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Trengal Keep Progress

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Trengal Keep Progress
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Post by Jakkal » Tue Oct 17, 2017 4:07 pm

I decided to go ahead and do TK. TK needs A LOT of cleanup. Normally I leave cleanup for last, but there's so many mobs in this area that it's really hard to just move anywhere.

I've already started to stack the mobs on top of each other just to get them out of the way a bit. Those are mostly around the outpost near the questgivers. I haven't done much outside of that.

I'm going to proceed with setting up all the quests. That way I'll know what mobs need to be up for quest completion. After that, I'll do cleanup.

Meteoric Studies: Done. (Note: The only reward is a caster wand. Add more options)
Scouting the Keep (Part 1): Done
Scouting the Keep (Part 2): Done
Ebonwings Ebonwords: Done (Note: The only rewards are a mace and a bow. Add more options)
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Jakkal
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Re: Trengal Keep Progress
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Post by Jakkal » Wed Oct 18, 2017 5:24 pm

Tonight's Work:
Storming The Castle - Done. (Note: The only reward is a bard instrument. Add more options)
Mostly Dead But Not All Dead - Done. Scripted reward item to work too (Food item)
Risk to Thestra - Done. Scripted reward item to work too (Food item)
Heart of Steel - Done. Scripted reward item to work too (Food item). What the hell is up with all the food items?
For the Shells of Course - Done.
For the Shells Again - Done.
Spider Samples - Done.
The Legend of Trengal Keep (Part 1) - Done
The Legend of Trengal Keep (Part 2) - Done. One earring reward? Suck. That is not worth the trouble one has to go through for this area.
The Legend of Trengal Keep (Part 3) - Done. One mask reward. Super suck. This has to change.
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Jakkal
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Re: Trengal Keep Progress
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Post by Jakkal » Fri Oct 20, 2017 8:46 pm

Just found this in my logs for this region, so I need to set this up in the chunk script for when you enter/exit the ruins:
As you enter the ruins, your lungs begin to sting with each breath you take.
The air begins to clear as you travel away from the cursed ruins.

Super helpful https://web.archive.org/web/20120718122 ... ction=News

Tonight's Work: Not much done.

The Legend of Trengal Keep - Part 4 - Complete. One ring reward. Super suckage.
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Re: Trengal Keep Progress
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Post by Jakkal » Sat Oct 21, 2017 11:26 am

My plans for a Trengal Keep Revamp.

I have always loved TK. This is my favorite dungeon in the whole game, even over APW (Which is hella fun, but for different reasons). But there's some parts of TK that I hate. Getting in and out of the dungeon for turn-ins and new quests got pretty tiresome. Most people cheated with a healer that would stay behind and summon people in (After the caster evac'd them out). Or if you were lucky enough to have a bard, you'd just run the fuck out.

And then after doing all that work, the rewards were a single blue ring. Or a single blue mask. There was no choice. No archetype beneficial selection. Just one for all classes.

Most people just did TK for the cloak, back when it was the first cloak you'd get in game. But after IOD and Blighted Lands, that was no longer the case. So it became harder and harder to find people to do TK unless they just wanted to do a good ol' dungeon crawl or wanted some good XP.

What I'd like to do:
I want to revamp the rewards so there are archetype (Not class) specific rewards. These will be generic enough that they could benefit all classes, but not class specific. So players will get a choice, but it might not be entirely optimum for their build/class. I'm trying to avoid making them OP. They should be rare or UR and match the power of the Hunter's League gear.

I want to make it jewelry, masks, and the cloak. This way the gear does not compete with Hunter's League, but actually fills in the gaps left by Hunter's League. This way TK is worth doing along with Hunter's league, or standalone. I don't want people feeling like they're wasting their time in TK.

Treasure Chest Changes:
TK, like many dungeons, has treasure chests scattered throughout. These chests used to have things like +10 stat potions, sometimes crafting powders, rarely a really shitty sword. The stuff was so pathetic that most people didn't even bother opening them and having precious bag space wasted by whatever was in them.

I want to set these up so that they won't open unless you have a very special dungeon key. Dungeon keys will drop off powerful boss mobs or a very low drop rate from regular trash mobs in the dungeon. The keys will then allow people to open these chests and get a special loot reward. We're thinking about setting this up as a quest-turn in with some gear choice rewards. This also means that your toon can only do it once.

For now I need to finish setting up the quests and then do cleanup. Afterwards I will look into setting up the above.
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Re: Trengal Keep Progress
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Post by Jakkal » Sat Oct 21, 2017 1:15 pm

Today's Work:

The Legend of Trengal Keep - Part 5 - Complete. One necklace reward. Really bad stats.
The Legend of Trengal Keep - Part 6 - Complete. One cloak reward. Stats aren't bad but it's super generic.
The Crux of Trengal Keep - Complete.
Nishek's Summoning - Complete.


Note to self: 1417016 Fine Worghide Cloak is on Karujin's loot table.
As is 1036206 Karujin's Ward
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Jakkal
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Re: Trengal Keep Progress
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Post by Jakkal » Sun Oct 22, 2017 7:32 am

From: https://archive.is/YZHPS

Info on the Karujin Event:

Starting the Event

As instructed, take the ring to the large stone orb described, at 18700, 10700, 43267.
Right-click The Flame of Karujin on the dais to begin the event. You will need the binding ring in your inventory to do so.
[edit] Phase 1
KARUJIN GULGRETHOR will spawn and attack. His sons, and daughter, will stand by and watch the fight, unaggressive, until Karujin reaches 75% health.

Karujin Gulgrethor shouts, "Ashiji and Razranu, my sons, you are granted another chance at vengeance against those who have wronged you. Forgiveness is a sign of weakness, if you fail again, it will be your last."

Karujin Gulgrethor will despawn and ASHIJI and RAZRANU will attack in his place. Defeat the twins and Karujin Gulgrethor will respawn at 75% health.

Karujin Gulgrethor shouts, "You've defeated my twin sons, not once, but twice in honorable battle. I may have judged you far too quickly, however, I suspect you will not leave here alive."

[edit] Phase 2
Attack Karujin Gulgrethor until Karujin reaches 50% health. Karujin Gulgrethor will despawn and JORIS will attack in his place.

Karujin Gulgrethor shouts, "Joris, by the power that Koth Teros has instilled within me, I call upon you and your hounds to feast upon the bones of these mortals."

Defeat Joris and Karujin Gulgrethor will respawn at 50% health.

Karujin Gulgrethor shouts, "You have proven to be quite the worthy adversary, but you are still no match for the will of Koth Teros."

[edit] Phase 3
Attack Karujin Gulgrethor until Karujin reaches 25% health.

Karujin Gulgrethor shouts, "Nishek, my eldest child. You of all possess all that is necessary to rid me of these foes. Succeed and Koth Teros will reward you, greatly."

Karujin Gulgrethor will despawn and NISHEK will attack in his place. Defeat Nishek and Karujin will resume the fight.

Karujin Gulgrethor shouts, "Your lives have come to an end."

[edit] Phase 4
Finish off Karujin Gulgrethor.
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Jakkal
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Re: Trengal Keep Progress
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Post by Jakkal » Thu Nov 23, 2017 3:20 pm

The Karujin encounter has been set up! It doesn't quite work exactly how I would like it to yet, but it does work. I didn't test it with a group though. TK still needs cleanup though.
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Re: Trengal Keep Progress
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Post by dhew » Tue Jun 26, 2018 10:40 am

Hey Jakkal, nice work on TK progress. Im about to head to this area for my next round of testing. I do not notice any "refrain from /bug submissions" in this chunk, but I want to double check that its ready for bug reporting. LMK.

PS: Trengal Keep was one of my favorite dungeons as well, its quite large and offers such an awesome experience. A real masterpiece, especially considering someone built this for a mid level experience. Crazy.
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Re: Trengal Keep Progress
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Post by Jakkal » Tue Jun 26, 2018 12:05 pm

It's ready with the exception of whatever might be listed above. The chunk needs cleanup, none of the mobs (that I recall) have been scripted to move or do anything other than drop what needs to be dropped. The Karujin encounter mostly works. It'll be refined more later as we get more options but it works for now.
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Re: Trengal Keep Progress
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Post by dhew » Tue Jun 26, 2018 12:48 pm

Sounds good.
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