Dahknarg Progression Thread
Re: Dahknarg Progression Thread
I finally cleaned up the Bloodhowler cave. If people die in there, they need to get gud.
In live it was very, very difficult to do solo, and almost always required a group. So please consider that if you go into the cave. (Not counting if they teleport through walls of course, but there's nothing I can do about that).
Of course all this is moot since levels and difficulty and all that stuff are just a generic baseline and haven't been tweaked. So yeah, don't bug the difficulty of it. Just make sure all the quests work.
In live it was very, very difficult to do solo, and almost always required a group. So please consider that if you go into the cave. (Not counting if they teleport through walls of course, but there's nothing I can do about that).
Of course all this is moot since levels and difficulty and all that stuff are just a generic baseline and haven't been tweaked. So yeah, don't bug the difficulty of it. Just make sure all the quests work.

Re: Dahknarg Progression Thread
I made it so the skinnable animals in the Dahknarg starter area can be skinned, and cleaned up some of the harvesting nodes that were double spawned. Still on the lookout for other nodes.

Re: Dahknarg Progression Thread
Dahknarg was the very first chunk that I scripted, and some of the things we've done have changed, a little bit, since then. So I'm slowly going back and doing some minor edits here and there.
Today, I figured out how to add an animation to the player, so I'm going through the quests where you have to click on the interactive objects (The ones with the !), and I'm making it so you play an animation when you interact.
Today, I figured out how to add an animation to the player, so I'm going through the quests where you have to click on the interactive objects (The ones with the !), and I'm making it so you play an animation when you interact.

Re: Dahknarg Progression Thread
Xinux kindly looked into the Diplomacy issue with "Wolfen Ways" and he was able to find the missing Parleys. So that's been set up.
Diplomacy is still somewhat broken for Dahknarg so I don't recommend anyone test Dahknarg's Diplo at this time. But at least this one quest has been set up.
Diplomacy is still somewhat broken for Dahknarg so I don't recommend anyone test Dahknarg's Diplo at this time. But at least this one quest has been set up.

Re: Dahknarg Progression Thread
Dahknarg was the first town I set up way back in March of last year. A lot has changed since then, so I'm going to go through all the quests and make sure they're up to date with our current methods of scripting and such.
Quests redone:
Spiritblossom Harvest
Assist the Spiritragers
Hunt the Soul Eater
History of the Spiritragers
The Essence of Souls
Soul Suffering
Gnolls Amok
Resource Denial
Young Bear Pelts
The Broken Fang Threat
Broken Fang Steel (These swords should stack. They shouldn't be real items.)
Broken Fang Alpha
Bloodhowler Plans
Broken Fang Captive
Report to Dahknarg
Cull the Pack
Quests redone:
Spiritblossom Harvest
Assist the Spiritragers
Hunt the Soul Eater
History of the Spiritragers
The Essence of Souls
Soul Suffering
Gnolls Amok
Resource Denial
Young Bear Pelts
The Broken Fang Threat
Broken Fang Steel (These swords should stack. They shouldn't be real items.)
Broken Fang Alpha
Bloodhowler Plans
Broken Fang Captive
Report to Dahknarg
Cull the Pack

Re: Dahknarg Progression Thread
I have recently moved Nighthunters Karnom and Jarkholdt up to the watchtower near Spirit's Rest. Right now the POIs still show them as being in Spirit's Rest, so hopefully that will update soon.
I moved them because originally they were at this watchtower, called "Karnom's Watch". I don't know why SOE moved them, but I suspect they thought players were too stupid to find them. So they moved those two into spirit's rest. It made the "The Broken Fang Threat" quest awkward because Grimaw says "I'll put Karnom's location in your quest journal". And he's literally across the path.
Another reason I moved them, you can see the Broken Fang camp from where they are. And they're also a halfway point between Spirit's Rest and Dahknarg, which you can also see from their position. So I think putting them back to the watchtower makes better sense from a progression (from newb outpost to main city) point of view.
I moved them because originally they were at this watchtower, called "Karnom's Watch". I don't know why SOE moved them, but I suspect they thought players were too stupid to find them. So they moved those two into spirit's rest. It made the "The Broken Fang Threat" quest awkward because Grimaw says "I'll put Karnom's location in your quest journal". And he's literally across the path.
Another reason I moved them, you can see the Broken Fang camp from where they are. And they're also a halfway point between Spirit's Rest and Dahknarg, which you can also see from their position. So I think putting them back to the watchtower makes better sense from a progression (from newb outpost to main city) point of view.

Re: Dahknarg Progression Thread
I remember this quest from when I first started. I had a hard time finding the NPC, which I now know was because it didn't give me the marker on the compass, and I was too new to know how to select the PoI from the journal. Though expanding the quest text to say he's down the road in whatever direction would help if that happens.
Re: Dahknarg Progression Thread
I think it was supposed to give the compass marker, probably to teach new players about it. But the client bug that causes them to sometimes not appear is what make it not work for me that time. Thus the suggestion of putting in a line about the general direction to go. Dunno if this was the reason they moved them, but wouldn't be surprised with SoE.
Re: Dahknarg Progression Thread
Going over Dahknarg quickly for some new scripting/updating of existing scripts. Two notes that I need to redo later when I have time:
Broken Fang Captive: Personal note: Have the questgiver run back to Dahknarg after turnin. Won't have time to do that tonight, but it should be done).
Proving your strength - Bloodhowler dude should be hiding til you get there. I'm not sure if he did this in live, but I think it would be better this way.
Broken Fang Captive: Personal note: Have the questgiver run back to Dahknarg after turnin. Won't have time to do that tonight, but it should be done).
Proving your strength - Bloodhowler dude should be hiding til you get there. I'm not sure if he did this in live, but I think it would be better this way.
