Three Rivers Village Progression
Re: Three Rivers Village Progression
The most irritating one was Torkald in Frostshard Lake when he gives you the history of giants and it's like a fifteen page speech but every two pages he moves and the dialogue closes. I know there were other times when I was literally on a turn in and the NPC despawned, but I can't remember specifically which. In any case, it's a sketchy mechanic. Perhaps you could use an expendable item like the crystal ball for the RI guy, unless quest complete + stand in location turns out to be easily done.
Re: Three Rivers Village Progression
so it seems to me that three rivers is quite advanced then hmm?
Re: Three Rivers Village Progression
Today's work:
Scratching at the Surface Part 2 - Xinux found the player dialogues for this, so I've added them. I did notice that one of them is cut off. The one that starts with: "Well, we think this map might have something to do with that danger." I've asked Xinux about this on IRC, but I think he's busy at the moment. Anyway we're aware of that.
Other than that, all the dialogue is in and it is completed when you finish the dialogue.
Whirling Stones - Our data says you only need 2 of these. Vanguard's Wikia says 8. I reluctantly left it at 2 for now, but I do kinda feel like we should bump that amount.
Scratching at the Surface Part 2 - Xinux found the player dialogues for this, so I've added them. I did notice that one of them is cut off. The one that starts with: "Well, we think this map might have something to do with that danger." I've asked Xinux about this on IRC, but I think he's busy at the moment. Anyway we're aware of that.
Other than that, all the dialogue is in and it is completed when you finish the dialogue.
Whirling Stones - Our data says you only need 2 of these. Vanguard's Wikia says 8. I reluctantly left it at 2 for now, but I do kinda feel like we should bump that amount.

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Starcrusher
- Posts: 267
- Joined: Sun Feb 22, 2015 9:23 pm
- Location: Southern Oregon
Re: Three Rivers Village Progression
It was eight.
Re: Three Rivers Village Progression
Thanks Star, do you recall the drop rate? Good? Bad? Frustratingly Insane?

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Starcrusher
- Posts: 267
- Joined: Sun Feb 22, 2015 9:23 pm
- Location: Southern Oregon
Re: Three Rivers Village Progression
It was decent actually. Maybe 50-75% or so iirc.
Re: Three Rivers Village Progression
Today's Work:
Liquid Metal: This was not set up correctly, BUT also looking at the quest description, it was a little confusing and oddly set up from live to begin with. The quest wants you to get three samples, but they tell you to get samples from "near both of the smelters". Originally you could just stand in the one spot near the smelters, click your vials three times and you're done. This is too easy, a little misleading, and dull. I've made the following changes to this quest: I have changed it to needing two samples, BUT you have to get one from each smelter. This makes it a little more difficult than the original.
I also noticed that two of the medium armor rewards have the exact same stats. I've asked if I can change the stats of one of them, but I'm waiting for dev permission first.
Breaking Hammers: Did some minor edits to this one. Cleaned up the scripts involved. Made the objectives match our data from live.
Also noticed that two of the medium rewards for this one have the exact same stats, asked to change those as well.
Suppression - Objectives weren't correct. Fixed them.
Lower the Guard - Objectives weren't correct. Fixed them.
Unexpected Help - This is another one of those quests where they tell you to find evidence, but the objectives tell you that you need a specific item. I left this one alone because I can't think of a good way to have it go from "Look for evidence" to "hey, get me 10 of their ears." Also I set some of the bugbears to have a mining animation.
A Deeper Mystery - Edited the Objective to match what we had from collected data. Did some grammar edits.
Lost Lockboxes - Edited Objective to reflect collected data. Did some grammar edits.
A Tome of Stone - Edited Objective to reflect collected data. Did some grammar edits.
It's in the Air - Added despawn function to the crystals, and a looting function (instead of just putting it directly into your inventory. Edited Objective to reflect collected data. Did some grammar edits. Abandoning the quest will now remove the empty vials from your inventory.
Under their Skin - Grammar corrections, script cleanups. Originally the objective said to get 8 with a 100% drop rate. Changed it back down to 5 with a 50% drop rate (I recall this one took me a while to complete as I was always "The One" in the group we were all waiting for to get the drops).
Bones of the Lost - Edited slightly to match information we have from collects. Grammar Edits.
Mapping the Mine - A rare treat, this quest wasn't set up. So I got to set it up myself. I changed the locations slightly from the map on the VG Wikis I've found, but you still have to go through those areas for other quests. Mostly I took them out of pathways and put them in rooms or the larger opening for the fifth one. Not a major change.
I swear there was a quest to kill Geomancers in Khegor's, but I can't find any evidence of it. Anyone else remember that or am I making it up?
But I think that's all the Khegor's End quests.
Assistance for Three Rivers: Changed Objective to match collected data.
I'm going to have to stop here for now, but some notes for tomorrow:
Start with Vauni Greylion. First, edit her hail text. She has a line about greeting the Dalefolk - those are halflings. She shouldn't say that to everyone (She might say that for some specific quest purpose, I don't know, but she shouldn't be saying that in her greeting rotation script.
Liquid Metal: This was not set up correctly, BUT also looking at the quest description, it was a little confusing and oddly set up from live to begin with. The quest wants you to get three samples, but they tell you to get samples from "near both of the smelters". Originally you could just stand in the one spot near the smelters, click your vials three times and you're done. This is too easy, a little misleading, and dull. I've made the following changes to this quest: I have changed it to needing two samples, BUT you have to get one from each smelter. This makes it a little more difficult than the original.
I also noticed that two of the medium armor rewards have the exact same stats. I've asked if I can change the stats of one of them, but I'm waiting for dev permission first.
Breaking Hammers: Did some minor edits to this one. Cleaned up the scripts involved. Made the objectives match our data from live.
Also noticed that two of the medium rewards for this one have the exact same stats, asked to change those as well.
Suppression - Objectives weren't correct. Fixed them.
Lower the Guard - Objectives weren't correct. Fixed them.
Unexpected Help - This is another one of those quests where they tell you to find evidence, but the objectives tell you that you need a specific item. I left this one alone because I can't think of a good way to have it go from "Look for evidence" to "hey, get me 10 of their ears." Also I set some of the bugbears to have a mining animation.
A Deeper Mystery - Edited the Objective to match what we had from collected data. Did some grammar edits.
Lost Lockboxes - Edited Objective to reflect collected data. Did some grammar edits.
A Tome of Stone - Edited Objective to reflect collected data. Did some grammar edits.
It's in the Air - Added despawn function to the crystals, and a looting function (instead of just putting it directly into your inventory. Edited Objective to reflect collected data. Did some grammar edits. Abandoning the quest will now remove the empty vials from your inventory.
Under their Skin - Grammar corrections, script cleanups. Originally the objective said to get 8 with a 100% drop rate. Changed it back down to 5 with a 50% drop rate (I recall this one took me a while to complete as I was always "The One" in the group we were all waiting for to get the drops).
Bones of the Lost - Edited slightly to match information we have from collects. Grammar Edits.
Mapping the Mine - A rare treat, this quest wasn't set up. So I got to set it up myself. I changed the locations slightly from the map on the VG Wikis I've found, but you still have to go through those areas for other quests. Mostly I took them out of pathways and put them in rooms or the larger opening for the fifth one. Not a major change.
I swear there was a quest to kill Geomancers in Khegor's, but I can't find any evidence of it. Anyone else remember that or am I making it up?
But I think that's all the Khegor's End quests.
Assistance for Three Rivers: Changed Objective to match collected data.
I'm going to have to stop here for now, but some notes for tomorrow:
Start with Vauni Greylion. First, edit her hail text. She has a line about greeting the Dalefolk - those are halflings. She shouldn't say that to everyone (She might say that for some specific quest purpose, I don't know, but she shouldn't be saying that in her greeting rotation script.

Re: Three Rivers Village Progression
Welp, I'm snowed-in here in Raleigh, so I'm parking my ass right here in my chair and doing nothing but working on VG all day.
Let's do dis.
Today's work:
Added some flavor animation to some of the NPCs in the first room of Khegor's End.
Assistance for Three Rivers: I realized the turn in text was not the original. So I put in what was listed on the VG Wiki, along with some grammar checks.
The Bugbear Menace: Hunting the Hunters - Minor grammar edits.
The Bugbear Menace: One Fish, Two Fish, No Fish - Complete, though I might increase the drop rate. It took me two clears to get all the spears. There aren't enough of them spawned for this quest IMHO.
Outlaws: Rewarding Our Heroes - Complete
Draven's Head - Grammatical Edits.
Off to See The Wizard - Did some minor edits here. Streamlined the handoff of the letter a bit. I'm going to have to go back and do all the "Go talk to this NPC" quests like this. But for now I'm going to push forward with 3R quests.
A Dwarf/Halfling/High Elf for Varlon -Complete. Added "Deadcheck" to the mobs, so you have to kill the Dwarf/Halfling/Elf before you can sack it. Still working on the order and prerequisites for it. Also, I know the undead version is supposed to spawn in his chamber when you hand-in, but the they are currently set to Aggro, so we don't want it to spawn and attack players. That will need to be fixed before we can spawn the undead servant version of the kidnapped NPC.
I'm desperately trying to remember, because I can't find these quests on the wikis, but I believe the order for these quests was:
4230 A Dwarf for Varlon
9114 Letter To Vauni Graylion
4232 A Halfling for Varlon
4233 Dumping The Dwarf
4237 A High Elf for Varlon
4239 Dumping The Halfling
4309 Dumping The High Elf
4499 Perfect Undead Servants
8767 Lay Low For Now
Oh good, I just found this. This has some of the quest info (Some appears to be missing from our database). https://web.archive.org/web/20150517061 ... om/?cat=25
Letter to Vauni Graylion - Realized we have a missing quest, we do not have any information on it. Infact I found out about it by searching for all the "Off to see the wizard" quests. So I had to write this one from scratch. If *anyone* has any screenshots or information on this quest, please let me know.
The entire "Off to see the wizard" line is done, in the order listed above. A lot of the text was missing, so I had to put in my own. Hopefully it's close enough to the original.
Some of those quests were really not set up right, but it should be corrected now.
Let's do dis.
Today's work:
Added some flavor animation to some of the NPCs in the first room of Khegor's End.
Assistance for Three Rivers: I realized the turn in text was not the original. So I put in what was listed on the VG Wiki, along with some grammar checks.
The Bugbear Menace: Hunting the Hunters - Minor grammar edits.
The Bugbear Menace: One Fish, Two Fish, No Fish - Complete, though I might increase the drop rate. It took me two clears to get all the spears. There aren't enough of them spawned for this quest IMHO.
Outlaws: Rewarding Our Heroes - Complete
Draven's Head - Grammatical Edits.
Off to See The Wizard - Did some minor edits here. Streamlined the handoff of the letter a bit. I'm going to have to go back and do all the "Go talk to this NPC" quests like this. But for now I'm going to push forward with 3R quests.
A Dwarf/Halfling/High Elf for Varlon -Complete. Added "Deadcheck" to the mobs, so you have to kill the Dwarf/Halfling/Elf before you can sack it. Still working on the order and prerequisites for it. Also, I know the undead version is supposed to spawn in his chamber when you hand-in, but the they are currently set to Aggro, so we don't want it to spawn and attack players. That will need to be fixed before we can spawn the undead servant version of the kidnapped NPC.
I'm desperately trying to remember, because I can't find these quests on the wikis, but I believe the order for these quests was:
4230 A Dwarf for Varlon
9114 Letter To Vauni Graylion
4232 A Halfling for Varlon
4233 Dumping The Dwarf
4237 A High Elf for Varlon
4239 Dumping The Halfling
4309 Dumping The High Elf
4499 Perfect Undead Servants
8767 Lay Low For Now
Oh good, I just found this. This has some of the quest info (Some appears to be missing from our database). https://web.archive.org/web/20150517061 ... om/?cat=25
Letter to Vauni Graylion - Realized we have a missing quest, we do not have any information on it. Infact I found out about it by searching for all the "Off to see the wizard" quests. So I had to write this one from scratch. If *anyone* has any screenshots or information on this quest, please let me know.
The entire "Off to see the wizard" line is done, in the order listed above. A lot of the text was missing, so I had to put in my own. Hopefully it's close enough to the original.
Some of those quests were really not set up right, but it should be corrected now.

Re: Three Rivers Village Progression
I remember "One Fish, Two Fish" as being that way on live. I'd guess it was what they considered a "step up in difficulty" from the hunters one, i. e. from single pulls/near 100% drops, to only a few guys surrounded by other hostiles, that apparently didn't often carry their tools of the trade (or you broke them in combat).
Re: Three Rivers Village Progression
Today's work:
Bugbear Menace: Rage Rubies - Seems to be working as intended.
Bugbear Menace: Uncut Rage Rubies - Did a lot of cleanup. Currently there's no clean way for us to set up quests where you can only interact with a quest object once and never again (unless they have their own specific objectives, which this quest does not). We have requested this functionality from the devs. In the meantime, I have set the crates to have a respawn for 2 minutes - which should hopefully encourage players to go forth and seek out more crates farther in.
Went through a few of the NPCs, especially the guards, and cleaned up their scripts.
I'm now trying to figure out the best way to handle the missives.
Barsagal's Sap Quests (All Four): Whoa, talk about set up overly complex. So the way this one originally worked was that you didn't need to be on the quest, the saps would spawn and you could collect the drops. And the way it worked originally is that the color of the sap mob would determine the drop, and you'd get it every time. I used to grind on these things for easy XP at this level and my bags were full of this crap. Anyway, Kayema and I have redone this script so that it will always spawn three saps when you kill a Rootling. The color determines the drops. Citrines are the most common, then Sapphire, then Ruby then diamond. I managed to finish all four quests in one clear (Which is a little unusual). I might need to readjust the spawn chances later.
Bugbear Menace: Rage Rubies - Seems to be working as intended.
Bugbear Menace: Uncut Rage Rubies - Did a lot of cleanup. Currently there's no clean way for us to set up quests where you can only interact with a quest object once and never again (unless they have their own specific objectives, which this quest does not). We have requested this functionality from the devs. In the meantime, I have set the crates to have a respawn for 2 minutes - which should hopefully encourage players to go forth and seek out more crates farther in.
Went through a few of the NPCs, especially the guards, and cleaned up their scripts.
I'm now trying to figure out the best way to handle the missives.
Barsagal's Sap Quests (All Four): Whoa, talk about set up overly complex. So the way this one originally worked was that you didn't need to be on the quest, the saps would spawn and you could collect the drops. And the way it worked originally is that the color of the sap mob would determine the drop, and you'd get it every time. I used to grind on these things for easy XP at this level and my bags were full of this crap. Anyway, Kayema and I have redone this script so that it will always spawn three saps when you kill a Rootling. The color determines the drops. Citrines are the most common, then Sapphire, then Ruby then diamond. I managed to finish all four quests in one clear (Which is a little unusual). I might need to readjust the spawn chances later.
