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Dargun's Tomb Progression Thread

Adventure planning for the continent of Thestra

Moderators: Moldew, Jakkal

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Jakkal
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Re: Dargun's Tomb Progression Thread
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Post by Jakkal » Thu Jul 04, 2019 5:59 pm

There's still a bug with the final event, but it's cosmetic and something easily ignorable for now. The devs have already fixed it, but it won't be live until the next server update. So Dargun's Tomb, quest wise, should be ready for testing.

Please note: The dungeon has not been cleaned up yet. There are mobs all over the place. They're on top of each other. It's really a mess. We don't like to cleanup dungeons so quickly because we feel like a lot of planning needs to go into setting up the placements and pathers. So that will be done later. Also, very little was collected beyond the rock barrier, so it's mostly empty after that first set of stairs. Again, that's part of cleanup. So you'll go from areas that are just swamped to nothing.

If the mobs are making it too hard to get through, just turn off Proximity Aggro with /say .aggro off
You will still social aggro mobs, so be careful of what and where you're pulling.

A note regarding the final event:

#1. I cannot change Dargun's Health and I know it's way too high. It takes forever for the mobs to kill him, and this doesn't really encourage players to do much about it. I'm afraid I can't change it and until I can, you'll just have to deal with him being a really tough dwarf.

#2. The time between spawns is just our best guess. I expect to tweak the entire thing when the mobs have proper HP, abilities, attributes, etc. But for right now you should just judge it on the fact that there are are 4 waves, they should spawn, you should be able to hit them once they start attacking Dargun, etc.
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Jehlicka
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Re: Dargun's Tomb Progression Thread
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Post by Jehlicka » Sun Sep 22, 2019 6:03 am

Update:
Upper floor almost done based on original video mapping. Need to deal yet with BRAK BREAKNOSE and with the empty rooms, where raid mob used to be. As discussed via Discord, I leave empty rooms as it is.
Base floor is my next to do.
One change made - I did not like the random spwan of both bat nameds (Tervil and Tervol) when they could spawn both next to each other (e.g. next to stairs), for it does not make a sense. I placed each of them on a different side of the belfry. The quest ID4464 Bats in the Belfry now has also named hunting aspect.
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