Lomshir Progress Thread
Re: Lomshir Progress Thread
Going to reinforce what Jakkal said. Vanguard had enough time sinks in it, and quests where you're doing the same boring shit over and over, or waiting on respawns because you need one or two more than there are spawns for. We don't need to make VG worse by adding more.
Re: Lomshir Progress Thread
Removed note on the Horse Escort quest entry in the first post. Zippyzee had used the quest to test mob follow code, so was working as intended.
Fixed Bonding quest, which was waiting for functions to spawn/despawn and damage player. Those functions were added and this now works as intended.
Fixed Annoying Pups quest. Was targeting Cacklers instead of Cackler Pups as there weren't any Pups in the chunk. The mommy and daddy Cacklers have since had pups, so the quest objective is now correct.
Fixed Bonding quest, which was waiting for functions to spawn/despawn and damage player. Those functions were added and this now works as intended.
Fixed Annoying Pups quest. Was targeting Cacklers instead of Cackler Pups as there weren't any Pups in the chunk. The mommy and daddy Cacklers have since had pups, so the quest objective is now correct.
Re: Lomshir Progress Thread
Set up most of the hailing around Dark Horse Track. A few left to go.
Finished working on the quest Vexxing Bark. This is one of the ones that's kind of hidden off the beaten path, so most players aren't going to notice it, but maybe someone will some day. The only thing I can think of that even goes near there, was something about the Rancid Wing, but any information about that seems to have vanished, as well as possibly for a skeleton at the very beginning.
Finished working on the quest Vexxing Bark. This is one of the ones that's kind of hidden off the beaten path, so most players aren't going to notice it, but maybe someone will some day. The only thing I can think of that even goes near there, was something about the Rancid Wing, but any information about that seems to have vanished, as well as possibly for a skeleton at the very beginning.
Re: Lomshir Progress Thread
Hailing done around the track, except:
most of the guys on horses had nothing.
The druid and warrior trainers had nothing, and the psi specifically refers to a gestalt, which I'm not sure should be a generic greeting. Abaloun the diplomat is temporarily stuck with a generic blank, which, most likely, his blurbs would have to be pieced in individually. Will probably revisit most of these so they will at least have a line except for the horsed npc's.
most of the guys on horses had nothing.
The druid and warrior trainers had nothing, and the psi specifically refers to a gestalt, which I'm not sure should be a generic greeting. Abaloun the diplomat is temporarily stuck with a generic blank, which, most likely, his blurbs would have to be pieced in individually. Will probably revisit most of these so they will at least have a line except for the horsed npc's.
Re: Lomshir Progress Thread
Hailing on a few outlying npc's, Kahless the Witchhunter and the Forward Guards.
The first handful of quests should be ready, including:
Scorpion Venom and The Manual of Scorpion Keeping. At first, I'm not thinking the mobs need much setup here, because they look kinda packed, but the small scorps are trivials.
The first few Morduma quests, including Fair Salvage, The Morduma, Morduma Totems, and The Foecleaver. Mobs will probably need a little tending around those forts.
Cackling Packhunters and Sharptooth. These will probably also need to be thinned out, they are kind of in clumps, and there are a lot of Sharpteeth, or Sharptooths, whichever.
Now. Sometimes you find strange things, sometimes you don't, and sometimes you do both. As I started looking around, most of the plain seemed quite empty. I found a handful of mobs underground and dug them up, but they're not useful. We have collected the quest on Cobra Coilers, which means it existed at sunset, but the snakes are not there. However, there are a few...similar snakes that could be used, although these are associated with hatchlings and nests which are quest usable items, but I have yet to see any record of what those were used for.
I found, on a rooftop, Grant and Bobby. No dialog is collected for these guys, which is understandable, because they are almost completely unnoticeable without a flyer. They look diplo-ish in about the same way the comedy troupe in Three Rivers does. I have no idea what they're for. I think they might be important for something, because--although I'm too dumb to use a ladder that's right there--it is entirely possible to scale the wall of the end building where the warrior and psi trainers are. You have to jump from rung to rung on the part that looks like a bunch of wooden slats. You should try this.
There are also six wizards standing around the chunk that would have been perfectly easy for anyone to record dialog from, but, they have nothing. I am not sure if maybe they are related to the following things: a single hostile worm mob in the middle of the racetrack. A single sprite mob that nests on the ground inside some plants that most people probably would not see. And a single Leaper (Antelope type) mob that no one could see, because it is stealthed--not by us--and, I believe, stunned. It is very unusual for there to only be *one* of something unless it is for a specific purpose. It may be for a quest that I haven't gotten to yet, and it's possible it might come spilling out of the dialog of someone in an unusual place.
But it still is fairly blank in the area where...those snakes used to be, and more lions and leapers and things like that seemed to have been. I can understand when something slips underground, sometimes I find them up trees or inside rocks, but mostly those are just not existing these days.
The first handful of quests should be ready, including:
Scorpion Venom and The Manual of Scorpion Keeping. At first, I'm not thinking the mobs need much setup here, because they look kinda packed, but the small scorps are trivials.
The first few Morduma quests, including Fair Salvage, The Morduma, Morduma Totems, and The Foecleaver. Mobs will probably need a little tending around those forts.
Cackling Packhunters and Sharptooth. These will probably also need to be thinned out, they are kind of in clumps, and there are a lot of Sharpteeth, or Sharptooths, whichever.
Now. Sometimes you find strange things, sometimes you don't, and sometimes you do both. As I started looking around, most of the plain seemed quite empty. I found a handful of mobs underground and dug them up, but they're not useful. We have collected the quest on Cobra Coilers, which means it existed at sunset, but the snakes are not there. However, there are a few...similar snakes that could be used, although these are associated with hatchlings and nests which are quest usable items, but I have yet to see any record of what those were used for.
I found, on a rooftop, Grant and Bobby. No dialog is collected for these guys, which is understandable, because they are almost completely unnoticeable without a flyer. They look diplo-ish in about the same way the comedy troupe in Three Rivers does. I have no idea what they're for. I think they might be important for something, because--although I'm too dumb to use a ladder that's right there--it is entirely possible to scale the wall of the end building where the warrior and psi trainers are. You have to jump from rung to rung on the part that looks like a bunch of wooden slats. You should try this.
There are also six wizards standing around the chunk that would have been perfectly easy for anyone to record dialog from, but, they have nothing. I am not sure if maybe they are related to the following things: a single hostile worm mob in the middle of the racetrack. A single sprite mob that nests on the ground inside some plants that most people probably would not see. And a single Leaper (Antelope type) mob that no one could see, because it is stealthed--not by us--and, I believe, stunned. It is very unusual for there to only be *one* of something unless it is for a specific purpose. It may be for a quest that I haven't gotten to yet, and it's possible it might come spilling out of the dialog of someone in an unusual place.
But it still is fairly blank in the area where...those snakes used to be, and more lions and leapers and things like that seemed to have been. I can understand when something slips underground, sometimes I find them up trees or inside rocks, but mostly those are just not existing these days.
Re: Lomshir Progress Thread
Still a bit concerned about the non-existent wildlife mobs around here. It makes the place look like a big golf course.
I've set up hailing around the outlying npc's such as Korvaj and the Crimson Legion. Be careful to only use "H" to talk to anyone in the Crimson Legion, they are designed to be in combat with the Haekemish who also spawn there, and so they are attackable if you right-click them. Some of them are also stealthed for some reason.
Put in the quest content for Restive Mariners which is concurrent with The Beacon of Souls and then Selling Souls. Also Nomad Threat, concurrent with Assassinations and Dark Banishing. These are all still launched around Dark Horse Track. Except for Cobra Coilers, so far all the quest mobs in specific locales are there, but across the plains is only the narrow strip of Cacklers and a few Lions. It should be pretty full of animals similar to Qa Riverbank.
I've managed to uncover a substantial handful of material that there was not even a name recorded anywhere in the world. So we actually have a ways to go here with things that can mostly be put into action. Although it will probably run out of solo material and only be group.
I've set up hailing around the outlying npc's such as Korvaj and the Crimson Legion. Be careful to only use "H" to talk to anyone in the Crimson Legion, they are designed to be in combat with the Haekemish who also spawn there, and so they are attackable if you right-click them. Some of them are also stealthed for some reason.
Put in the quest content for Restive Mariners which is concurrent with The Beacon of Souls and then Selling Souls. Also Nomad Threat, concurrent with Assassinations and Dark Banishing. These are all still launched around Dark Horse Track. Except for Cobra Coilers, so far all the quest mobs in specific locales are there, but across the plains is only the narrow strip of Cacklers and a few Lions. It should be pretty full of animals similar to Qa Riverbank.
I've managed to uncover a substantial handful of material that there was not even a name recorded anywhere in the world. So we actually have a ways to go here with things that can mostly be put into action. Although it will probably run out of solo material and only be group.
Re: Lomshir Progress Thread
Set up the quest Horse Wrangler. In this one, you are supposed to spook stolen horses out of their pen. Well, the thing that's in the pens is a "Morduma Horse", which is an object like a pile of hay or a horseberry plant. This means, firstly, they get the sparklies, and second, it's an immovable object. Now. Since, according to the quest, they're really *not* Morduma horses, I may redo this one by replacing them with Lomshiri horses same as at the race track. This way, instead of clicking on a horse and it simply disappearing, you would be able to use the item (a Switch) and then the horse could run towards home.
Also have set up Lair of the Green Witch, including: Pollen Sprite Essence Collection, Overgrowth, Fir Is Murder, Kill the Queen, A Sticky Delivery, An Unpleasant Task, The Source Elixir, and A Rare Find. This one is kind of a transitional dungeon, in that it may be too hard to solo at the level of the quest, but it wouldn't really take a full group either. You could probably come back and solo it in a few levels.
The rest of the chunk around the Crimson Legion Camp/Haekemish Excavation is going to be a good bit harder and probably not soloable at all (maybe the outside parts) at any relevant level. I think that was it for everything from Dark Horse Downs, minus the cobras for Snakes on the Plain. The other cobras with the nests and younglings come up in a further quest.
Oddly, the beach has random wilderness mobs. Still couldn't begin to guess why the chunk as a whole does not.
Also have set up Lair of the Green Witch, including: Pollen Sprite Essence Collection, Overgrowth, Fir Is Murder, Kill the Queen, A Sticky Delivery, An Unpleasant Task, The Source Elixir, and A Rare Find. This one is kind of a transitional dungeon, in that it may be too hard to solo at the level of the quest, but it wouldn't really take a full group either. You could probably come back and solo it in a few levels.
The rest of the chunk around the Crimson Legion Camp/Haekemish Excavation is going to be a good bit harder and probably not soloable at all (maybe the outside parts) at any relevant level. I think that was it for everything from Dark Horse Downs, minus the cobras for Snakes on the Plain. The other cobras with the nests and younglings come up in a further quest.
Oddly, the beach has random wilderness mobs. Still couldn't begin to guess why the chunk as a whole does not.
Re: Lomshir Progress Thread
Just because a spawn is a clicky object, doesn't mean it can't move. Any spawn set as clicky doesn't have the name show above them, but otherwise they're just another mob.
Re: Lomshir Progress Thread
Now this is interesting. I guess these horses are simply the first one I've come across that are the sort of thing that theoretically should be able to move. And well, that concept could spill over to a jug that follows you through the Haekemish Excavation, or all kinds of slightly unusual things.
At least in this case, it means the horses can be given a path towards town instead of disappearing. I would think it would look better if they weren't sparkly; I guess that is sometimes used on little scorpions or snakes you put in a bag, so it's not really all that different, except they're bigger and a bunch in one place. Guess I am more used to the sparkles being on stuff that you're collecting in some way, versus item use (such as the Switch) on a target or location. It's probably not a 100% thing either way.
At least in this case, it means the horses can be given a path towards town instead of disappearing. I would think it would look better if they weren't sparkly; I guess that is sometimes used on little scorpions or snakes you put in a bag, so it's not really all that different, except they're bigger and a bunch in one place. Guess I am more used to the sparkles being on stuff that you're collecting in some way, versus item use (such as the Switch) on a target or location. It's probably not a 100% thing either way.
Re: Lomshir Progress Thread
If you think that's bad, there are sparklies on humanoid NPCs in the Broken Fang Slave Camp in Vault of Heroes.
The thing is that creature and humanoid clicky models still have the same base animations as their NPC brethren. So if you tell a horse to walk or run, it'll walk or run. If you have a jug following you, it's just going to slide around with no default animations. So it would probably just turn and move in some direction.
The thing is that creature and humanoid clicky models still have the same base animations as their NPC brethren. So if you tell a horse to walk or run, it'll walk or run. If you have a jug following you, it's just going to slide around with no default animations. So it would probably just turn and move in some direction.
