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Dargun's Tomb Progression Thread

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Dargun's Tomb Progression Thread
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Post by Jakkal » Fri Jun 21, 2019 4:16 pm

It's a dungeon. It's mid 30's. It's only got 16 quests. Let's do this.

NPCs:
Brutan Coldforge - Scripted
Kolsar Hammerbrow - Scripted
Ilgon Ironaxe - Scripted
Agsar Ironaxe - Scripted
Olsar Dunwarden - Scripted
Dakren Flamehammer - Scripted. Added "Missing Noble" so you can turn in with him. If he had other quests on him, they're missing.

Quests:
Gutting Verminous Gnolls - Complete
Missing Noble - Complete
A Deeper Secret - Complete (Turn in and Completion text are missing. I have not filled them in yet)
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Sat Jun 22, 2019 1:39 pm

Today's work:

There are a lot of books spread around the dungeon that start a quest that basically just has you turn in with one of the NPCs at the start. They look like they should offer gear rewards, but because they were missing, we don't have them. I'm trying to document everything I'm doing here.

Ironstone Clan History - The only quest that existed. Item Exists. Object Exists.
Darkblade Clan History - Quest did not exist. Item Exists. Object exists.
Thunderaxe Clan History - Quest did not exist. Item Exists. Object does not exist. This info is post F2P: http://thetelonproject.wikidot.com/adve ... an-history
Blackstone Clan History - Quest did not exist. Item did not exist. Object exists. Original Info http://thetelonproject.wikidot.com/adve ... an-history
Coldforge Clan History - Quest did not exist. Item did not exist. Object exists.
Darkhammer Clan History - Quest did not exist. Item did not exist. Object exists. No rewards according to http://thetelonproject.wikidot.com/adve ... an-history
Dunwarden Clan History - Quest did not exist. Item did not exist. Object exists.
Faithforge Clan History - Quest did not exist. Item did not exist. Object exists.
Flamehammer Clan History - Quest did not exist. Item did not exist. Object exists.
Silverbeard Clan History - Quest did not exist. Item did not exist. Object exists.

I've scripted the quests, the objects, and the items. I've set all the objects to have a respawn of 5 seconds because if you're in a full group, everyone needs to get it (it's not sharable). I'm not going to make a full group wait 30 minutes for each book (5 min respawn), that's ridiculous.

I still need to change the description on all the books. And then I need to figure out what rewards they were supposed to have. Since we've confirmed via videos that some of these items were not originally part of these quests, I might edit the item stats as well, because it's more nonsensical stats (Int on melee dps gear) and garbage like absorption.

I also need to come up with the completion and turn in text for each one since they're all missing.

Other Quests:
Bats in the Belfry - Complete

Other Stuff:
Set up the Goldforge Research Camp (Where most of the questgivers are near the entrance) to be an outpost and give rest XP
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Sun Jun 23, 2019 2:26 pm

Today's Work:

Quests:
Soul Collector - Had to set it up so that all the gnolls had a chance to spawn the Angered Spirits when you kill them. Then have those drop the items you need for this quest. Then when you turn in, the dude flips out on you, goes aggro and attacks.
Gnoll Trouble At All - Was missing entirely from the database. Was able to find the quest text but not the turn-in or completion text. Had to make that up.
Hidden Treasure - Not exactly sure how this was set up in Live but I set it up so the treasure chest is the turn in "NPC".
Proper Burial - Was missing entirely from the database. The tombstone and NPC next to it are missing. I need to recreate all these. I also need to recreate the rewards.
Heading Home - Set up, but turn in and completion text are missing. It's pre-req quest is Proper Burial so no one can take it right now.


Note: I'm going through the loot and I'm starting to find some loot drops attributed to missing mobs. So I'm going to post them here so they aren't forgotten

This may have information on the missing spawns: http://wiki.aradrin.net/index.php5?titl ... mb_Dungeon

Rampager: (Was this a gnoll or an ogre?)
Belt of the Runelord (item_id: 1412372) DGT01.LIE.Rampager.lvl35
Bangles of the Warpriest (item_id: 1412328) DGT01.LIE.Rampager.lvl35
Gloves of the Earthweaver (item_id: 1412340) DGT01.LIE.Rampager.lvl35

Beltok Goldsmith:
Burning Silk Slippers (item_id: 418569) DGT01.SUB.BeltokGoldsmith.lvl38
Drakkenhal's Leggings (item_id: 1412313) DGT01.SUB.BeltokGoldsmith.lvl38
Flamehammer Bolsters (item_id: 1412322) DGT01.SUB.BeltokGoldsmith.lvl38
Tunic of the Slayer (item_id: 421854) DGT01.SUB.BeltokGoldsmith.lvl38

Durnis Brightstone:
Ancient Dwarven Targe of the Spelleater (item_id: 418212) DGT01.LIE.DurnisBrightstone.lvl38
Gauntlets of the Warpriest (item_id: 1412330) DGT01.LIE.DurnisBrightstone.lvl38
Spellbreaker Helm (item_id: 1412309) Spellbreaker Helm (item_id: 1412309)

Ventor Brightstone:
Brilliant Chestplate of the Thunderaxe (item_id: 418533) DGT01.SUB.VentorBrightstone.lvl38
Helm of the Slayer (item_id: 1412348) DGT01.SUB.VentorBrightstone.lvl38
Pauldrons of Drakkenhal (item_id: 1412314) DGT01.SUB.VentorBrightstone.lvl38
Runesmith Wristguards (item_id: 418538) DGT01.SUB.VentorBrightstone.lvl38

Temvar Tuneaxe:
Gloves of the Slayer (item_id: 1412344) DGT01.SUB.TemvarTuneaxe.lvl38
Robe of the Earthweaver (item_id: 418562) DGT01.SUB.TemvarTuneaxe.lvl38
The Crown of Dargun Thunderaxe (item_id: 1412323) DGT01.SUB.TemvarTuneaxe.lvl38

Scripted NPCs:
Irton Coldforge
Welson Coldforge
Allik Jolser

Added loot to the following mobs: (Note, loot is not weighted, so ultra rare items have the same drop chance as uncommon items).
Blodor
Hragrar
Blackfang
Ularrar
Blackmoon
BRAK BREAKNOSE
Screet
Graok FaceSmasher
Koror the Blessed
Bonecracker
Gorrar Kingslayer
GORLASH TOXIL
Tervole
Tervile
Crillo
Scutter

Other stuff: Changed the description on the Clan History books so they no longer referenced the Ironstone book.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Mon Jun 24, 2019 9:51 am

Today's Work:
Quests:
Proper Burial - Couldn't finish this one last night so I started it today. I've created the Thunderaxe Tombstone, the Grave for Hodek (Even though it's not really even with the ground). And I created the missing reward items.
Grave Robbing - Wasn't in the database. Had to create the Questgiver NPC, The Ghosts, and the quest. Set everything up and wrote necessary dialogue, now it's done. Based on Info from here http://thetelonproject.wikidot.com/npc:slith-golstok and https://www.vgoemulator.net/archive/MMO ... -1687.html
Teclisen's Demand - Complete. Turn in and Completion text were missing, so had to fill in the blanks.
Scattering Ashes - Complete. Turn in and Completion text were missing, so had to fill in the blanks. Every website says that this one requires 15 but our data shows 10. So leaving it at 10.
Infested Soup - Complete
Killing Spree - Complete
Smashtacular - Complete
Rampaging Riot - Complete. Turn in and Completion text were missing, so had to fill in the blanks. Two of the quest rewards have the exact same stats.
Indestructable - Complete. This one was missing from the DBE so I had to restore it and make up the text for it (THough I did find the quest text) Based on info from http://thetelonproject.wikidot.com/adve ... structible I still need to make the quest rewards as they are missing from the database.
Ghalnn Like - Complete. This quest actually had two typos in it from live, naming "Ghalnn" as "Ghaln". I've finally gotten to fix that. Turn in and completion text were missing so I've filled in the blanks for that.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Wed Jun 26, 2019 8:40 pm

Tonight's Work:

I managed to get a little time, so I started adding "Learning the Truth", a missing quest for the weapon questline. I had to recreate the questgiver based on what info I could find. It's not in a state anyone can take it yet, it still needs more work.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Fri Jun 28, 2019 6:16 pm

Tonight's Work:

Adding in Hammer of Unity. Going to push for the entire questline, then go back and fill in where needed. We have the quest text but nothing else. None of the NPCs/mobs exist yet and I need to create them.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Sat Jun 29, 2019 8:05 am

Info dump for the weapon quest:

Hammer of Unity:
Telon Project: http://thetelonproject.wikidot.com/adve ... r-of-unity
•The Mithril Shards are random drops from random mobs
•The Handle of Dargun Thunderaxe's Hammer drops from Beltok Goldsmith (Level 38, 5 dot)
•The Head of Dargun Thunderaxe's Hammer drops from Temvar Runeaxe (Level 38, 5 dot)
•The Hilt of Dargun Thunderaxe's Hammer drops from Ventor Brightstone (Level 38, 5 dot)

Silky Venom: https://www.vgoemulator.net/archive/Sil ... Unity.html
•7x Mithril Shard
Random drop from any Dwarf
•Hilt of Dargun Thunderaxe's Hammer
Guarenteed drop from Ventor Brightstone
•Handle of Dargun Thunderaxe's Hammer
Guarenteed drop from Beltok Goldsmith
•Head of Dargun Thunderaxe's Hammer
Guarenteed drop from Temvar Runeaxe

VG walkthroughs (Archived)
Now there are some names that randomly spawn throughout the dwarven area. They are named Mortil Runeaxe, Durnis Brightstone, and Selmak Goldsmith. Each one of these names also have a chance to drop either the handle, hilt, or head. In our situation, Ventor was not dropping the Hilt, so we found Selmak and Mortil who were kind enough to give it up to us.
---

I have created: Ventor Brightstone, Beltok Goldsmith, and Temvar Runeaxe.

I have added loot to Ventor Brightstone, Beltok Goldsmith, Temvar Runeaxe, Mortil Runeaxe, Durnis Brightstone, and Selmak Goldsmith

Still need to populate the rest of the lower halls and then actually set up the quest "Hammer of Unity"

---

I've also been reading up on the final event, and there seems to be a lot of confusion about where players are standing and how they can easily and accidentally begin the event. I think what I'm going to do instead is have everyone take the quest, and only one person needs to hail Dargun. When you're ready, they click the "We are ready to begin" dialogue and that sets off the event. Even if everyone in the group clicks it, the event will only run once (Whereas in LIve, it would run for every player that triggered it, which caused it to bug out).
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Sun Jun 30, 2019 4:24 pm

Still working on the final event and the area around it.

NOTE TO SELF: The parts of the Hammer need to be set as quest items and not sellable.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Tue Jul 02, 2019 6:05 pm

I've still been working on the final event for the past few days. We've almost got it done. We did find a critical bug with one of the behaviors of NPCs and that needs to be updated on the server before we can release it. But we're almost there.
We still need to populate the lower part of the dungeon with NPCs. The rest of the dungeon still needs a lot of cleanup.

As for the final event, pretty much everything was lost, or basically wasn't collected from live. We didn't have the quests, we didn't have the spawns (NPCs/mobs), we didn't even have Dargun Thunderaxe. By using what information I could find (And thank you Forgotten Horde for all your detailed maps), I was able to recreate a lot of the important mobs and NPCs.

What hurt the most though, is that we lost the quest information that told you the lore, and the reason for everything. I couldn't find it anywhere. We could find some things on the event, the mobs, the drops, the objectives. But not the actual story. So, I put my skills to work and I rewrote the lore from scratch based on what information we did have.

I suspect that some people will be really pissed off for me to be arrogant enough to think that I can do better than the original VG devs, and the honest answer to that is that no, I don't think I'm better than them. And that this was done out of necessity. We lost all that information. We have no way to retrieve it. And I was not going to leave the placeholder text of "The Data is Missing" for time immemorial. I wrote up a proposal, made sure the devs and the designers were okay with it, and made the changes.

With their help, I'd like to think that we have somewhat improved the encounter. Since it was terribly buggy in live, we've tried to mitigate the bugginess of it where we could. I expect some bug reports to come up because this is a very complex encounter and I was mostly soloing it or duoing it with a boxed alt. So I don't have any real group experience with it. But hopefully, overall it should work with the expectation of fixing anything that does come up.
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Thu Jul 04, 2019 10:03 am

Today's Work:
The devs updated the server earlier today and now I can add in some of the last minute stuff that needed to be done for the final quests of Dargun's Tomb. Hopefully I can get it ready to go (Other than dungeon cleanup)
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