demand for others to fill.

Sell​

Sell instantly into existing buy orders or create your own sell listings. You control pricing and quantity, allowing you to respond to market conditions.

My Orders​

Track all of your active buy and sell orders, monitor progress, and cancel orders that are still open or partially filled.

Collect​

All completed trades, returned items, and expired or cancelled orders are delivered here. You will need to collect them from the hub.


System Design Highlights​

  • Everything is local to the hub you are in
  • Selling into a buy order grants instant gold
  • Purchased items are delivered to Collect, not directly to your inventory
  • Cancelled or expired orders are also returned to Collect, not your bag or wallet

A Living Economy​

This system lays the groundwork for a living, breathing economy.

Traders can specialise in buying low and selling high. Transporters can move goods between hubs to take advantage of price differences. Opportunistic players can identify shortages and fill them.

Over time, the market will evolve based on player behaviour, creating a dynamic economy driven entirely by the community.
 

Attachments

  • 1.png
    1.png
    629.4 KB · Views: 41
  • 2.png
    2.png
    636.3 KB · Views: 38
  • 3.png
    3.png
    525.7 KB · Views: 36
  • 4.png
    4.png
    618.6 KB · Views: 36
  • 5.png
    5.png
    627.9 KB · Views: 38