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Tursh Progress Thread

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Sat Nov 12, 2016 9:55 am

Note to future me or whoever might be working on Tursh at the time: For Brownie Magic - have it check to see if the Player has already completed it. If they have, offer a second quest to get more berries to become a brownie again. Make sure the repeatable second quest has no XP or coin rewards - it's just to get the illusion back.

I don't intend to implement this right now because there's no check to see if you're a brownie for "You say you want a revolution". So there's no need for it and I'd rather we concentrate on finishing Tursh's quests right now. We can polish this up later.
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Sat Nov 12, 2016 1:05 pm

Starting to hate these brownie quests. Don't try "You say you want a revolution", it's currently broken. I'm moving on from this point.
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Re: Tursh Progress Thread
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Post by Jakkal » Sat Nov 12, 2016 1:06 pm

Today's Quest Progress:

You Say You Want A Revolution Complete!

Preparing for the Road Ahead - Complete. This is another go train quest, so I've tested it to work on my rogue (For all four archetypes). I've then added in the archetype restriction, so if someone could test that on a tank, healer and caster, that'd be great. (Make sure you get the one for your archetype and none of the others display for you).

Note to self: Did not check the POIs on the above quest, and I had to make at least two of those manually (Heavy Fighter and Healer), so they are probably missing their POIs. I'll have to add these in later.

Back to the Inquisition: Complete. Same Caveat as above (Need it tested on tank, caster and healer). And same about the POIs for that one, since I had to make the Heavy Fighter and Healer one from scratch.

Riftseeker Destruction - Complete. You know they actually tell you the password in the quest text now? Except it's case sensitive and it only works with lower case. So, that was too confusing to me, I set it straight in the quest description.

Cartheon Initiative Complete - Jakkal's Notes: I find it kind of weird that they send you into Riftseekers, but you don't do anything except close the portals. Then they pop you right back out to do this quest. Seems like a waste.

Death of the Necromancer - Complete. I couldn't figure out how to make the item seem to react, I couldn't find a kind of cooldown command to show it had been clicked. So I had it make a popup message informing people that the magic was removed. We also don't have buffs that show the NPC was invulnerable. These are things I'd like to add down the road to make it easier to understand what's going on. For now though, you can click the scroll to make the necro vulnerable again, and kill him to get quest credit.

Scout's Warning - Complete
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Re: Tursh Progress Thread
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Post by Jakkal » Sun Nov 13, 2016 9:44 am

Today's Progress:

Burying Brownies Part 1 - Complete. You have to use the candle to turn-in. Also noticed that the dialogue window doesn't close when you complete it. Not sure if that's something I can fix, but making a note of it here. You can manually close the window.

Burying Brownies Part 2 - Complete. This one you get from the candle, but turn in with the real NPC.

Open Source Cave Part 1 - Complete. Once again, you have to use the candle to turn in. And this one doesn't close the dialogue window either. I'll have to get one of the better scripter guys to look into this one for me.

Open Source Cave Part 2 - Complete. As a note, I'd like to animate those brownies so it looks like they're harvesting, just to add a little charm.

Redcap Origins Part 1 - Complete. Same issue with the candle and the quest dialogue not closing when you're done.

Redcap Origins Part 2 - Complete. Same issue with the candle and the quest dialogue not closing when you accept

Warn the Shield - Complete (Takes you to Themwar's Shield in the Three Rivers Chunk)

I believe this is the point where the Tursh line ends. I'll now be working on side quests.

Needle in the Hay - Complete

Another Needle in the Hay - Complete (Takes you to Themwar's Shield in the Three Rivers Chunk)

Unconventional Materials - Complete

Feeding the Hounds - Complete

Unusual Hobby - Complete

Wolf Hunt - Complete

Unnerving Removal - Complete

Rare Bear - Complete

The Stolen Locket - Complete

Saving the Baron's Deer - Complete
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Moldew
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Re: Tursh Progress Thread
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Post by Moldew » Mon Nov 14, 2016 1:21 pm

RE: Open Source Cave Part 2

Ting Ho does an animation (lumberjacking), as well as Ari Wang. (I think I turned it off though, so look at her script.)

Don't dick around with the appearances or anything though thinking you'll get an appropriate tool equipped, just use the animations only.
Haiku is easy -
But sometimes it makes no sense.
Refridgerator.
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Jakkal
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Re: Tursh Progress Thread
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Post by Jakkal » Mon Nov 14, 2016 2:53 pm

Yeah, I've put some animations on NPCs/mobs (Check out the crazy dudes in Halgarad on the road to Tahean's Vengeance!) but these brownies are actually in-world objects. Hopefully we can animate them too.
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Re: Tursh Progress Thread
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Post by Xinux » Mon Nov 14, 2016 3:28 pm

Brownies are now mining you can adjust as needed.
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Re: Tursh Progress Thread
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Post by Jakkal » Mon Nov 14, 2016 8:41 pm

Today's work:

Free Captive Brownies - I did a little bit of work on this one tonight. First, there are five groups of Riftseeker Novice - Captured Shimmerleaf Brownie "couples". I've made it so the Brownie stands right behind the Riftseeker Novice. We don't currently have a way of having one NPC follow another. So they are not currently moving. But if you kill the Riftseeker Novice in one of these five sets, the brownie will despawn, respawn as a Fleeing Brownie, who yells some stuff and runs off and disappears.

Also there are so many copies of Riftseeker Novices and Captured Brownies because I need those copies to know where they path. If you kill one of the OTHER Riftseeker Novices, it will NOT update the quest. So look for the ones with the Brownies standing right behind them.

You can still update this quest by clicking the Terrified Brownies that are hiding in tree trunks. And this was the second thing I did tonight, they now look around all paranoid like as if someone is about to capture them. Thanks to Xinux putting the script on the Brownie Workers in Riftseeker's Torrent, I was able to put this little bit of flavor into the game.
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Re: Tursh Progress Thread
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Post by Jakkal » Wed Nov 16, 2016 10:22 am

Tursh questlines* should be ready for testing. I haven't done a pass through on a non-GM character yet, which is what I normally do when I'm through. But I'm not sure when I'll have time.

Please let me know if you find any typos, any quest issues, or any pre-reqs that are missing (I caught a couple of those yesterday.)

*This does not include Rindol Field. I haven't touched any of those.
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Re: Tursh Progress Thread
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Post by Xinux » Wed Nov 16, 2016 3:30 pm

You should now be able to have NPC's follow other NPC's.
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