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Announce News Post #3202

Year in Review 2021

Written by: Uilani, the Loom Mistress
Date: Sunday, January 9th, 2022
Addressed to: Everyone


As is customary at the start of a new year, let us ruminate upon
Lusternia's 2021.

There are two groups of people that 2021 would not have happened without
- the godmin and the players. Certainly, that can be said of any year in
Lusternia but it bears highlighting as the most critical element of any
year. Our godmin (including Ephemerals!) continue to pour love, passion,
and care into their work and whether they do more in front or behind the
scenes, it is all essential to the Lusternian experience. The other side
of that experience is you - the players. What you bring to the table is
equally important and provides endless fuel and inspiration. Thank you
for being so generous, patient, and excellent to each other, especially
in such a tough, globally, year as the last one. Special thanks are also
due to our various player volunteers - guides, builders, reviewers,
coders, moderators - and any other kind of contributors who help make
the game run smoothly and help improve it (for example, through
submitting bugs and typos).

In terms of story, the threads of many events were woven into
Lusternia's Tapestry over the course of the year.

The biggest, of course, was the tale of the once-imprisoned Elder
Goddess Li-varili who stopped at nothing to exact revenge on the Elder
Gods who had wronged Her, or simply stood in Her way. As part of that
months-spanning story, we witnessed an Awakening of a Great Spirit and
its reversal done by an Elder God Formation to lull the Great Spirit
back to sleep. Modern firsts for both of those events and a necessity as
the vengeful storm unleashed by Sister Sea's awakening was ravaging the
Basin of Life. Monstrosities created by the Elder God Blooredi were
swimming up and down the flooded highways, Balach Swamp had been
reshaped, countless pilgrims, scholars, and bards perished, and the
cities and communes had to resort to creative and drastic measures to
protect their territories. The story took us to many new places - the
depths of the Rhizoda Mangrove, the deck of the Empress' Last Breath,
deep underwater into the Namiraa Trench, and finally the eldritch
Leviathan's Cradle. The stories and secrets of many Elder Gods were laid
bare, the Eye of Dynara shattered, Imperial era secrets revealed, and
the terrifying implement known as the Morokeche Seat found. While
Li-varili and the other Gods played a crucial role in the story, players
rallying behind Her as the secretive Bloodtide Coven and those opposing
them gave the tale an unforgettable new dimension. The story culminated
in the Curse of the Sunken Heart and the Seal of Justice being cracked
by Li-varili and Malayn emerging as the True Ascendant of Death. It was
an immense story arc that involved a lot of roleplay, building, and
scripting to get just right and we could not be prouder of the end
result.

Behind the scenes, and later in front of them, we have seen three
ArchEphemerals venture out into the world to learn all about
"interacting with mortals". Serenwilde was joined by Sythae, the
Thoughtful, New Celest was joined by Vaevaya, the Refulgent, and
Glomdoring welcomed Elyd, the Nightcrawler. Each came with an event of
their own and helped tell stories in their new homes. We saw some more
permanent returns to the First World as well in the form of two Elder
Gods. First, the Elder Goddess Lisaera returned to Serenwilde drawn by
the recent revelations therein (the mysterious Seralem!), and soon after
the Elder God Ein was woken up from a nap beneath Gaudiguch. Let us also
not forget the fiery personality that is the Elder Goddess Li-varili
who, presently captured by the Elders, spent the better part of the year
being a veritable spitfire to the adoration of many.

Many smaller events and releases happened throughout the year as well.
Hugo Girard, a young Delportian bard, made his Basin-wide debut. Hunter
Dannic was found wandering Snow Valley in search of heirlooms. The
adorable fink Merri can be found on Avechna's Peak and will school
anyone about the Vernal Wars. The aforementioned Rhizoda Mangrove is
full of nereids and kelpies, each with a tale of their own. The Kiakodan
Nature Reserve hired a new Junior Keeper who specialises in penguins.
Namiraa Trench deep in the Inner Sea is full of Blooredi's creatures and
will provide a challenge for every hunter. Mount Zoaka saw the return of
the enchanting Glasswing Promenade which, outside of its beauty, can
tell you much about the power of Paradigmatics. In the Undervault,
beyond the addition of the Leviathan's Cradle, a kephera nurse known as
Sahma can be found tending to a most curious pet. Upon the Waystation
Circuit, Mwami Honeypunch seeks to make a name for herself in due course
of her apprenticeship with Chef Kioul. And finally, the fight against
the darkness of the Tar Pits has taken shape and the dream of healing
them is on the horizon. We should also not forget about two additions to
the Planes of Continuum and Vortex - their very own beasts! Each with a
unique story, polytopes and sarkiposes can now be bought on their
respective Cosmic Planes.

Traditionally, the year was also full of regular holiday events and
festivals. We opened with a celebration of Valentines with a redone
Lovebirds event that put focus on all kinds of relationships, and then a
re-balanced Leprechaun event in March. Last year's summer Ascension also
saw a favourite event return - the Ascension Gala - which saw a huge
turnout as Lusternians partied like there's no tomorrow. Lusternia also
observed its seventeenth anniversary (seriously!) in October and in-game
we celebrated it in the form of the Festival of the Creatrix which
brought back a revamped Menestrean Wayfaire (with its new coat of paint
and expanded lore) and a slew of contests. The First World reached
another milestone as well last year - the in-game year 600 - which we
commemorated with a Year 600 Lecture Series hosted by the World Library
(now also home to the Double Up Game). Attendance rates exceeded all our
expectations and the lectures sparked many a debate and even written
works. We followed that with the Haunting, our Halloween events, and
finally the Solstice with its unique organisational quests,
present-bearing gnomes, Ironbeard, and the ever-expanding Solstice Court
upon the Jolly Drifts. Player-driven festivals were a recurring staple
as well, peppered throughout the year and generously open to many
foreign guests.

A lot has happened on the non-story front as well. We ran two rounds of
reports in 2021 (which cover anything from combat balance changes to QoL
updates) and approved a record total of 124 reports. We made changes to
Ascension contests (and documented them properly) and the Final
Ascension as well. There was a Prime Plane component to help sway the
final score and on Astral we introduced rotating nodes which force the
staff holder to move every so often. Lag-related optimisations and the
May server upgrade has allowed for a relatively lag-free Ascension this
year (tested in advance in the Klangratch Exercises). Further, auctions
happened twice this year, had a visual makeover, and included new
artifacts. We introduced a guise system to manage all your stoles,
masks, and costumes; added sketchpads and letterboxes; released
holiday-specific artifact skins; we launched our Official Discord; made
the design system more transparent and well-documented; and much more.
There are over 300 changelogs to look over to see what all happened in
2021 (changelogs #2277 - #2585). In addition to that, we started working
on cutting down on 'spam' in roleplay situations by introducing what
we're unofficially calling the Ambient Be Gone system that allows us to
quell ambients and other lines that introduce extraneous text not
relevant to the situation at hand. We'll be slowly rolling it out to
pets as well to give players more control over this too.

That said, there were three areas we were not entirely satisfied with
when it comes to 2021. The major one is the Economy Rework which was
pushed numerous times due to life's circumstances. We feel it is key
that we focus on that project first and foremost as it affects a large
part of the player experience. It is not all gloom and doom on the
economy front, however, as a solid proposal is the foundation of a
successful project. Lusternia underwent many economy overhauls over the
years in various forms but many of them either introduced new issues
(for example, manse commodity generators), or created new problems (for
example, timequake artifact commodity sinks), or simply did not go far
enough. We are confident in the multi-step proposal we have on the table
and will be looking to get to work on that soon as we can. Another
aspect we think needs adjusting is the Final Ascension event. Last year
we set out to try gradual changes first (see above) and observed how
they played out in practice. The bottom line though is that no matter
what incremental changes we implement, Ascension as a whole is an event
that spans months (especially for those preparing, running routes, etc,
way in advance) and requires the collective effort of almost the entire
player community... yet always leaves half of that community walking
away emotionally exhausted and crushed. Even when alliances put up an
even fight, an entire alliance loses and months of their work are seen
as going down the drain because the True Ascendant is the reward that
truly makes a difference and is available once a year only. At its root,
that is an unfortunate setup, even if with exciting stakes. We'll be
brainstorming a more thorough change for the next Ascension. We will
also be looking at conflict events as a whole as previously announced.
The crux of the Ascension problem also pervades the last area of concern
- Reports. In their current form, they have devolved to old-fashioned
heated Envoy disputes and are seen as biased and stressful. We are not
clear on the path forward for Reports yet but we will be looking into
changing up the process, especially as concerns combat balance changes.

So what's on the roadmap for 2022? A lot! Coding wise, first and
foremost the concerns listed in the previous paragraph - Economy,
Reports, Ascension. We do not wish to commit to more than that just yet
as we want to deliver that to you first and foremost. Instead, we would
rather let you know as work gets underway and one such project is the
Celestine revamp which is around the corner. On the story side, we have
exciting things planned but, as always, that must remain under wraps for
that fabled element of surprise. We want to keep connecting to everyone
via livestreams and other sorts of events that keep you in the loop,
tackle bugs and ideas with ferocity, re-release our fixed up areas, make
further progress on various inclusivity issues (many are currently works
in progress), look at the newbie experience, the quest system, and more.
There is no end to plans, plots, and projects that we are working on to
keep improving Lusternia and giving you new adventures and experiences.
We hope to keep developing a game that you want to play, even seventeen
years after its release!

Orael & Uilani

Penned by My hand on the 11th of Klangiary, in the year 608 CE.


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