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Khal/Cliffs of Ghelgad QA Pass

Adventure planning for the continent of Qalia

Moderators: Moldew, Jakkal

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dhew
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by dhew » Sun Jul 01, 2018 3:43 pm

Good work Jakkal.
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Zukan
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Zukan » Sun Mar 15, 2020 5:25 pm

Jakkal wrote: ↑Sat Jun 09, 2018 4:52 pm Something has to change on it, because this is a level 7 quest. It's an 'introduction to Vanguard" kind of quest for new players. New players are not going to know to look for the shark and will, instead, assume that something is wrong. Too many players assume something is bugged before assuming they should try something else to complete a task. Vault of Heroes has a similar quest with a yeti and they at least tell you that you have to hunt it down. So the quest text either needs to tell you to hunt it down, or the path needs to be shortened.

I knew he had a huge path and that he's up and swimming around, and it still took me several minutes using /tar matu to find it. This is not acceptable for a newbie quest. Might be fine for all us old timers that know to try other things. But for new players, this is their introduction to quests, they should be told to look around, high and low. So when they get to later level quests, they know to look instead of expecting everything handed to them.
Just wanted to add my two cents on this as well.

I just did Matu-Makas and not having knowledge of the quest going into it I was a little confused. The only way I found him was searching the forums and reading Jakkal's post about spamming the target macro. Even still I was swimming around aimlessly not sure where he might be. This being such a low level quest you move pretty slow and have to come up for air. It's not like there is anything interesting to see down there either.

I agree with changing something with it. I like the idea of having him spawn by proximity. Or if you can edit the quest so you have to chum the water with a clickable item that spawns him that would be neat too.

---

On another note. I've been trying to go through the area two-boxing and I keep getting pickup quests where the clickable disappears when one person picks it up. It takes a whole minute to respawn and it feels kind of long when you're cleared everything around it. An example being 'Flame of Brightwood" where there are only a few vultures by the nests so you just have to sit there and wait. It's not the end of the world if not, but I was thinking maybe they could respawn in like 30 seconds instead if that's something that can be edited.
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Jakkal
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jakkal » Sun Mar 15, 2020 5:31 pm

On another note. I've been trying to go through the area two-boxing and I keep getting pickup quests where the clickable disappears when one person picks it up. It takes a whole minute to respawn and it feels kind of long when you're cleared everything around it. An example being 'Flame of Brightwood" where there are only a few vultures by the nests so you just have to sit there and wait. It's not the end of the world if not, but I was thinking maybe they could respawn in like 30 seconds instead if that's something that can be edited.
This is how it was set up in live (Hell, sometimes you had to wait 10 minutes for a respawn). And I feel like this was part of the "Designed Downtime" that Vanguard loved to implement. Basically they liked to force you to wait so that you fill in for content by getting to know your groupmates. I agree that it's irritating, and I would like for inconsequential quests to have quickly respawning click-objects.

I have to get approval from Xinux before I can make changes like that, because we do want to keep it mostly authentic Vanguard. However, I don't enjoy having my time wasted so these are the kinds of changes that I do push for.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Sat May 07, 2022 2:05 pm

Cliffs of Ghelgad clean up info:

I originally thought it would be a quickie, but I found out that this chunk needs a complete cleanup, which has never been finished. Ok, time to do it now :)
Basic issue: together five or six ContDevs worked on this chunk, need to make their scripts fit together or redo them...or just delete.

Testing the quests --wip

Quest 6922 Missing Citizens:
As Jakkal mentioned (scroll up to notes from 2018),this quest need to be finished/polished yet.
Quest dings when you kill the Subjugator (so you can finish the quest easily), which is good.
Some freed citizens stay, some walk away.
For some citizens I should change the POI (now walking away through the building).
Need to make a list of the Subjugator + Subjugated ones who belongs to whom - found script with sharing the same Loc-Id of the Subjugated Citizen
(need to to fix that).
Also, would like to make freed citizens say at least "thank you" :)
Some Citizens are not linked to Subjugator, need to check that and link them

- non-quest NPCs scripts (Nilso's ones) --done
- general random movement for the mobs and NPCs within the chunk --fixed
- area with Ksaravi mobs (Rascal, Scamp) --done
- Scorpion followers were all set to 0 distance, anyway game client is damn bad on this area, fixing it one by one --done
- The Star of Sihari area: I have to delete all the pathing scripts and redo them, now it it mess and does not make a sense --wip
--deleted all the scripts for Fence a Alchemist ones
--Alchemis Subjet mobs are not linked to Alchemist, should be following them
- path heading SE from the Star of Siharii --wip
Last edited by Jehlicka on Sat May 14, 2022 5:52 am, edited 1 time in total.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Tue May 10, 2022 2:32 am

Mapping the NPCs related to Quest 6922 (pathers):

Harami Subjugator (pathers) Subjugated Citizen Citizen action Status
129545 129516 set as follower; walks away ok
129546 129697 set as follower; stays put wrong Loc_Id in the script --fixed
129548 129705 set as follower; walks away ok
129550 129519 set as follower; walks away ok
129552 219713 set as follower; no path set; runs away ok
129554 129712 set as follower; walks away ok
129555 129717 set as follower; no path set; runs away ok
129557 129727 set as follower; no path set; runs away ok

Harami Subjugator (non-pathers) Subjugated Citizen Citizen action Status
129547 129701 set as follower; no path set; runs away ok
129549 129521 not following; no path set; runs away ok --set a follower
129553 129708 not following; no path set; runs away ok --set a follower

Ksaravi Subjugator(pathers) Subjugated Citizen Citizen action Status
129494 129703 set as follower; walks away ok

Now I need to set new scripts for the rest of the Ksaravi Subjugators group:

Ok, created 10 more Ksaravi Subjugator scripts, so now player can finish the quest easily - he can kill 11 Harami and 11 Ksaravi Subjhugators, needs 16 of them. --done
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Sat May 14, 2022 8:56 am

CoG Cleanup finished.
Last edited by Jehlicka on Thu Oct 13, 2022 10:47 am, edited 1 time in total.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Sun Jul 24, 2022 11:08 am

Khal cleanup
Last edited by Jehlicka on Fri Oct 14, 2022 2:21 pm, edited 3 times in total.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Fri Oct 07, 2022 11:40 am

Bad news - have to redone from scratch all the scripts made by Siles (also edit or redone Nilso's ones). So far every script I checked was not ok :(

There are NPCs placed on damn wrong places, have to check every one of them, Especially in the Tavern.

Creating missing scripts - port authorities:
Abtinn Awiji --done
Adjutant Arezutha --done
Arezua Razzema --done
Citlaki Dvitin --done
Irasa Datasjeh --done
Kurru Kumatqo --done

For some reason someone placed so many guards on the roofs (why?!?!?!), where players have no access. Have to pull them down and place them elsewhere, where it makes a sense. --done

List of updated/edited/created Guards scripts:
Duhamel - this one is a ghost, part of the Necro questline (https://www.tentonhammer.com/guides/4-0 ... form-quest ) --tbd
Tarra --done
Sastasen --done
Huy --done
Laqa --done
Noor --done
Nehi --done
Mahin --done
Dorri --done
Davood --done
Nehi --done
Markesh --done
Utabar --done
Malkade --done
Sattar --done
Jareth --done
Nastasen --done
Natekhami --done
Jabar --done
Darid --done
Shankteke --done
Banou --done
Tarsa --done
Pareerou --done
Bizhan --done
Qaltempet --done
Karara --done
Tirdad --done
Iranas --done
Seyyid --done
Weni --done
Harkhebi --done
Maaye --done
Hudjeqa --done
Gaffara --done
Irtasjeh --done

Other NPCs:
Hadi (whole script to be redone) --done
Ahgram Soldiers ---done
Huyuri --done
Almari Safraq (Telon Global Exchange) --done
Lumesh Belk (Telon Global Exchange) --done
Daba Ehsen (Banker) --done
Kojan Lockbox --done
Deranged Beggar (also made POI and set spawn 0 to second spawn) --done
Teeditaker Abelzada --done
Pharad Doljiani --done
Khal Executioner --done
Freed political prisone--I think this NPC is kind of spawn after parley, will prolly set its spawn to 0 --tbd
All four trainees inside the Port Barracks --done
Vhramet Treslin --done
Te Coinman --done
Jara Tej - this NPC has two spawns within the Khal port area, dunno why, prolly Diplo questing, I set up both for now --done
Jalal Sumech --done
Neaneaye Musavi --done
Shebtigo Wedjejeh - this is real mess, too many notes regarding the diplo questing, I do not touch it for now --tbd later
Kauimerias Pidjeale --done
Kahiya Yesbokhe --done
Professor Arabel --done
Kaerlyna DeCeour --done
Jareth Lindo (Telon Global Exchange) --done
Pasra Fakara (Telon Global Exchange) --done

Consultants:
Consultant Amapua --done
Consultant Asminiat --done
Consultant Djau --done
Consultant Kandori --done
Consultant Natekamani --done
Consultant Paser --done
Consultant Shepenia --done
Consultant Tabarqa --done

Scouts:
Scout Amanote --done
Scout Juria --done
Scout Kaau --done
Scout Malakaye --done
Scout Mentuemhat --done
Scout Nedej --done
Scout Raia --done
Scout Zatura --done

We need to create Kojan Lockbox - this one is missing in the bank --done
There are 8 beggars who need to edit the script --tbd
Last edited by Jehlicka on Sun Oct 30, 2022 10:51 am, edited 90 times in total.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Fri Oct 07, 2022 11:42 am

Harvesting mobs need to be set in this chunk as well --all set
Set skinnable mobs:
Cackler Bruiser
Cackler Brute
Cackler Coward
Cackler Den Guard
Cackler Den Mother
Cackler Dominator
Cackler High Matron
Cackler Matriarch
Cackler Matron
Cackler Mauler
Cackler Monarch
Cackler Monarch
Cackler Noble
Cackler Pack Mother
Cackler Prowler
Cackler Stalker
The Laughing Queen
Young Lion
Young Lioness
Desert Leaper
Leaper Fawn
Leaper Protector
Slender Leaper
Cobra Coiler
King Cobra
Pit King
Pit Striker
Great Vim Spitter
Vim Spitter
Venomous River Slinker
Venomous River Slinker
River Krokodus
River Moccasin
Kisle Spawn
Kisle'Slis
Poisonous Lurker
Poison Swimmer
Poison Swimmer
Poison Swimmer





Some Tamed Swordbeaks (Golden) are under water, have to pull them out ad find their original location --fixed
Last edited by Jehlicka on Sun Oct 30, 2022 9:19 am, edited 12 times in total.
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Re: Khal/Cliffs of Ghelgad QA Pass
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Post by Jehlicka » Fri Oct 07, 2022 11:56 am

General Direction script needs update for sure, since it's missing POIs. --done
Here the muster without POIs tho: SpawnScripts/Khal/GuardJebalu.lua --edited/updated

Looks like I have to also set some new POIs! --done
Core Data/POI Location Db contains discrepancies - the names of NPCs, their titles and locations do not match sometimes, have to fix that! --done
Last edited by Jehlicka on Sat Oct 22, 2022 9:18 am, edited 1 time in total.
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