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Three Rivers Village Progression

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Re: Three Rivers Village Progression
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Post by Jakkal » Mon Jan 09, 2017 2:07 pm

The server I needed for my RL work was down, so I had the chance to work on VG a little bit.

Today's Work:

I actually found another quest: Bugbear Jewels: Groush the Inciter - it was set up but not put on the questgiver. It's now available.

I fixed the Large Stalking wolf and his two buddies so they path, but the two followers don't merge together to appear like one. You can now see all three of them clearly.

Bugbear Menace: Uncut Rage Rubies - Kayema figured out a way to set this one up so you have to go to three different crates to get the rubies. So now this one works as intended. Once you click a crate, you can't click it again to get more.
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Amnath
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Re: Three Rivers Village Progression
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Post by Amnath » Sun Jan 15, 2017 8:07 pm

I found these patch notes for By Night:

- Quests – By Night – The Large Stalking Wolf will now drop the necessary quest component for all members of a party that are on that step of the quest. The Large Stalking Wolf is also locked to a group, so that when one group spawns him, no other groups can engage him until either he is killed or despawns. If you cannot hit the wolf, then return in a few minutes and try again.
- Quests – By Night - The mechanic for completion of Sona’s escort has been changed. This should prevent players from not being able to finish the quest, provided they escort Sona to her uncle. Also, Sona is now able to be attacked by the wolves that are hunting her (which means that she is susceptible to attack from players as well – watch where you swing!).

Which suggests that Sona's current behavior is correct, and that if you pull the wolves with AoE, you will be mowing her down.
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Jakkal
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Re: Three Rivers Village Progression
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Post by Jakkal » Sun Jan 15, 2017 9:17 pm

I don't think there's currently a way for us to lock out players for gold-shield mobs like the Large Stalking Wolf. But good to know about Sona. It would be pretty trivial if you could jsut AOE to pull them off. Unless you're a paladin.
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Amnath
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Re: Three Rivers Village Progression
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Post by Amnath » Sun Jan 15, 2017 10:57 pm

It's probably an across the board thing for attackable NPCs. I remember before I learned how to do it right, on "Defending Dargun", I started using AoE on the wave of mobs that went to him, and must have hit him as well because I spent the rest of the encounter with Dargun beating on me.
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Jakkal
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Re: Three Rivers Village Progression
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Post by Jakkal » Thu Jul 06, 2017 9:30 pm

I mostly posted this to remind myself because it's nearly time for me to get to bed (But I'll have plenty of time this weekend to work on it!)

Anyway, I was just redoing the quest "Perfect Undead Servants". Based on the quest information, it seems to me the following changes need to be made to this questline:

#1. When you do the quests to dump the NPCs, you shouldn't get attacked by them on dump.
#2. The quest is not given to you by Varlon Major. Infact, it would appear that it pops up later. I've currently set this to pop up when you cross the bridge after turning in the "Dumping the High Elf" quest.
#3. I've set these mobs to spawn in easier to manage waves.

WHAT I NEED TO SET UP:

If you die during the wave-attacks, the mobs will despawn and currently do not respawn unless you abandon the quest and try again. I don't have time to mess with this right now. So this weekend I'm going to set it up to see which of the three mobs you've killed, and if they aren't up, to respawn them for you.

There's a couple of other wave based quests that I need to do this with as well.

This is mostly a note to myself so I don't forget.
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Tylon
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Re: Three Rivers Village Progression
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Post by Tylon » Sun Jan 20, 2019 3:51 pm

I ran through these 3 Rivers quests over the last few days at the appropriate level. For the most part they were all on par with what I remembered except they seemed much too easy. I only found issues with two of the bugbear quests.

Gemrunners were hard to find. I nearly gave up on this one but towards the end of my questing there I ran in to one.

There was a box quest, cant remember the name but it pointed you at the Bugbear camp. I ended up finding the boxes to loot in the mine.

Great job overall!
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Jakkal
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Re: Three Rivers Village Progression
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Post by Jakkal » Sun Jan 20, 2019 8:05 pm

Everything is easier right now especially since mobs only have auto attack and no kind of special resistances.

The Gem Runner quest is meant to make you hunt them down. That's the way it was in LIve as well.

The Bugbear camp quests in general point you in the direction of the Bugbear owned territory, not the specifics of where you need to go. It's your job to go look for them. VG Live did this kind of thing a lot.
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Jakkal
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Re: Three Rivers Village Progression
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Post by Jakkal » Fri Feb 14, 2020 7:28 pm

Added Loot Tables to the following mobs:

CLAN CHIEF BARGORG
Bloodpaw
KING JURDIN THUNDERAXE
Groush the Inciter
Spirefang


Note that Loot tables are not currently weighted, you have as much chance to get a nice item as a crap item if they're on the same loot table.
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