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Razad/Trickster's Haven Progress

Adventure planning for the continent of Qalia

Moderators: Moldew, Jakkal

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georgefnix
Developer
Developer
Posts: 4
Joined: Mon Jul 25, 2022 10:29 am
Razad/Trickster's Haven Progress
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Post by georgefnix » Wed Nov 02, 2022 3:57 pm

Thought I should post this before I go back to spells. What was something I started while on vacation became quite the detour, but taking what I learned from my last foray into content I feel like the process has been much improved(Mostly knowing about the dialogue generator and having access to things like chunkscripts and poi's).

Quests:

There were significant gaps in our collections, but I found essentially everything I needed on websites(Mostly TelonProject). This required making entire questlines from scratch(pretty much everything on and after room of dreams). There is one quest I did not script, More Information. It appears to be a quest directing the player to the next area(RI in this case). I know the final contact in RI as it is in the quest text, but I don't know who gives it(dialogue generator was no help on this).

Trickster's Haven:
I think it got it into a pretty good useable state. This involved creating/combining spawns(clean up), making pathing, recreating missing spawns/items, setting up loot tables, and scripting item effects as required.

What Needs To Be Done:
1. Clean up everywhere not in Trickster's Haven(wouldn't hurt to check my work inside as well).
2. KALL'RAA, THE DARK MUSE - Event needs to be scripted(I have nfc what she is supposed to do, I think the Gorgon projection and paintings have something to do with it)
3. I don't know what the Oasis Outpost is called, as such it is currently called "Oasis Outpost". Creative huh?
4. Quest More Information.
5. A ton of quest rewards are missing, I think they can be recreated as they seem to follow a blueprint from other earlier items(low priority).

That is all I can think of atm. Obviously enemies need abilities, but that is a omnipresent problem. I think we should come up with a doctrine for loot tables and rare spawn rates as well. I have currently made rare mobs a 33% spawn and higher rarity items a 25% more rare than the next more common loot.
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Jehlicka
Content Designer
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Posts: 535
Joined: Mon Jun 23, 2014 4:34 am
Location: Prague, Czech Republic, EU
Re: Razad/Trickster's Haven Progress
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Post by Jehlicka » Tue Nov 15, 2022 10:44 am

Hading to razad to help with clean up:)
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Jehlicka
Content Designer
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Posts: 535
Joined: Mon Jun 23, 2014 4:34 am
Location: Prague, Czech Republic, EU
Re: Razad/Trickster's Haven Progress
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Post by Jehlicka » Tue Nov 15, 2022 11:04 am

Job to do:

Quests testing:
--quest Hidden in the Hills: "kill 14 Mountain Raiders, who attack people". These mobs are unarmed, need change their Attachment; also need to create more of them --done

Mob placement/combining/pathing --wip
--what is that place under the building with 5* 50lvl Minotaurs? Raiding place? Can't recall that ( .move 62435,5617,8404 ) --tbd
--Beach Shipment area --done
--Mountain Raiders area --done
-- MOuntin Mercenaries area --done
--uniques nameds have multiple spawns (spawn chance to 0 or delete) --done
--large desert area --done

Combining harvesting sources --done

Harvesting mobs: --all done
Whirling Stonefiend
Whirlstone
Poisonous Bankwalker
Poisonous Bankwalker
Webile
Devouring Crawler
Sandmole
Slimesloth
Bloodback Snapper
Bloodback Snapper
Krokodus Lurker
Krokodus Lurker


NPCs scripts:
Zara Izaradi -- all done
Tzak Wyvernfang (Flight Master)
Piye Wadajae
Kasra Shahey
Omid Rabani
Mazdii Khadim (General Goods Vendor)
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