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Lomshir Progress Thread

Adventure planning for the continent of Qalia

Moderators: Moldew, Jakkal

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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Tue Mar 07, 2017 10:00 pm

Oh, gosh. Sparkly people. I mean...well, I don't know what I mean. Except that the most meaningful use of sparkles is to help you find something small and/or distinguish it from other terrain objects.

If it was a jug on /follow, I bet you could set its physics to bird.

Anywho, most of the lower side of Lomshir Plain is set up. The adventures are:

Assist the Forward Guards--breadcrumb to get you down there. This guard will give you Find the Excavation Plans, and then send you to the Crimson Legion with Onward to the First Beacon. He will also have two unrelated quests I haven't set up yet.

But, before you get sent to the Beacon, you also had a chance to get breadcrumbed with A Stranger--Just What We Needed! To Kahless the Witchhunter, who is right beside the Forward Guard. Even if you didn't take the lead in, he will offer you a dialogue quest called Not Dead Yet. If you go through this chat, he will then offer The Source of the Taint (goes inside Haekemish Excavation).

So, when you make it over to the Beacon area, there are several opportunities. Kill the Scouts, Kill the Elite Scouts, Kill the Scout Leader. Until this is adjusted, we note SOE's revamp of the place, which results in: Find the Excavation Plans deals with level-appropriate mobs, the ones outside, and it originally referred to Haekemish Occultists (which they removed) and Haekemish Historians (which they placed inside), anyway it will now work on the mobs that are actually there. So, when they added those new quests on the Scouts, suddenly there's a jump of 3-4 levels, and then you're fighting more outside mobs, which suddenly are more powerful than the actual dungeon mobs. So that's something we can streamline.

Find the Scout and Rescue Hassar al'Azzimat, also outside and a little different.

Kill the Sentries, Infiltrating Chaos, and End the Operation are the ones that will actually send you in the Haekemish Excavation. Most of the dialog/lore is gone so...I'm not sure what all this is about, but apparently a dig for some kind of artifact. Anyway, while plinking around in the mine, inside it, you can get the quests Kill Acarak the Crusher and Retrieve Ten'Drayl's Research Notes. They're tucked in corners and not exactly near the door.

It seems, maybe, there were supposed to be more quests for the interior, but I haven't come across anything yet. I did notice an Injured Horse up on the plain that there definitely once was a quest to rescue it, but that went away too.

The extra stuff that's left to be done might be a little more interesting than I had anticipated.
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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Wed Mar 08, 2017 10:03 pm

Have nearly reached the limit for content to add here.

I can tell a few more things are unknown or missing. One involves Mint and the Horselord at Dark Horse Track. The Haekemish Excavation is filled with large metal spheres, which, should be a clicky object. Oddly, they have an ID number, but no name, which suggests that SOE wiped it off; and, evidently, without the name, it is not a spawn I can do anything with. There is also an item called a Primer, which is possibly Haekemish loot or a quest objective there; all I know is that it exists.

So. Once you delve into the excavation, there are more quests from within it, starting with Working for the Witch. This includes three tasks to gain her trust. First is Culling Cobras, which involves the nests of snakes scattered around the chunk; those are now usable for this quest. Also, there is Steal a Morduma Talisman, which can now be done. Another one is Gather Azebaj Venom Glands, which should be simple enough, once some Azebaj wasps are available. Since all of these are a "gain her trust" sort of thing, it figures there would be something else you can do once you have it, but no record of this. In this series you do get a nice little teleporter item that will recall you from anywhere in Lomshir Plain to a room deep in Haekemish Excavation. It should be set so at least you don't land in the aggro radius of the hostiles, but you will still need to kill one who stands beside the npc. The item is currently set up to work instantly; it is one of those things that turned out to have "Activated Ability" on its popup description, so perhaps we can jazz it up to more closely resemble casting an evac or recall or something.

There really was no information about that stuff or this last set, because, these quests were some of the last things ever added to the game; from what I can tell, only the OT and Falgarholm revamps show up as later creations. So, chances are, nobody ever even did the stuff, and it was certainly well past the point of avid data mining or much recording of the game.

Usually, I've been a pretty harsh critic of most of the changes they did at that late stage, but these relatively unknown quests are kind of neat. From Forward Guard Naetor, once you've done Find the Excavation Plans, he will then direct you to the Crimson Legion, but then he will also offer a couple different things. One is The Arcane Hostage, sending you to a chick called Theria Menelope, whose quest will be against all those Wizards I thought were an unusual discovery. Well, this is what they're for. The thing is, she describes herself as being in a magical prison, which, each time you kill a Wizard, a piece of it breaks off. Kind of sounds like a timed event where you would get maybe 30-45 minutes to snuff them or fail. The thing is, there isn't actually any kind of prison thing. Neither a spawned object or any kind of effect. She's literally just standing around in a big patch of dirt. So, the kill part of the quest will work, but, the actual prison, for the time being, we'll just have to imagine.

The other one is Elemental Altars, which is kind of similar, and pretty much implies the summoning of boss mobs. Part of the quest text tells you that you have to figure out how to use them, so, that suggests it's not just a click to use item, and we would have to come up with an alternative means of making them work. Apparently, nobody figured out how to use them, as I don't see any record of elemental bosses. So the objects exist, but, we lack any information as to their tricks, or exactly what came from them.

So, I believe that is it for the content that is in chunk. There are of course a couple breadcrumbs out to Temple of Dailuk (not set up), which, ironically, will give you more Haekemish quests against things that will then be more powerful than Haekemish himself. Also, there are content quests for Grotto of the Sea Hags, which, that can probably wait for a while, but at least when it comes round, there isn't really anything else in that chunk. There's already two dungeons to fix up here.

That brings me to the mob placement/adjustment, which, as you know, isn't much across the chunk currently, but, those dungeons are standing room only.
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Jakkal
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Re: Lomshir Progress Thread
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Post by Jakkal » Wed Mar 08, 2017 10:08 pm

I think those large metal spheres are player created bombs that, I can't remember how they got them, but they were like anniversary bombs or something. I've seen them around the world here and there. And our guildies used to drop them a lot during raids.
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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Wed Mar 08, 2017 11:07 pm

Hmm. I can't rule that out, but there are quite a few such spheres in this place, which, from what I can gather, was one of the least used dungeons (I never was in it). So far, I've not seen such a thing on my travels elsewhere. And the...overhaul here...is about the most ham fisted thing I can imagine. There's perma-stealthed mobs, and ones that I've summoned that turn out to have no body whatsoever. Quest changes that ignored the text and ones that placed the highest level mobs outside at the quest hub. So them deleting the name of a thing as a way of turning it off wouldn't surprise me. They look like they belong there, and I almost can't imagine that anyone went into the place ever.

But, not knowing what the player made ones are, I don't really know, except that its ID number was 760 something, which is consistent with the other spawns in the chunk. Oh, and the excavation itself appears to be the top of a statue, being a set of hands holding...a sphere.

Also kind of strange that there are only three traditional dungeon quests, compared to at least five on the outside mobs, and at least three more quest givers inside. Something for the spheres and the Primer would at least get it to five. I think with a little TLC this could turn out to be a pretty respectable adventure.

Lair of the Green Witch is good for something like 2-3 players 12ish. This one is going to be more towards full group 15 and up.
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Jakkal
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Re: Lomshir Progress Thread
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Post by Jakkal » Thu Mar 09, 2017 8:21 am

I'd have to see them to be sure. But there are actually quite a few in-game clickable objects that have no name like that.

To find them in the DBE, sometimes you need to search with blanks enabled.
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OncaLupe
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Re: Lomshir Progress Thread
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Post by OncaLupe » Thu Mar 09, 2017 8:25 am

Just because a name is blank doesn't mean SoE tried to delete it. If they didn't want something to spawn, it wouldn't spawn. It just means they never gave it a name, which has happened multiple times. When you search for game content, there is a 'Blanks' checkbox that lets you find unnamed objects.

There are three of those spheres in the excavation. Their placement and only being three of them makes me think it's for a reason, possibly quest related. Never having done the excavation I can't say for sure, but I wouldn't be surprised if a quest had you set bombs around the area. Or perhaps a scanning device since it's marked as Clickable.
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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Thu Mar 09, 2017 4:16 pm

Oh, ok. I understand the "Blanks" thing now. Shows that there are perhaps a few other "blank" things in the area.

If there are only three of the spheres, then they are pretty much set as three in a row, which I suppose gave me a false impression that they continued to spawn throughout the place. I tried putting in the number to the database when I found it and was confused by the missing link. I guess there is an option to script it, and if so, then the script would be named manually.
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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Fri Mar 10, 2017 12:34 am

Well, the camps of quest mobs on the upper plain are ready. The Morduma, the Restive Mariners, Gilas, and the Nomads. Again, for around level 10, it's not too complicated. There is some pathing, and a couple of pairs close to each other, but it's really not a fracas.

Note especially for other Designers. One of the pathers I used appeared to have a pet, which I set to follow. The followers do *not* have the east reset thing that pathers do, which, I'm not sure if that's due to them having to choose positive or negative rotation? Anyway, one of the dog pets followed smoothly no problem. The second one, which perhaps spawned after the human Npc, didn't recognize the human was up, and just stood there. So that can be fixed whereby, if the guy they're looking for returns nil, add a callback to check again in like five seconds and just stick the same follow with that callback function. Works fine that way.

I also set up Lair of the Green Witch. Now, bear with me on going from a memory of doing this once, six or seven years ago. The outside prequel about the Pollen Sprite Essence, yes, you can solo that at level 12. If you try to proceed solo after that, it probably won't go very well. I think I went back and did it at 15 or so. But if you have 2-3 players it should be a good match. If you bring more of a full group, it will probably be trivial.

Chances are, you won't find A Rare Find, and if you do, you won't know what it is for. But eventually someone will. Vanguard is like that.

The first named boss you go after is a Termite Queen. Now. She has a placeholder, whose name is convincingly similar enough to confuse you and make you wonder why the heck you're not getting credit. It's a 50/50, and, since it was me, I got two placeholders in a row before she came up. And, I haven't tried this before, but I was able to get the Queen to spawn adds in combat. It could be one or two of them. Nothing outrageous, it's just more of the same kind that are already around there, but, at least, the spawning mechanic seems to work fine. If we can do it in a basic way at level 12, then we can do a more intricate one at 13...I mean 21...44...or wherever they start. Karujin Gulgrethor?

Anyway, it's a simple little dungeon with just two short caves, but it's a neat colorful environment. I don't have the Green Witch doing anything special right now, but, I have seen mobs getting a test ability, and it seems to work, so we probably aren't too far from them packing some heat.
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OncaLupe
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Re: Lomshir Progress Thread
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Post by OncaLupe » Fri Mar 10, 2017 1:28 pm

[quote="Amnath"]Anyway, one of the dog pets followed smoothly no problem. The second one, which perhaps spawned after the human Npc, didn't recognize the human was up, and just stood there. So that can be fixed whereby, if the guy they're looking for returns nil, add a callback to check again in like five seconds and just stick the same follow with that callback function. Works fine that way.[/quote]
Problem with that, is if the leader is killed the followers will just stand there forever. Unless you use constant callbacks, but that adds extra work on the server that's not needed. We have already worked out a way for followers like this to work properly for now.

For the leader, see script: Spawns/VaultofHeroes/OverseerGrimalCounterClockwise.lua (ID 5866)
For a follower, see script: Spawns/VaultofHeroes/OppressiveBrokenFang220221.lua (ID 5851)
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Amnath
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Re: Lomshir Progress Thread
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Post by Amnath » Fri Mar 10, 2017 2:27 pm

I was thinking about that, so the way I made it, it will only do the callback if it doesn't find the leader:

Spawns/LomshirPlain/TrainedCackler116075.lua (ID 7069)

The Broken Fang one looks like it does the callback every second that it is up. I'm thinking that the Cackler spawn will look for its leader one time, and if it misses, then it will repeatedly check until finding it. Is this not correct?
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