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The Tomb of Lord Tsang QA

Adventure planning for the continent of Kojan

Moderators: Moldew, Jakkal

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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Thu Aug 03, 2017 9:54 pm

To everyone with access to respawn:
Crisis averted. Everything is back to normal. Well, as normal as it's gotten.
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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Sun Aug 06, 2017 9:34 am

I forgot to post this last night, but all of the quests *that we have in the database* have been set up for this chunk. I haven't gone through and tested them in order yet, so some of them don't actually have prereqs set up. There is still a lot to do in this chunk.

But before I can really start refining things, I need to set up the other weapon quests - which are missing from our database. In addition, some of the weapons themselves are missing from our database. I will be making placeholder items in the meantime for these quests. Do not bug report the placeholders that you can't use them. I will make faces in your general direction if you do this.
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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Sun Aug 06, 2017 8:13 pm

Tonight's work:

I had to fix a lot of stuff, the details don't matter (Like adding more of a certain type of mob so ther's plenty for a quest).

For the quests, I've got the first two of the Ulaar blade quests working. PLEASE NOTE: We do not have any of the Ulaar forms except the final one. So I've had to make placeholder items for now. Once we can make the weapons, I'll add them. But for now, just get the placeholders and do the quest. If you bug report this, I will make even more sadfaces at you.

Also to note, none of the weapons are scripted to give you the offhand version right now. I've just set it up so you get both if there is more than one. I'll script in the offhand give later.
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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Wed Aug 09, 2017 8:49 pm

The Ulaar weapon quest (Daggers) should be complete now. I still needs some polish. We also don't have any of the weapons other than the final version. So I had to make a placeholder that you can't even equip. I need to go back through the quests and make sure the placeholder is available where the actual weapons are needed (So we can replace it later). But you can get the final daggers at least.

I'll be polishing it up in the coming days and then start to work on the other weapons.
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Fri Aug 11, 2017 11:38 pm

The entire Dakkar line is in now, however, we are missing all of the weapons except one of the T1 and the T4 versions. I have not scripted the T4 version to give the offhand weapon yet. The line still needs some refinement, but it is in. I'll be refining it tomorrow and adding the missing weapons.
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Sun Aug 13, 2017 8:40 pm

All the Dakkar weapons are in now. We tried to work something out with the items being an objective for some of the quests, but it's not working as we like. If you accept the quest, and it has objectives for obtaining the weapons, you have them, but doesn't update, you can abandon the quest and retake.

I'll be fixing this later possibly by giving each weapon type it's own version of the quest. This way Discs and Monks can get their claws all the way through, and Paladins can get their shield all the way through.
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Wed Aug 16, 2017 7:38 pm

I've finished the "Dakkar, the Gloom Blade" quests. What I've done is split up some of the quests between the dual wield sword classes (Bard, Rogue, Ranger, Warrior), the Claws classes (Monk and Disc) and the Shieldbearer classes (Paladin and DK). (I realize that DK's probably won't be doing this quest, but they /can/ use a sword and shield, so I made the option available to them. Whereas the Warrior can dual wield so they get placed in the sword wielding melee DPS classes.)

Okay, so what do this mean? If you play a monk, disc, paladin or dread knight, you will get both weapons all the way up to the end. Dual sword classes will as well, but that's the way it was, at least from our data collection.

But the point is that if you're playing a monk, disc, or paladin, you won't be shafted by not getting your usable weapons until the very end like some weird afterthought. Your classes get them from start to finish like the rest.

I still need to do Adrid (Mace/Shield) and Kel'Set Dar (DK Axe). I hope to have those finished before the end of this coming weekend.
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Thu Aug 17, 2017 9:29 pm

Yay, just finished the Adrid Tsang Weapon questline. Well not quite, we're missing one of the named mobs from the database. I'll have to wait for Xinux to help me create the missing mob. In the meantime, I put in a regular old placeholder for people to kill. Other than that, it works. Despite the fact that Adrid can be wielded by several classes, I've set it up only to allow clerics, shamans and paladins. I can't imagine other classes want a healing mace and shield.
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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Fri Aug 18, 2017 10:45 pm

Okay, Dawntail has been created for Adrid quest #4. So Adrid is all done!

I just started owrking on recreating Kel'Set Dar. The entire thing will have to be done from scratch, we have exactly zero data on it, including the weapon.

I'm using the weapon stats from a capture of the vgwalkthroughs website on archive.org, but seem to be unable to get the damage to match up. There's some math fuckery going on here, but for now people will ahve to deal with a slightly lower top end and much higher low end dps stat.
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Jakkal
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Re: The Tomb of Lord Tsang QA
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Post by Jakkal » Sun Aug 20, 2017 3:11 pm

All the weapon quests are in now. The chunk needs cleanup. All the quests should be working, but I didn't get a chance to test them on all classes yet.
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