Halgarad Progress Thread
Re: Halgarad Progress Thread
I don't have much time this morning so I thought I would try to update some of Halgarad's quests, since I"m sure I can get them done relatively quick.
Hill Cat Hunt - No Changes.
Passage to Kortella - Updated to Current Standards
Seek the Martyr - Updated to Current Standards
The Trial of Sacrifice - Updated to Current Standards. I had to update the chunk script for this one, and I went ahead and updated it for all the quests that use it. I have not tested those quests yet, that will be forthcoming.
The Trial of Courage - Updated to Current Standards. Updated chunk script (per comment above) works for this quest.
Hunter or Hunted - Updated to Current Standards.
Chasing Down Pups - Quest script wasn't touched. Clickable Wolf Pup was edited slightly. The spawned wolf pup was replaced with a new spawn as the existing one, with it's own script, was causing some issues.
Later notes: Put a named in that Passage to Kortella cave. There should be one in there.
Hill Cat Hunt - No Changes.
Passage to Kortella - Updated to Current Standards
Seek the Martyr - Updated to Current Standards
The Trial of Sacrifice - Updated to Current Standards. I had to update the chunk script for this one, and I went ahead and updated it for all the quests that use it. I have not tested those quests yet, that will be forthcoming.
The Trial of Courage - Updated to Current Standards. Updated chunk script (per comment above) works for this quest.
Hunter or Hunted - Updated to Current Standards.
Chasing Down Pups - Quest script wasn't touched. Clickable Wolf Pup was edited slightly. The spawned wolf pup was replaced with a new spawn as the existing one, with it's own script, was causing some issues.
Later notes: Put a named in that Passage to Kortella cave. There should be one in there.

Re: Halgarad Progress Thread
Today's work:
Pooch on the Loose - Quest script updated with new loot handling code. Added in POIs for the two guardtowers as this is a newbie quest and I think brand new players would have difficulty finding the towers without the POIs.
The Lobo Hunt - Updated to current standards.
Hillshadow - Updated to current standards.
Speak to Bjorn - Updated to current standards.
Blackribbon Venom - Updated to current standards. Quest script updated with new loot handling code. Mob script updated with new loot dropping code.
Speak to Karm - Updated to current standards.
Spirit Speaker - Updated to current standards.
Spirit Bond - Updated to current standards. Updated all the NPC scripts as well.
NOTE TO SELF: Blackribbon Venom is super confusing in that you do the quest, but you turn in with a guy inside. He doesn't give you any other quests. But you have to go back to Blackribbon Venom's questgiver for the next quest, which just sends you off to someone else. I think maybe Blackribbon Venom should be turned in with the original questgiver, with a second quest to give to the guy inside the shack. Then proceed from there.
Pet Wolf Pup: Edited this wandering wolf pup so that he uses the polygon method of random movement - thus actually staying in his pen.
Pooch on the Loose - Quest script updated with new loot handling code. Added in POIs for the two guardtowers as this is a newbie quest and I think brand new players would have difficulty finding the towers without the POIs.
The Lobo Hunt - Updated to current standards.
Hillshadow - Updated to current standards.
Speak to Bjorn - Updated to current standards.
Blackribbon Venom - Updated to current standards. Quest script updated with new loot handling code. Mob script updated with new loot dropping code.
Speak to Karm - Updated to current standards.
Spirit Speaker - Updated to current standards.
Spirit Bond - Updated to current standards. Updated all the NPC scripts as well.
NOTE TO SELF: Blackribbon Venom is super confusing in that you do the quest, but you turn in with a guy inside. He doesn't give you any other quests. But you have to go back to Blackribbon Venom's questgiver for the next quest, which just sends you off to someone else. I think maybe Blackribbon Venom should be turned in with the original questgiver, with a second quest to give to the guy inside the shack. Then proceed from there.
Pet Wolf Pup: Edited this wandering wolf pup so that he uses the polygon method of random movement - thus actually staying in his pen.

Re: Halgarad Progress Thread
Today's Work:
Further Training: Updated to current standards. Edited objectives to match data from Live. I tested each quest to make sure they all worked but since my GM toon is a rogue, I could only test the rogue quest the way it was meant to be. I also need to add in the missing classes so they get further training as well.
Further Training: Updated to current standards. Edited objectives to match data from Live. I tested each quest to make sure they all worked but since my GM toon is a rogue, I could only test the rogue quest the way it was meant to be. I also need to add in the missing classes so they get further training as well.

Re: Halgarad Progress Thread
Today's Work:
Training: Updated to current standards. Tested to make sure each quest works but did not test on each archetype to make sure the players get the proper quest for their archetype.
Further Training: I had to make all the missing class trainers, their hail script, set them up as trainers, create all the missing class quests for "Further Training", put them on the original questgivers, and make sure the new classes could be turned in. Also set up the Monk trainer to give the level 15 Monk subclass quest starter. So yeah, all that's been done and that took a while to set up. Still need t ofind the quest that comes after Further Training. I'll need to update that with the new pre-req quests. I tested every quest to make sure that after taking it, it could be turned in with the proper trainer (And POIs pointing to them). But I did not test it with every class to make sure the questgiver will give the right class the proper quest. I will leave that up to testers to let me know if anything doesn't work).
Rites of Passage: Updated to current standards
The Trials of Life: Updated to current standards
Cottonwings: New loot handling code
Call of the Giant: New loot handling code
The Dice Man: New loot handling code. New loot code on Mobs.
The Tattered Note (Part 1): No longer removes the note if you abandon the quest, as the note is what gives you the quest.
The Tattered Note (Part 2): New loot handling code. New loot code on Mobs.
The Southern Outpost - Server crashed when I was in the middle of redoing this one. So I'm not sure if it works. And I don't know if the server will be back before I need to get to bed. So right now this quest might not be working.
Note to self: After Further training, there is no quest that leads you to the next questgiver location. That needs to be added. Further Training should also have some of the class specific gear rewards on it when we get to the item review pass.
Other:
Halgarad and Derogar's Post are set up as Rest XP areas.
Named Mobs:
Juggernaut Sayter (Broken Fang gnoll)
Training: Updated to current standards. Tested to make sure each quest works but did not test on each archetype to make sure the players get the proper quest for their archetype.
Further Training: I had to make all the missing class trainers, their hail script, set them up as trainers, create all the missing class quests for "Further Training", put them on the original questgivers, and make sure the new classes could be turned in. Also set up the Monk trainer to give the level 15 Monk subclass quest starter. So yeah, all that's been done and that took a while to set up. Still need t ofind the quest that comes after Further Training. I'll need to update that with the new pre-req quests. I tested every quest to make sure that after taking it, it could be turned in with the proper trainer (And POIs pointing to them). But I did not test it with every class to make sure the questgiver will give the right class the proper quest. I will leave that up to testers to let me know if anything doesn't work).
Rites of Passage: Updated to current standards
The Trials of Life: Updated to current standards
Cottonwings: New loot handling code
Call of the Giant: New loot handling code
The Dice Man: New loot handling code. New loot code on Mobs.
The Tattered Note (Part 1): No longer removes the note if you abandon the quest, as the note is what gives you the quest.
The Tattered Note (Part 2): New loot handling code. New loot code on Mobs.
The Southern Outpost - Server crashed when I was in the middle of redoing this one. So I'm not sure if it works. And I don't know if the server will be back before I need to get to bed. So right now this quest might not be working.
Note to self: After Further training, there is no quest that leads you to the next questgiver location. That needs to be added. Further Training should also have some of the class specific gear rewards on it when we get to the item review pass.
Other:
Halgarad and Derogar's Post are set up as Rest XP areas.
Named Mobs:
Juggernaut Sayter (Broken Fang gnoll)

Re: Halgarad Progress Thread
Today's work:
The Southern Outpost - Checked to make sure it all works. Also added some flavor text to some of the skeletons around. Not sure if they had another purpose but seems like they should be included here.
Vile Paws - Updated with new loot handling code.
Sending a Message - Updated to current standards
Broken Fang Pawns - No changes. (Arms armor for quest reward)
Broken Fang Instructors - No Changes
Tooth and Nail - Updated to current standards. Added Juggernaut Sayter to the kill list for Juggernauts.
Wallflowers - Updated scripts to current standards.
The Alpha - Updated scripts to current standards.
Brute Force - Updated to current standards. Added Juggernaut Sayter to the kill list (Why are there two kill quests for Juggernauts?)
Into the Den - No changes
Other:
Added loot table to Juggernaut Sayter
The Southern Outpost - Checked to make sure it all works. Also added some flavor text to some of the skeletons around. Not sure if they had another purpose but seems like they should be included here.
Vile Paws - Updated with new loot handling code.
Sending a Message - Updated to current standards
Broken Fang Pawns - No changes. (Arms armor for quest reward)
Broken Fang Instructors - No Changes
Tooth and Nail - Updated to current standards. Added Juggernaut Sayter to the kill list for Juggernauts.
Wallflowers - Updated scripts to current standards.
The Alpha - Updated scripts to current standards.
Brute Force - Updated to current standards. Added Juggernaut Sayter to the kill list (Why are there two kill quests for Juggernauts?)
Into the Den - No changes
Other:
Added loot table to Juggernaut Sayter

Re: Halgarad Progress Thread
Today's Work:
Two Eyes for an Eye - Updated the quest script to the latest version. The mob scripts had already been updated.
Undead Animals - Updated to current standards. Note: Glove Reward on this one.
Fire - Flipped Objective Order. Note: Leg reward here
Necromantics - Updated with the current loot handling code.
Bone Samples - Updated with the current loot handling code.
The Corrupted Brain - Updated with the current loot handling code.
Strange Business - updated to current standards. As a note, this quest is stupid. For this quest, you have to go into a house that Darkmage Xyxl is in. It even says it in the quest text of the next quest, that you need to go back to the house where you saw the Darkmage and kill him. Why is this stupid? Well what do players do when they see a named mob? At the very least what do players do when they wander in and aggro a red mob? They kill it. So then you go into the house of Darkmage Xyxl, kill him, then return to Shaman Krat to turn in "Strange Business". Then you get the quest "The Darkmage". And what does that quest entail? You kill Darkmage Xyxl. But you already did that. So I just think these two quests are dumb and we should really revisit this later.
The Darkmage - Updated with current loot handle code. See above comment for why these two quests are stupid.
Releasing the Cursed - Updated to current standards.
The Shield - No Changes
Halgar's Sword - No Changes
Shaman Krat (This is a quest name, not just the NPC) - No Changes
The Southern Gate- No Changes
Broken Fang Threat - Updated to current standards.
The Story of Halgar - Updated to current standards.
Call from the High Warchief - No Changes
Warchief's Aid - Added Prereq. Updated to current standards. Edited objective to match data from Live. Added current loot handling code
Vengeance - No Changes
Named:
Earthbinder Kalaw (Second Broken Fang Camp)
Kulut (Second Broken Fang Camp)
Bloodhowler Kaulror (level 8ish)
There's another named int he bloodhowler encampment but it didn't spawn for me so I never caught the name.
Two Eyes for an Eye - Updated the quest script to the latest version. The mob scripts had already been updated.
Undead Animals - Updated to current standards. Note: Glove Reward on this one.
Fire - Flipped Objective Order. Note: Leg reward here
Necromantics - Updated with the current loot handling code.
Bone Samples - Updated with the current loot handling code.
The Corrupted Brain - Updated with the current loot handling code.
Strange Business - updated to current standards. As a note, this quest is stupid. For this quest, you have to go into a house that Darkmage Xyxl is in. It even says it in the quest text of the next quest, that you need to go back to the house where you saw the Darkmage and kill him. Why is this stupid? Well what do players do when they see a named mob? At the very least what do players do when they wander in and aggro a red mob? They kill it. So then you go into the house of Darkmage Xyxl, kill him, then return to Shaman Krat to turn in "Strange Business". Then you get the quest "The Darkmage". And what does that quest entail? You kill Darkmage Xyxl. But you already did that. So I just think these two quests are dumb and we should really revisit this later.
The Darkmage - Updated with current loot handle code. See above comment for why these two quests are stupid.
Releasing the Cursed - Updated to current standards.
The Shield - No Changes
Halgar's Sword - No Changes
Shaman Krat (This is a quest name, not just the NPC) - No Changes
The Southern Gate- No Changes
Broken Fang Threat - Updated to current standards.
The Story of Halgar - Updated to current standards.
Call from the High Warchief - No Changes
Warchief's Aid - Added Prereq. Updated to current standards. Edited objective to match data from Live. Added current loot handling code
Vengeance - No Changes
Named:
Earthbinder Kalaw (Second Broken Fang Camp)
Kulut (Second Broken Fang Camp)
Bloodhowler Kaulror (level 8ish)
There's another named int he bloodhowler encampment but it didn't spawn for me so I never caught the name.

Re: Halgarad Progress Thread
Okay, that's all the Halgarad quests except the Okhnom's stuff. That's a little different and although I think it needs to be updated with the new code, it's not something I want to touch right now.

- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Halgarad Progress Thread
Ok, came to chunk to fix missing parleys, but this chunk needs also content attention. After first quick run:
1. need to change random movements - mostly not set well (hilly places), mobs are walking through the obstacles etc
2. found more spawns of one NPC, have to check others
3. mobs placement - need to fix that, some vast areas are absolutely bare, some areas are populated with mixed mob types together on a few square meters; also found mobs prolly ready to be combined
4. Shields (guards) are not showing the direction when asked, need to create proper script
5. Rhinos should not be moving within tree and hut area (stuck in trees etc)...dtto Behemoth ones
6. Hailing/Greetings must be fixed - there are still NPCs saying "I'm still recovering from the sunset!"
7. Pathers don't stop when hailed - need to add PauseMovement to their scripts
8. So far no NPC's animation found
9. There are almost no mobs within the south side of the chunk, so the task is to repopulate this place somehow, especially the bottom half.
Update: while the south side is lifeless, the north side is a mess.
10. POI's - must be added as well
1. need to change random movements - mostly not set well (hilly places), mobs are walking through the obstacles etc
2. found more spawns of one NPC, have to check others
3. mobs placement - need to fix that, some vast areas are absolutely bare, some areas are populated with mixed mob types together on a few square meters; also found mobs prolly ready to be combined
4. Shields (guards) are not showing the direction when asked, need to create proper script
5. Rhinos should not be moving within tree and hut area (stuck in trees etc)...dtto Behemoth ones
6. Hailing/Greetings must be fixed - there are still NPCs saying "I'm still recovering from the sunset!"
7. Pathers don't stop when hailed - need to add PauseMovement to their scripts
8. So far no NPC's animation found
9. There are almost no mobs within the south side of the chunk, so the task is to repopulate this place somehow, especially the bottom half.
Update: while the south side is lifeless, the north side is a mess.
10. POI's - must be added as well
Last edited by Jehlicka on Wed Mar 10, 2021 2:35 pm, edited 4 times in total.
- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Halgarad Progress Thread
Notes - to fix later:
1) loc 49925,80554, 38104 place with five NPCs without script standing by the road --have to find their role (diplo?)
Update: NPCs scripted, Ltn. Einemirea is Diplo quest giver: Raising Morale (5059,5061), not set yet.
2) Search for mobs left within bottom part. So far found:
- Minguak Matriarch (.move 12841 94659 37904)
- Broodwing
- Basilisk
- Mountain prowler (all three .move -67196, 67432, 34911)
3) Nameds Kosgard the Mad and Winter (wolf) should prolly be pathers, wolf follower.
4) Bloodhowler camp (.move 34987, 62239, 44547) needs to be redone, dtto second camp (.move -14105, 57278, 39629)
Updated - reagrding the missing mobs:
I found out where Gragory made a mistake three years ago. He erased all the mobs, leaving only one copy of each - and combined them. Logically, he could no longer make more copies of such a combined mob, so he left the work unfinished. I am not happy.
1) loc 49925,80554, 38104 place with five NPCs without script standing by the road --have to find their role (diplo?)
Update: NPCs scripted, Ltn. Einemirea is Diplo quest giver: Raising Morale (5059,5061), not set yet.
2) Search for mobs left within bottom part. So far found:
- Minguak Matriarch (.move 12841 94659 37904)
- Broodwing
- Basilisk
- Mountain prowler (all three .move -67196, 67432, 34911)
3) Nameds Kosgard the Mad and Winter (wolf) should prolly be pathers, wolf follower.
4) Bloodhowler camp (.move 34987, 62239, 44547) needs to be redone, dtto second camp (.move -14105, 57278, 39629)
Updated - reagrding the missing mobs:
I found out where Gragory made a mistake three years ago. He erased all the mobs, leaving only one copy of each - and combined them. Logically, he could no longer make more copies of such a combined mob, so he left the work unfinished. I am not happy.