The House of Crom open it's doors...

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The House of Crom open it's doors...

Postby Magman » 31 Oct 2011, 15:27

The new House of Crom zone will open its door before the end of the year. Here are the important points I have pick up from the long article:

  • There will be two different part of the House of Crom.
  • One six man dungeon with 7 bosses of which two are optional.
  • One indoor area, like Onyx chamber, for up to 24 players with 9 different encounters.
  • This will be end game content, difficulty level like the Paikang dungeons.
  • Rewards will have rare tokens and all new style of armor, the Atlanteans, on par with Paikang's Ai District loot.
  • Lots of mystery and puzzles. Some encounter will have hidden modes that will require interaction of more than one group of 6 in different places.
  • The largest dungeons of the game.

Read more here:

House of Crom

"A devil from the Outer Dark,' he grunted. 'Oh, they're nothing uncommon. They lurk as thick as fleas outside the belt of light which surrounds this world. I've heard the wise men of Zamora talk of them. Some find their way to Earth, but when they do they have to take on some earthly form and flesh of some sort."

—Robert E. Howard, "The Vale of Lost Women"

So what is the House of Crom all about? Writer Joshua Alan Doetsch and Senior Quest Designer Karl Andre Bertheussen sat down and explained some of the background to this upcoming area. What dangers might you find there? Lots of dark and dangerous ancient evils for a start, and writers like nothing more than bringing such lurking evil to life!

Joshua: "To understand House of Crom, one must understand the fall of Atlantis; but the teeth of time have savaged this history to tatters.

In this update, players will get the chance to explore the long-forsaken ruins of the House of Crom; an ancient temple built by the Atlanteans. Locked away for thousands of years within the Eiglophian Mountains, undisturbed by the people of Cimmeria, this temple has recently been defiled by a group of Vanir excavators. Hungry for lost treasures, they delved deep, unaware of the myriad of dangers that have survived the millennia.”



“Of the bickerings of the kingdoms, and the wars between Valusia and Commoria, as well as the conquests by which the Atlanteans founded a kingdom on the mainland, there were more legends than accurate history.
Then the Cataclysm rocked the world. Atlantis and Lemuria sank, and the Pictish Islands were heaved up to form the mountain peaks of a new continent. Sections of the Thurian Continent vanished under the waves, or sinking, formed great inland lakes and seas. Volcanoes broke forth and terrific earthquakes shook down the shining cities of the empires. Whole nations were blotted out."

—Robert E. Howard, "The Hyborian Age"

Karl: "So in those ancient times mighty Atlantis faced oblivion. The mainland Atlantean kingdom had scarcely prevailed over the cataclysm, and surviving tribesmen fled to it in ships from the sinking island. In a desperate effort to preserve their race and culture, the surviving Atlanteans, by order of the Queen of Atlantis, strived for the mountains in an attempt to appease their god Valka. Deep within what is known today as the Eiglophian Mountains, they built a great stone temple; but despite countless rituals and prayers, their hardship never relented. The Atlanteans feared their efforts were for naught; the Queen more than most. How could she tell her people, who loved and trusted her, that they all would die and be forgotten? Instead she told them pretty lies and kept them working, and the secret sat in her guts, gathered bile, turned to acid and spite, and ate away her sanity.

In the end the Queen began praying to the whispers in the dark, and finally she received the response she was so desperate for. She told her subjects Valka had answered their prayers, the taste of her lie fresh on her tongue; and they praised their god and their god-fearing Queen. For several months, all was well within the temple; the strength of the Atlanteans renewed by the Queen's news. Then one day, in the span of a single moment, everything went silent...

What exactly will the players find there? Hopefully they will have some fun finding out!"

Exploring the dungeons

Inside the two House of Crom dungeons, players will revisit what remains of the temple created by the Atlanteans, and discover for themselves what happened thousands of years ago. House of Crom is actually made up of two vast dungeons. One social dungeon that supports multiple groups at the same time, and one six man dungeon. These areas are the largest indoor dungeons we have created to date, and there is a lot of great gameplay and encounter crammed into the ancient halls.

We caught up with designers Peter Lavoie Massicotte and Anne Sofie Nielsen-Man on what exactly you can expect to find inside these dungeons.

Peter: "They will quickly learn that not all silence is vacant. At a top level, the challenge and the enemies will be on par with what we’ve seen in the Paikang Districts, and in keeping with the more recent additions like Ardashir Fort as well. Players will have to react to many different situations within these encounters, employing different strategies to deal with the varied mechanics we're offering, and in doing so, will discover the horrifying truth to what happened to the last Atlanteans."

Anne Sofie: "Threshold of Divinity is a social dungeon for up to four six-player groups for max level characters with nine separate encounters. From the frozen halls of the dead, where those who died raising the temple sleep the eternal rest, to the ritual chambers of Atlantean priests, the players will unravel a haunting story of eldritch horror and foreboding. Sent to aid the Cimmerians in driving out the Vanir desecrators, they will fight enemies both old and new, solve ancient mysteries, and learn the truth behind the House of Crom and what happened there. And they might find that some puzzles are better left unsolved. There will also be some challenges that require co-ordination across groups; these won't be essential to your experience, but they will offer a very different gameplay experience and some of the best moments this dungeon offers...if you can figure out the mysteries of this area!

It really adds a very interesting social dynamic that you can't always do with single team instances, so it was really fun to get to play with the possibilities of multi-group play."



Peter: "The Vile Nativity on the other hand is a six-player group dungeon for max level players. There are seven encounters in all; two of them optional. From the long-forgotten library where the Atlantean scholars once studied, to the treasury room where the wealth of Atlantis was locked away, we are offering players a dungeon rich in lore and storytelling. Those who seek it could perhaps even learn snippets of the Atlantean language for themselves, unlocking even more clues into the history of the fall of Atlantis. Expect to experience everything from dodging explosions to working with unexpected allies, gargantuan foes to cryptic Atlantean riddles. One boss even shows how death does not release one from his service…

We are very proud of how dynamic and interesting we have been able to make the group instances this year and House of Crom hopefully continues that run! I think players will enjoy the different encounters found within, and we couldn't have asked for a more epic location to base them in. The sheer size of the House of Crom areas was a little daunting to be honest!

I think we have pulled it off though. I'm looking forward to seeing how the players handle the challenges we have cooked up for them."

The loot!

Knut Jagels (Systems Designer): "We will be bringing in new Atlantean themed items. Power wise, the rewards will be on par with those found in the more difficult instances, and there will be all the regular token and trophy rewards that you would expect to find.

It is always nice to be able to bring in some new visuals, and offer players some new visual variety. Especially as we now have the social vanity system. That really adds value to the new visual looks that we add to the game."
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The House of Crom open it's doors...

Postby lilieRose » 01 Nov 2011, 08:35

Nice :) Thank to you Amel for this explaim :thumbup:
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The House of Crom open it's doors...

Postby Gert » 11 Nov 2011, 02:36

This is now on TL (3.02) but "Boss loot in House of Crom is not yet implemented."
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The House of Crom open it's doors...

Postby Magman » 11 Nov 2011, 12:52

been there, it's big!

But in the first few vitrix size room, I was attack by a large group of normal level 85 mobs. I also seen a group boss. So I am not sure if where I went was the 6 man instance or the social dungeon. If anyone cares to join me, let me know, it's fun to visit.
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The House of Crom open it's doors...

Postby Pandzz » 11 Nov 2011, 13:03

Just installing testlive... I want to see it...
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The House of Crom open it's doors...

Postby Alb » 11 Nov 2011, 13:17

also we got a "Guild" on TL ... just requires any of the inviter to be online ;).
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The House of Crom open it's doors...

Postby Gert » 11 Nov 2011, 14:43

Had a look - needs a lot of work yet but looking interesting; picked up the few scrolls in the first room that seem to be needed later on and visited the antechamber and legged it past the first room with the defenders...
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The House of Crom open it's doors...

Postby Gert » 12 Nov 2011, 18:26

Magman wrote:been there, it's big!

But in the first few vitrix size room, I was attack by a large group of normal level 85 mobs. I also seen a group boss. So I am not sure if where I went was the 6 man instance or the social dungeon. If anyone cares to join me, let me know, it's fun to visit.


I wouldn't bother too much atm with HoC as most people will be disappointed - needs a lot of work still to get anywhere close to testing esp with the texture bugs, the map bugs, the lighting bugs and so on...

What's on TL also is only the group instance; the social dungeon bit isn't open yet...

/edit - spent 5 mins running around - found 1 boss past Handmaidens (nice looking boss ;)), 1 boss guarding antechamber (with some fun pads to play with - head down the sides where the Defenders spawn), a series of Keepers to click and play with (and a pit) and a gated boss...plus around 6 or 7 big texture issues and not much else. No quests, no idea what to do, a lot of visual bugs and items not implemented...needs around 6-8 more weeks at least given past experiences before they should even think about releasing live but doubt we'll get that as they're rushing it for this side of christmas.
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The House of Crom open it's doors...

Postby Gert » 13 Nov 2011, 16:04

Pandzz wrote:Just installing testlive... I want to see it...


Missed this - be aware of 2 things - 1) you can't copy a char from Live to TestLive until 3.01 goes live and 2) you can't auto-level a char to 80 (via Fate) that you create on TL...so atm not much to do on TL if you don't have a copied char or an existing 80...
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The House of Crom open it's doors...

Postby Pandzz » 14 Nov 2011, 00:13

Yeah I read it after I installed it... SO it's just sitting there until after 3.1 goes live
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The House of Crom open it's doors...

Postby Gert » 21 Nov 2011, 23:30

information   Information
The first iteration of "House of Crom" is already on the test servers so you can get a first rough overview of the new content. If all goes according to plan, pending internal testing, we will deploy the next iteration to the test servers next week so "House of Crom" can then be tested in more detail.

Please note this version is only for very preliminary testing. For example the final lighting and game-play are not in this version. This version is mainly for testing access and deployment of some of the assets, while some gameplay is possible, we just wanted to get a head start on the testing while we wait on the final 3.1 testing. This means you are seeing this dungeon on test a little earlier than you might normally, so please bear that in mind when running around, it is not the current internal version of the dungeon and without its lighting and atmospherics doesn't reveal all it's splendor just yet.


Illirus wrote:The social dungeon part (multiple groups in the same instance) is not yet implemented on Testlive. Therefore, currently you can only test the 6 man dungeon.


So not much to do in HoC/VN yet :p
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The House of Crom open it's doors...

Postby Gert » 22 Nov 2011, 22:05

HoC has been removed from TL for the moment...

information   Information
[...]please note that the current update is version 3.01 and hence will not include the House of Crom dungeons. House of Crom will return in a future update!
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The House of Crom open it's doors...

Postby Kyynelkeiju » 23 Nov 2011, 15:17

Gert wrote:HoC has been removed from TL for the moment...

information   Information
[...]please note that the current update is version 3.01 and hence will not include the House of Crom dungeons. House of Crom will return in a future update!


I was little bit wondering that I didn't find any dungeon on my short TL visit.... Now I know why :roll:
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The House of Crom open it's doors...

Postby Gert » 03 Dec 2011, 02:28

information   Information
House of Crom

* You can access The Vile Nativity and the Threshold of Divinity from the Turan Lobby. Fate (next to Tortage City) can teleport you to Lobby.

House of Crom - The Vile Nativity

* The Vile Nativity is back on Testlive! The bravest of adventurers can fight their way through the halls of the dungeon once more!
* Improved the lighting in the Dungeon
* Some changes were done to the World Design
* Fixes and tweaks were done to all encounters
* Fate will help the bravest of adventurers find their way to the dungeon

House of Crom social dungeon - Threshold of Divinity

* The new social dungeon Threshold of Divinity is now available for testing! Will you dare fight your way through while players and npcs will try to impede your success ?
* Some bosses have a 10% chance of being a rare encounter. In the case of rare encounters, the difficulty of the encounter will be increased and so will be the rewards!


HoC is back on TL and both parts are open now...
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The House of Crom open it's doors...

Postby Kyynelkeiju » 03 Dec 2011, 09:46

Gert wrote:
information   Information
<clip>

* Some bosses have a 10% chance of being a rare encounter. In the case of rare encounters, the difficulty of the encounter will be increased and so will be the rewards!


More tracking for alt rangers? :shock:
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The House of Crom open it's doors...

Postby Alb » 03 Dec 2011, 13:02

mmhh :D .. yeah :)
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The House of Crom open it's doors...

Postby Gert » 03 Dec 2011, 13:35

Could also mean a boss has a chance of having a rare encounter attached to them so no tracking, just a surprise when you start fighting :p

Whenever the patch comes this week might go on TL if anyone fancies looking at both parts :)
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The House of Crom open it's doors...

Postby Gert » 09 Dec 2011, 12:38

HoC is gone from TL again until further notice...really can't see it hitting Live this year as originally planned...
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The House of Crom open it's doors...

Postby Saerhimnir » 09 Dec 2011, 13:37

No surprise there... :p
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The House of Crom open it's doors...

Postby lilieRose » 10 Dec 2011, 14:40

you was the nicely and good surprise of the year Saer, i dont need more :D :thumbup:
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The House of Crom open it's doors...

Postby Saerhimnir » 10 Dec 2011, 15:02

:D
*hug* Lilie
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The House of Crom open it's doors...

Postby Gert » 13 Dec 2011, 14:47

From this month's dev update:

The House of Crom update is now scheduled to go live on January 11th and 12th. As always, that is pending some final testing...House of Crom will be available for public testing over the holiday period, so feel free to drop by and check it out yourself!
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The House of Crom open it's doors...

Postby Gert » 11 Jan 2012, 11:39

House of Crom release article: http://ageofconan.com/news/house_of_crom

Some screenies of the drops:

information   Information
There are a host of new items available inside the House of Crom, from multiple full sets of dungeon level Atlantean armor sets, new medallions and rings, through new epic cloaks, all the way up to a brand new set of epic weapons that can be attained by unlocking the most closely guarded secrets, that the dungeon has protected for millennia.

Visually the loot takes it's cue's from the ancient Atlantean culture, with its geometric shapes, circles and harsh angles.


Cloak:

Image

Image

Atlantean Armour set:

Image

Image

Image

Image

Weapons/Shields:

Image
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The House of Crom open it's doors...

Postby Magman » 11 Jan 2012, 11:43

Wow!

I'm there!!!! well, next week, sometimes, so everyone must wait for me!
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The House of Crom open it's doors...

Postby Gert » 11 Jan 2012, 14:30

Vile Nativity :

VileNativity.png
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