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Isle of Dawn Progress Thread

Adventure planning for the continent of Kojan

Moderators: Moldew, Jakkal

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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Mar 12, 2017 9:08 am

Preliminarily: All the major areas that players see should be mostly done. We still need to do mob cleanup in all of the lesser traveled areas. For now we're focusing on the questlines and the areas around them.

Oncalupe and I ran some lowbies on IOD last night for testing and found some issues that need to be fixed. Namely mobs that have animations continue to do their animations even in combat. (It's really hilarious with those guys that neener-neener at the ghost in the earth cave). But still, that's something we have to fix.

We found a level 9 mob in the Earth Den, no idea how that thing got there (And it was kicking our asses until we noticed the level), so that's been fixed.

We forced Xinux to tone down the mob healing because, damn.

We also found that stealth was broken, I had to turn off the stealth component of ravage, otherwise we couldn't kill anything with just kneebreak and wicked strike. I'll fix that once stealth works again.

Also, any class buff with a damage shield - If the kill shot is from the damage shield, you don't get quest credits for the kill. Oncalupe temporarily disabled the damage shield on the ranger buff, as it was getting the kill shot QUITE A BIT.

Other than that, it was just like old times. Quite fun.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Mar 12, 2017 1:14 pm

Just as a quick note: Pre-F2P IOD required that you go through the Temple. And two of the Shotaru were in the temple. We are restoring it back to this. I need to look up some Lets Play videos to make sure the existing quests are in the proper order with proper rewards for that.

Also there are still spawns up for crafting and diplo. We're not touching those until we can get those quests up.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Mar 12, 2017 3:55 pm

I removed the starting crafting quests in Tentrees Village. People kept asking about those and why they weren't up, and until we have crafting, there's no point in having those available. (Especially if all it does is confuse people).
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Mar 12, 2017 7:12 pm

There's still some NPCs that need their hailing done. I've been kinda hitting them here and there where I can, and where I see them.

I intend to make the following changes to some of the quests:

Knowing is Half the Battle - Removing the Legs Reward. Putting the Jewelry reward on it from A Second Chance.

The Right Stuff - Should just be to go to the Pegasus guy. They can clearly see the Shotaru quest along the way.

Ascension - You should get the Cloak and the Dusk Charm reward.

The Shotaru - Removing the Dusk Charm reward. Removing the Chestpiece reward. Putting the chestpiece on Beyond the Glass. Putting Jewelry Reward (Ring) from current Beyond the Glass on The Shotaru

A Second Chance - Put the IOD Legs reward here. Put the Jewelry reward from this quest on Knowing is Half the Battle.

This will make it closer to like Pre-F2P. They really wussed out IOD for F2P. But I'd like to restore it back to pre-F2P.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Wed Mar 15, 2017 9:18 pm

I am now going through and testing each class to make sure they have a full set of gear and all that.

Classes Tested:
Psi - Managed to solo the Temple (Forgot to write down what doesn't work, will try again later)
Sorc - Solo'd the Temple. Seradon's Mantle II does not work, at least it's not showing the buff. Force Shield does not work. Color Spray does not work. Conjure Quartz Focus doesn't work correctly.
Necro - Fear I doesn't work. You can use Vile Ritual on your Abomination (That seems like it shouldn't work/could be exploited). Vile ritual should turn corpse names "yellow" so they can't be used for Vile Ritual (or similar abilities) afterwards. Necropsy isn't set up yet.
Monk - Worked great. All 1-10 abilities work. Was by far the easiest class to solo.
Disc - Worked pretty good. Some abilities weren't working (Thought I recorded them here but guess not. Will try it again later).
Bard - Toughest one so far but able to solo the temple anyway. Didn't get to test all the abilities yet (Dinged 10 in the temple).
Druid - Made it through the temple. Most abilities seemed to work okay. The "Summon Earth Elemental" Ability seems bugged. If you die, or it dies, the pet window stays up. You can summon it over and over and all it does is add another health/end/etc meter to the pet window. I got up to 10 before I ran out of mana.
Ranger - Easiest yet so far, even over the monk (Cuz no mobs are set to see through stealth at all. I imagine the rogue will be easier because of this). Campfire ability works, but sometimes hovers. Oncalupe is aware of this and there's no current fix for it). Forage does not work (Known issue, need a way to bring up a loot window for it).
BM: No major problems. When I ran through, Blood Union wasn't showing. I believe that's been worked on since.
Shaman: For some reason Spirit's Bountiful Blessing wants 172 energy to cast (You only get 160 energy to start). This is a ridiculous amount for a buff.


Oncalupe and I did test everything on a rogue/ranger group combo, but some things were broken, and I did some major quest changes so I need to test them again.

Also on my To Do list:

1. Set up the mobs around the Shotaru. You forgot to again!
2. Set up the first few quest rewards to at least give enough money to pay for the first spell. Jeez.
3. Why do Sorcs start with a broken wooden staff? They should start with the Staff of the Hero.
4. Set up the loot for named.
5. Figure out how to make the cookie drop on all mobs on IOD.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Wed Mar 22, 2017 12:51 pm

Harvesting has now been set up for IOD. We did make some changes:

1. Originally IOD had you pick skills as the first quest. Then it had you harvest T1 nodes and bring back a resource as the second quest. This is notably backwards from all the mainland chunks.
2. We have set it up so it is just like all the mainland chunks: First you harvest a partial resource (Sapling Logs, just like in Tanvu). Then you harvest a full resource (Sapling Timbers). Then you pick your harvesting skills.

We felt like immediately jumping into picking the skills would be confusing, especially if you didn't understand how it goes from partial to full resource. So we opted to make it just like all the mainland harvesting. We even added Tangleleaf Saplings around where the harvesting instructor is.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sat Mar 25, 2017 11:19 pm

So, there was an update recently to add factions and character flags to characters, so we could have more options for certain things. And well, somehow, this caused a lot of the NPCs on IOD to attack Hobgoblins around them.

So in places where hobgoblins are near Kojani humans, they might be fighting - and not in the way they're supposed to. While Gai's Nousa looks more like live with the hobs attacking the villagers, the NPCs in Shining Waves house are attacking Boofa, and all of them are stacked in the same room doing it.

The devs are working on this for now, so no need to bug report it. We're /very/ aware that this is happening and shouldn't be.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Mon Mar 27, 2017 9:46 pm

One thing I've noticed across the board on IOD is that levelling is too fast. Earth Den was a level 5ish area, and I'm consistently going in at level 6 and dinging level 7.

By the time you get the second "Go Train" quest, you're halfway through level 7, so if you already trained at level 6, this seems like it was set up wrong (You're not quite level 8 when you get there). But really that quest is for level 6.

When you hit the temple you're almost at level 10. I remember having to grind a full level before getting 10 before hitting the temple on live. You should be going to the temple around a late 8 or very early level 9.

We need to reduce the XP along the way. I think the mobs might be giving more than they should (The quests are probably okay an taken from live).

It's pretty close, but not quite right, you seem to be one level too high for everything right now.
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Tue Mar 28, 2017 9:45 pm

Looking into setting up named loot drops as well as the magical cookie.
I've set up loot on Klorar and Tarok in the marsh/swamp area. Oncalupe set up the Tenby and the Glittaracticacookie (sp?). We've got the cookie on Podlings for now, but didn't have time to set it up on anything else.

I'm not going to have time to set this up before bed, so this is my to-do list for tomorrow:

[00:24] <OncaLupe> ok, magical cookie script is set up for use in other scripts. Just two lines need to be added.
[00:24] <OncaLupe> require 'Spawns/IsleofDawn/MagicalCookieCommon'
[00:24] <OncaLupe> Then in the death function: CheckMagicalCookieDrop(Npc, Player)
[00:38] <OncaLupe> Spawns/IsleofDawn/Movement_Random_Small_Cookie.lua

Names (Will add to this as I go through the areas)

Gai's Nousa:
Asak - Done
Darak - Done


Earth Den:
Kekvar - Done
Harozda - Done
Rumblein - Done


Zalaz Farms:
Graveller - Done (Only has one item on him, couldn't find any others. Does anyone recall what he dropped?)
Deshian - Done

Hobgoblin Encampment:
Banfei - Done
Hitoki - Done

Hobgoblin Village:
Akrisna - Done
Kriksa - Done
Voltu - Done

Shining Waves Village:
Rotan - Done
Olsujiks - Done

Temple:
Kuyni - Done
Iksau - Done
Isa Lao - Done
Caiderg - Done
Kresnak - Done
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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Thu Mar 30, 2017 9:32 pm

I've gotten through all the named so far except the temple named. Also I edited the quest scripts as I went along to add the cookie, but I didn't get a chance to test the scripts. So there might be some problems with quests until I get a chance to test it.
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