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Martok QA Progress

Adventure planning for the continent of Kojan

Moderators: Moldew, Jakkal

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Jakkal
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Martok QA Progress
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Post by Jakkal » Mon Jul 03, 2017 9:20 am

We've recently gotten a lot of bug reports for the Martok/Grimsea Watch area, so I'm slowly going through it and correcting problems and updating the scripts in general.

Here's the progress so far:

Grimsea Watch:

The Great Escape: I changed this so the NPC follows you to the turn-in guy. The follower will despawn and a stationary NPC will spawn and should only stay up for a minute.
Loosen the Gulgrethor Grasp : Updated the objective to match information we had from live. I also moved some of the soldiers down to the beach, as it seemed there weren't enough to finish the quest. NOTE: Quest rewards for this quest have no stats (Boots).
Go Train: Updated them to current standards. Also noticed on my cleric that they didn't have enough money to train. I'll need to look into this a bit more later.
Return to the Field: Had to set this up per each archetype, but should be working now (Tested it on a sorc, paladin, cleric and rogue).
Bonemender Charms: Updated a bit.
Mend the Wounds: Updated and fixed some issues with the despawn/respawn and access timer. Should work fine now. Eventually though I think I'd like to make it so that they don't just respawn as injured, maybe have them respawn behind the fence and walk up as new injured while the mended walk off to fight again.
Report to Agent Narglok: Updated
Report to Agent Narglok (Part 2): Updated. Removed the "part 2" from the name that shouldn't be there.
Fixed some gibberish on some of the guards. I'll have to make the guard script later.
Suppressing Canine Senses - Updated. Edited objective to match live.
Stop the Surveyors - Edited objective to match Live. Updated to current standards. Note: There's a potion here that's supposed to protect you from worgs. We don't currently have a way to change an aggro mob into a nonaggro mob (Usually handled by factions). There's only one worg up that I see currently, so it's not really a problem for now. I'm going to edit the item's script letting players know that this hasn't been implemented yet.
Assault the Invasion Force - Had to redo the chest script for this one since it was forcing it into your inventory (not a good idea) and it was also giving you the item before the access timer was up. Now it opens a loot window and despawns properly. Also updated quest script to current standards.
Loth's Lieutenant - Edited objective to match Live.
Leather for the Harness - Edited objective to match Live.
Taming of the Ghostfang - This wasn't set up correctly. Now when you do it, you click on the mob, click on the harness and a tamed okami will spawn in the place of the regular one.
Report to Veenax Garrison - Edited objective to match Live.

Did some scriptwork on some of the NPCs. Also cleaned up the area so there's not nearly as many mobs running around. So, dare I say it, this chunk is mostly done. There's still some stuff I'd like to do with some of the NPCs, but that's mostly fluff and doesn't impact the game itself.

Martok:
The Heart of a Leader: Got that meat to spawn. Unfortunately I had to use some "delicious meat" from another quest. I think we might need a generic meat to use for stuff like this (As opposed to making a new spawn for every quest), but for now it at least works.
Talisman of the Worthy: Complete. Had to edit some of the scripts for this, but should be working without issue.
Talisman of the Worthy Part 2: Complete. Removed the "part 2" from the name since live didn't have that. Redid the scripts from scratch. Put in chunk and distance checks.
Talisman of the Worthy Part 3: Complete. Removed the "part 3" from the name since live didn't have that. Redid the scripts from scratch. Put in chunk and distance checks.
The Final Journey : Complete. Edited objective to match data from live.
The Legend of Grakkor: Whoa, this was fun. Had to pretty much redo this from scratch, but I think I have it working close to live based on the information we have available to us.
The Essence of Flame: Complete. Redid the objectives as they didn't match what was on live. Edited some of the other scripts to work better/properly.
The Hand That Feeds: Complete. Wikia and the Quest Text made it sound like a mob might spawn when you go through this quest. However, we have no mob in the database that would correspond with this quest. So what we did was give it a 1 in 3 chance that you would be 'bitten' upon putting your hand in the stump to get the eggs.
Heart of Flame: Complete. Redid objectives to match data from Live. Fixed some scripts. The area needs to be cleaned up and pathers redone.
Not of Blood But of Spirit: Complete. Redid objectives and some scriptwork.
A Light So Bright: Complete. Redid Objectives. Set up the light beam so it only spawns when you click the altar and set down the beacon.
Cleanse The Soul: Complete. It now teleports you down to the turn-in guy like it should.
The Witch Doctor: Complete. Removed unnecessary objective.
Spores of the Blood Cap: Complete. Edited Objective to match data from Live.
Unwelcome Guests - Oncalupe is working on this one as it's too complex for me. Okay should be set up now. You need to get the settlers down to 75% health and then use the whistle to get help.
Enraging the Ghostfang: Set this one up from scratch. Now you have to poke it at least twice, after that, you have a 1 in 3 chance to enrage it. Happy poking.
Invoking Ghalnn's Will: Complete. Now the enraged hound attacks the settlers, it's awesome. Not enough blood though.
Onward to Martok: Complete. Had to put a timer on this one. Unsure if the original had a timer. But we don't want people getting a free Shadowhound mount. But, good lord, you have LOTS of time to complete it.
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Jakkal
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Re: Martok QA Progress
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Post by Jakkal » Mon Jul 03, 2017 9:27 am

Before I go on, Oncalupe did an awesome job with the NPC interactions for Unwelcome Guests and Invoking Ghalnn's Will. Seriously, little interactions like this make the game so much better than Live.

Today's work:
Notification Of Your Arrival: Complete.
Unlikely Aid: Complete, with a caveat. Right now the turn-in mob is attackable. And for some reason when you turn in the quest, your toon proceeds to attack him. Well, he's a 4 dot level 15. So this is a problem. I've asked the devs to make him nonattackable. In the meantime, be careful. If you stand at about 5m, outside of auto attack range, you can turn in without actually hitting him. Your toon will still try to auto attack him, but at least you won't actually hit him. Just hit the ~ key to stop auto attacking.
Command of the Ogre King: Complete.
Bringing the Bones: Complete. This sends you out of Martok, so I'm not going to focus on this dude's quests for now. I'll get back around to it.
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Re: Martok QA Progress
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Post by Jakkal » Tue Jul 04, 2017 11:10 am

Today's work:
Mussels for Muxy: Complete. If you click the mussels on the beach, you have a chance to spawn a mob.
Ornamental Shield: Complete
Ornamental Shield Part 2: Complete. Removed "Part 2" from the name. Set up Boxjaw to wander up and down the coastline.
Ornamental Shield Part 3: Complete. Removed "Part 3" from the name. Currently having an issue where the reward is a single shield - but our current system only gives gear rewards to the classes that can use them. We're looking for an alternative now. For now he talks about giving you a shield, but unless you're a shield-wearing class, you won't get one.
Up in Flames: Complete. Added fire to the nests when you click on them.
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Re: Martok QA Progress
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Post by Jakkal » Wed Jul 05, 2017 8:32 pm

Tonight's work (No longer off work from July 4th, so not as much progress)

Test of Strength: Complete. This is technically in Martok Coast, but I believe it's part of the progression line so I went ahead and worked on these. I now have it set up where you snuff the dust, the Questgiver does a summon animation, and then the quest mob spawns and attacks. I had to make up the turn-in text as it wasn't available. (Not the complete text). Hopefully no one notices.

Test of Spirit: Complete. I need to check this one out later as I was very close to bedtime and kind of rushing to get this done. One note, if you have a mob selected when you use the Beads to turn in, they won't give the complete message. This includes the dead mob you just killed for the quest. Also the window doesn't close after you turn in. I'll look into this later, but I believe it's a dev issue.

Note to self later: Also had to set the object in a special way so you don't spam it and get multiple dudes up. Need to go back and check my other stuff that spawns mobs to make sure you can't spam-multiples.
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Re: Martok QA Progress
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Post by Jakkal » Thu Jul 06, 2017 5:43 pm

Today's Work:

Test of Spirit: I went back and checked it and it seems to work. The use of an item to turn in the quest still bugs out a little bit, but it's not terribad. I suspect we'll get bug reports on it though. I think the devs are looking into the problems with it. In other news, I edited the scripts a bit so that instead of clicking this random pedestal, that isn't mentioned anywhere in the quest, now you click it and get a message about Martok's impending doom. If you read the inscription, Martok's greatest enemy spawns and you must fight him to the death. That sounds cooler than it is, but really I felt this was more engaging for players than 'click random sparkling object' do thing, finish quest.

Test of Will: Complete. You only need to use the horn once to spawn the mobs. I have noticed that for a few seconds between spawns when you're out of combat that you can use the horn again and it summons mobs. We're looking into a way around this (That would allow the player to reuse the horn if they fail/die without having to drop and retake the quest).
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Re: Martok QA Progress
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Post by Jakkal » Fri Jul 07, 2017 2:11 pm

Today's Work:

Precious Cargo: Complete. Edited objective to match live.
Boundary Work : Complete. Edited objective to match live.
Crippling the Fleet: Complete. Edited objective to match live. Rewrote the scripts.
Deathlord Vilonis: Complete. Edited objective to match live. Rewrote the scripts.

Report for Training: This took all night. I DID NOT TEST IT WITH THE CLASS RESTRICTIONS. If someone would like to roll all the classes and test to make sure it works, that'd be great. PLEASE NOTE: There are no Cleric, Paladin, Bard, or Druid trainers in Martok, so you will not find one for those classes. All the other classes should have a training quest. This is given by Lieutenant Crakish near the big hut in the center of Martok.

Please also make sure it lists the correct trainer name and class. I had to copy/paste it from the Monk quest information, and It's possible I didn't change all the variables correctly.
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Re: Martok QA Progress
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Post by Jakkal » Sat Jul 08, 2017 2:40 pm

Today's work:

Ready For Work: Complete. Just like "Report for Training" there is one for each class. It's all been set up. I found a typo in the original quest text, I hope I got them all. I have tested all of these along with "Report for Training" on each class available in Martok.
The Beginning of Enlightenment: Complete. Set it up for Monks only. Removed unnecessary objective.
Leather for Strappings: Complete. Fixed Objective. Updated script to current standards. Made sure all the cats were added to the drop list. Can't find any wolves in this area though, I might remove them from the list of mobs that drop it.
Leather Strappings: Complete. Made it repeatable. Set "Leather for Strappings" as the prereq.
Blood For the Warpaint: Complete. The quest text says to bring back 8 but the objective from live says 5. So I followed the quest text and now you need to bring 8 of the blood items back to the questgiver.
Collect the Reports: Complete. Also redid the scripts of the two guys you get the reports from. Fixed grammatical errors.
Missing Agents: Complete .Removed unnecessary Objective.
The Art of Death: Complete. Removed unnecessary Objective.
Vise Taint: Complete.
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Re: Martok QA Progress
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Post by Jakkal » Sun Jul 09, 2017 9:13 pm

Today's Work:

Vise Taint (Part two): Complete.
Healing Concoction: Complete
Healing Concoction (Part two): Complete
Harvest a Sapling Log: Complete
Harvest a Sapling Timber: Complete
Harvesting Skills: Complete
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Re: Martok QA Progress
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Post by Jakkal » Mon Jul 10, 2017 4:48 pm

Today's Work:

The Husk of it All
: Complete. Missing quest text though. I'll have to make something up for it. It starts from a quest drop on the Haarg's around the weird Shanty that I can't remember the name of.
The Husk of it All Part 2: Complete. Had to change the gender pronouns that Ravix used in reference to Headhunter Nokti, since she's a female goblin.
Pruning The Seeds: Complete. Changed the number of seeds you needed to match data from live. Had to redo the mob scripts.
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Re: Martok QA Progress
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Post by Jakkal » Tue Feb 25, 2020 6:59 pm

I'm about to do another QA pass on Martok because it's still using the old loot drop scripts and all of those need to be updated. I'm mostly going to be focusing on this, so it won't be a true, full QA pass.

Martok Starting area is actually in the Grimsea Watch chunk, and it will be included in this update.

Grimsea Watch:
The Great Escape - Updated quest script with new loot handling code
Loosen The Gulgrethor Grasp - Changed this to a level 2 quest, as it made no sense to go from a level 1 quest (The Great Escape) to a level 3 Quest (Loosen The Gulgrethor Grasp) then back to a level 2 quest (Training)
Training - No Changes (Only tested on Rogue)
Return to the Field - Updated to current standards (Only tested on Rogue)
Bonemender Charms - Updated quest script with new loot handling code. Updated NPC script with group friendly loot drop code.
Mend the Wounds - Updated quest script with new loot handling code.
Report to Agent Narglok - Updated to current standards.
Report to Agent Narglok (2) - Updated to current standards.
Suppressing Canine Senses - Updated quest script with new loot handling code. Updated NPC script with group friendly loot drop code.
Stop the Surveyors - Updated quest script with new loot handling code. We are still unable to set up the item so that the Gulgrethor Worgs don't attack you.
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