Creating Adventure - Q2 2026

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Words of Wyrom

The Wyrom

The Q2 Creating Adventure is here! And with that, we're going to be changing the naming of these from the month to the quarter just for easy cataloging. They'll all still be in the Creating Adventure category here on the wiki. But the plan is to keep these updates quarterly. If you're someone who frequents our official Discord, you might think of this like old or repeated news. Another point of clarity, with talking about the roadmap and what everyone is working toward, it doesn't necessarily mean the update will hit in that quarter. We aim to get there, but we pivot a lot, we include player feedback and suggestions when we can, and sometimes other stuff has to jump in and take priority. The goals for these are to help share the process and plans.

One thing that I find important for anyone working in the game industry is that you should be playing games. You should play your own games and experience as many other games as you have time to do. I also feel you should share information about your game with colleagues in the industry when you can. I had the pleasure of giving a short presentation about GemStone IV with another studio at Stillfront and I got to rope some others to give our game a shot. Our CEO of Simutronics is also roaming around Elanthia right now too in player form.

Oh and... I'm starting to think I might have pronounced my GM persona name wrong.

State of Elanthia

We've been working on a lot of things in the background, with a good chunk of content is behind the scenes. Here is a breakdown of what's all been going.

Pulse of the Game

We pushed out variations of our two most popular promotional codes. We needed to extend it to 12 months vs 6 months in terms of how long you've been gone. GSBACKAFTER12 and GSBACK2BASIC12 will stick around until the end of September.

Since our last update, we have grown our basic/standard subscriptions by ~5% and Platinum subscriptions by ~21%.

Moving to the Cloud

We have been in the process of moving the games and everything attached to them from locally hosted in St Louis to the cloud (Amazon Web Service/AWS). There have been some hiccups, especially as more of our stuff has been migrated over and pieces are needing to still connect to our local host to work properly. There have also been some traffic/routing slowdowns during this that we're trying to iron out.

Our plan is to get another big push next month with some expected downtime during our maintenance period. Once we can get through this, the games should begin to run a lot smoother, and we should be off some outdated hardware. The last big push, which I don't have an ETA for yet, is moving the actual games over.

March of the Bugs

Last March we worked toward clearing out pending bugs. Anything from minor typos to major systems. Some of it wasn't easy to announce, so the announcements didn't pour in as well as we hoped. I wanted to share the numbers though!

We closed a total of 5,698 bugs. That might seem like a big number, but that included a lot of duplicate bugs, bugs that were no longer relevant dating back between 2006 to 2016 that lingered, and reports that were not bugs at all. Sifting through the bug list was probably more work than anything because it gets a bit overwhelming tracking it all down and connecting the dots. Of that list, 4,752 fell into bloat that was not something we had to chase down or fix.

Our top 3 contributors who closed bugs were: - Wyrom: 257 - Xynwen: 142 - Ethereal: 78 (79 if you count March 61st)

Customer Service Updates

During Q2 and into Q3, we are reshaping our customer service efforts. It's early to speak about this, but as the changes roll out, they will get announced. Some of this has to do with the vulgarity updates I announced last Creating Adventure. While updating that, we wanted to make sure things that violate our POLICY aren't felt like "gotchas" but they're just prevented before hitting the game. The other bits are just how we handle being on duty and working through the various queues. Our aim is to have a more centralized pool of staff who work in specific areas vs everyone pitching in.

Premium Points and Sadie Scrolls

When we updated the way you interact with spending Premium Points with Sadie (formerly known as alteration scrolls), we didn't explain that the process changed a little bit for you. It works a little like Duskruin's High End Scrip Shop. We no longer work on a copy of the item that is a snapshot of what it was at the time of you filling out the scroll. This helps with all the stuff you can do to an item and it won't lose anything anymore, which was becoming a pretty big issue under the old system. You can't be offline for a lot of the work anymore, because we are working on the item in real time. If you're someone who fills out the scroll and logs off and only logs on to see if your scroll has been worked on, it probably hasn't been. Staying online and reading the messages the scroll sends you is key with the new system to getting through quickly and seamlessly.

New Event Debuting

We have been working on a new event with a new twist. It's been in development for a few years now, but it is to hopefully refresh the cycle a bit from Duskruin, Rumor Woods, Ebon Gate, and Rings of Lumnis (which already got demoted). It is coming at the end of the year, but you may start hearing about it `real soon now`! It has been under the working title, "The Inquisitor."

Reserved Just IV You

Basic/Standard, Premium, and Platinum accounts will soon have access to new RESERVE slots, from which you can activate some magical items, potions, herbs, wands, scrolls, and more as if you were holding them in your hands.

Standard accounts receive one slot, Premium accounts will have two, and Platinum accounts have three slots.

These slots are meant to add flexibility to the hunting experience and boost the utility of magic items and scrolls.

Vault Special Items

I had announced a change in how our vaults will work when it comes to the special items moving forward, where we offer new features or unlocks for them vs releasing new items each run. There will be a yearly catchup mechanic we'll be introducing in December where you can purchase one from the SimuCoin Store. These versions will not allow you to get ahead of the current year that was released, they will only serve to catch you up by a single missed run.

There will be other ways to get caught up that were missed or previous vault items through other game systems, such as our treasure feeders (epic), raffles, and other various events. There is no guarantee of that sort of distribution method being very widespread, but it does give options.

Loot Cap Updates

We pushed some of the loot changes through in January and did some adjustments over the course of the release. We still have a lot more planned for the interesting loot aspect that will come out at a later time, but the one issue we're seeing is some hitting cap too quickly with the current numbers we've put in place. We've been reviewing everything, and while I know the answer isn't as quick as everyone would like, we are trying to put our best effort in getting this to a place where we feel the loot generated matches what we can scoop back out of the game to some degree.

One update that may be coming is moving loot cap from a monthly number to a weekly number, while improving some of the numbers to get a little higher as well when soft cap kicks in. We still need to make sure the numbers we want to use will work, but we will be sharing more details soon. I know waiting isn't fun, so we're trying to move through it as fast as we can.

Year in Review

We may have missed a few announcements in our Changelog, but check out (most of) our updates in 2025 and 2026!