Khal/Cliffs of Ghelgad QA Pass
Re: Khal/Cliffs of Ghelgad QA Pass
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.
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.

Re: Khal/Cliffs of Ghelgad QA Pass
Tonight's work:
Seabird Rescue: Updated and complete. Set it up so if you lose the bird cage, the questgiver will give you another one without you having to drop and retake the quest.
Agates for Adventurers: Looks like I edited this one earlier this year, so it should work okay.
Brownie Marauders: Complete.
For the above quests, they're supposed to take place together, so I removed their individual prereqs and gave them all the same one (Training).
Seabird Rescue: Updated and complete. Set it up so if you lose the bird cage, the questgiver will give you another one without you having to drop and retake the quest.
Agates for Adventurers: Looks like I edited this one earlier this year, so it should work okay.
Brownie Marauders: Complete.
For the above quests, they're supposed to take place together, so I removed their individual prereqs and gave them all the same one (Training).

Re: Khal/Cliffs of Ghelgad QA Pass
Today's Work:
Ancient Ksaravi Tome - redid the mob scripts to drop this thing.
Diseased Ksaravi Claw - Complete and set up.
Missing Magic - Complete
Mystical Bones - Complete
Harami Trouble: Beheading the Beast - Complete. The head only drops from captains now.
The Mysterious Box - I'm currently working on this but I need to edit the chunk script, and there are people in the chunk. So there's no way for me to work on/test it at this time. I will come back to this later when no one else is on so I can reset the chunk.
Ancient Ksaravi Tome - redid the mob scripts to drop this thing.
Diseased Ksaravi Claw - Complete and set up.
Missing Magic - Complete
Mystical Bones - Complete
Harami Trouble: Beheading the Beast - Complete. The head only drops from captains now.
The Mysterious Box - I'm currently working on this but I need to edit the chunk script, and there are people in the chunk. So there's no way for me to work on/test it at this time. I will come back to this later when no one else is on so I can reset the chunk.

- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Khal/Cliffs of Ghelgad QA Pass
Let me know, if I can help you somehow. I am often online when you have deep night or very early morning (USA vs EU). Pretty often it is just me in the game, so there is no problem with chunk restart
Jakkal wrote: ↑Sun Jun 10, 2018 12:04 pm Today's Work:
Ancient Ksaravi Tome - redid the mob scripts to drop this thing.
Diseased Ksaravi Claw - Complete and set up.
Missing Magic - Complete
Mystical Bones - Complete
The Mysterious Box - I'm currently working on this but I need to edit the chunk script, and there are people in the chunk. So there's no way for me to work on/test it at this time. I will come back to this later when no one else is on so I can reset the chunk.
Re: Khal/Cliffs of Ghelgad QA Pass
It's going to need cleanup, but I want to make sure I get through all the quests first. There will be some changes that have to be made to how it was originally set up that you shouldn't have to deal with.

- Jehlicka
- Content Designer

- Posts: 535
- Joined: Mon Jun 23, 2014 4:34 am
- Location: Prague, Czech Republic, EU
Re: Khal/Cliffs of Ghelgad QA Pass
Ok, will wait for my part 
Re: Khal/Cliffs of Ghelgad QA Pass
Tonight's work: A Djinn's Plea - Updated all the code. Looks like the quest Turn In and Completion text were missing so I filled those in.

Re: Khal/Cliffs of Ghelgad QA Pass
Tonight's work: Prisoners Taken Prisoner - Mostly complete. I'm waiting on the devs so that we can script doors so they stay locked until you have the key. For now you can do it without the key, (Though you still need it as part of the quest completion.) I will update this quest when we're able to add in the necessary functionality.

Re: Khal/Cliffs of Ghelgad QA Pass
Tonight's Work: Unusual Banditry - Complete
Ending the Atrocities- Complete. I removed the PreReq of "Unusual Banditry" because it seems like you'd do those two together.
A Suspicious List - Complete.
Missing Citizens - Quest itself doesn't need to be edited. Checking NPC scripts.
The Star of Sihari - Complete. Added Prereq (Ending the Atrocities). I didn't turn in as a reminder to work on the quests of that questgiver next. It should work though. It sends you to Cliffs of Ghelgad for some higher level quests than the starters.
Gnomish Lab Equipment - Restored Quest Text. This one is a little complicated so Oncalupe is writing me a special script for it (That we can use for similar quests from now on). Skipping for now.
Ending the Atrocities- Complete. I removed the PreReq of "Unusual Banditry" because it seems like you'd do those two together.
A Suspicious List - Complete.
Missing Citizens - Quest itself doesn't need to be edited. Checking NPC scripts.
The Star of Sihari - Complete. Added Prereq (Ending the Atrocities). I didn't turn in as a reminder to work on the quests of that questgiver next. It should work though. It sends you to Cliffs of Ghelgad for some higher level quests than the starters.
Gnomish Lab Equipment - Restored Quest Text. This one is a little complicated so Oncalupe is writing me a special script for it (That we can use for similar quests from now on). Skipping for now.

Re: Khal/Cliffs of Ghelgad QA Pass
Today's Work:
Gnomish Lab Equipment - Complete
Halt the Trading - Complete
Report to Armantel Danawan - Complete. This sends you to Qa Riverbank. I had to update Armantel's script as well.
There's two quests here (That technically take place in Cliffs of Ghelgad) that need a lot of polish (And one needs to be updated entirely) That I'm not going to have time to get to this weekend. It's "Missing Citizens" and "A Goat Not Slaughtered". The Goat quest needs to be redone from scratch. Missing Citizens partially works now if you happen to kill a scripted subjugator. But there's a lot that need to be scripted, set up with a follower, and set up to update the quest when killed. "A Goat Not Slaughtered" is similar in design and just as time intensive. I've already spent two weekends working on the "Missing Citizens" one, and it's really just not something I enjoy doing. So i'm putting it off for now so I can get back to crafting.
There's still a lot of NPCs that need their base scripting updated, Some of them are still throwing errors due to changes in how quest objective text works now.
Gnomish Lab Equipment - Complete
Halt the Trading - Complete
Report to Armantel Danawan - Complete. This sends you to Qa Riverbank. I had to update Armantel's script as well.
There's two quests here (That technically take place in Cliffs of Ghelgad) that need a lot of polish (And one needs to be updated entirely) That I'm not going to have time to get to this weekend. It's "Missing Citizens" and "A Goat Not Slaughtered". The Goat quest needs to be redone from scratch. Missing Citizens partially works now if you happen to kill a scripted subjugator. But there's a lot that need to be scripted, set up with a follower, and set up to update the quest when killed. "A Goat Not Slaughtered" is similar in design and just as time intensive. I've already spent two weekends working on the "Missing Citizens" one, and it's really just not something I enjoy doing. So i'm putting it off for now so I can get back to crafting.
There's still a lot of NPCs that need their base scripting updated, Some of them are still throwing errors due to changes in how quest objective text works now.
