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Tursh QA

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Tursh QA
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Post by Jakkal » Sun Aug 20, 2017 3:48 pm

Now that we've been at this a while, we have a lot more resources at our disposal, I'm going to go back through Tursh. By "Tursh", I mean, the human starter area, not the Halflings. We'll get to them eventually, but the human starter area was a much bigger deal. I want Tursh to be as complete as IOD before I finish. So let's start at the beginning.


The Quests:
Restless Farmers: Complete. Updated to current standards. Added Healer and Psi bracer reward. Fixed rewards so that they are class specific.
Hugh's Missing Ring: Complete. Updated to current standards. Updated the scripts on the Risen Farmers as well.
Nobody Expects the Arcane Inquisition: Complete. Updated to current standards. Edited objective to match data from live (No objective in this case).
Light Fighter Training: Complete. Updated to current standards. Made sure the rewards were class specific. Had to create rogue weapons (Thestran Style) as they were missing.
Healer Training: Complete. Updated to current standards. Healer weapons were missing so I needed to add them to the quest rewards.
Spellcaster Training: Complete. Updated to current standards. Psi weapon was missing so I added it to the quest rewards.
Heavy Fighter Training: Complete. Updated to current standards. Warrior weapons were missing so I added them to the quest rewards.
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Jakkal
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Re: Tursh QA
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Post by Jakkal » Tue Aug 22, 2017 6:28 pm

I forgot to post Yesterday's work since there wasn't much of it:

Back to the Head Inquisitor: All four versions are complete and updated to current standards.
Zelser's Journal: Updated to current standards. Edited Untamed Tome script slightly for more random variation in the quest drops. Removed hail function from Untamed Tomes.
The Missing Hook: Complete. Updated to current standards. Updated the script on the Unnatural Beasts.
The Origin of Imps: Complete. Updated to current standards. Updated the script on Minor and Lesser rift imps.
Search the Academy: Complete. Updated to current standards. Updated object script as well. Added rewards that were missing from the quest. Set up so the rewards should be class specific. Didn't get a chance to test with all classes, however.
A Grave Brownie Threat : Complete. Updated the prereq quest to the last one in the area before this one pops up. (Since it sends you off to another quest area).
Dire Tidings: Complete. This one didn't need any work done to it except the reward is the "Sun Charm". I realize that SOE wanted to make things "Equal" with Tursh, Khal, and Tanvu as their new starter areas, but they shouldn't mention IOD specific areas. We're going to look into making some generic charms for the other starter towns. I'm not going to do that tonight though. Maybe tomorrow if Xinux is okay with it.
Constructs of Doom: Complete. Updated to current standards. Edited objective to match data from Live.
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Re: Tursh QA
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Post by Jakkal » Wed Aug 23, 2017 2:01 pm

Today's work:

Dire Tidings: Complete
Assist the Investigator: Complete. Removed the "speak to" objectives. The hint to speak with Alphonse is so people don't miss out the quest "Brave Student", but it's not a requirement.
Thieving Foxes: Complete. Edited objective to match data from live.
They Aren't Us: Complete. I didn't need to do anything to the quest, but I did fix the typo in the Redcap names. Delerious Redcaps are now known as Delirious Redcaps.
Windmill Clues: Complete. Edited objective to match data from live. Updated the journal script. Rewards are now class specific and should be available for every class.
Take Back the Mill: Complete. Updated to current standards. Rewards are now class specific and should be available for every class.
Failings of the Mayor: Complete. Updated to current standards. Updated the food basket object script.
Brave Student: Complete. Fixed an issue with the turn-in NPC's dialogue.
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Re: Tursh QA
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Post by Jakkal » Thu Aug 24, 2017 8:49 pm

Tonight's work:

Research Recovery: Complete. Quest itself works fine. Updated the script to current standards. Had to go through every single script of the Redcaps because they all needed updating. But it's set up. The drop rate of the temporine tracker is kinda low since it's just one item, but all the 2 dot redcap mobs should have a chance to drop it. So just plow away and you'll get it.
Report to Velman: Complete. Checks out. Didn't need to do anything.
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Re: Tursh QA
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Post by Jakkal » Fri Aug 25, 2017 7:48 pm

Tonight's work:

Further Training - Light Fighter: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific.
Further Training - Spellcaster: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific.
Further Training - Healer: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific.
Further Training - Heavy Fighter: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific.
Back To Velman Light Fighter: Complete. Just needed to update the script to our current standards.
Back To Velman Heavy Fighter: Complete. Just needed to update the script to our current standards.
Back To Velman Healer: Complete. Just needed to update the script to our current standards.
Back To Velman Spellcaster: Complete. Just needed to update the script to our current standards.

Note: The above quests don't list the archetype in the name. But there are four different quests so I'd rather differentiate them this way for reference purposes.

Missive to Tursh: Complete. Had to redo the Objectives to match the data we have from Live.
Shimmerleaf Turmoil: Complete. Just needed to update the script to our current standards.
Fearsome Constructs: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific.
Destroy Horror's Source: Complete. Quest itself didn't need any work, but I had to set up all the quest rewards and make them class specific. Also noticed the monk only helm had *energy* on it. I don't buy this stuff that devs put useless stats on things on purpose to make you think about what you want to use. Putting energy on a monk only starter item just tells me you don't know what you're doing. I changed it to add HP instead. Also noticed that monk gear seems to be exactly like rogue gear, which none of the other classes seem to mirror each other. Did they just copy the rogue's gear for the monk?

I intend to look through the rest of the starter monk gear later and make sure it has no absolutely useless stats on it, none of the other classes have to endure this.
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Re: Tursh QA
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Post by Jakkal » Sat Aug 26, 2017 1:46 pm

Today's Work:
No Fish for Tursh: Complete. Fresh Apple Cider has been scripted to give +10 intelligence for 10 minutes.
Boars in the Balance: Complete. Didn't really need to change anything. I did script the Tursh Steak to give you +10 vitality for 10 minutes.
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Re: Tursh QA
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Post by Jakkal » Sun Aug 27, 2017 9:36 am

Today's work:

I went back and redid the leader/follower setup for the Tursh Boars. I also set up the adult boars (not the whelps) to be skinnable. And then I also added loot to Longtusk's loot table.

Brownie's Magic: Complete

So You Want A Revolution: I redid this one a bit, requiring that you do it the brownie way. I've also set up a repeatable version of Brownie's Magic that should only be available when you're on the Revolution quest, but currently the code to only offering it when you have another quest is not working as intended. So I've got to wait for the devs to look into that for me. Until then it will be infinitely repeatable.
Bearer of Bad News: Complete. Removed unnecessary objective.

Preparing for the Road Ahead (All Archetypes): Complete. Rewards are set up and are now class specific. Only checked on rogue, disc, sorc and paladin though. Let me know if other classes have problems.

Back to the Inquisition (All Archetypes): Complete. Didn't do much to it, just removed the archetype name from the quest name.

Mostly I cleaned up spawnscripts today. With some of the new coding features available to us, I was able to drastically reduce the number of scripts being used in Tursh. I don't know if that will affect lag or anything, but it is nice to get things cleaned up and efficient.
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Re: Tursh QA
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Post by Jakkal » Tue Aug 29, 2017 7:22 pm

Tonight's work:

Liorana's Assistant: Complete.
Stray Chicken: Complete. Updated the back end stuff slightly
Saving the Baron's Deer: Complete. I still need to rescript the movement of the deer so that the fawns follow their mothers.
Needle in the Hay: Complete. Edited the objective to match data from live.
Another Needle in the Hay: Complete. Edited the objective to match data from live.
Unconventional Materials: Complete. Didn't have to touch the quest, but I did edit the mobs related to the quest. Added Tainted Sap and Aged Maplelynn treants to the list and adjusted the drop rate so they don't drop everytime.
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Re: Tursh QA
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Post by Jakkal » Wed Aug 30, 2017 6:07 pm

Tonight's Work:

Unusual Hobby - Cleaned up the script. Will set up the reward (food item) soon.
Feeding the Hounds - Cleaned up the script. Will set up the reward (food item) soon.
A Study of Time - Complete. Somehow missed this through my first runthrough. Only minor edits to this.
The Nature of an Eye - Complete. Didn't make any changes.
Introduction to Crafting - I've set this up so it cannot be taken. Having this up confuses some players, makes them think crafting is in game when it isn't. We will enable this when crafting is available.
Rare Bear - Complete.
Unnerving Removal - Complete.
Wolf Hunt - Complete.

I did not get a chance to do Riftseeker's Destruction yet, but I did set up all the legs armor to be class specific.

Note to self: Set up the Cockatrice babies to follow the mothers around when you get to that part.
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Re: Tursh QA
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Post by Jakkal » Thu Aug 31, 2017 9:07 pm

Tonight's Work: Thursdays are really bad for me as far as free time goes, so didn't have time to do much, I just wanted to make some notes:

Riftseeker Destruction: Complete. I would like to set this up so there is some kind of visual cue that it worked other than the quest objective ding. I put a note in the script for it.

The candles are really wonky when it comes to turning in and getting the new quests. I need to find some way to smooth the transition.
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