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iceee's Introduction

About TAWD - An Earth Eternal Server

Quick Start

History

Earth Eternal is an abandoned MMORPG published and run by Sparkplay Media from 2007 to 2010. Since then it has been in various hands, but never achieved mainstream success.

During this time, an enterprising player managed to develop an alternative server which was eventually brought online as a private server enjoyed by a small community for a few years before he stood down. At this point he released the source to the community to do with as they will. For a full history, see our website, theanbubianwar.com.

This is the Git repository for the server data and source for TAWD, the continuation of the IceEE project (SOAD, VALD), which itself is a continuation Grethnefar's Planetforever Server. Changes on the dev server will periodically be pushed to this, as will changes by developers and their local server.

New Features

In addition to the large number of changes in the earlier IceEE servers, TAWD is an attempt to address some architectural problems, add new mechanics and web site integration and more.

  • All user data now stored in a Redis instance (https://redis.io). This is key-value database with built-in high availability and clustering.
  • Shards are implemented. Redis provides a pub/sub messaging API that is used to achieve this.
  • HTTP server component replaced with CivetWeb, an embeddable C/C++ HTTP server. This brings HTTPS support and other performance, scalibity, security and maintenance advantages.
  • Replaced logging system with easylogging.
  • New quest mechanics (ad-hoc quests, 'outcomes').
  • Abstracted message / query system.
  • Clan support.
  • Improved Grove Tools.
  • Ported to other architectures (Arm, e.g. Raspberry Pi).
  • HTTP API for website integration.
  • Other tidying.
  • New Meson based build.
  • Improved developer tools.

Credits

Many thanks to all those involved in making this game, and keeping it alive.

  • Grethnefar - Original programming. The Rebuilder.
  • Emerald Icemoon - Programming, content and admin
  • Heathendel Dustrunner - Quest, content and battle design and more.
  • Rictar Gasper - World building
  • Liska Quicksilver - Quest design and Lore Master
  • And all the other IGF contributors

Audio

Credits for additional audio content added to the game.

Gloom Horizon - Ambient music used in Grunes Tal undead region

Crossing The Chasm - Ambient music used in Swineland region

Dark Times - Activate music used in Bloodkeep

Land Of Phantoms - Ambient music used in Bloodkeep

Some Amount Of Evil - Ambient music used in Bloodkeep

Killers - Ambient music used in penultimate fight scene in Bloodkeep

Chee Zee Cave - Music used in Southend Passage

Night Cave - Music used in Forest Cave

Curse Of The Scarab - Music used in Djinn Temple

Dragon And Toast - Music used in Fangarian's Lair

Grim Idol - Fight Music used in Fangarian's Lair

The Hive - Background Music used in Skrill Queen Lair

Constance - Fight Music used in Skrill Queen Lair

Christmas Rap - Ambient music used for Winter Dawning region

Wish Backgroud - Ambient music used for Winter Dawning region

Kevin MacLeod (incompetech.com) Licensed under Creative Commons: By Attribution 3.0 http://creativecommons.org/licenses/by/3.0/

Tap - Finale in Valkal's Bloodkeep Music: Alexander Nakarada (www.serpentsoundstudios.com) Licensed under Creative Commons: By Attribution 4.0 License http://creativecommons.org/licenses/by/4.0/

Lots of sound effects used as background or spot effects throughout the game came from freesound.org. All of these are Licensed under Creative Commons: By Attribution 3.0

Forest Evening - cediez - https://www.freesound.org/people/cediez/

Kankbeeld Horror Pack - Kankbeeld - http://www.freesound.org/people/klankbeeld/

Dungeon Ambiance - https://freesound.org/people/phlair/sounds/388340/

Lava loop - Audionautics - https://freesound.org/people/Audionautics/sounds/133901/

Dripping Cave - dobroide - https://freesound.org/people/dobroide/sounds/396314/

Thunder Pack - hantorio - https://freesound.org/people/hantorio/packs/7640/

10 Second Countdown - thomasevd - https://freesound.org/people/thomasevd/sounds/202193/

And some from https://tabletopaudio.com Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License.

In The Shadows - Ambient background

iceee's People

Contributors

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iceee's Issues

The Return to Earthrise Expansion

This is an idea for a small Expansion that would bring players back to the early points in the game to help stop a new threat. At this point the Anubien invasion would have been pushed back if not completely halted and the new antagonist has yet to reveal itself.

The region would be no longer scarred with war the cities would be rebuilt and populated and the military camps would be gone. As well as the Anubien Camps.

This project wouldnt be too far fetched as we could make a dev copy of the current Region and changes out whats necessary preserving everything such as rocks to trees in the same spot and just changing out camps and towns and adding new areas.

This idea would however need a theme and story line to justify returning even if just for a small expansion.

I figured this region would be approx 20 quests with perhaps a dungeon or 2 we never previously had ranging either lvl 48-50 or 45-47. Think this would fill a nice gab ensuring that quests and story line would get players to the cap that should have be 50. then after Swineland and this region in which ever order they ended up going. Lurkers Vale and Spain and Frostpeak would bring the player from 50-60

Some thoughts for the story line would be strange unnatural weathers been happening recently causin serious concerns to the locals. some believe it may be sorcery, and rumors of a quickly growing Cult have been circling towns and cities. I can go into more details if the idea is realized.

There would be one regular dungeon and one Raid style dungeon.

Would be a nice little and relatively easy to make expansion hope you guys like the idea

Restoring Demoted Mobs to Old Rankings

The idea here is to essentially go through the spawn list for the existing regions of Anglorum and Europe and identify the Bosses and Quest targets that were demoted in rank during the Sparkplay era and restore them to their original ranks as seen during the early versions of the game.

The list so far is as follows:

Priestess Claira (currently Normal rank, originally Heroic rank) in Underhenge in Anglorum (done)
Magmange (currently Normal rank, originally Heroic rank) in the Coastal Cave in Midlands (done)
Darkhoof (currently Heroic rank, originally Epic rank) in the Midlands overworld (done)
Dreadclaw (currently Normal rank, originally Heroic rank) in the Sea Cave in New Badari (done)

Will add more to the list as others are noted.

Item revamp - Anglo quest items

Since 8.6/8.8 revamps a lot of the Anglo quest item are either redundant(same stats across all 4 items) or extremely weak compared to greens you can find. i am suggesting a revamp of the low end quest loot during the main Anglo revamp

Aureus' notes on REDEEMER CAMP Quests.

These are largely grammatical issues.

Quest: Creatures of Grunes Tal
-"They seem to breeding Rather quick and now are starting to wander into our camp threatening lives"
suggest grammar fix to "They seem to be breeding rather quick and now are starting to wander into our camp, threatening lives"
-Completion: Suggest change in punctuation to a period. He's not asking a question, he's stating that there is more work.

Quest: Creatures of Grunes Tal Part 2
-suggest text change to: "The wol(f) packs may (be) decreasing in size but those (massive) Deathweaving spiders are everywhere. Go (exterminate) a few of them and (I'll) once again reward you."
-Completion: add period to end for proper punctuation.

Quest: Caretakers of the Lanters
-Quest text specifies collection of 30 vials but requirements are 15. Suggest standardization one way or the other.

Quest Sythrex the Overseer
-Completion: should be "It's taken care of then, I assume? Good, now I have an even more..."

Quest: The Revenant
The completion text bleeds over into the quest acception text.
Completion text change suggestion: "...the families (whose) loved ones..."

Quest: A Word to the Wise
-quest objective text: "Sacrifice" is misspelled in both instances.

Quest: True Form of Nobility
Completion: No quest rewards offered, despite quest text instructing the player to choose a reward.

Quest: Unholy Night
-Suggest changes of text: "You seem to be helping everyone around here, quite the explorer, quite the... dare I say... Hero? Enough flattery. I wonder..." "... but these damned Wrath Stags are everywhere near the Crypt." "...if you could take a few of them out..."
-Completion: "An Alpha you say?"

Quest: Bahmut the red-nosed wrath stag
Many run-on sentences that i wont bother to list out here theres just so many it would take 20 minutes to type them all out ill just let you guys handle this one i hope thats ok

That's all for now, i havent run over to swineland or done the behemoth quest completion.

Iron Maw Mobs

Hey Em finished up the Iron Maw mobs they dont have scripts yet i want to make scripts for the Raid dungeons (can obviously be done later) but all the stats and designs etc are made. I also re added the Bosses from Iron Maw as i noticed a small typo in their frost armor value there was no = could do nothing but might as well fix it so the boss' im sending you here are fixed.

Could you also make a the Spawn packages for the dungeon. Have Subterranean Crawlers Stagnant Air, Life Ember and Krostakin Scout in one and All the other mobs (save for the boss') in the other and then the proper spawn packages for the boss' ex. WC_56_Wailer

Once you get them added i can add all the spawns and pathnodes and loyalty to the mobs and all that will need doing is AIs and mechanics :)

[ENTRY]
ID=3687
level=50
display_name=Anexima
sub_name=The Dragon Lich
creature_category=Unliving
rarity=3
appearance=c2:{["a"]=[{["type"]="Item-1hAxe-Med2",["node"]="left_hand",["colors"]=["295520","946624","944D0D","0E1508"]},{["type"]="Item-1hMace-Basic5",["node"]="right_hand"}],["c"]={["boots"]={["type"]="Armor-Light-Low1",["colors"]=[]},["chest"]={["type"]="Armor-Light-Low1",["colors"]=[]},["arms"]={["type"]="Armor-Light-Low1",["colors"]=[]},["leggings"]={["type"]="Armor-Light-Low1",["colors"]=[]},["collar"]={["type"]="Armor-Light-Low1",["colors"]=[]},["belt"]={["type"]="Armor-Light-Low1",["colors"]=[]},["gloves"]={["type"]="Armor-Light-Low1",["colors"]=[]}},["b"]="n",["sk"]={["hair"]="843C2B",["leg_patches"]="843C2B",["chest_patch"]="974632",["tusks"]="BFBE5E",["eye_white"]="ADADAD",["nails"]="63594E",["base"]="90AA5E",["inner_ear"]="994936",["eye"]="B18B65",["eye_brows"]="B25540",["snout"]="6F6152",["arm_patches"]="6E3325"},["sz"]="1.0216",["h"]=0,["g"]="m",["r"]="k"}
strength=425
dexterity=400
constitution=550
psyche=425
spirit=400
base_damage_melee=325
damage_resist_melee=6500
damage_resist_fire=6500
damage_resist_frost=6500
damage_resist_mystic=6500
damage_resist_death=6500
profession=2
ai_package=custom_heathendel_anexima

[ENTRY]
ID=3688
level=50
display_name=Drakkar Zol
sub_name=The Relentless
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["bone"]="705C41",["trim"]="7F0B0B",["straps"]="B96464",["horns"]="463749",["armortrim"]="AAA937",["robe"]="000000",["armor"]="3F0000"},["c"]="Horde-Lich",["sz"]="1.0824"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost=6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3689
level=50
display_name=Valkalth
sub_name=The Merciless
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["bone"]="000000",["trim"]="7F7F7F",["straps"]="BFBFBF",["horns"]="000000",["armortrim"]="000000",["robe"]="000000",["armor"]="00033F"},["c"]="Horde-Lich",["sz"]="1.0824"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost=6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3690
level=50
display_name=Karayan Vexx
sub_name=The Unholy
creature_category=Unliving
rarity=2
appearance=n4:{["a"]=[{["type"]="Item-Staff-Epic5",["colors"]=["2A0000","2A2A23","7F1100","3F3F35","FF00FD"],["effect"]="Par-WE-Staff-Death",["node"]="right_hand"}],["c"]="Horde-Lich",["sk"]={["bone"]="705C41",["trim"]="000000",["straps"]="B96464",["horns"]="3F0000",["armortrim"]="006A06",["robe"]="7F7E00",["armor"]="3F2105"},["sz"]="2"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost=6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3691
level=50
display_name=Braakurk
sub_name=The Devourer
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["main"]="2C3B55",["highlights"]="BF0000",["cloth2"]="5C5C4C",["clawskin"]="AA8B8B",["cloth1"]="6E2618",["eye"]="551B54",["nails"]="FFFFFF",["rot"]="7F7F7F"},["c"]="Horde-Behemoth",["sz"]="2"}
strength=400
dexterity=300
constitution=650
psyche=200
spirit=200
base_damage_melee=350
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost=6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3692
level=49
display_name=Undead Miner
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=c2:{["a"]=[{["type"]="Item-1hAxe-MiningPick",["node"]="left_hand",["colors"]=["3F3F3F","6A3618"]}],["c"]={["boots"]={["type"]="Armor-Light-Low2",["colors"]=[]},["chest"]={["type"]="Armor-Light-Low2",["colors"]=[]},["arms"]={["type"]="Armor-Light-Low2",["colors"]=[]},["leggings"]={["type"]="Armor-Light-Low2",["colors"]=[]},["collar"]={["type"]="Armor-Light-Low2",["colors"]=[]},["belt"]={["type"]="Armor-Light-Low2",["colors"]=[]},["gloves"]={["type"]="Armor-Light-Low2",["colors"]=[]}},["b"]="n",["sk"]={["base"]="83A3BF",["horns"]="6486BF",["nails"]="BFBFBF",["eye"]="FF0000",["eye_lid"]="499438",["snout"]="417F21",["eye_white"]="000000"},["sz"]="1.0824",["h"]=1,["g"]="m",["r"]="t"}
strength=210
dexterity=210
constitution=300
psyche=150
spirit=150
base_damage_melee=230
damage_resist_melee=4500
damage_resist_fire=4500
damage_resist_frost=4500
damage_resist_mystic=4500
damage_resist_death=4500
profession=2
ai_package=example

[ENTRY]
ID=3693
level=50
display_name=Undead Miner
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=c2:{["a"]=[{["type"]="Item-1hAxe-MiningPick",["node"]="left_hand",["colors"]=["3F3F3F","6A3618"]}],["c"]={["boots"]={["type"]="Armor-Light-Low2",["colors"]=[]},["chest"]={["type"]="Armor-Light-Low2",["colors"]=[]},["arms"]={["type"]="Armor-Light-Low2",["colors"]=[]},["leggings"]={["type"]="Armor-Light-Low2",["colors"]=[]},["collar"]={["type"]="Armor-Light-Low2",["colors"]=[]},["belt"]={["type"]="Armor-Light-Low2",["colors"]=[]},["gloves"]={["type"]="Armor-Light-Low2",["colors"]=[]}},["b"]="n",["sk"]={["base"]="7CBF80",["horns"]="6486BF",["nails"]="BFBFBF",["eye"]="FF0000",["eye_lid"]="499438",["snout"]="417F21",["eye_white"]="000000"},["sz"]="1.0824",["h"]=1,["g"]="m",["r"]="t"}
strength=220
dexterity=210
constitution=310
psyche=150
spirit=150
base_damage_melee=235
damage_resist_melee=4500
damage_resist_fire=4500
damage_resist_frost=4500
damage_resist_mystic=4500
damage_resist_death=4500
profession=2
ai_package=example

[ENTRY]
ID=3694
level=49
display_name=Stolen Corpse
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Bucket",["node"]="left_hand",["colors"]=["940D0D","940D0D","BFBF9F"]},{["type"]="Item-Claw-Basic1",["node"]="right_hand",["colors"]=["71856E","EBAF20","652C2C","816F2B"]}],["c"]="Horde-Zombie",["sk"]={["bone"]="C7B29D",["skin"]="7FAEB8",["blood"]="B03A22",["pants"]="AA8F41",["shirt"]="554704",["detail"]="5F617A",["hair"]="716664"},["sz"]="1.15"}
strength=200
dexterity=225
constitution=285
psyche=150
spirit=150
base_damage_melee=250
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3695
level=50
display_name=Stolen Corpse
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Bucket",["node"]="left_hand",["colors"]=["940D0D","940D0D","BFBF9F"]},{["type"]="Item-Claw-Basic1",["node"]="right_hand",["colors"]=["71856E","EBAF20","652C2C","816F2B"]}],["c"]="Horde-Zombie",["sk"]={["bone"]="C7B29D",["skin"]="7CBF80",["blood"]="B03A22",["pants"]="AA8F41",["shirt"]="554704",["detail"]="5F617A",["hair"]="716664"},["sz"]="1.15"}
strength=205
dexterity=230
constitution=290
psyche=150
spirit=150
base_damage_melee=255
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3696
level=50
display_name=Murdered Foreman
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=c2:{["a"]=[{["type"]="Item-2hAxe-Medium3",["node"]="right_hand"}],["c"]={["boots"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=[]},["chest"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=["6a5928","9f5147","74756d","f8e69e","634930","989960","fcfefb","36454a"]},["leggings"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=[]},["belt"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=[]},["collar"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=[]},["arms"]={["type"]="Armor-Cloth-Male-Casual2",["colors"]=[]}},["b"]="n",["sk"]={["hair"]="696A7F",["leg_patches"]="517F7F",["chest_patch"]="7A7C94",["tusks"]="C8BBA5",["eye_white"]="ADADAD",["nails"]="63594E",["base"]="6EAA72",["inner_ear"]="606394",["eye"]="B18B65",["eye_brows"]="8BAAAA",["snout"]="6F6152",["arm_patches"]="7491AA"},["sz"]="1.15",["h"]=0,["g"]="m",["r"]="k"}
strength=250
dexterity=230
constitution=325
psyche=150
spirit=150
base_damage_melee=255
damage_resist_melee=4700
damage_resist_fire=4700
damage_resist_frost=4700
damage_resist_mystic=4700
damage_resist_death=4700
profession=2
ai_package=example

[ENTRY]
ID=3697
level=49
display_name=Skeletal Digger
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Shovel",["node"]="right_hand"},{["type"]="Item-Shield-Medium6",["node"]="left_hand",["colors"]=["3F3F3F","E90000","FFFD00"]}],["c"]="Horde-Skeleton",["sk"]={["bone"]="000000",["armor"]="940000",["trim"]="CD924E",["metal"]="000000",["loincloth"]="7F7F7F",["straps"]="000000"},["sz"]="1.1"}
strength=225
dexterity=200
constitution=300
psyche=150
spirit=150
base_damage_melee=235
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3699
level=49
display_name=Sheol Tunneler
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-1hMace-High4",["colors"]=["997208","656363","361D04"],["effect"]="Par-WE-1hMace-Blue",["node"]="right_hand"},{["type"]="Item-1hSword-High4",["node"]="left_hand"}],["c"]="Horde-Skeleton-Golgothan",["sk"]={["bone"]="6A6A6A",["trim"]="3F353F",["metal"]="3941BF",["loincloth"]="626262",["helm"]="111115",["eye"]="FF0000",["shirt"]="8CAA8E",["leather"]="2A1C10"},["sz"]="1.1"}
strength=210
dexterity=230
constitution=300
psyche=150
spirit=150
base_damage_melee=240
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3670
level=50
display_name=Sheol Tunneler
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-1hMace-High4",["colors"]=["997208","656363","361D04"],["effect"]="Par-WE-1hMace-Blue",["node"]="right_hand"},{["type"]="Item-1hSword-High4",["node"]="left_hand"}],["c"]="Horde-Skeleton-Golgothan",["sk"]={["bone"]="6A6A6A",["trim"]="3F353F",["metal"]="3941BF",["loincloth"]="626262",["helm"]="111115",["eye"]="FF0000",["shirt"]="8CAA8E",["leather"]="2A1C10"},["sz"]="1.1"}
strength=210
dexterity=230
constitution=300
psyche=150
spirit=150
base_damage_melee=240
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3698
level=50
display_name=Skeletal Digger
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Shovel",["node"]="right_hand"},{["type"]="Item-Shield-Medium6",["node"]="left_hand",["colors"]=["3F3F3F","E90000","FFFD00"]}],["c"]="Horde-Skeleton",["sk"]={["bone"]="000000",["armor"]="000000",["trim"]="3F353F",["metal"]="BF0000",["loincloth"]="7F1100",["straps"]="940000"},["sz"]="1.1"}
strength=230
dexterity=210
constitution=305
psyche=150
spirit=150
base_damage_melee=240
damage_resist_melee=4100
damage_resist_fire=4100
damage_resist_frost=4100
damage_resist_mystic=4100
damage_resist_death=4100
profession=2
ai_package=example

[ENTRY]
ID=3671
level=49
display_name=Mummified Necromancer
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Staff-Epic4",["colors"]=["6D4903","DBC27F","E1DAAC"],["effect"]="Par-WE-Spear-Death",["node"]="right_hand"}],["c"]="Horde-Mummy_Darkmage",["sk"]={["hair"]="41435A",["base"]="7E6954",["eyes"]="9D0A0E",["armor"]="CD9447",["tattoos"]="662D91",["nose"]="362F2D",["trim"]="3F353F"},["sz"]="1.1"}
strength=150
dexterity=150
constitution=300
psyche=225
spirit=225
base_damage_melee=200
damage_resist_melee=3750
damage_resist_fire=3750
damage_resist_frost=3750
damage_resist_mystic=3750
damage_resist_death=3750
profession=2
ai_package=example

[ENTRY]
ID=3672
level=50
display_name=Mummified Necromancer
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["a"]=[{["type"]="Item-Staff-Epic4",["colors"]=["6D4903","DBC27F","E1DAAC"],["effect"]="Par-WE-Spear-Death",["node"]="right_hand"}],["c"]="Horde-Mummy_Darkmage",["sk"]={["hair"]="41435A",["base"]="7E6954",["eyes"]="9D0A0E",["armor"]="CD9447",["tattoos"]="662D91",["nose"]="362F2D",["trim"]="3F353F"},["sz"]="1.1"}
strength=150
dexterity=150
constitution=300
psyche=225
spirit=225
base_damage_melee=200
damage_resist_melee=3750
damage_resist_fire=3750
damage_resist_frost=3750
damage_resist_mystic=3750
damage_resist_death=3750
profession=2
ai_package=example

[ENTRY]
ID=3673
level=50
display_name=Stagnant Air
sub_name=
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["armor"]="552E47",["main2"]="23232A",["main"]="3F3F3F",["eye"]="D20003",["main3"]="111115",["armor_marking"]="4008BA"},["c"]="Horde-Elemental_Air",["sz"]="1.1"}
strength=150
dexterity=150
constitution=300
psyche=250
spirit=225
base_damage_melee=215
damage_resist_melee=3750
damage_resist_fire=3750
damage_resist_frost=3750
damage_resist_mystic=3750
damage_resist_death=3750
profession=2
ai_package=example

[ENTRY]
ID=3674
level=50
display_name=Life Ember
sub_name=
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["fire6"]="FF0000",["base"]="56471A",["fire1"]="DF4B00",["fire3"]="FF8827",["eye"]="FFFFFF",["fire2"]="FF5E06",["fire5"]="FF0000",["fire4"]="FF0000"},["c"]="Horde-Elemental_Fire",["sz"]="1.1"}
strength=150
dexterity=150
constitution=300
psyche=250
spirit=225
base_damage_melee=215
damage_resist_melee=3750
damage_resist_fire=3750
damage_resist_frost=3750
damage_resist_mystic=3750
damage_resist_death=3750
profession=2
ai_package=example

[ENTRY]
ID=3675
level=49
display_name=Subterranean Crawler
sub_name=
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["eyeball"]="EB9B7F",["rock"]="7F5632",["dark_rock"]="403733",["iris"]="417371"},["c"]="Horde-Stalagmite",["sz"]="1.15"}
strength=200
dexterity=230
constitution=300
psyche=150
spirit=150
base_damage_melee=225
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3676
level=49
display_name=Subterranean Crawler
sub_name=
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["eyeball"]="EB9B7F",["rock"]="687F7F",["dark_rock"]="403733",["iris"]="417371"},["c"]="Horde-Stalagmite",["sz"]="1.15"}
strength=200
dexterity=230
constitution=300
psyche=150
spirit=150
base_damage_melee=225
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3677
level=49
display_name=Krostakin
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["blend"]="7F7F7F",["base"]="3F2A21",["tip"]="2A0000",["highlight"]="000000"},["c"]="Horde-Krostakin",["sz"]="2"}
strength=150
dexterity=150
constitution=300
psyche=220
spirit=250
base_damage_melee=225
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

[ENTRY]
ID=3678
level=50
display_name=Krostakin
sub_name=Servant of Abidan
creature_category=Unliving
rarity=1
appearance=n4:{["sk"]={["blend"]="7F2B07",["base"]="000000",["tip"]="2A0000",["highlight"]="150E05"},["c"]="Horde-Krostakin",["sz"]="2"}
strength=150
dexterity=150
constitution=300
psyche=220
spirit=250
base_damage_melee=225
damage_resist_melee=4000
damage_resist_fire=4000
damage_resist_frost=4000
damage_resist_mystic=4000
damage_resist_death=4000
profession=2
ai_package=example

Final Touches for Grunes Tal

So with the Quests being finished were done to the final touches before Grunes Tal can be released here's is the list:

  • The follow quests need rewards added to them ( add others if i leave any out)
    General Bodiccea
    The Revenant
    Bahmut the Red Nose Wrath Stag
    ~~one of Moris Banners quests. ~~
    Reward should be the same named item but with 4 options catering to all one class each Rare with similar stats to SPM rares of the same level (but try to make them still Ex SPM rare 12spi 20con, Grunes reward 20 spi 12 con or 15spi 15 con etc)

The Wailing Crypt essence needs fixin, The chest needs to be converted to a proper essence chest displaying the rewards. The Wailer needs an essence item and drop 3 upon death (one for each player that the dungeon recommends)

The Wailign Crypt token chest needs to be created and added. Tokens need to be made and added to the dungeon mobs drop list

Folkirk Essence chest. Same as The Wailing Crypt sept for folkirk :)

Early Release packages need to be made: Deciding the definite contents of the packs and make them.

Dungeons both the Wailing Crypt and Folkirk Manor need their drop rates raised. They will need to be a fair bit higher then regular dungeons i was thinking.

Done under other issue, need to discuss these. They are wildly different from other dungeons Uncommon: 1-10
Rare: 1-20
Epic: 1-50
Legendary:1-400

Boss rates, Mini bosses B: 1-1 P:1-10 L:1-75
Boss: P:1-1 L:1-25
I know im forgetting something hopefully it comes to me if anyone has anything else post it

Shadow void and Wailer stats

Here is the Script for the Shadow void, all i changed is the number of adds, rather then making the jump to 8 it ramains 5 for the whole battle (aside from the healing adds which are quite weak and shouldnt overload the client) Hopefully thats enough to make it doable at least will probably need more changing considering its suppose to be lvl 40 not 50 but that would just require making the enemies weaker. Also here are The Wailers stats. You can just copy and paste over his regular in the Creature def

[ENTRY]
ID=1259
strength=210
dexterity=200
constitution=500
psyche=250
spirit=250
base_damage_melee=280
damage_resist_melee=5500
damage_resist_fire=5500
damage_resist_frost=5500
damage_resist_mystic=5500
damage_resist_death=5500
will_regen=1
might_regen=1
offhand_weapon_damage=500
casting_setback_chance=500
channeling_break_chance=500
level=48
display_name=The Wailer
profession=4
creature_category=Unliving
rarity=2
ai_package=custom_heathendel_epicmagefrost40
appearance=n4:{["a"]=[{["type"]="Particle-Skeleton_Golgothan_Eye",["node"]="head_particles",["colors"]=["FFFFFF","AA351D"]},{["type"]="Armor-Medium-Mid1-Helmet",["node"]="hat",["colors"]=["3F140B","6A6A6A","FF1717","940000"]},{["type"]="Item-Wand-High5",["node"]="left_hand",["colors"]=["FFFED4","FF0000","000000"]},{["type"]="Item-Particle-Glacial_Walker_Mist",["node"]="center_hip"},{["type"]="Item-Particle-Glacial_Walker_Mist",["node"]="center_hip"},{["type"]="Particle-Djinn_Legs",["node"]="center_hip"}],["c"]="Horde-Invisible_Biped",["sk"]={["main"]="1D09E9"},["sz"]="1.3"}
#name instance_shadowvoid_112

; Spawners: 
; 1091955   1091954    Entrance side (East)
; 1091952   1091953    North
; 1091949   1091948    South
; 1091950   1091951    Boss side (West)

;70% - 5
;60% - 5
;50% - 8 reverse syphon
;40% - 5
;30% - 5
;20% - 8 reverse syphon
;10% - 5

; Init phase only
:init
set SPAWN80 0
set SPAWN70 0
set SPAWN60 0
set SPAWN50 0
set SPAWN40 0
set SPAWN30 0
set SPAWN20 0
set SPAWN10 0
set HELLID 0
set BOSSID
end


:spawn80
if SPAWN80 = 0
  set SPAWN80 1
  print "Instance spawn hell12"
  spawn 1030430
  get_npc_id 3636 HELLID
  get_npc_id 3630 BOSSID
  set_target HELLID BOSSID
endif
end

:spawn70
if SPAWN70 = 0
  set SPAWN70 1
  spawn_at 1091949 3632
  spawn_at 1091950 3632
  spawn_at 1091951 3632
  spawn_at 1091952 3632
endif
end

:spawn60
if SPAWN60 = 0
  set SPAWN60 1
  spawn_at 1091948 3632
  spawn_at 1091949 3632
  spawn_at 1091950 3632
  spawn_at 1091951 3632
  spawn_at 1091952 3632
  spawn_at 1091953 3632
endif
end

:spawn50
if SPAWN50 = 0
  set SPAWN50 1
  spawn_at 1091948 3631
  spawn_at 1091949 3631
  spawn_at 1091950 3631
  spawn_at 1091951 3631
  spawn_at 1091952 3631
  spawn_at 1091953 3631
  spawn_at 1091954 3631
  spawn_at 1091955 3631
endif
end

:spawn40
if SPAWN40 = 0
  set SPAWN40 1
  spawn_at 1091948 3632
  spawn_at 1091949 3632
  spawn_at 1091950 3632
  spawn_at 1091951 3632
  spawn_at 1091952 3632
endif
end

:spawn30
if SPAWN30 = 0
  set SPAWN30 1
  spawn_at 1091948 3632
  spawn_at 1091949 3632
  spawn_at 1091950 3632
  spawn_at 1091951 3632
  spawn_at 1091952 3632
endif
end

:spawn20
if SPAWN20 = 0
  set SPAWN20 1
  spawn_at 1091948 3631
  spawn_at 1091949 3631
  spawn_at 1091950 3631
  spawn_at 1091951 3631
  spawn_at 1091952 3631
endif
end

:spawn10
if SPAWN10 = 0
  set SPAWN10 1
  spawn_at 1091948 3632
  spawn_at 1091949 3632
  spawn_at 1091950 3632
  spawn_at 1091951 3632
  spawn_at 1091952 3632
endif
end

bug: Quest Giver- Join the Lightkeepers guild (Fort Stonehenge)

A gold crown is visible on the small inset map and when moused over says (quest giver, join the lightkeepers guild). When the player goes to where this quest is, it is located atop of the NPC Graynard Birk, however the NPC does not have a crown atop of itself and thus the quest is unable to be accepted.

In fairness at the time I noticed this inconsistency I was lv 43 so maybe a lv 10-13 character there is no issue as perhaps its part of a step-up quest pattern. However irregardless, being its a future quest then the giving NPC should have a greyed circular exclamation point atop its head; or so I feel.

Grunes Tal Update Check list

So with essentially everything finished for Grunes Tal I figured I'd post a check list that you can reference to make sure nothings left out, but before that ill post the items for Folkirk and Grunes Tal.

Em - Added to data (not in a chest yet)

Item ID: 10002
~~Essence Gear for The Wailer : ~~
Essence of the Wailer
lvl 48 Epic

Item ID: 10003
Amulet Knight Str 20
Con 10
Physical Crit 2.5%

Item ID: 10004
Amulet Rogue Dex 20
Con 10
Attackspeed Increase 2.5%

Item ID: 10005
Amulet Druid Spi 20
Con 10
Castrate increase 2.5%

Amulet Mage Psy 20
Con 10
Magic Crit 2.5%

These are next ones are item designs that need stats still.

Father Grundy Essence Gear:

Item ID: 10006 - Grundy's Organic Hammer
1H meathunk: c2:{["a"]=[{["type"]="Item-Leg_of_Meat",["node"]="right_hand",["colors"]=["0D233F","2A0000"]}],["c"]={["boots"]={["type"]="Armor-Cloth-Low1",["colors"]=["6a60a5","7c6ba2","e8af5e","6e85bb"]},["chest"]={["type"]="Armor-Cloth-Mid5",["colors"]=["55467f","552c26","a5a19c","d29e6f","6c6c6c"]},["leggings"]={["type"]="Armor-Cloth-Mid4",["colors"]=["9c80e9","f6c52e","cd901f","a74755","cfa43c"]},["belt"]={["type"]="Armor-Cloth-Low1",["colors"]=["a74755","7c6ba2","e8af5e","6e85bb"]},["collar"]={["type"]="Armor-Cloth-Low1",["colors"]=["f6c52e","f6c52e","e8af5e","f6c52e"]},["arms"]={["type"]="Armor-Cloth-Low1",["colors"]=["6a60a5","7c6ba2","e8af5e","6e85bb"]}},["b"]="n",["sk"]={["hands_feet"]="949494",["eye_white"]="FFFFFF",["nails"]="56514A",["mask"]="949494",["base"]="949494",["inner_ear"]="949494",["eye"]="1B9438",["head_highlight"]="949494",["nose"]="949494",["chest"]="949494"},["sz"]="1",["h"]=0,["g"]="m",["r"]="g"}

Item ID: 10007 - Grundys head band:
Grundys head band: c2:{["a"]=[{["type"]="Armor-Light-Low3-Helmet",["node"]="hat",["colors"]=["1F6A24","946624","944D0D","0A5503"]}],["c"]={["collar"]={["type"]="Armor-Medium-Low1",["colors"]=[]}},["b"]="n",["sk"]={["hands_feet"]="FFFFFF",["eye_white"]="D4CDC2",["nails"]="0B7F7F",["ear_tips"]="FFFFFF",["base"]="33AA3A",["eye"]="00AAAA",["inner_ear"]="BFBFBF",["nose"]="000555",["head_highlight"]="9D9FBF"},["sz"]="1.2",["h"]=0,["g"]="f",["r"]="x"}

The Wailer token gear

ID: 10008
Kyshf hide Helmet: c2:{["a"]=[{["type"]="Armor-Heavy-High1-Helmet",["node"]="helmet",["colors"]=["3F352C","7AA3E9","D4B0D4"]}],["c"]={["collar"]={["type"]="Armor-Medium-Mid3",["colors"]=[]}},["b"]="n",["sk"]={["hands_feet"]="FFFFFF",["eye_white"]="D4CDC2",["nails"]="0B7F7F",["ear_tips"]="FFFFFF",["base"]="33AA3A",["eye"]="00AAAA",["inner_ear"]="BFBFBF",["nose"]="000555",["head_highlight"]="9D9FBF"},["sz"]="1.2",["h"]=0,["g"]="f",["r"]="x"}

ID: 10009
Deathchanter bow: c2:{["a"]=[{["type"]="Item-Bow-Medium3",["node"]="left_hand",["colors"]=["151515","E9E9E9","BF3434"]}],["h"]=0,["b"]="n",["sk"]={["hands_feet"]="FFFFFF",["eye_white"]="D4CDC2",["nails"]="0B7F7F",["ear_tips"]="FFFFFF",["base"]="33AA3A",["eye"]="00AAAA",["inner_ear"]="BFBFBF",["nose"]="000555",["head_highlight"]="9D9FBF"},["r"]="x",["g"]="f",["sz"]="1.2"}

ID: 10010
Soulweaver Kilt : c2:{["h"]=0,["c"]={["leggings"]={["type"]="Armor-Medium-Epic3",["colors"]=["d4b293","bfbfbf","d4b293","3e307f","2a0223","ff00fd"]},["collar"]={["type"]="Armor-Medium-Mid3",["colors"]=[]}},["b"]="n",["sk"]={["hands_feet"]="FFFFFF",["eye_white"]="D4CDC2",["nails"]="0B7F7F",["ear_tips"]="FFFFFF",["base"]="33AA3A",["eye"]="00AAAA",["inner_ear"]="BFBFBF",["nose"]="000555",["head_highlight"]="9D9FBF"},["r"]="x",["g"]="f",["sz"]="1.2"}

The rest of the gear is in the IGF anything for Folkirk will be put in the essence chest it will have no token gear due to small dungeon (less mobs to drop tokens) Any Wailing Crypt Gear is token gear.

Now for the check list.

GRUNES TAL

-All quests need to be activated with map markers.

Em - Done -Map has to be set

-All NPCs and mobs need to be doubled check for having designs and Scripts (most mob packages are mixs) so maybe use Greths Spreadsheet to go through and add Scripts.

Em - Done -All instance entrances need to be activated (including the one inside Folkirk that leads to the main section of the dungeon) as well as the Friendly instance in the friendly warpid town grove is devgrove1 in my grove list.

-walls and rubble need to be removed to allow entrance to Grunes

Em - Done by Ric -Path nodes need to be check and fixed in the overworld ( some mobs walk up trees or mountains)

-dungeon/essence chests need locations.

Done -Drop rates for dungeons need to be set ( Due to the difficulty of the 2 Grunes Dungeons i wanted their drop rates to be a fair bit higher) I was thinking
Green 1-20
Blue 1-40
Purple 1-75/100 (will need testing)
Legendary 1 - 1000
Boss' Gurantee 2 Epics at least 1- 10 for Legendary

Script command ideas

From Ric,

  • Spawn (done)
  • Move prop
  • Rotate prop
  • Particle effects (on a timer)
  • Environment change

Feel free to add more :)

Crashing

This is the second time this game has crashed on me. I was in the middle of fighting 3 mobs when it crashed, in Rapunzel's Tower, level 3.

Rics Quest Bug Report

Behemoth Assembly lvl 43

Still in the return text says "Return to Moris Banner (hand over the body parts)"

Ale-Battered Gloom Spites lvl 43 Unable to Finish quest will not let me turn in, it says on the quest tracker window "Return to MJ Price 0)"

Haunted Hill lvl 44

May be to hard for 1 person all heroic mobs

Under mini-map Quest Tracker says on killing all the mobs "Return to Shayne Twichtail(Return to Shayne Twitchtail)"

~~Misguided Intentions lvl 44

maybe to hard for one person all heroic mobs

The Wailing Crypt lvl 44 (first quest)
says 2 person quest can easily be done with 1 no heroics or killing of the named

Foresight of the Elders lvl 46 / The True Form of Nobility lvl 46

Not sure if this is a bug but it these quests were accessible at 45

The True Form of Nobility lvl 46

Under mini-map Quest Tracker says "Return to Quintus Lunarsong (The Folkirks are dead!)" when you kill the Folkirks

Instances

Wailing Crypt

Token chest needs work only a few items in there

Forklit Manor

No Tokens Chest or Tokens dropping, Rewards chest need to be reworked only 2 rewards there

Complete wailing instance script

Have made some progress, should be able to complete later. The script needed to queue another health check event when the existing one completed. The script would basically just exit as soon as the wailer was found.

That got a little further. I'm not quite sure how to spawn properly now though. The instance script seems to require a prop that has a spawn package, yet when you do this, this spawn is immediately visible. I have hacked around this by setting maxActive to 0 for now, which sort of works. It's probably not the right thing to do though.

petit bug: Quest: Harvesting the Razor Beaks

The crown on the small map is slightly off the target, it is placed atop a building on the opposite side of the throughfare of the marketplace instead of atop the questgiver Turgan Gergendol.

Commando - Thud 'n Blunder Boys

n4:{["a"]=[{["type"]="Item-2hAxe-Basic4",["node"]="right_hand",["colors"]=["FFFFFF","F26522","943208"]}],["c"]="Horde-Warpig2",["sk"]={["cloth2"]="151515",["skin"]="947D50",["cloth1"]="943208",["eye"]="000994",["nails"]="B5815D",["trim"]="954806"},["sz"]="1.10"}

Grunes Beta Testing Bug Collection

Stuff from region

  • No yellow popup text for collecting butterflies Seems OK to me
  • Glutt should be a bit harder
  • Increase rewards of Folkirk and Wailing crypte. So since were trying to avoid havign BBs in Grunes Tal i think we should encourage dungeon replay more so then grinding. i think based on the difficulty of the dungeons we should bump up the xp total for rewards to 15k-20k considering the time you have to give to run it and difficulty i dont think typical quest xp should suffice. I bumped Wailing crypt to 11k, giving a total of 19k (i presume you mean 15-20k in total?)

Grunes Tal Dead Space Repop (Done)

Rictar is starting from the Warpig town and starting downwards
Notes: added 2 new warpig towers to 62987,57533 and 2 new guards added a guard that walks from the town to the 2 towers ( why would they not gaurd the higher ground)

Rotted Tree Bug

Hedorah the level 35 epic mob in Rotted Tree is extremely difficult and WAAAAYYYYY overpowered. A level 43 with full purple gear should be able to take her down solo. I have 6697 AC and 1334 HP. She takes me down waaayyyy too fast, and the amount of damage I do to her is not enough.

Early Content Revamps

So I have come up with the new mechanics for the following instances (Light house, Secret Passage, Earthend, Underhenge, Wilhelms Crypt, Abandoned Monastery) The mechanics are relatively simple still a rather large project all things considered. Some parts of certain dungeons will recieve loyalty as well thats to be added later (by me). Also perhaps going over some of the overworld quests for those lvl 3-17 and add some new more interactive ones or revamp some old ones but the instances are key.

Here are the Scripts (what will be included in them) for the dungeons.

mob stats will need to be altered to make the mechanics work as well as the player stat revamp.

Anglordren Script and Mechanics

[ENTRY]
ID=1995
ExtraData=namedmob=1
strength=9
dexterity=11
constitution=9
psyche=14
spirit=14
base_damage_melee=9
damage_resist_melee=147
damage_resist_fire=147
damage_resist_frost=147
damage_resist_mystic=147
damage_resist_death=147
will_regen=1
might_regen=1
offhand_weapon_damage=500
casting_setback_chance=500
channeling_break_chance=500
appearance=c2:{["a"]=[{["type"]="Item-Wand-Basic5",["node"]="right_hand",["colors"]=["940000"]}],["c"]={["boots"]={["type"]="Armor-Light-Low7",["colors"]=["2c9dd9","23232a","2c9dd9","c45f0f","744640","23232a","2f354b"]},["chest"]={["type"]="Armor-Cloth-High3",["colors"]=["2c9dd9","4e4657","dedfe1","c45f0f","23232a","2c4661"]},["arms"]={["type"]="Armor-Cloth-Mid2",["colors"]=["23232a","c45f0f","9c9c9c","e19c3d","898859"]},["leggings"]={["type"]="Armor-Light-Low7",["colors"]=["6a5e6d","23232a","2c9dd9","cfae71","744640","492c29","2f354b"]},["collar"]={["type"]="Armor-Cloth-Low1",["colors"]=["23232a","2c9dd9","e8af5e","6e85bb"]},["belt"]={["type"]="Armor-Light-High2",["colors"]=[]},["gloves"]={["type"]="Armor-Light-Mid1",["colors"]=["515161","23232a","9c3f2e","3f3c4a","e8610b","ffbb00"]}},["b"]="n",["sk"]={["skin"]="696A7F",["eye_color"]="537EB2",["horn"]="808080",["hair"]="7F0000",["eyeball"]="878787"},["sz"]="1.4",["h"]=0,["g"]="m",["r"]="p"}
level=5
display_name=Anglor Dren
profession=4
creature_category=Mortal
ai_package=custom, ability list: Assault, Bash, Concussion, Taurian Might, Nefritari's Aura (or some unique AOE)

Mechanics: 100% Boss uses Taurians might, cycles through Assualt, Concussion.

     2 Physical charges Boss uses Bash

       80% boss uses Divine shield (timed for 10-15 seconds)
       Boss casts targeted AOE ability ( player has to avoid spawning AOE targets)

     Cycle continue

       60%  boss uses Divine shield (timed for 10-15 seconds)
       Boss casts targeted AOE ability ( player has to avoid spawning AOE targets)


      Cycle 

      40% Boss roots player 7 seconds
       Boss starts to cast Deadly Blow (attack taking approx 35% of players health)
       Cast takes 20 seconds Boss has 100% of channel being stopped
       During cast one add comes ( very weak)
       Player needs to cancel cast before getting hit 

       Cycle

       20% boss uses Divine shield (timed for 10-15 seconds)
       Boss casts targeted AOE ability ( player has to avoid spawning AOE targets)

       0% Boss defeated.

South Passage Boss revamp

[ENTRY]
ID=3403
strength=23
dexterity=19
constitution=23
psyche=16
spirit=16
base_damage_melee=12
damage_resist_melee=213
damage_resist_fire=213
damage_resist_frost=213
damage_resist_mystic=213
damage_resist_death=213
base_health=253
will_regen=1
might_regen=1
offhand_weapon_damage=500
casting_setback_chance=500
channeling_break_chance=500
appearance=n4:{["sk"]={["blend"]="831C00",["base"]="3F6CA8",["tip"]="ACACAC",["highlight"]="FFD1A3"},["c"]="Horde-Krostakin",["sz"]="3"}
level=7
display_name=Krusty the Crab
profession=2
creature_category=Mortal
ai_package= auto attack, assault, Bash, Waterbeam (frost bolt tweaked ability) Submerge (cyroblast tweaked ability)

Mechanics

100% Boss Cycles through Assualt/auto, Waterbeam onces two charges is reach he executes

75% Boss Sea food, and casts Hunger (slow regen ability)

Cylces

50% Boss Spawns two crabs

Cycles

25% Boss Casts Beserker (perhaps tweak version 15% damage for -50% armor)

0% Boss Defeated

Earthend Boss Revamp

General Akhom Script auto melee, assault, Concussion, Disarm, Bash, Taurians might, Blender

Boss says: The City is ours! There is no hope for Beasts
100% Boss casts Taurians Might Cylcles through auto, assualt concussion Bash
Assault, Disarm Bash
Boss says: Finish them Legionaires!
80% Boss casts Divine Shield lasts for 15 Seconds Triggers 2 adds

Cycles

Boss says: Time to end this!
60% Boss uses Frenzy,
triggers
Corsica Militia say: Looks like we got here just in time
Corsica Militia friendly adds ( one heals player initially)
Other casts provoke on Boss.

Cycles

Boss says: ENOUGH! KILL THEM NOW!
40% casts Divine Shield 15secoonds, Triggers 4 adds

Cycles

Boss says: You will never win! Your empires will fall!
10% Casts Blender Spawns 2 Adds

0% Boss says: I've fail...

Underhenge Boss Revamp 1st quest Kill Priestess Claira

Claira's Script= Mystic missle, Soul burst forcebolt, force blast, Theft of Will, Theft of Might
Spirit of Hyperion, Recover
100% Boss cycles through script executes on 2 charges then uses theft of will then execute then theft of might then execute

80% uses Healing Hand heals 20%
Cycles
60% spawns two minions (no rarity)
Cycles
40% uses Spirit of Hyperion ( launches 5 blows of mystic light causing 25 damge per hit)
Cycles
20% uses recover spawns two minions
Cycles
0% dead

Underhenge Boss Revamp Bramblebane

Script: Assail, Disembowl, Pierce, Rend, Concussion, SpellBreaker, Asending, Earthshaker

100% cycles through executes at 3 charges
Cycles
90% Call for aid, 2 minions spawn (Heroic)
cycles
70% Acient movements (physical attack hits all targets in a 30m radius, causing 100 damage skips armor)
cycles
50% ancient Movements and spawns two adds
cycles
40% Spawns 3 minons 2 physical (heroics) 1 healer (normal)
cycles
20% Casts Acsending ( takes no damage and gets a physical buff and increased attack speed)
Message reads: Our attacks do nothing! Look his power seems to be drawing from Braziers!
Group extinguishes all 4 braziers and buff is canceled
cycles
0% dead

Wilhelm's Crypt Boss Revamp

[ENTRY]
ID=307
ExtraData=namedmob=1
strength=20
dexterity=29
constitution=24
psyche=49
spirit=35
base_damage_melee=21
damage_resist_melee=750
damage_resist_fire=824
damage_resist_frost=750
damage_resist_mystic=750
damage_resist_death=750
base_health=500
will_regen=1
might_regen=1
offhand_weapon_damage=500
casting_setback_chance=500
channeling_break_chance=500
appearance=n4:{["a"]=[{["type"]="Armor-Heavy-Epic1-Left_Pauldron",["colors"]=["FFD737","D40000","0D6A13","E90000"],["effect"]="Par-WE-2hSword-Blue",["node"]="left_shoulder"},{["type"]="Armor-Heavy-Epic1-Right_Pauldron",["colors"]=["FFD737","FF0000","107F16","E90000"],["effect"]="Par-WE-2hSword-Blue",["node"]="right_shoulder"},{["type"]="Armor-Cloth-Male-Casual1-Hat",["node"]="hat",["colors"]=["E9C533","EDAD55","6E3420"]},{["type"]="Item-Wand-Basic5",["node"]="right_hand"}],["c"]="Horde-Skeleton_Bonelord",["sk"]={["bone"]="151515",["armor"]="FFFFFF",["cloth"]="FFFFFF",["trim"]="7F6B1B"},["sz"]="1.6"}
level=13
display_name=King Wilhelm
profession=4
creature_category=Unliving
rarity=2
ai_package=mage_fire_brave_6
total_size=11.2

Wilhelm now has a small boss room. Battle will be tight quarters one of the tougher early game dungeons

Script: auto, Frost Bolt, Cyro Blast, Frostmire, Frost Storm, Theft of Will, Cold Snap, Forcebolt, Force Blast, Syphon-Aoe, Root, Obliterate, Spellbreaker

100% Cycles through Script, 3 charges for an execute

80% Spawns 2 Minions ( fight all 3 at once)

70% Boss uses AoE Syphon

60% Spawns 2 Minions

50% Roots one target casts Frost Storm

40% 3 Minions spawn

30% Casts Obliterate 10 second cast AoE mass kill ( players will have to interact with hiding spot) hiding spot will have 3 second cast

20% Boss used AoE Syphon, 2 Minions spawn

10% Cast Obliterate " "

Abandoned Monastery still need a script she only has her boss room created

Will post more upon completion

Fix scenery IDs from DevEurope

When the scenery was moved from DevEurope to Europe, I neglected to adjust the scenery IDs to match decent ranges used in the mainland (instead of the high IDs used in groves). This coupled with another file moving mistake, meant the Prop IDs got out of sync with what is in SessionVars.txt and we started getting weird prop behaviour.

A temporary fix has been made, but something needs to be done permanently.

The main range as of writing is

900000-1127939

There is another small range of 2005000 to 2005112.

And finally there is the large range I suspect is mostly from Dev Europe.

These should be adjusted. BEWARE, must take anything that might use the Prop ID into account, for example, instance scripts that spawn based on prop IDs.

Armor Refashioning

I know this might not be a bug, but can you allow for weapons and shields to be refashioned also? I would think people would like that =)

bug/enhancement: Quest Giver

if the accept/decline window for a quest is atop another window when the mouse is depressed it chooses not only to accept the quest but also selects the button beneath.

Its hardly problematic since basically the only thing you might depress is something on your quick bar like a healing spell however its worth noting since this means the quest giver window works as if it is transparent even though it isn't.

bug/adjustment: Transformation travel spell

In the past (this being prior to the repair of being stuck in transformed mode) one couldn't use their meelee attack ability (1 button ) while in transformation mode, (however they could meelee attack with arrows/wands via the 2 button ).

Now one is able to attack in transformation mode as if they were their standard character and all attacks/abilities function normally as if not transformed at all.

Protectorate Compount Vault Keeper

tried to use a race that does not have one yet

Name: Bonnie Bonds (keeps with the money theme)
Class: What ever you feel like

c2:{["a"]=[{["type"]="Armor-Cloth-Female-Casual1-Hat",["node"]="hat",["colors"]=["D4D300","00FF0F","FFFFFF","BFBE00","EABE45","3F3522","FFF8E6"]}],["c"]={["boots"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","fffd00","df8336","d4d48c","ad5152","ffffff"]},["chest"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","fffd00","df8336","d4d48c","ad5152","ffffff"]},["leggings"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","fffd00","df8336","d4d48c","ad5152","ffffff"]},["belt"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","7f7f54","df8336","d4d48c","ad5152","ffffff"]},["collar"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","fffd00","df8336","d4d48c","ad5152","ffffff"]},["arms"]={["type"]="Armor-Cloth-Female-Fancy2",["colors"]=["007f07","f2d756","fffd00","fffd00","df8336","d4d48c","ad5152","ffffff"]}},["b"]="m",["sk"]={["feet"]="E9E9E9",["eye_lid"]="C6AC92",["ear_tips"]="2A1C16",["base"]="94653A",["inner_ear"]="AA4273",["eye"]="6C3D26",["eye_white"]="FFEAD5",["nose"]="151515",["chest"]="FFFFFF"},["sz"]="1",["h"]=0,["g"]="f",["r"]="b"}

Brewery Cellar

I am stuck in the geometry in a doorway. I was running through the doorway when it almost like sucked me in and now I am stuck.

fight icon bug

if during a fight an attacked enemies energy returns to full heath due to health regeneration during movement the fight icon will turn from an sword back into a beast despite if player is in battle or not. Whether this affects enemy tether or not still needs to be explored.

Crafting System

Hopefully enhancements is the right spot for this but here goes.

The New Crafting system will seem quite large compared to our lack of one right now but at its core its fairly simple. The new system will ad 4 skills/jobs to the game that can be learned at lvl 10. players are restricted to one job per character this is too encourage trade and generate a in game economy.
The four jobs will be Weaponsmith Armorsmith, Alchemist and Enchanter. Each class will have unique set of plans that they can craft. To make this system work a crafting tab will need to be created. This tab will be called your crafting book, it will have a list of the plans you can craft, their lvl, mat requirements and stats of the item. In addition plans will now be consumable meaning once you consume a plan you forever know how to craft that item. Now to give players who prefer crafting to grinding there will be another feature to this system which will allow players to craft equal gear to players who prefer grinding. Disassembling currently give you materials used to create that item. With the new system youll also have a chance at learning the plan for that item (ex 20% chance) this will hopefully render the term fail drop abolished as SPM gear you cant use can be crafted and sold to others who need and they can do the same for you as you build up your book. This system will also worked from randomized gear although the plan extracted will be for affixs (to be utilized by Enchanters) All current SPM plans will be altered to be more useful as well as adding tons of new ones for all jobs.

To also make crafting a bit more realistic Material vendors will be added to the game. The vendors will sell all basic mats, however each tier will now have a rare material which has to be collected making Crafting not require as much grinding but not handed to them either.rare mats will be obtained in dungeons of the corresponding tier.

To give a brief Description and to lead into my next feature here are some quick descrips of each job

weaponsmith crafts all weapons range and melee

armorsmith crafts all armor slots (totems and shields maybe could be a weapons craft)

Enchanter Crafts runes or gem stones which carry an affix or slight stat boost on the item.

Alchemist crafts potions of all sorts

To balance out the jobs making them all equally useful Enchanter and Alchemist will have a unique feature. Potion recipes will be easily obtain in regular combat or very common in dungeon combat. These potions will be quite weak and of the common rarity (White) but will come in all sorts (ex health, stat boost, speed, dodge, transform, temp buffs) these potions can then be created simply and disassembled to then improve the potion recipe. So similar to how SPM gear can teach you the plan for that item disassembling potion give you a chance to learn a improved recipe of that potion example. (white ) potion of healing, heals 20 HP disassembling teachs you enchanced potion of healing (green) heals 50hp etc. This will cap at lvls and different tiers of white potions will be available at different lvls. Enchanters may have a similar feature with gem stones/runes enhance the strength of the affix.

Finally each class will have a master craft tier once theyve become masters of their craft or reached a certain lvl they can search for and learn their respected master crafts. This means the cuurent master plans wont be purchased but obtained, they will also be made more powerful to compensate.

Weaponsmith: master craft weapons

Armorsmith: master craft armor sets ( perhaps one plan for the entire set but much harder to craft to balance between the weapon crafter)

Alchemist: Legendary grade potions battle changing buffs that last a short time ( where as a epic potion might last an hour these extremely power potions may last 3 minutes)

Enchanter: What i think will be an exciting feature to see returned. Enchanters master craft will be Charms.

To make these items even more special specifically weapons all glowies will now be exclusive to mastercrafts no more look alike glowies.

Swineland Mobs

Hey Em i noticed that the additional Swineland mobs i sent you were not added to the Dev server but it had said in the previous version of issue tracker that they were. Im not sure if you were aware of this or if something may have just gone wrong while adding them so i thought id mention it. Hopefully you still have the Entries i sent, if not ill remake them.

Windows/tabs to sharpen the feel of the game

I was just considering this the other day and think its a good idea, and a good way to give the server a more professional feeling.

The idea is to add some small tabs for certain things aren't currently working or were never created.

/commands are convenient but a bit sloppy as far as appearance.

Here are some of things I think need adding:
PARTY SYSTEM: /partyinvite "playername" isnt exactly the simplest way to group together. Maybe we could reintroduce the right clicking on someones name give you the option to party invite them. It would eliminate another /command and its actually a system a lot of games have. In addition friends list and guild tabs would also give party options from right clicking on their name.

DUELING SYSTEM: At some point we will improve our excuse for PVP and add team matches new types of matches etc. Right now all our system is, is a dueling system. So we might as well add that to the list of options you get from right clicking on a player. My thoughts were we could use the animation circle for abilities like froststorm or Morass to form a boundary thats present during the duel. Players are locked in that area until the battles over, if thats no possible we can have it so the duel ends if one player leaves the circle. Its basically all our pvp is anyways so may as well add it as what it is dueling.

PVP: While were on the topic of PVP I figured I should add the an idea to replace the /pvp command in place. Although SPMs giant wall that apparently went to an arena in the middle of town idea :P they were on the right track im not if we could maybe add a carriage with an NPCs in each major city that would warp you to PVP. The other idea is having a PVP noticeboard prop made and have it set up where you interact with it and a PVP interface shows up showing available matches to join or to queue for a new match unless we can make a auto match up system in place. This would eliminate another /command and give us the option for things like tournaments (if we ever get the kind of pop to do that ) where a tournament would take place over a weeks period with multiple matches or teams with nice rewards for winning matches and the tourney.

GROVE WARP: This one might be tricky if we cant change the need to be at a Sanctuary for Grove warping. My idea however was to have groves be what they appear as land that you own. Essentially a player home. This idea would require you to receive your grove rather then just have it but perhaps early on we could have a quick quest of earn your property you help someone whos land (blend grove) has been overrun or has some problem something easy obviously. After helping him he decides to retire and offer you his land saying hes left no trace of himself there and its a fresh piece of dirt. From there every town or city would have some NPC or carriage type area where you could travel Home. Just an idea to remove one of the last /commands i havent covered we could probably do this with out the quest idea i just thought it would a way we could even add a tutorial to grove building so more players can get into it. I know Em mentioned revamping the grove building system so maybe we could look into that possibility then.

LOOT SYSTEM: This would be a tab for groups where the party would agree before starting how they will divide the loot and the party leader would then set that system. Ones that come to mind are Need and Greed, Loot Master ( party leader can collect loot to be divided after) and perhaps a class restricted loot system (where if you can use the item you are unable to pick it up)

PET VENDOR: The Cosmetic pets are a fun little feature, but the window that opens with the /pet command is a bit messy. Would be cool if we could have Pet vendors in major Cities and towns where a preview key would display a small picture of the pet rather then briefly spawn it.

CRAFTING WINDOW: although the new crafting system will feature this anyways i figured i'd add it to this list just for the heck of it. Crafting tab would display a more organized and detailed window to show you what plans you know how to make and when selected display lvl, materials, stats.

MOUNT VENDOR: This is another one that i assume will be added when the content is actually finished but having Mount Vendors in each Major City again with preview pics of the mount would be a nice touch.

AUCTION HOUSE: This feature would be fairly low priority but I've heard grumblings for an Auction House ever since open beta in SPM, so an Auction house again in Major Cities and Towns would be a popular feature and again may encourage trade more, but will be fairly useless feature until player numbers start to rise nevertheless would be good to have even if its not used as much early on.

~~WEAPON RE-FASHIONER: The feature to refashion weapons has been amongst the most popular as small as it is. However i think either making Armor refashioners into Equipment Re-fashioners which could do both armor and weapons would be a good thing even though some players will dislike not being able to refashion anywhere there will be much less lost and destroyed items which means less heart ache for Emerald when people come complaining about their lost item. ~~

Those are some major ones ive thought of im sure there are more we could add but these would be commonly used ones.

Getting back in

I try to launch the application and it is not letting me back in. It is stuck at awaiting download request on a black screen.

Class and Stat Revamps

Hey so Dekker would probably the best one to post this but I figured I'd post a rough idea (including some ideas of my own which may not feature) then Dekker can post a new issue and I ca have this one taken down.

Its no secret that classes are unbalanced in the current game. Druids and Knights are the only classes that are needed in a group, and those others cant survive on their own.

For Stats Dekker has worked on this already and will be able to explain in much more depth, but basically the stat revamp will effect the base stat growth each class has. This will most definitely raise the damage and health in certain cases but it will give the DPS classes (rogue,mage) at least be good at what they are supposed to do.

All Classes will have base stats of 46 for all stat types ( originally 10 for main stats 8 for secondary stats. Now to give you an idea of the progression change. Currently every class gains 2 con and 2 main stat each lvl. With the revamp this will change depending on class for example a rogue will progress with 3 dex every lvl and 1 con every lvl or every 2 levels. This will significantly lower their base health but raise their damage quite significantly and with the base stats starting at 46 it should compensate for the slower health progression.

This revamp will likely trigger a Gear stat altering.

Now for classes Dekker is leading that project, so Ill just post my own idea and let Dekker explain what his thoughts are on the Class revamp and what his plans are.

My thoughts was to add true sub classes to the game. Yes this would effect the cross classing to a degree but would certainly not remove it (least thats not the plan ) The main goal of the Sub class idea is to force the OP classes to choose one strength rather then be strong across the board as well as make the weaker classes more versatile and specialize meaning they may be squishier still but they may have different styles depending on class to make up for the lack of health like evasion for Rogues or absorbtion for mages.

Not only do i think that idea would balance the classes a bit but i believe it will expand our options in other gameplay. As this would certainly cause us to revamp exisiting abilities and ad plenty of new ones while taking useless ones out.

Dekker also has had plans for additional classes (1 or 2) It is not certain whether itll be added right away or at all but our main priority is to fix the existing classes before we worry about new ones.

I know this doesnt really help you get started on this enhancement Em but hopefully it can spark some ideas to take this idea further or better Dekkers idea. Dekker will surely post here once hes got the time and correct where im wrong (probably several areas) and go into much more depth in others while providing the assets to get it done.

Grunes Opening

  • Wolf quest to give some cosmetic item and a mount
  • Maybe a winterdawning item can be an item (for AP / vault space)
  • Wolf quest should level them to 10
  • 2nd quest to give them a stone henge scroll
  • Gambler outside Stonehenge
  • BB to level them to 43. No objective quest, gives 100g and 1mil XP, capped to 43.

Iron Maw Bosses

Hey I had a bit of time to make Aneixma and 4 Sub Boss' for the Iron Maw they just need scripts and mechanics but if you get a chance add them in :) so i can place them :)

[ENTRY]
ID=3687
level=50
display_name=Anexima
sub_name=The Dragon Lich
creature_category=Unliving
rarity=3
appearance=c2:{["a"]=[{["type"]="Item-1hAxe-Med2",["node"]="left_hand",["colors"]=["295520","946624","944D0D","0E1508"]},{["type"]="Item-1hMace-Basic5",["node"]="right_hand"}],["c"]={["boots"]={["type"]="Armor-Light-Low1",["colors"]=[]},["chest"]={["type"]="Armor-Light-Low1",["colors"]=[]},["arms"]={["type"]="Armor-Light-Low1",["colors"]=[]},["leggings"]={["type"]="Armor-Light-Low1",["colors"]=[]},["collar"]={["type"]="Armor-Light-Low1",["colors"]=[]},["belt"]={["type"]="Armor-Light-Low1",["colors"]=[]},["gloves"]={["type"]="Armor-Light-Low1",["colors"]=[]}},["b"]="n",["sk"]={["hair"]="843C2B",["leg_patches"]="843C2B",["chest_patch"]="974632",["tusks"]="BFBE5E",["eye_white"]="ADADAD",["nails"]="63594E",["base"]="90AA5E",["inner_ear"]="994936",["eye"]="B18B65",["eye_brows"]="B25540",["snout"]="6F6152",["arm_patches"]="6E3325"},["sz"]="1.0216",["h"]=0,["g"]="m",["r"]="k"}
strength=425
dexterity=400
constitution=550
psyche=425
spirit=400
base_damage_melee=325
damage_resist_melee=6500
damage_resist_fire=6500
damage_resist_frost6500
damage_resist_mystic=6500
damage_resist_death=6500
profession=2
ai_package=custom_heathendel_anexima

[ENTRY]
ID=3688
level=50
display_name=Drakkar Zol
sub_name=The Relentless
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["bone"]="705C41",["trim"]="7F0B0B",["straps"]="B96464",["horns"]="463749",["armortrim"]="AAA937",["robe"]="000000",["armor"]="3F0000"},["c"]="Horde-Lich",["sz"]="1.0824"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3689
level=50
display_name=Valkalth
sub_name=The Merciless
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["bone"]="000000",["trim"]="7F7F7F",["straps"]="BFBFBF",["horns"]="000000",["armortrim"]="000000",["robe"]="000000",["armor"]="00033F"},["c"]="Horde-Lich",["sz"]="1.0824"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3690
level=50
display_name=Karayan Vexx
sub_name=The Unholy
creature_category=Unliving
rarity=2
appearance=n4:{["a"]=[{["type"]="Item-Staff-Epic5",["colors"]=["2A0000","2A2A23","7F1100","3F3F35","FF00FD"],["effect"]="Par-WE-Staff-Death",["node"]="right_hand"}],["c"]="Horde-Lich",["sk"]={["bone"]="705C41",["trim"]="000000",["straps"]="B96464",["horns"]="3F0000",["armortrim"]="006A06",["robe"]="7F7E00",["armor"]="3F2105"},["sz"]="2"}
strength=350
dexterity=350
constitution=450
psyche=350
spirit=350
base_damage_melee=275
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

[ENTRY]
ID=3691
level=50
display_name=Braakurk
sub_name=The Devourer
creature_category=Unliving
rarity=2
appearance=n4:{["sk"]={["main"]="2C3B55",["highlights"]="BF0000",["cloth2"]="5C5C4C",["clawskin"]="AA8B8B",["cloth1"]="6E2618",["eye"]="551B54",["nails"]="FFFFFF",["rot"]="7F7F7F"},["c"]="Horde-Behemoth",["sz"]="2"}
strength=400
dexterity=300
constitution=650
psyche=200
spirit=200
base_damage_melee=350
damage_resist_melee=6000
damage_resist_fire=6000
damage_resist_frost6000
damage_resist_mystic=6000
damage_resist_death=6000
profession=2
ai_package=example

Clans

"Earth Eternal has always had Clans. Clans are groups formed and run by players to improve the social aspect of the game. I am in strong favor of having Clans however due to our small community there just isnt sufficient means to reintroduce them. Hopefully that can change however we have had ideas for alternate versions of Clans which are Guilds.

Guilds would be player/NPC run factions that players will have the option of joining. SPM designed a very early model of factions and it can hopefully be finished and if so this idea is a very possible feat.

How Guilds would work as that a number of factions would be created scattered around the game. Some large and easy to find some more secretive based on the nature of the Guild. Once found a player would have to accept and complete a quest given by the guild to obtain entry. Once accepted into a Guild you will be given its Guild tag whatever it may be and additional quests will be opened. completing tasks for the Guild will obtain you valor with that Guild which determines when you advance in rank.

Guild will work similar to clans in the sense that players can communicate on a common chat zone as well as interact in other group exclusive content.
We've discussed having rival guilds and neutral ones, where rivals can have the option to attack one another however this will be a trial feature as it could cause more problems then fun.
In addition higher ranking Guild members will have additional powers, however based on how far the clients limits can take us not all listed may be possible.

  • Have access to Guild unique craftables (Set, Weapons, etc)
  • Ability to request attacks (pvp events led by Guilds)
  • Request dismissal of a fellow player from Guild (to be determined by Admin or Sages

More to be added

Squirrel decompiler doesn't deal with while loops that well

For example ...

function assembleCreatures()
    {       
        local lastCreatureAssembled = null;

        // Assemble creatures until we run out of creatures or run out of quota:
        while( mAssemblyQueueQuota > 0 )
        {
            local newLastCreatureAssembled = assembleCreature(lastCreatureAssembled);

            if(!newLastCreatureAssembled || lastCreatureAssembled==newLastCreatureAssembled)
                return;

            lastCreatureAssembled = newLastCreatureAssembled;
        }   
    }

.. decompiles as ..

function assembleCreatures()
    {
        for( local lastCreatureAssembled; this.mAssemblyQueueQuota > 0; lastCreatureAssembled = newLastCreatureAssembled )
        {
            local newLastCreatureAssembled = this.assembleCreature(lastCreatureAssembled);

            if (!newLastCreatureAssembled || lastCreatureAssembled == newLastCreatureAssembled)
            {
                return;
            }
        }
    }

Mounts

one comment I've received a lot is people dislike the enormous amount of walking in EE. Binding works to a certain extent and Greth Key Sanctuary helps a lot as well. Mounts however would be a huge help as well as a popular feature. Greth had attempted to add Mounts right before he stepped down but due to issues with this games Z axis it couldn't be done.

My idea is an alternative to mounts that i know would work it would just be a bit unconventional. Similar to how players toggle pets on and off a Vendor would sell a variety of mounts. Once bought it would appear in your inventory and be possible to add to your quick bars.

What would make these different is they would be transforming spells (which greth had already designed awhile back) the player would cast the spell and take form of the mount they had purchased. This ability would have another affect which would be a speed boost. The player could then travel to the desired location and toggle the ability to transform back.

I think this is a pretty good alternative to Mounts and a easy one to implement just to give a few ideas here are some Mount ideas:

  1. Wolf (a variety of them maybe catered to certain levels)
  2. Stag
  3. StoneSkin Brute (those stone 4 legged guys from near Bath)
  4. Bird (similar model to Ni'Lania obviously smaller)
  5. Cougar ( Lion mobs from CR and Swineland)

Just a few ideas off the top of my head.

Grunes Tal quest completion

Use this task to note down quests you are currently working on. First check here to see if somebody else has already started or completed one, if not, make a new comment that you are now working on a quest. Edit the comment to say its completed when you are done.

For now we are assigning a small range of Quest ID's to each developer. Please use numbers from the range in the 'ID=' entry of each quest.

Em: 808-817
Heath: 818-830
Liska: 831-843

Groves

Where/how are we going to purchase items to put in our groves? Also, the edge allows for me to get out of the plot area and slip down to the outlying areas, the ones that go forever.

Party warp

This isnt to be confused with the right click on players name and warp to them feature then SPM introduced, but a system where when some invites a player to a party from inside a dungeon you get a message saying "Your party leader is in a dungeon. Would you like to fast travel to their location? then you click yes or no, yes obviously warping the player to his leaders location in the instance.

In addition I was thinking while in a instance there could be a button to "warp to entrance" unable to be used in combat but meant for when a long dungeons been completed and none of your port spells bring you close to where you need to go. The button could be a small one like the world map button next to your mini map located also near your minimap.

I'll admit with Mounts now being possible traveling will be easier but think it would be a nice touch not having to warp to stonehenge after every dungeon.

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