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Skawlra Rock Progression

Adventure planning for the continent of Qalia

Moderators: Moldew, Jakkal

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Jakkal
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Skawlra Rock Progression
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Post by Jakkal » Sun Jan 14, 2018 12:42 pm

Since I'm setting up the Hunter's League stuff, and there's only 17 quests in all of Skawlra Rock, I'm going to go ahead and set all of these quests up while I"m here. I'll be doing Hunter's League first. The progression thread for Hunter's League can be found here: viewtopic.php?f=58&t=4084

Need this for later, named mob loot: http://thetelonproject.wikidot.com/skawlra-rock-mobs

I'll post here when I start working on the non-Hunter's League quests.

Hooked Barbs: Complete.
Barbed Traps: Complete.
Trapping Skawlra: Complete.
A Strange Coin: Complete. HOWEVER, this quest starts with an item drop. I have not yet scripted any mobs to drop it yet.
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Jakkal
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Re: Skawlra Rock Progression
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Post by Jakkal » Thu Jan 18, 2018 9:17 pm

Today's work:

Slaying Skawlra - There wasn't much information online about this one. And most of the text was missing (So I had to make it up). Hopefully it works okay. This one starts via item drop that I still need to add to the skawlra drop script.

I have set up the item drops for A Strange Coin and Slaying Skawlra. So you should be able to start and do those now. Note: I think I may have set up the scripts for A Strange Coin on the wrong chests. I'm leaving them in for now until I can get through all of the quests just in case I'm wrong about this.

Rarities of the Rock - Complete. Those ettercaps need to be moved. A lot of them are with the lizardguys, but some are floating inside the Skawlra area, above the waterline. I'll have to move them later, I don't have time tonight. Note, those ettercaps are also really hard to see.
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Jakkal
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Re: Skawlra Rock Progression
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Post by Jakkal » Fri Jan 19, 2018 3:37 pm

Today's work:

Alcove Mushrooms - Complete. This appears to be a pre-req for Rarities of the Rock.
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Jakkal
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Re: Skawlra Rock Progression
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Post by Jakkal » Sat Jan 20, 2018 1:02 pm

Today's Work:
A Map for Skawlra Rock - Complete. NOTE: This is not like IOD's scout the isle that goes in a particular order, and thus, the compass marker changes for you. This has the POI locations available in the quest log and you have to manually select the one you want to go to. So it won't automatically flip to the next one when you've completed one. I mention this because I know people will bug report it.

Walking Mold - Complete. Turnin and Completion text were missing. Had to make it up.

Final Avengement - Complete. One of the named Skawlra is missing, Lokke. So I'll have to recreate him.

The Unmasking - Complete. There's only one mask reward for this and it's only good for meleers really. I might add something in for healers and/or casters later.

Mapping the Rock - Complete. There were no POIs and none of the wikis have the info on this quest and the specific locations. So I just put on there what I thought was right. Either way you have to wander around the interior to get it.

Skawlra Map Report- Complete. This one takes you back to Skrilien Point.

Captain's Revenge - Complete. Turnin/Completion text was missing.

Other stuff: Cleaned up the Ambulatory Slime Mold. There were 373 in the chunk. Now there's only 33. Jeez. It looked like they originally had a set path, but I just made it random to keep the script count low.

Lokke the Destroyer now exists once more and I'd added his loot to his loot table.
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Megrim
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Re: Skawlra Rock Progression
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Post by Megrim » Thu Jan 25, 2018 9:51 am

Quests completed playing Megrim:

Hooked Barbs
Barbed Traps
Trapping Skawlra
Rarities of the Rock
Alcove Mushrooms
A Map for Skawlra Rock (map markers work)
Walking Mold
Mapping the Rock (all updates work)
Skawlra Map Report
A Strange Coin (could only really pick off the chests near the entrance to the well, due to breathing, iirc updates was in the well)
Slaying Skawlra (Shreek the Cruel spawns, text reads fine)
Captain's Revenge
The Unmasking
Final Avengement (killed Velthezok for update, one of the rewards 'Skawlra Bone Chain Vest' has no stats, didn't know whether to do a /bug so left it)

-Velthezok Skawlra encounter-

Triggered by right clicking masks at totem, council despawned and Velthezok spawned. Managed to kill Velthezok and get updates, but adds killed me. Adds from Velthezok encounter still up after council repsawned, Oops.
Donovan.

Megrim/Nankara/Ituha/Murlock/Mophus..
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Jakkal
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Re: Skawlra Rock Progression
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Post by Jakkal » Thu Jan 25, 2018 6:52 pm

The adds should despawn after 30 seconds if they aren't engaged again. Did you fly right back to the spot after dying?
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Megrim
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Re: Skawlra Rock Progression
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Post by Megrim » Fri Jan 26, 2018 5:04 am

tbh, my enounter I wrote is a little wrong and vague, my bad. My first attempt I died without killing Velthezok, I immediately flew back to see what was in the cave and Velthezok and his 2 adds was either side of him at the ramps, no council members had respawned. I can't really remember how long it was before my 2nd attempt but the enounter was still up at this time.

After a while just doing the other quests in the area, my stats bugged out and Megrim became super rogue, so I went to see if Velthezok was still up, which he was and no council members had respwned. During the fight there was around 4 to 6 adds, Velthezok died, I died. When I released I did some turnins and probably made a cup of coffee. After, I flew back as I still needed the 5 council kills for the 'Final Avengement' quest. By this time the council had respawned but there was still 4 Velthezok adds, 2 on top of each other at the bottom of each ramp.

I did the write up in this post and helped Raidan get a few updates for his HL leg's with Nankara, he logged out and I went to go and kill the adds so it didnt spoil anyone else's encounter with Velthezok. But by this time they had gone, there was a level 50 in the area, so either they had killed them or they did eventually despawn. This was probably all in the space of around 2hrs.

I'm going to do the encounter again on Nankara for the mask with Raidan at some point soon, when he is on that step.
Donovan.

Megrim/Nankara/Ituha/Murlock/Mophus..
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Jakkal
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Re: Skawlra Rock Progression
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Post by Jakkal » Fri Jan 26, 2018 8:19 am

I'll have to look into it this weekend. Not sure if the Despawn isn't working, or if they're still engaged after you died.

The Council shouldn't be up if Velthezok is up, they're scripted to check and see if he exists and despawn if he does.
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Taxor
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Re: Skawlra Rock Progression
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Post by Taxor » Fri Jan 26, 2018 8:47 am

Have done this step 3 days ago and both, add spawn and despawn were working as intended.
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Megrim
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Re: Skawlra Rock Progression
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Post by Megrim » Fri Jan 26, 2018 9:45 am

Jakkal wrote: ↑Fri Jan 26, 2018 8:19 am The Council shouldn't be up if is up, they're scripted to check and see if he exists and despawn if he does.
The council despawn when the encounter is triggered and respawn a few mins after Velthezok dies. They also 'blip' in and out when Velthezok is up, thats all fine.

Me and raidan has just done the enounter for updates, we had to do it twice, as raidan didnt get the head of Velthezok as I spawned the encounter, so we assumed that who ever spawns the encounter gets the head (nankara had already done the encounter for that update). We had the paintbrush and bucket also drop for 'The Unmasking' quest, but it seems that only one of us could loot them, and we didnt both get those drops at the same time.

We grinded 3 more masks which raidan looted, during this I noticed the guardians not despawning, there was 8 in total 4 either side. We triggered the encounter again, and this time we had 16 adds in total. There is currently 16 guardians in the council chamber.

I will add that all the guardians join in the fight a little too early, 2 at a time.

Edit: After waiting nearly 2hrs for the adds to despawn, I ended up just killing them.
Donovan.

Megrim/Nankara/Ituha/Murlock/Mophus..
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