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Lomshir Plain QA

Adventure planning for the continent of Qalia

Moderators: Moldew, Jakkal

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Jakkal
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Lomshir Plain QA
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Post by Jakkal » Tue Oct 31, 2017 5:11 pm

Getting a lot of bug reports from this zone. Going to go through the quests quick. I will not be doing cleanup. Some Prereqs might be left off as I go through the quests.


Retrieve Ten'Drayl's Research Notes - Complete. Had to redo the spawn/quest drop method on the mob. He attacks you on spawn now.
Kill Acarak the Crusher - Complete. Now if you abandon or turn-in, it will take the pinchers from your inventory.
Restive Mariners - Complete. Required only minor script updates.
Snakes on the Plain - Complete. This quest was not originally set up because the cobras were missing from the database. I have recreated them, and now you can proceed with the quest as normal.
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Jakkal
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Re: Lomshir Plain QA
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Post by Jakkal » Wed Nov 01, 2017 9:02 pm

Tonight's Work:
Fair Salvage: Not Complete. Still trying to work out how to do this one. This one is offered by an ingame clickable object and right now we don't have a way to make items sparkle if you're not already on a quest. It's further complicated by having several different objects (with their own spawn IDs) that could possibly give the quest. I've set it so no one can take it until we work this one out.
The Beacon of Souls: Complete. Minor updates. Looks like Oncalupe has already fixed a lot of this one.
Selling Souls - Complete. Restored the quest text.
Hay is for Horses - Complete.
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Jakkal
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Re: Lomshir Plain QA
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Post by Jakkal » Thu Nov 02, 2017 9:00 pm

Tonight's Work: (Not Much)
Horse Berries: Complete. I decided to spread the berry plants all over the chunk, it made no sense to ask you for 10 and put groups of 10 plants side by side. It looks like there was a point to this by having a berry creature spawn, but it wasn't attackable, and I couldn't find any information on its existence. If it's important, it can still spawn at any of the existing plants, once we figure out what it's for. I also couldn't find any evidence to suggest that you would get something other than horseberries when you clicked them (Like "some plant seeds" from 3R does, or a mob).
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Re: Lomshir Plain QA
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Post by Jakkal » Fri Nov 03, 2017 2:52 pm

Today's work.

Horse Rescue- This is an escort with a lot of spawns. I don't have time to look into this one right now. I'll get back to this later when I have more free time to spend on it.
The Morduma- Complete
Morduma Totems - Complete. Redid the scripts behind the scenes to be more streamlined and up to date.
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Re: Lomshir Plain QA
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Post by Jakkal » Sat Nov 04, 2017 9:00 am

Today's Work:

Scorpion Venom - Complete
The Manual of Scorpion Keeping - Complete
Dark Banishing - Complete. Added some animations and special effects to make it more interesting.
Horse Wrangler - Complete. Reduced the script count for this one significantly. Also, you can no longer spamclick a single horse and get all the updates.
Assassinations - Complete.
The Foecleaver - Complete
Cackling Packhunters - Complete. Need to script the hyenas a little better.
Sharptooth - Complete. The quest rewards for this are really weird. I think we need to rethinking this (armor and weapon rewards?) Kinda think those weapons should be on the mob.
A Letter to an Old Friend - Complete. This takes you out of chunk. Only the turn-in NPC was set up there so far.
Just spent a couple of hours setting up and scripting the hyenas. Now it's a packleader with two packhunters following. Some of them have set paths, others are random.
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Re: Lomshir Plain QA
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Post by Jakkal » Sun Nov 05, 2017 11:16 am

I have spent all of this morning and some of the afternoon placing new "Slender Leaper" spawns. For some reason, a lot of the base creatures are missing from the chunk. I've managed to restore 300 leaper locations. I intend to add "Wandering Azebaj" bees, "Cacklers" and some Scorpions to round it out. 2 of the 4 will be skinnable, 2 of them will be aggro.

I can't do much more as I need to finish off the quests before I can really mess with the spawns anymore.

Fir Is Murder - Complete. Removed the Pre-req quest as people exploring and wandering around might find this guy without the go-to quest before it.
Kill the Queen - Complete. Queen now spawns adds after you attack her. I noticed that the cloak rewards have a light cloak with the same stats as one of the medium cloak rewards. Since all classes (including casters) can wear both, this makes the light cloak useless. The stats need to be rethought or remove this cloak.
A Sticky Delivery - Complete. The quest text tells you to pick up a stick at the dude's feet, and 'lo, nothing was there. Now I don't like that they tell you do something, but hand you the stick anyway, that's confusing. I realize a lot of people won't bother reading the quest text, will run out of the cave and realize "hey, I don't have the stick", but I would rather the experience be slightly more immersive than telling you to do something you don't do. So yes, get the quest, pick up the stick, go turn in.
The Source Elixir- Complete
Kazduma Treasure Hunters- Complete. This takes you out of chunk.
Assault on the Grotto - Complete. This takes you out of chunk.
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Jakkal
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Re: Lomshir Plain QA
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Post by Jakkal » Mon Nov 06, 2017 10:23 pm

TOnight's Work:

I mostly set up bees and some cacklers in the spots where the leapers are. Still working on this.

I did have time to check a quest:
Worms of the Grotto - Complete. I realize that there are at least two quests from Dark Horse Downs that go into the Grotto of the Sea Hags. I feel like players will miss these quests since they're not in the same chunk as the dungeon. Furthermore, there are two outposts right outside of the Grotto where one would expect the quests to be. And there is one quest from Dark Horse Downs to the outpost to guide players to the new chunk. There's no reason for these quests to be in DHD. I am going to recommend moving these quests to the outposts and out of Dark Horse Downs. But for now I'm leaving them put.
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Re: Lomshir Plain QA
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Post by Jakkal » Tue Nov 07, 2017 8:39 pm

If you guys are wondering why I seem to be jumping around on the quests and not finishing all in one area first - I'm going by the quest ID in the database. This makes it easier for me to pick up where I left off.

Tonight's work: Set up more Cacklers around the spawn points. I think there's a leaper out there that's missing a bee. If anyone feels like running around, check to make sure all the leapers have an Azebaj Wanderer next to them. Not all of them have Cacklers yet, so you don't need to look for them.

Quests:
Assist the Forward Guards - Complete.
Find the Excavation Plans - Complete. Redid the mob scripts so it was more streamlined. (Basically the same as the Ulvari pages quest in the Shining Waves village of IoD).
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Jakkal
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Re: Lomshir Plain QA
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Post by Jakkal » Thu Nov 23, 2017 3:42 pm

Today's work:

Onward to the First Beacon - Complete
A Stranger -- Just what we Needed! - Complete. Had to edit the quest dialogue since it referred to my character as 'his', my character is female. It is now character specific what gender it uses.
Not Dead Yet - Complete. Mostly only did changes on the NPC's script to streamline his dialogue a bit. Now he goes directly to the quest after you've updated the objective, so you can just instantly turn-in. You no longer need to rehail him.
The Source of the Taint - Complete
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Jakkal
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Re: Lomshir Plain QA
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Post by Jakkal » Sat Nov 25, 2017 1:21 pm

Today's Work:

Working for the Witch - Complete. This is one of those quests where you have to do other quests to ding the objectives complete.

Culling Cobras - Complete. I don't think it was quite set up right before, even though the wording is a little weird. But now it works as I believe it should have.
Gather Azebaj Venom Glands - Complete
Steal a Morduma Talisman - Complete

I don't like the way that line of quests just abruptly ends. Maybe there's more to this that I haven't gotten to yet. But that seems really unfulfilling for everything you have to do.

Kill the Scouts - Not set up the way it should be. But the mobs you need for it appear to be bugged in some fashion. The Devs will need to look into this one. Note to self: It appears that these mobs spawn and run towards the beacon and you're supposed to kill them. Right now the quest will let you kill scouts at the nearby encampment, but I'm about 99% sure that's not right.
Kill the Elite Scouts - I think someone tried to set this up the way it should be, but it's very clunky. I need to look into this later.
Kill the Scout Leader - Complete.
Rescue Hassar al'Azzimat - Complete. Though could use some animations.
Kill the Sentries - Complete. Though there's no location information for this one. It's kind of confusing. I'll have to create some POIs for it later.
Onward to the Second Beacon - Complete. This takes you out of chunk. Not much has been done in that chunk yet, though I did set it up so you can turn this one in.
Find the Scout - Complete.
The Arcane Hostage - Complete. The magic wards need to be set up. I have no idea what it's supposed to look like.
Slay the Master Wizards- Quest itself is complete, but I still need to set up the magic effects. But you can do the quest.

I wasn't able to work on some of the detailed stuff from the above before I needed to go. Maybe tomorrow if I'm not busy training the Clean Up Crew. I've decided to use Cobra Coilers for the 4th mob of the random spawn groups. I intend to have the Clean Up Crew practice combining them.
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