Bordinar's Cleft
Re: Bordinar's Cleft
Today's work:
No Small Task - Updated with the proper task and proper item. Note: The quest reward is 5x the stein clicky, but you only get one with 3 charges. We're not touching item stacking at this time, so just take your reward and move on. The steins are not currently scripted to work anyway.
Further Training - Removed the archetype text from the quest name. Updated the archetype prerequisites. Made the light fighter version a level 2 quest to match the others.
Back to Work - Removed the archetype text from the quest name. Updated the archetype prerequisites. Edited the quest text for incorrect NPC names as well as typos.
Set the Example - Set up the prerequisites from Back to Work. Seems like the trainees should be involved more in this, but for now it's set up the way I think it was in game.
Solid Stone - Heavily modified this one. Now you click the beams, there's a cave in, you have to kill an enraged Gwartak. Then escape and do the other three. The boulders no longer shiver and go 'brrr'. I didn't have time to set this up, but we need to make it so the boulders move into position, because right now they're clickable even when they're invisible. They're there, just invisible and made phantom so you can walk through it. But it gets in the way of mouse targeting, which is really annoying. So I want them to move into position instead of becoming opaque and solid.
Crawling in the Hills Part 2 - Quest Dialogue was missing. Added it. Didn't have time to check and see if this quest is working as intended. I'll have to start with this one later.
No Small Task - Updated with the proper task and proper item. Note: The quest reward is 5x the stein clicky, but you only get one with 3 charges. We're not touching item stacking at this time, so just take your reward and move on. The steins are not currently scripted to work anyway.
Further Training - Removed the archetype text from the quest name. Updated the archetype prerequisites. Made the light fighter version a level 2 quest to match the others.
Back to Work - Removed the archetype text from the quest name. Updated the archetype prerequisites. Edited the quest text for incorrect NPC names as well as typos.
Set the Example - Set up the prerequisites from Back to Work. Seems like the trainees should be involved more in this, but for now it's set up the way I think it was in game.
Solid Stone - Heavily modified this one. Now you click the beams, there's a cave in, you have to kill an enraged Gwartak. Then escape and do the other three. The boulders no longer shiver and go 'brrr'. I didn't have time to set this up, but we need to make it so the boulders move into position, because right now they're clickable even when they're invisible. They're there, just invisible and made phantom so you can walk through it. But it gets in the way of mouse targeting, which is really annoying. So I want them to move into position instead of becoming opaque and solid.
Crawling in the Hills Part 2 - Quest Dialogue was missing. Added it. Didn't have time to check and see if this quest is working as intended. I'll have to start with this one later.

Re: Bordinar's Cleft
Today's work:
Continued Training: Updated it to a better archetype prerequisite system. Removed the archetype name from the quest.
Crawling in the Hills Part 1 - Updated the sack's script to work a little smoother. Updated some of the text to be more in line with other quests (Such as if you're too far away to use the sack).
Crawling in the Hills Part 2 - Updated the quest a bit. This was supposed to spawn a follower spider that would help you kill the mobs you need for the quest. We have set up the spider to spawn and attack as long as you're in combat with a Gwartak Griffonhunter. The spider will despawn after 5 minutes regardless. If that's not enough time, please let me know. I ran it on a level 2 rogue and didn't have much trouble with it.
Once was Lost: Updated the quest script, the emergency kit script as well as the NPCs involved in the quest. The NPCs needed their hailing script adjusted, as they were saying post-healing things before being healed and pre-healing things after being healed. So now they sound injured before you heal them, and then want to battle after you do. The bandage text was edited to be grammatically correct. The quest objectives were updated to match what information we have as well as be grammatically correct.
Continued Training: Updated it to a better archetype prerequisite system. Removed the archetype name from the quest.
Crawling in the Hills Part 1 - Updated the sack's script to work a little smoother. Updated some of the text to be more in line with other quests (Such as if you're too far away to use the sack).
Crawling in the Hills Part 2 - Updated the quest a bit. This was supposed to spawn a follower spider that would help you kill the mobs you need for the quest. We have set up the spider to spawn and attack as long as you're in combat with a Gwartak Griffonhunter. The spider will despawn after 5 minutes regardless. If that's not enough time, please let me know. I ran it on a level 2 rogue and didn't have much trouble with it.
Once was Lost: Updated the quest script, the emergency kit script as well as the NPCs involved in the quest. The NPCs needed their hailing script adjusted, as they were saying post-healing things before being healed and pre-healing things after being healed. So now they sound injured before you heal them, and then want to battle after you do. The bandage text was edited to be grammatically correct. The quest objectives were updated to match what information we have as well as be grammatically correct.

Re: Bordinar's Cleft
Today's work:
Once was Lost: Completed. I realized that there are ambushers associated with this quest. They now spawn when you heal one of the defenders.
Wings in the Hills Part 2 Quest has now been restored to the way it was in live. If you have anything equipped in your weapon slots, the griffon will attack you. Hint: You don't want that griffon to attack you. Note: Yes, if you have a shield or parrying dagger if your offhand, it will still attack you. The elder peaks griffon doesn't play those kinds of games.
Solid Stone: This is just a note to myself: Make it so they have to 'dig' their way out of the cave. Right now people just need to wait for the cave in to clear. That's no fun.
Flames of the Past Part 1 - The original quest called for players to get ember samples from the three separate cauldrons. So while the original quest objectives were to just get three samples, I went ahead and made it slightly more clear by adding in the objectives to get it from the difference sources. I also made it so you can only get one sample from each container, so you can't sit and wait for a respawn and click it over again. I need to get those light sources to despawn when you click the samples, but I didn't have time to look into that currently.
Once was Lost: Completed. I realized that there are ambushers associated with this quest. They now spawn when you heal one of the defenders.
Wings in the Hills Part 2 Quest has now been restored to the way it was in live. If you have anything equipped in your weapon slots, the griffon will attack you. Hint: You don't want that griffon to attack you. Note: Yes, if you have a shield or parrying dagger if your offhand, it will still attack you. The elder peaks griffon doesn't play those kinds of games.
Solid Stone: This is just a note to myself: Make it so they have to 'dig' their way out of the cave. Right now people just need to wait for the cave in to clear. That's no fun.
Flames of the Past Part 1 - The original quest called for players to get ember samples from the three separate cauldrons. So while the original quest objectives were to just get three samples, I went ahead and made it slightly more clear by adding in the objectives to get it from the difference sources. I also made it so you can only get one sample from each container, so you can't sit and wait for a respawn and click it over again. I need to get those light sources to despawn when you click the samples, but I didn't have time to look into that currently.

Re: Bordinar's Cleft
Today's Work (Not much since I'm doing this between cooking for Thanksgiving).
Flames of the Past Part 1 - Got the light to despawn with the cauldrons. So now this quest should work as intended! (Thanks to Oncalupe for fixing it for me).
Flames of the Past Part 1 - Got the light to despawn with the cauldrons. So now this quest should work as intended! (Thanks to Oncalupe for fixing it for me).

Re: Bordinar's Cleft
Today's Work:
I realized two quests were missing from our database. So I went ahead and added them. I could not find the original quest text, so I had to make it up. Hopefully it flows with the rest of the quests in that line, the objectives, and the sentiment towards the Gwartak.
Flames of the Past Part 3 - Created from scratch. Complete.
Flames of the Past Part 4 - Created from scratch. Complete.
The odd thing about both of these quests is that Part 1 and Part 2 are level 4 quests. Part 3 and 4 are level 7 quests. And they also require that people do some of the quests in and around this camp before they can pick up Part 3 and 4. But that's how it is on Wikia and The Telon Project, so I kept it just like that.
This is probably why we didn't have them in the database, since the questgiver is under a tent, and I doubt anyone noticed he had a quest available after doing some of the others.
Mining for Miners in Rille's Strike - Had to fix more grammatical errors. Also, the miners run towards the cave entrance instead of just despawning.
Rock Crushing - Originally set up to be a collect quest which was not consistent with the original VG version. This has been fixed. FUTURE NOTE: The caster reward for this one is soulbound, while the two medium armor rewards are bind on equip. This should be changed when we get to reward QAing.
Blood from a Stone - Fixed grammatical errors on the progress bar.
Topple the Mountain - Fixed grammatical errors on the progress bar. Edited the script slightly so the mob doesn't spawn before the progress bar has finished.
Still Water - Note: You're not supposed to be able to take this quest until you tell the questgiver that you believe them about the lake monster. Right now I can't find a way to make this happen, so it's set up like a normal script. I edited this for some grammar fixes. We didn't have the quest turn-in text, so I had to make some of my own. I don't recall what you were supposed to find at the bottom of the lake, and google has proven to be most unhelpful in this regard. So I did the best I could to fit with the spirit of the game.
Repelling Eidolon - Quest was set improperly with the incorrect objectives: It was set to kill 8 each. You're only supposed to kill 8 Skimmers or Frogs combined. This has been fixed.
Retribution - Quest was set up improperly with the incorrect objectives. This has been fixed.
I realized two quests were missing from our database. So I went ahead and added them. I could not find the original quest text, so I had to make it up. Hopefully it flows with the rest of the quests in that line, the objectives, and the sentiment towards the Gwartak.
Flames of the Past Part 3 - Created from scratch. Complete.
Flames of the Past Part 4 - Created from scratch. Complete.
The odd thing about both of these quests is that Part 1 and Part 2 are level 4 quests. Part 3 and 4 are level 7 quests. And they also require that people do some of the quests in and around this camp before they can pick up Part 3 and 4. But that's how it is on Wikia and The Telon Project, so I kept it just like that.
This is probably why we didn't have them in the database, since the questgiver is under a tent, and I doubt anyone noticed he had a quest available after doing some of the others.
Mining for Miners in Rille's Strike - Had to fix more grammatical errors. Also, the miners run towards the cave entrance instead of just despawning.
Rock Crushing - Originally set up to be a collect quest which was not consistent with the original VG version. This has been fixed. FUTURE NOTE: The caster reward for this one is soulbound, while the two medium armor rewards are bind on equip. This should be changed when we get to reward QAing.
Blood from a Stone - Fixed grammatical errors on the progress bar.
Topple the Mountain - Fixed grammatical errors on the progress bar. Edited the script slightly so the mob doesn't spawn before the progress bar has finished.
Still Water - Note: You're not supposed to be able to take this quest until you tell the questgiver that you believe them about the lake monster. Right now I can't find a way to make this happen, so it's set up like a normal script. I edited this for some grammar fixes. We didn't have the quest turn-in text, so I had to make some of my own. I don't recall what you were supposed to find at the bottom of the lake, and google has proven to be most unhelpful in this regard. So I did the best I could to fit with the spirit of the game.
Repelling Eidolon - Quest was set improperly with the incorrect objectives: It was set to kill 8 each. You're only supposed to kill 8 Skimmers or Frogs combined. This has been fixed.
Retribution - Quest was set up improperly with the incorrect objectives. This has been fixed.

Re: Bordinar's Cleft
Today's Work:
Remove the head, and the Body Dies: Fixed improperly set objectives.
Trouble Beyond the Lake This quest is awkward and the Wikia says it might be bugged from Live, which makes it difficult to understand how it's supposed to work. Basically you're tasked to find Boden Cloudhammer and the only objective is to "Speak with Boden Cloudhammer". But you don't turn the quest in with him. Instead they want you go up the road a bit more and talk to Warden Anna Shalepeak. The objectives in this regard are confusing. I might edit it later to give the quest objective "Speak with Anna Shalepeak". The reason I don't like it so much, though, is that Boden Cloudhammer has two quests. I understand that they want to lead you to an NPC with quests, but then they want you to go beyond that to another NPC. And there are two other quests that tell you to go up that road. So it almost seems like the original VG devs had more than one person working on BC and everyone added in a "Go up this road" quest.
I've now set this quest up so that you have to do Boden's tasks before you get the "Trouble Beyond The Lake" update. And his flavor text changes based on if you've done the quests or not.
Freedom - Edited Objectives. Edited Progress bar dialogue. Made it so freed Dwarves start to run a bit before disappearing. Some of them run into walls but they really want to get out that badly.
Orders of Slavery - Set it up so that if you haven't done the quest, the Queststarter item drops on the first kill. Item drop chance was too high for players to even know there was a quest item here. Edited the Objective to be what it was in live.
Solid Stone: I was just going through all the quests again for QA purposes when I realized that the boulders blocking the caves weren't spawning for some of them. I wanted to set this one up so characters have to 'dig their way out', so to speak with a progress bar, so they can't just wait and run from the spawned mob. I'll edit this when I get a chance.
I've gone through all the quests in Shaletooth Tower, down to Rille's camp. They're all working with prerequisites.
Remove the head, and the Body Dies: Fixed improperly set objectives.
Trouble Beyond the Lake This quest is awkward and the Wikia says it might be bugged from Live, which makes it difficult to understand how it's supposed to work. Basically you're tasked to find Boden Cloudhammer and the only objective is to "Speak with Boden Cloudhammer". But you don't turn the quest in with him. Instead they want you go up the road a bit more and talk to Warden Anna Shalepeak. The objectives in this regard are confusing. I might edit it later to give the quest objective "Speak with Anna Shalepeak". The reason I don't like it so much, though, is that Boden Cloudhammer has two quests. I understand that they want to lead you to an NPC with quests, but then they want you to go beyond that to another NPC. And there are two other quests that tell you to go up that road. So it almost seems like the original VG devs had more than one person working on BC and everyone added in a "Go up this road" quest.
I've now set this quest up so that you have to do Boden's tasks before you get the "Trouble Beyond The Lake" update. And his flavor text changes based on if you've done the quests or not.
Freedom - Edited Objectives. Edited Progress bar dialogue. Made it so freed Dwarves start to run a bit before disappearing. Some of them run into walls but they really want to get out that badly.
Orders of Slavery - Set it up so that if you haven't done the quest, the Queststarter item drops on the first kill. Item drop chance was too high for players to even know there was a quest item here. Edited the Objective to be what it was in live.
Solid Stone: I was just going through all the quests again for QA purposes when I realized that the boulders blocking the caves weren't spawning for some of them. I wanted to set this one up so characters have to 'dig their way out', so to speak with a progress bar, so they can't just wait and run from the spawned mob. I'll edit this when I get a chance.
I've gone through all the quests in Shaletooth Tower, down to Rille's camp. They're all working with prerequisites.

Re: Bordinar's Cleft
Today's work: Uhhh, I totally forgot to post my quest progress as I went along. I fixed a bunch of quests. Let me try to find them.
Most of what I did today was fix grammatical issues, and update/clean up the existing scripts.
Oathbreakers: Destroy the Smuggled Sacks: Updated Objectives to match what was in raw data.
Oathbreakers Destroy the Enslaved Kobolds: Updated Objectives to match what was in raw data.
Oathbreakers: Slay Devarus the Enchanter: This had the wrong prerequisite and had a missing objective, it's been fixed. Also had to edit the code a little bit so Devarus didn't pop up everytime you killed one of the books.
Oathbreakers: Report to Garidon Flintstrike: This had Kojani for the race in the turn-in. Fixed that.
Most of what I did today was fix grammatical issues, and update/clean up the existing scripts.
Oathbreakers: Destroy the Smuggled Sacks: Updated Objectives to match what was in raw data.
Oathbreakers Destroy the Enslaved Kobolds: Updated Objectives to match what was in raw data.
Oathbreakers: Slay Devarus the Enchanter: This had the wrong prerequisite and had a missing objective, it's been fixed. Also had to edit the code a little bit so Devarus didn't pop up everytime you killed one of the books.
Oathbreakers: Report to Garidon Flintstrike: This had Kojani for the race in the turn-in. Fixed that.

Re: Bordinar's Cleft
I'm back, peeps! Now that the holiday season is (mostly) behind us, I have time to work again.
I probably won't get much done tonight as I have to reacquaint myself with the system. But here goes:
Mason Stoneaxe - Threw errors if you finished any part of "Trouble Across the Bridge". That has been fixed.
Note for self later: Face Kraakrut - I feel like this mob should spawn when you enter the area. He shouldn't always be up.
Polished Steins for Darkbrew's Tavern - Had to fix some misspellings, grammatical, and other errors.
Ale for Grandir - Edited objective to match what we had from collected game data.
Note for self later: "Ale for Grandir" has you go from BC back out to Greencopper tower. Why does it have you go to Greencopper Tower, to BC, and back out? Greencopper Tower also has level 10 quests. Another quest in BC has you wanting to go out to Themwars. Greencopper tower is on the way to themwars. So I kind of thing that you're supposed to hit GC after going to BC itself. Might be something to keep in mind when we look at polishing up the confusing nature of BC's "Go here" quests.
Winter Tails - Updated objectives to what we had from collected data. Fixed typo. Fixed the quest objective information as, I don't know if this was originally from the collections, but it made no sense. It makes sense now.
Also Greencopper tower is on there twice under locations. I didn't have time to look into that tonight. I'll check it out next time I can come on and work.
Trapper Ironhide - Added his flavor text.
I probably won't get much done tonight as I have to reacquaint myself with the system. But here goes:
Mason Stoneaxe - Threw errors if you finished any part of "Trouble Across the Bridge". That has been fixed.
Note for self later: Face Kraakrut - I feel like this mob should spawn when you enter the area. He shouldn't always be up.
Polished Steins for Darkbrew's Tavern - Had to fix some misspellings, grammatical, and other errors.
Ale for Grandir - Edited objective to match what we had from collected game data.
Note for self later: "Ale for Grandir" has you go from BC back out to Greencopper tower. Why does it have you go to Greencopper Tower, to BC, and back out? Greencopper Tower also has level 10 quests. Another quest in BC has you wanting to go out to Themwars. Greencopper tower is on the way to themwars. So I kind of thing that you're supposed to hit GC after going to BC itself. Might be something to keep in mind when we look at polishing up the confusing nature of BC's "Go here" quests.
Winter Tails - Updated objectives to what we had from collected data. Fixed typo. Fixed the quest objective information as, I don't know if this was originally from the collections, but it made no sense. It makes sense now.
Also Greencopper tower is on there twice under locations. I didn't have time to look into that tonight. I'll check it out next time I can come on and work.
Trapper Ironhide - Added his flavor text.

Re: Bordinar's Cleft
Today's work:
I had to fix some behind the scenes things, nothing to really report. A lot of the quest objectives and some greeting text had to be edited.
Stout for Greencopper Tower - Now you can purchase the stout from the proper bartender per the quest instructions. Note: The items don't stack when you buy them, you can stack them manually. We're aware of this, you don't need to bug report it. I don't think item stacking has been worked on much by the devs.
Meet Your Instructor - Updated all these to a system we use currently for Class checks. Also edited the locations so it wasn't pointing you to the warrior instructor for all the other classes. Removed the class names from the quest.
I had to fix some behind the scenes things, nothing to really report. A lot of the quest objectives and some greeting text had to be edited.
Stout for Greencopper Tower - Now you can purchase the stout from the proper bartender per the quest instructions. Note: The items don't stack when you buy them, you can stack them manually. We're aware of this, you don't need to bug report it. I don't think item stacking has been worked on much by the devs.
Meet Your Instructor - Updated all these to a system we use currently for Class checks. Also edited the locations so it wasn't pointing you to the warrior instructor for all the other classes. Removed the class names from the quest.

Re: Bordinar's Cleft
I want to say that's it for the quests. I haven't had a chance to check all the prerequisites for each quest, but individually they should all be working.
If you guys have time to test, please check all the quests. And hail all the NPCs. I didn't get a chance to hail all of them, and I did find one or two that didn't hail, or had errors in the dialogue. Please let me know if you find any of these, you guys probably have more time than I do to hunt them down.
If you guys have time to test, please check all the quests. And hail all the NPCs. I didn't get a chance to hail all of them, and I did find one or two that didn't hail, or had errors in the dialogue. Please let me know if you find any of these, you guys probably have more time than I do to hunt them down.
