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Isle of Dawn Adventuring QA

Adventure planning for the continent of Kojan

Moderators: Moldew, Jakkal

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Jakkal
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Isle of Dawn Adventuring QA
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Post by Jakkal » Mon Dec 17, 2018 4:44 pm

There are some scripts on IOD that need to be updated, so I'll be posting my progress here.

Report to Sixfish - Added new HandleQuestItem function to check and make sure a player has space in their inventory before taking the quest.
Family Tools - Updated the script on the toolbox.
They Hate The Smell - Added HandleQuestItem. Also finally changed the name of the flowers to "Carmellia Flowers" from Camellia Flowers. Seriously that always drove me nuts that it was inconsistent.
Drive Them Back - Added HandleQuestItem
Thief in the Night - Added HandleQuestItem
The Source of Changes - Cleaned up script.
Report to Kiri Tentrees - Added HandleQuestItem
The Village - uses new loot code on the spawns.
An Odd Treasure - Uses new loot code on the spawns. Now dings The Village Obj 3 on Accept instead of when examining the object.
Gateway Termination - Now closing the portals updates the group instead of the individual.
Invading Earth Den - Added HandleQuestItem
Unforgivable - Added HandleQuestItem. Also now updates the group.
Stolen Heirloom - Added HandleQuestItem.
Inform the Magistrate's Representative - Added HandleQuestItem.
Stoned Operatives - Added HandleQuestItem.
Unwilling Reason - Added HandleQuestItem.
Inform The Magistrate - Added HandleQuestItem.
Infiltration, No Box Required - Minor edits, no real functionality changes, just cleaned up the code.
Gather Solid Evidence - Added HandleQuestItem.

NPCs:
Gais Nousa Hobgoblins - All updated with the new spawn loot code
Earth Den Hobgoblins - All updated with the new spawn loot code
Corrupted Shards and Stone Minions - All updated with the new spawn loot code
Hobgoblin Stonecallers - Updated with the new spawn loot code
Ulvari at the Hobgoblin Camp - All updated with the new spawn loot code
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Jakkal
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Posts: 3099
Joined: Tue May 20, 2014 1:59 am
Location: Raleigh, NC
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Tue Dec 25, 2018 12:34 pm

Today's work (I'll add these to the main list when I'm done).

Yes working on VGO is the most fun I could be having at XMas. That is not sarcasm.

The Village - uses new loot code on the spawns.
An Odd Treasure - Uses new loot code on the spawns. Now dings The Village Obj 3 on Accept instead of when examining the object.
Gateway Termination - Now closing the portals updates the group instead of the individual.
Invading Earth Den - Added HandleQuestItem
Unforgivable - Added HandleQuestItem. Also now updates the group.
Stolen Heirloom - Added HandleQuestItem.
Inform the Magistrate's Representative - Added HandleQuestItem.
Stoned Operatives - Added HandleQuestItem.
Unwilling Reason - Added HandleQuestItem.
Inform The Magistrate - Added HandleQuestItem.
Infiltration, No Box Required - Minor edits, no real functionality changes, just cleaned up the code.
Gather Solid Evidence - Added HandleQuestItem.

NPCs:
Gais Nousa Hobgoblins - All updated with the new spawn loot code
Earth Den Hobgoblins - All updated with the new spawn loot code
Corrupted Shards and Stone Minions - All updated with the new spawn loot code
Hobgoblin Stonecallers - Updated with the new spawn loot code
Ulvari at the Hobgoblin Camp - All updated with the new spawn loot code
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Jakkal
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Sat Dec 29, 2018 4:04 pm

Today's work:


NPCs:
The Shotaru - Edited all five for the new loot code (Did not change the quest script)
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Sat Dec 29, 2018 4:11 pm

I believe this is all of the relevant quests on IOD.
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Jakkal
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Fri Jan 04, 2019 2:46 pm

Good news, the devs have given us a new tool to add in mob dropped loot (Not quest loot or random stuff), but the actually loot that named mobs are supposed to drop. I will be adding these to IOD as it's our showcase chunk. It's not really a priority for other chunks at this time. Sorry guys.

Named Mobs:
Glitteracticacookie
Klorar
Tarok
Asak
Darak
Rumblein
Kekvar
Harozda
Dashien
Graveler
Akrisna
Kriksa
Banfei
Hitoki
Rotan
Olsujiks
Kunyi
Iksau
Caiderg
Isa Lao
Kresnak

It always annoyed me that Iku Dai drops no loot. Maybe someday I'll create and add something.
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Jakkal
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Sat May 08, 2021 3:22 pm

I just went through all of IOD to get a baseline for starter area gear rewards.

IOD Questline:

Tentrees Village:
Go to Kiri Tentrees - NO REWARDS
Listen to Kiri Tentrees - NO REWARDS
They Hate the Smell - NO REWARDS
Warming Up - Arms Armor
Go Train - Weapons
Family Tools - Ring
Return to Veteran Sixfish - NO REWARDS
Drive them Back - Bracers
Aide for the Hermit - NO REWARDS
Hobgoblin Menace - Bag
Disturbing the Water - Mask and Fish
The Source of Changes - Belt
Thief in the Night - NO REWARDS
Report to Kiri Tentrees - Dawn Charm
Rendezvous with Eni Jaderiver - NO REWARDS

Eni JadeRiver Crossroads Area/Gai's Nousa


The Village - NO REWARDS
An Odd Teasure - NO REWARDS
Gateway Termination - Gloves

Earth Den Quests:

Invading Earth Den - NO REWARDS
Unforgivable - NO REWARDS
Hobgoblin Patrols - Speed Potion, Necklace
The Tormented Ghost - NO REWARDS
Extinguishing Flames - Earring
Grinding Stones - Ring
Stolen Heirloom - Bag
Lost Charm - NO REWARDS

Eni Jaderiver/Crossroads:
Inform the Magistrate's Representative - Boots, Rope of Twilight (Charm)

Sun Village:

Go Train - Weapons
Return to Elder Wen Starbrook - NO REWARDS
Seek out Lix Luckkin - NO REWARDS
Stoned Operatives - NO REWARDS
Unwilling Reason - NO REWARDS
Discoveries Found - Sun Charm
Inform the Magistrate - Pauldrons

Magistrate's House:

Infiltration, No Box Required - NO REWARDS
Reclaimed Treasures - Mask
Gather Solid Evidence - NO REWARDS
Warn the Priests - Helm

House of Shining Waves:

Knowing is Half the Battle - Necklace
Living on A Prayer - Weapons
The Right Stuff - NO REWARDS
Ascension - Cloak, Dusk Charm
Scout the Isle - Bag
The Shotaru - Ring

Temple of the Ancestors

A Second Chance - Legs
Power Drain - Earring
Beyond the Glass - Chest
The Path to Adventure - Horse
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Jakkal
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Re: Isle of Dawn Adventuring QA
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Post by Jakkal » Sat May 08, 2021 5:38 pm

I posted this on discord but I want a place to keep it handy when I do other starter area item optimization.

ok so the general order of armor is: (This does not exactly follow IOD but it does follow a lot of armor sets in game).
Arms
Bracers
Belt
Gloves
Boots
Helm
Shoulders
Legs
Chest
Cloak
Weapons are given on training quests
Jewelry and bags are given in between.
Charms are given at the end of a quest hub
Most non-IOD style starter areas only have one training quest. We might need to add more. Though most starter towns shouldn't go through three sets of weapons like IOD does. One early on and one a little later should suffice
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