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Isle of Dawn Progress Thread

Adventure planning for the continent of Kojan

Moderators: Moldew, Jakkal

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Acleacius
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Joined: Mon Jun 05, 2017 5:03 am
Re: Isle of Dawn Progress Thread
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Post by Acleacius » Sat Jun 10, 2017 9:00 pm

Thanks for all your work on this, great job!

I noticed something happen on two different toons, two different classes. At the temple, after talking Zalaz then returning for quest turn in at the entrance. We are required to kill, to get blood on us to fool the portal. If you kill the mobs before you get hit or attack them first, you don't get registered as getting blood for kills. So basically the weak light armored classes like Necro or Sorc have to actually go up and get aggro hit, then kill them to get registered for Blood update. Melee classes don't have this issue afaik.
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OncaLupe
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Re: Isle of Dawn Progress Thread
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Post by OncaLupe » Sat Jun 10, 2017 10:00 pm

The blood is randomly applied when you kill mobs, you don't have to get hit for it. I double checked by one-shotting mobs with my ranger.
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Xinux
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Re: Isle of Dawn Progress Thread
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Post by Xinux » Sat Jun 10, 2017 10:07 pm

[quote="Acleacius"]Thanks for all your work on this, great job!

I noticed something happen on two different toons, two different classes. At the temple, after talking Zalaz then returning for quest turn in at the entrance. We are required to kill, to get blood on us to fool the portal. If you kill the mobs before you get hit or attack them first, you don't get registered as getting blood for kills. So basically the weak light armored classes like Necro or Sorc have to actually go up and get aggro hit, then kill them to get registered for Blood update. Melee classes don't have this issue afaik.[/quote]


When was this happening? I just went through there and did the quest 3 times with my sorcerer one shoting them and it gave me the blood just fine without me physically hitting them or them physically hitting me.
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Acleacius
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Re: Isle of Dawn Progress Thread
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Post by Acleacius » Sun Jun 11, 2017 11:18 am

It was happening to me yesterday on my Sorc, 6/10/17. I remember it was intended to be random, also. Guess I could be doing something incorrectly, if it just worked for you. In my previous run, I started investigating when it didn't update after at least 10 kills. So it stood out for me on 6/10 and I immediately started going up to each mob letting it hit me first, to get updates. Is it possible there's a different randomizer for melee verses ranged?
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OncaLupe
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Re: Isle of Dawn Progress Thread
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Post by OncaLupe » Sun Jun 11, 2017 11:27 am

No, there's just one random chance on mob death, no matter how it dies.
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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Jun 11, 2017 11:58 am

I've run this quest on non-GM toons for all the casters, all the meleers, disciple, BM, and shaman. You need three blood updates to get the quest objective to complete. Sometimes I can get those just running down the hallway to the elevator. Other times I've had to clear the entire temple three times to get the updates.

It's just super random sometimes.
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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Thu Jan 11, 2018 10:21 pm

I've scripted "The Tenby Cage" so that it spawns the pet Tenby now. Just to note, in Live VG they did a thing where you click on the fluff pet's item and it would go from a 'full' or 'occupied' item to an empty item. We don't know why they did this, but most of us hated it. We don't do that on VGO. So I changed the name of "Full Tenby Cage" to "The Tenby Cage" and you can use it to summon and despawn the tenby pet at will.

Also I had to change the Faction for Hobgoblin Overseers (Swamp ones) as they should not be aggro, nor should they social. Unfortunately this means they no longer give faction when you kill them. Hopefully this can be fixed in the near future.

I also had to change the 3 dot hobgoblin warriors, as they are not part of the Gai's Nousa quests, they actually exist to protect the player doing the crafting quests. We left them up because we haven't touched anything related to crafting yet. They shouldn't be aggroing the players though, so their faction was changed to the same as Boofa's.
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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Sun Jan 28, 2018 2:20 pm

I have added the parley "The Biggest Fan" to the NPCs around Slappy. There was no way for me to get the parley to show up if it wasn't part of a quest or a civic parley. So I set it to be a civic parley. If you win the parley, you'll be given Slappy's Whistle

BUT NOTE:

There is currently no functionality to make everyone within range dance. SO THAT IS NOT IMPLEMENTED YET. I also cannot find the animation that plays the music. Until I find that, Slappy will be blissfully silent.

If we get a lot of bug reports about the above, I will have to shutdown the whole thing (Parley, item, etc) as we don't want to give people the impression that we're setting up buggy stuff.
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Jakkal
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Re: Isle of Dawn Progress Thread
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Post by Jakkal » Mon Jan 29, 2018 1:28 pm

Did more work to Slappy. Something is up with him that's beyond my control. Sometimes he'll start dancing as soon as you spawn him, but most of the time he won't start dancing until a 5 second delay. He shouldn't do that. The devs will have to look into it, I think.
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Nodoskaar
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Re: Isle of Dawn Progress Thread
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Post by Nodoskaar » Sun Apr 18, 2021 2:47 pm

General:
1. Sometimes in the Xao Marshlands, while you are swimming you will suddenly leap out of the water and fly forward a few meters.
2. I had other notes but they all seem to be related to the geo-location project or were mentioned as things you are aware of so I left them out.
Adventuring:
1. When walking around the outside of the Earth Den you are able to trigger the dialogue and acquire the quests from the ghost inside the Earth Den.
2. One time the when the rented pegasus timed out on me, I was close to a mountain and the feather fall didn't trigger the feather fall. I slid down the mountain side and splattered on the ground below, dying. This was particularly amusing!
Class:
1. Nothing in my notes are unknown that I can see.
Crafting:
1. After completing the quest "Ulvari Investigation", when turning in for the reward I was only able to select from the first or last options. The others did not work.
2. The quest "More Items for Yoshin" requires you to have 2 weighted metal ribbings, 2 rugged leather linings, or 2 weighted wooden grips. The problem is that you can take paths do not give you access to the raw materials needed to make these items. For instance, taking reaping and quarrying would leave you unable to get the necessary components. There are quests that offer you raw materials outside of your normal realms of gathering but it is possible to not have enough materials to complete this quest. I didn't test it but I assume you could skip it, run around doing other quests and things, and then come back to it. I dropped one of my harvesting skills, gathered the materials necessary, and then switched them back. This is not much fun and tedious to boot.
3. During the quest "More Weapons for Dosha" , when you come to the part of the quest to exchange items with Dosha, she does not have a shield, compass marker, or other indicator that she is where you need to go next. It should be fairly obvious if you read the entire quest, but she is off to the side and you a click through player you might be lost for a bit on this one.
Diplomacy:
1. They tell you at the start of the tutorial that all people start with Domestic presence, which is untrue currently.
2. The quest "Pillars of Harmony" has bubbles and compass markers for for every NPC involved in the quest except Lix Luckkin.
3. While conversing with the magistrate's supporters during the quest "Monster's Tea Party" it would open the pop up box asking you if you really wanted to leave the conversation randomly.
4. In the quest "Cleansing the Village" the Vothdar priest next to Zhou Dragonfall offers the quest to you even though you already have it. He also possesses the same title as one of the NPCs mentioned in the quest, although Zhou gives them to you by proper name during the conversation. It might be better to change it to have you look for the them by proper name to avoid confusion. It shouldn't be necessary to code compass point bubbles for them since they are all outside the gate about 10 feet away.
5. Two of the earliest quests you can obtain are "Sun Cho's Research" and "Poems of Magic" but they are locked behind the need to have 10 academic presence. This is odd and inconsistent with the rest of the quests in the area. There are quests in the area that are accessible without presence. You can get around it by activating the Nod and Smile buff or by or continuing on with the quests and coming back after you get the necessary equipment from the House of the Shining Waves.
6. When activating the buffs it will occasionally not move the completion number forward. I was able to complete back to back wins within moments of one another and the number would go not advance.
7. The presences do not advance when you win conversations.
Harvesting:
1. Again, nothing that is not already known.
Race:
1. Only one comment I would make it that having all classed open to all races is quite nice. I am playing an Orc Paladin on the Isle of Dawn and love the role-playing possibilities.
Thoughts:
1. This area is recreated very well.
2. Most quests have bubbles that add compass points, they are missing 1 or 2 targets for their quest. Some are completely missing these, it would be nice if these were all uniform if possible.
3. There are ambiguities in some of the quests, particularly in the crafting line. It would be nice if when need to make an item that it would be indicated in the pop up.
4. Speaking of pop ups, whomever is responsible for the pop ups you get when you scroll over the quests deserves pizza! I love these and do not recall them from the original game. I have played a horde or RPGs and MMOs and could have just forgotten but these are fantastic.
5. I will make another run at this area at a later date.
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