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Tursh QA

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Re: Tursh QA
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Post by Jakkal » Fri Sep 20, 2019 1:49 pm

Today's Work:

Quests:
The Path of the Artificer - This was set up by one of our former designers, and I've set it so it can't be taken as crafting is not available in Tursh yet.
Bearer of Bad News - No changes needed. Quest reward (Dawn Charm) needs to be changed to something more Tursh-centric.
Another Stray Chicken - Updated with current quest item handling code.
Preparing for the Road Ahead - No Changes Needed. Only tested Light Fighter verison.
Back to the Inquisition - No changes needed. Only tested with Light Fighter Version.
Liorana's Assistant - No changes needed. Only tested with the Light Fighter pre-req quest.

NPCs:
Daren Klendol - Redid from scratch. This is the crafting advisor and so he has a lot of dialogue options. These are disabled for now until we get crafting up in Tursh.
Trebor Hastley - I redid his script back when I was working on the Blacksmith specialization quest.
Nelsan Brache - Redid from scratch.
Hellen Acirusa - Redid from scratch.
Sharon Whelson - Redid from scratch. Fixed typo in hail text from VG Live.
Madoreen Frell - Redid from scratch.
Baston Callar - Redid from scratch.
Callie Potten - Redid from scratch.
Winifred Oaksan - No changes needed.
Malli Blueriver - Redid from scratch.
Abson Morrick- No changes needed. This is one of the NPCs for the Experimental apron quest.
Grazeel - Redid from scratch. This NPC has some dialogue options that need to be set up when we have the crafting stuff working in Tursh.
Farmhand Hake - Redid from scratch.
Farmer Wilrey - Redid from scratch.
Farmhand Thester - Redid from scratch.
Farmhand Fernpillow - Redid from scratch.
Guard Lorrad - Fixed Hail
Farmer Brashford - Redid from scratch.
Jason Brashford - Redid from scratch.
Melia Brashford - Redid from scratch.
Farmhand Stumblewheat - Redid from scratch. A lot of these farmers and farmhands could use some better flavor scripting, like their animations and pathing.
Investigator Semual - Redid from scratch.
Valance Feron - Redid from scratch.
Guard Brecker - No changes needed.
Guard Frolark - No changes needed.
Posner Teel - No changes needed.
Inquisitor Liorana - Minor update to the hail text.

I cannot find any information from these NPCs but I swear they had a quest to poach deer in Live VG:
Swiftfang Jarga
Shield Borugg
Wun Wun

Quests:
The Path of the Artificer - This was set up by one of our former designers, and I've set it so it can't be taken as crafting is not available in Tursh yet.
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Jakkal
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Re: Tursh QA
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Post by Jakkal » Sat Sep 21, 2019 9:22 pm

Quests:
Needle in the Hay - Updated with new loot handling code
Another Needle in the Hay - Updated with new loot handling code
Unconventional Materials - Updated with the new loot handling code on the Quest, the Treants, and the bricks.
Feeding the Hounds - Updated with the new loot handling code on the Quest and the mobs involved.
Unusual Hobby - Updated with the new loot handling code on the Quest and the mobs involved.

NPCs:
Halmm Wurgins - Minor Edit to the Hail.
Guard Rakner - Minor Edit to the Hail.
Guard Hokar - Minor Edit to the Hail.
Vicki Summermill - No changes needed
Riftseeker Initiate - Didn't have time to work on this one, but it probably needs to be reassessed. He currently can't be hailed, that will need to be fixed.
Inquisitor Senn - No Changes needed.
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Jakkal
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Re: Tursh QA
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Post by Jakkal » Sun Sep 22, 2019 6:26 pm

Wolf Hunt - No Changes needed.
Unnerving Removal - No Changes needed.
Rare Bear - Updated with new loot handling code on script and mobs.
Open Source Cave - Removed Candle deletion when completed, just in case they decline the next quest. Updated item script with new item dialog code.
Open Source Cave 2 - Updated with new loot handling code on script and mobs. The Brownie Workers should be scripted to despawn as freed brownies and run off.
Redcap Origins - Removed Candle deletion when abandoned, just in case they need to abandon and retake the quest. Updated item script with new item dialog code. I feel like we need to show the bad guy here turning a brownie into a redcap, because otherwise the player really has no idea what they did, what they're supposed to find out, etc.
Redcap Origins 2 - Removed Candle deletion when abandoned, just in case they need to abandon and retake the quest. Updated item script with new item dialog code.
Burying Brownies - Removed Candle deletion when abandoned, just in case they need to abandon and retake the quest. Updated item script with new item dialog code.
Burying Brownies 2 - Removed Candle deletion when abandoned, just in case they need to abandon and retake the quest. Updated item script with new item dialog code.
Riftseeker Destruction - Updated with new item handling code.
Scout Recovery - No Changes needed.
Cartheon Initiative - Updated with new loot handling code.
Death of the Necromancer - Updated with new item handling code. Updated Shargon's script so it works a little better. And now if you leash him, he'll resume being unattackable. He now ignores you if you try to attack him without using the scroll first.
Scout's Warning - No Changes needed.
Warn the Shield - No Changes needed.


At this point Tursh QA is done. (This does not include Rindol Field). I might go back and update the things I mentioned in the notes, but the functionality for Tursh is all complete.
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Jakkal
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Re: Tursh QA
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Post by Jakkal » Sun Sep 22, 2019 8:12 pm

Since I have a little bit of time left over tonight, I'm just going through my logs of the named in Tursh and what they drop. I've been adding what I can find.

Bloodpaw's Claw Earring was missing, so I replaced it. I have no idea what the stats on it were in live as that doesn't show in my logs and I can't find it from a search. So I just set it to +5 int. If anyone happens to know what stats it had on it, please let me know.
Mask of Petrified Sap - Off Tainted Sap is also missing.
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Jakkal
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Re: Tursh QA
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Post by Jakkal » Thu Jan 07, 2021 1:15 pm

Chunk script: Edited the chunk script to accomodate for Civic Diplos. I changed the area that "Tursh Village" encompasses to include the Western Watch Barracks and the Crafting/Harvesting barns.

Edited the Riverside Guardpost to be a POI and not an outpost.

Increased the Range of Wintham's Rest and set it to be a civic diplomacy flagged area.

Increase the Range of the Tursh Academy (So you see the text sooner)

Added the Dormatories to the civic diplomancy flagged area.
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snom
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Re: Tursh QA
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Post by snom » Fri Apr 26, 2024 9:31 pm

Destroy Horror's Source - I can't find Torenna Sandser. I am where the compass says.
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OncaLupe
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Re: Tursh QA
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Post by OncaLupe » Sun Apr 28, 2024 5:34 am

She is set to always be up, unless someone had just killed her. Did you look around a bit? The compass doesn't always point to exact location, but general area instead. Can also use '/tar Torenna' to target her if you're close.
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