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8/18: It has been far too long since we last updated the website. The first dungeon has been officially closed, and the 2nd dungeon will be opening Sunday, Aug 20th at 5pm cst. Also, join us Saturday Aug 19th at 6pm cst for the builders event!

Full info on the builders event:

Mr. Goldberg, a boardmember of the J.E.W. trading company, is retiring at the end of the month and wants to commission a new
house to be his retirement home. He has a large plot of land and wants to contract laborers through the J.E.W. to construct
it for him this weekend. He doesn't have time to manage all the details or draw up the blueprints, so he's appointing each
of the three major cities a different area of responsibility for his future home. Mr. Goldberg has a budget of 5 gold to spend,
but if he's not satisfied with the results then he'll pocket some of the money afterwards to pay for "renovations".

The event will be held at 6 PM CST on Saturday, August 20th. During the lead-up to the event, we will be posting further details. First, in a few days, we'll be announcing the three teams and their individual responsibilities. Shortly after that we'll reveal the location of the event, and two hours before the event starts we'll reveal specific instructions from Mr. Goldberg on how he expects his future retirement home to look and feel.
On the day of the event, we'll be offering free teleports to anyone who asks. BSBs and crafting stations will be provided, and there will be a public mine and forest, but you are encouraged to bring your own tools. If you want your own cart, you'll have to drive it there before the event (accommodations will be made for this). When the event officially kicks off, you'll have two hours to do the best job possible on your team's objective, but remember to help out other teams so the total payoff gets bigger.
Mr. Goldberg is a flexible man, so he's willing to give you more time up to an extra two hours, but his expectations will go up as well, so make that extra time (if you use it) count.

 

Full info on the 2nd Dungeon:

We are proud to announce the grand opening of the 2nd dungeon this Sunday! Sunday! SUNDAY!

Starting this Sunday at 5pm cst, we'll be opening the gates to the underground mountain city. Left buried beneath the mountains of Brotunheim, something has stirred this ancient city back to life. I say this with no reservations: This will be the most difficult pve content we have ever hosted. The time has come to face the evils deep in the mountain!

HOWEVER

Due to some brave, enterprising, and very sneaky adventurers past antics, we'll be doing this dungeon by appointment. To schedule your dungeon run, have one of your group submit a support ticket with a full list of names. Groups can be formed independent of village/alliance membership, so if you all are actually wild enough to all go as one group, we can work with that.Your group will need a MINIMUM of 6 players (and really, if you want to fully clear the dungeon, you will want more). Expect the dungeon to take at least 2 hours. If we get multiple appointments at the same time...you may have to ah... well, in the J.E.W we call it 'aggressive negotiations'. The loser will have to reschedule.


Lastly, his plot of land is out in the wilderness, so it's quite likely some mobs will attack your worksite. Bring weapons and have a plan for this (hint hint).

Events from earlier in the week:

We had the Smelting Pot of Destiny liberated from deep within the dungeons of Detroit by a very brave (or very cowardly depending on how you examine the methods used) adventurer! He was able to return the pot to its rightful resting place before the curse of Detroit could consume him, unlocking the full power of smelting pots for the entire server.

The priests of the white light led a valiant crusade into the tomb of the skeleton king. The undead menace has been laid to rest, and the kings bones have been thoroughly rattled.

A few more traders have come and gone, but we're not quite sure if its the adventurers or the merchants making the most of these deals. Only time will tell.

8/8: We're coming up on the first full week of Brotunheim! We just concluded the Farmers Festival, where food, frendship, and digging were all celebrated in full. A quick summary of the changes this week:

  • Fatigue is disabled

  • The first round of traders has concluded

  • Additional mods were added: Brew and breed times have been increased, and underground farming is now enabled.

Look forward to more events, more traders, and a new dungeon in the coming days!

8/2: Launch day has arrived! The server is open and everyone is busy breaking ground for new deeds, breaking their knees for faith, and breaking their bones to survive the bears that keep moving into the new mines! We had a minor hiccup for settings, but the server is stable, the connection is quick, and the server log is clean of errors. Welcome to Brotunheim!

7/31: Lots of good news today:

  • We've upgraded the server hardware. Things should be smooth as butter now.

  • Creatures are spawned in. The world is lookin' lively now!

  • Traders have arrived at the merchant island port. Traders are fully stocked and ready for your coins.

  • Traders have been deployed to starting areas to help you get your first deed funded. They have a roughly 4 day cooldown (alt abuse can be detected easily), but should ensure your first deed can be up and running on day 1!

  • Fertilizer mod has been imported.

  • The drawdistance mod is in, and boy is it beautiful. Check the updates under Client Config for setup information.

7/27: Been a while since I updated the changelog, but construction on many projects have been completed. We just finished the stress test, and it was a huge success. Below is a direct copy of the results:

 big thank you to everyone that showed up to the stress test. I'm glad the server was able to survive the wave of autism. Not so glad about the new pool in the event grounds, but ruining GM clay is a time honored tradition.
A brief summary for those who couldn't make it:

  • Everyone got their starting weapons. Some learned the importance of repairing your gear the hard way. A few more learned what 'full loot pvp' means.

  • Smelting pots are going to start disabled, but will be enabled later after completion of a server wide quest. By the time you unlock the smelting secrets, you'll have advanced far enough skill wise for it not to have as large of an impact.

  • We settled on the launch date and time as Tuesday, August 2nd at 6:00pm CST.

  • The fertilizing mod will be added, so anons can water their crops and harvest plants out of season. This opens up a lot of options to the chefs and brewers.

  • Alts were discussed, and we're requesting all alts be registered to your main. After some discussion, there is now an agreement that alts won't be used excessively for grinding skills as a 2nd character, for trade abuse, or for any combat role.

  • Priest settings were hotly debated, and we put it to a full vote. Against all odds, the vote was a straight split out of 20 participants. As such, I've gone and made an executive decision: I'm disabling all priest restrictions. Let the crusades begin.

  • We also handed out some potions for people to test with, and had a few deaths to confirm that yes, you can overdose on buffs and die.

I'll post more info in the next few days about the alchemy system. For now, 6 months is only a week away!

7/22: The Temple of the Sun is now open(for business)! We are ahead of schedule right now, and the Sanctum of the Moon should be carved out tomorrow. Invitations have been sent to another group, so we may very well have a full 4 factions this time around.

7/20: Construction continues on events and points of interest. The 5 sages have moved in to their new homes. The swamp begins to stir with un-life. Archeologists rejoice, as I've finally remembered to prepopulate the world with dead deeds.

7/19: Mods and properties are now listed on their respective pages. Whitelight/Blacklight have been moved and temples are under construction. Spawns are currently functional but under also construction. The chosen one (cow) has spawned.

7/17: All mods sans DPS and refuler are in. Construction was interrupted by a bug with a gm tool mod (setheight) eating items. Bug has been replicated and the offending mod removed. Did more testing and confirmed pvp settings for alliances between settlements. If infighting occurs you should be able to just start your own deed instead of converting/joining a new kingdom. Full mod updates and properties dump should come tomorrow.

7/15: Did some testing and added AshProduce, BetterDig, BetterFarm, BountyOnBurn, BulkSeparated, and Combiner(with shafts!). Ran into a problem where DPS won't report numbers in event or combat logs.

7/14: Will be busy the next few days. Finalized a list of mods for round 2 implementation and moved them to their new home.

7/13: Wyvernmod, buyer npcs, and other initial mods have been moved over. Map updated again to add more vegetation. Trade section added to website detailing this years server gimmick.

7/12: Minor hiccups in hosting settings, but we are now stable for all clients with the modded server. Will begin pushing mods from the local test environment over tomorrow.

7/11: Hosting services have been acquired. Will begin setting things up over there tomorrow.

7/10: After a long battle, I have finally squashed the pesky wyvernmod bounty bug. Fighters will now get full coin from their kills, and other parts of wyvrnmod have also been fixed.

7/9: Technical difficulties with payment processing. On the hosting companies side, not my financials. I should hear back from them on Monday, and if not, I'll bend the knee and get a paypal. Still collecting feedback in the usual places, and a potential priest overhaul is in the works. I've also rearranged the buttons on the site. Graphic design is not my passion.

7/8: Map regenerated due to issue with actions not populating clay properly. Discussion on settings continues.

7/7: Site is created. Discussing settings in the usual places.

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