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Checking Through Starter Towns

Discussions related to Vanguard: Saga of Heroes.

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elcapitan
Posts: 36
Joined: Tue Jun 24, 2014 6:30 pm
Checking Through Starter Towns
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Post by elcapitan » Thu Aug 04, 2016 2:53 am

Please note, this is a trial experience based on the current progress at the time of post.
Be aware that, many things are being worked on and/or haven't been implemented yet.

The point of this thread, is to go through the experience and capture any glitches or things that may be missing that may need addressing.
In hope this helps the team with bug fixing.


I would like to thank the team of VGOE for all their work and efforts done and still to come.
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elcapitan
Posts: 36
Joined: Tue Jun 24, 2014 6:30 pm
Re: Checking Through Starter Towns
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Post by elcapitan » Thu Aug 04, 2016 3:20 am

Starting from: Bordinar's Cleft
Make my way to: Rille's Camp
via: Bazad's Vale
Class: Bard
  • Activating an offensive ability on NPC, doesn't automatically activate auto-attack for melee abilities. Fixed - Xinux
  • Auto-attack ability icon, doesn't update to active when active. Fixed - Xinux
  • Auto-attack damage text [i think use to be white, different from the ability damage colour] Fixed - Xinux
  • Level up beam/affect doesn't appear [not sure if its just my client or its not being triggered]. Fixed - Xinux
  • Initiating combat does not dismount you, combat continues on mount. [While riding Nightmare of Chaos, possibly all mounts] Fixed - Xinux
  • Quest NPC with multiple quests, when collected NPC quest icon turns blue. When one of the quests are complete, the blue icon should indicate green to show the hand in for the complete quest. This is not happening. (ie: indicating a completed quest icon takes priority)
  • Quest logs are missing radio buttons to control compass for quest objective location selection. [They do show on the map though]
  • Completing a quest, does not clear map marked objectives.
  • Trash Items have no monetary value.
  • Fine Storm Elemental Residue
  • Gorgalok Totem
  • Heavy Stone Horn
  • Focused Rubbery Eye
  • Glossy Pelt
  • Tattered Feather
  • Armor/Weapon Items haveno monetary value
  • Layered Linen Cuffs
  • Worn Shield
  • Brocade Leggings
  • Studded Ram Hide Reinforcement
  • Vale Forged Longsword

Quests failed to remove these items upon completion.
  • Vale Crawler Venom Sacs
Fixed - Xinux

Unknown Items so far:
  • 9 Straight Stick (Soulbound/No Sell)
- Xinux used when creating Plain Warden's Arrow
Last edited by elcapitan on Sun Aug 07, 2016 5:16 am, edited 1 time in total.
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Xinux
Project Leader
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Posts: 2536
Joined: Wed Aug 28, 2013 2:20 pm
Re: Checking Through Starter Towns
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Post by Xinux » Fri Aug 05, 2016 6:23 pm

Going to update your thread as stuff is looked in to.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: Checking Through Starter Towns
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Post by Amnath » Sat Aug 06, 2016 1:14 pm

[quote="elcapitan"]
[*]Activating an offensive ability on NPC, doesn't automatically activate auto-attack for melee abilities. Fixed - Xinux
[/quote]

Good job on fixing this for the melee abilities. I tried a few spells, and they did not start auto attack, which is how it should be.

At some point, it will become important for *all* abilities to reset the auto attack swing timer--it's not an immediate need, but probably should be done prior to fine tuning things like mob health and resistances.


Edit: actually was the auto attack trigger done on a per class basis? I saw for example, on a cleric, that melee abilities were not starting it. But Dread Knight Torture (spell) does.
Last edited by Amnath on Mon Aug 08, 2016 11:06 am, edited 2 times in total.
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elcapitan
Posts: 36
Joined: Tue Jun 24, 2014 6:30 pm
Re: Checking Through Starter Towns
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Post by elcapitan » Sun Aug 07, 2016 5:19 am

[quote="Xinux"]Going to update your thread as stuff is looked in to.[/quote]
Awesome

[quote="Amnath"]At some point, it will become important for *all* abilities to reset the auto attack swing timer--it's not an immediate need, but probably should be done prior to fine tuning things like mob health and resistances.[/quote]
Oh I noticed that too, forgot to mention it. Thanks for reminding me
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gibbed
Posts: 9
Joined: Sun Dec 14, 2014 6:02 pm
Re: Checking Through Starter Towns
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Post by gibbed » Sat Sep 17, 2016 8:06 am

I'd like to help with something like this. Is there any other content in place that I could run through?
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Jakkal
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Posts: 2884
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
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Re: Checking Through Starter Towns
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Post by Jakkal » Sat Sep 17, 2016 8:24 am

[quote="gibbed"]I'd like to help with something like this. Is there any other content in place that I could run through?[/quote]


Check the subforums here: viewforum.php?f=42
(Specifically the Thestra, Qalia, and Kojan Adventuring Subforums)

We have a list of threads such as the "Dahknarg Progress", you can see what's complete and should be ready for testing.

Dahknarg is ready for testing, there's only a few things on there I can think of that haven't been done yet. The harvesting works, the diplo just has the first two quests or so. All the adventuring quests should be in place for the starter area.

I believe that Caial Brael, Khal, Bordinar's Cleft, Tanvu, and Leth Nurae are ready for testing as well. Isle of Dawn is being worked on. Halgarad is not ready.
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wheema
Posts: 76
Joined: Thu Feb 05, 2015 9:47 am
Re: Checking Through Starter Towns
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Post by wheema » Tue Sep 27, 2016 11:31 am

Hi there all!

I've been getting on VG about once (sometimes 2, sometimes 10 lol) times per month and have really been excited to see the progression. However, last month I got on and I was having really bad lag issues, so after many times of logging/re-logging, I finally gave up. Today I got on and was in Khal. I noticed that there were no creatures and that the broker wouldn't open, so I decided I would just hit the rift and try elsewhere, but the rift was gone. So, I figured I'd run over to Qu Riverbank to see if anything was different over there, but when I got over the chunk line, I was laying on the ground dead. I tried to get up but it said something about the eternally dead not being able to do that lol. So I did the 'ol /stuck thing, which put me in Qu but I was still dead, and there was still nothing I could do to remedy the situation.

So I decided to re-log.

I logged back in alive.. in Tanvu. Upon arrival, Desmodus the bat, Minala the leopard and Paddington the bear were all there to meet me (??), other than them, no mobs there either.

I was lucky enough to have someone log on right as I was about to log off. I guess it was his first time in game and that he was on the Island of Dawn. He said that there was "a quest and a few mobs near camp".

So needless to say, I'm confused... There's only one server choice up today, so I don't know if I'm just having bad timing or what. I'm super excited to see all the progress that I'm reading about on the forums (quests, harvesting, DIPLOMACY!!) but am wondering if maybe something is messed up on my end...

Any thoughts/suggestions?
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Xinux
Project Leader
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Posts: 2536
Joined: Wed Aug 28, 2013 2:20 pm
Re: Checking Through Starter Towns
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Post by Xinux » Tue Sep 27, 2016 12:49 pm

Are you sure you connected to NT? I just got done running around Khal and Tanvu and everything looks and works fine.
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Amnath
Posts: 387
Joined: Tue Aug 05, 2014 9:49 pm
Re: Checking Through Starter Towns
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Post by Amnath » Tue Sep 27, 2016 7:24 pm

It sounds like lag issues to me.

Most of that is due to the internet backbone, not the connectivity or speed of the server itself--and if so, there is probably nothing you can do other than perhaps an ip proxy router.

I was getting a lot of problems like that at my old place, but after using a better internet connection for at least a month, I really don't see it any more. A lot of the symptoms were identical to what you described, plus log-in problems.
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