Comarian Mines update

Feedback, bugs, and general gameplay related discussion.
Brandobaris
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Comarian Mines update

Postby Brandobaris » Tue Nov 08, 2005 1:48 pm

Here are the important changes:
- Some *really* tough mobs were chasing people into the general mines areas. This should no longer happen with those particular mobs. Yes, they are that tough by design...
- There was an issue with some of the arena entertainment portals. This has been corrected. (This is the section with the tavern, etc)
- An item a player tried to quest was too heavy. Its weight has been reduced.
- Not a huge deal but the align on some small mobs wasn't how it was supposed to be. If your align was getting hosed, it should be safe now.

Oh, and as per people pointing it out and making a big deal out of it, the drow's shield is no longer lit, and the bucket is a container now :O

Things not updated yet:
- Do not quest cave worm skins yet (fragments are fine). There is an issue with it. Warn your friends if you see them collecting skins. A followup post will be made once it's corrected.

Please mmail me with any problems you find.
Brandobaris
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Postby Brandobaris » Fri Nov 11, 2005 6:00 am

- It is ok to quest cave worm skins now.
- The following mobs now have a way of clearing inventory, if I missed any, mmail me: anghan, junas, sumena, crudge, tonkham, zivert
- A mob can consent now (mentions it in quest response)
- Several mobs' responses were expanded upon briefly to try to make it more clear what they want.

If there are any problems, mmail me.
Brandobaris
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Postby Brandobaris » Fri Nov 11, 2005 2:00 pm

I forgot to mention that one of the spawned portals was going to the wrong place. It goes somewhere different now.
Dalar
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Postby Dalar » Fri Nov 11, 2005 5:29 pm

I'm confused. WTF is this
It will be fixed in Toril 2.0.
Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Ragorn
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Postby Ragorn » Fri Nov 11, 2005 6:54 pm

God feedback? I'd be confused too....
- Ragorn
Shar: Leave the moaning to the people who have real issues to moan about like rangers or newbies.
Corth: Go ask out a chick that doesn't wiggle her poon in people's faces for a living.
Hsoj
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Postby Hsoj » Fri Nov 11, 2005 7:08 pm

wtf indeediblydoodibly
-==~ Tafah Auvry'ar'lyl | Fatah Fire Bath ~==-
Lathander
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Postby Lathander » Fri Nov 11, 2005 7:36 pm

You're probably confused because you don't log on. Read the news. :P

Lath
Dalar
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Postby Dalar » Fri Nov 11, 2005 8:17 pm

I do log on to read the news, but I'm quite shocked that an area god is actually posting a specific update on a zone. Are you guys even allowed to do this?
It will be fixed in Toril 2.0.

Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Lathander
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Postby Lathander » Fri Nov 11, 2005 8:47 pm

Personally, I think it is fantastic that the area staff is addressing issues in zones, and doing it quickly. Brando's post addresses the problems, but most would agree it is vague enough not to give anything away. Hell, if nothing else, it is generating some interest which is a good thing.

I hope to god folks do not actually complain about things getting fixed and actually giving the information that things are fixed.

Lath
Dalar
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Postby Dalar » Fri Nov 11, 2005 10:48 pm

It would be nice if players didn't have to figure out what is changed especially if we had already explored the area. The areas sphere in the past just said "oh hey we fixed this guess what it is" was just annoying. It was very frustrating when things were changed without warning too.
It will be fixed in Toril 2.0.

Aremat group-says 'tanks i highly suggest investing 20 silver in training weapons from cm to cut down on the losing scales to shield'
Brandobaris
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Postby Brandobaris » Sat Nov 12, 2005 1:36 am

Dalar wrote:It would be nice if players didn't have to figure out what is changed especially if we had already explored the area. The areas sphere in the past just said "oh hey we fixed this guess what it is" was just annoying. It was very frustrating when things were changed without warning too.

Anyone who has experienced one of the above problems should know what I'm talking about. If anyone is still confused, mmail me and I will provide a clear, yes or no answer, to if their problem has been fixed.
Brandobaris
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Postby Brandobaris » Thu Nov 24, 2005 1:11 pm

- The sword fight was toned down. No tracking, less damage.
- The followers for most groups will not reload until the whole group is dead.
- Danboppal Itchyfeet wasn't working properly.
- YT ruins are !summon.
- There was a problem preventing Gokodawar Bloodfist from sometimes loading. Also, he is armed now.

If you have any questions, feel free to mmail me.
Last edited by Brandobaris on Fri Nov 25, 2005 1:24 am, edited 1 time in total.
Brandobaris
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Postby Brandobaris » Thu Nov 24, 2005 9:37 pm

It has come to my attention that the dolomite lockpick isn't working properly. It is supposed to never break on pickable doors/chests, but it can. If you know someone who has the pick, please let them know that they should not use it until the problem has been corrected. When the problem has been corrected, I will mention it in this post.
Tasop/Glandriel
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Postby Tasop/Glandriel » Fri Nov 25, 2005 9:08 am

Lol!
just wondering B, u relented on the Damage done by swords, nice one
wondering... will u up the % load from hardly ever to sometimes? :P

Just a thought, altho i already know the answer :roll:

chuckle

oh one more thing, why's everything a bag? most will understand when i ask this, some wont...

Cheers Brandobaris!
Yeh, i think i havea corpse there too....
Brandobaris
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Postby Brandobaris » Sat Nov 26, 2005 3:46 am

Tasop/Glandriel wrote:...will u up the % load from hardly ever to sometimes?...

Well, one person found an item that was taking longer to load than expected. This turned out to be a logic error and was fixed. But most things are supposed to be that way. It sort of goes like this, the higher the level of the quest, the more rare or harder to get the items may be. If you find an exception to this, let me know.

Tasop/Glandriel wrote:...oh one more thing, why's everything a bag? most will understand when i ask this, some wont...

Everything is not a bag, but there are choices available for low to mid level players. Starting out, all I know of that's decent is the goatskin pack, and the scardale pouch. Then when your level is high enough you can tackle the buckskin pack. Aside from that I'm not sure what else is available that is worth using. Now if a person applies himself, there are a couple other options.
Brandobaris
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Postby Brandobaris » Wed Dec 07, 2005 2:13 am

- The dolomite lockpick should be fixed.
- If you want rope, you have to find another way to get it.
- Someone can be seen in the village area, who didn't appear there before.
- A mob was blind by mistake, and can see now. So if you found an unresponsive mob, you might try again.
- A couple mobs will world hunt now. So be careful. Consider this fair warning.
Yayaril
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Postby Yayaril » Wed Dec 07, 2005 4:32 pm

8)

Dolomite- the funky metal that won't cop out, when there's heat all about!
Brandobaris
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Postby Brandobaris » Thu Dec 08, 2005 12:52 am

Yayaril wrote:8)

Dolomite- the funky metal that won't cop out, when there's heat all about!

Rofl, exactly ;)

Also I forgot to mention:
- A mob that was causing mass-confusion was updated ever so slightly. So if you got really confused by some mob you might try again.
Demuladon
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Postby Demuladon » Fri Dec 23, 2005 12:20 pm

Small problem with the duergar warriors...

A duergar warrior is in excellent condition.

<held as shield> a simple steel shield (illuminating)
muxxissinix
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Postby muxxissinix » Sat Dec 24, 2005 12:44 am

Is not really a problem demu all rooms in the mine are illuminated.
Lilira
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Postby Lilira » Tue Jan 03, 2006 7:47 pm

flee
A Mine Tunnel
This part of the mine tunnel has had the rusted rail tracks removed.
The passage functions has a throughfare for the current occupants, the
Comarians. Heavy wooden beams line the sides of the tunnel and help
prevent cave-ins. Small bits of rocky debris are scattered about the
floor. The passage extends to the north and south.
Exits: - North - South
A long string runs the length of the room here.
A child eagerly explores the passages that are his new home.
A young man in dirty clothes approaches you.
A tall guard leader stands watch over the other guards.
A huge warrior stands on guard here.
A huge warrior stands on guard here.
A huge warrior stands on guard here.
A huge warrior stands on guard here.
You flee southward!

< 116h/349H 139v/140V >
< > l n
A Heavily Reinforced Vertical Mine Shaft
You are in the center of a large vertical mine shaft. Giant wooden
beams are all around you, reinforcing the shaft. Above and below you
are huge, gaping holes that lead to other sections of the shaft. To
the north, south, east and west are side passages where miners
searched for gems, minerals or ore.
Exits: - North - East - South - West - Down
A long string runs the length of the room here.
A yuan-ti mage slithers through the passage.

< 116h/349H 140v/140V >
< > hide
You attempt to hide yourself.

< 116h/349H 140v/140V >
< >
A black rift in space opens next to you, and a yuan-ti illusionist steps out of it grinning.

< 116h/349H 140v/140V >
< > backstab mage

A yuan-ti illusionist starts casting a spell.

< 117h/349H 140v/140V >
< > You stop trying to hide.
You miss a yuan-ti illusionist with your pierce.
Upon being struck, a mirror image of a yuan-ti illusionist shatters into a million particles of light!

< 117h/349H 140v/140V >
< E: illusionist EC: small wounds >
You dodge a Comarian village guard's vicious attack.

< 117h/349H 140v/140V >
< E: illusionist EC: small wounds >
You dodge a Comarian village guard's vicious attack.
You gasp in pain from a Comarian village guard's awesome slash!
Upon being struck, a mirror image of a yuan-ti illusionist shatters into a million particles of light!

< 73h/349H 140v/140V >
< E: illusionist EC: small wounds > TICK IN 5 SECONDS.
save

flee
You dodge a Comarian village guard's vicious attack.

< 73h/349H 140v/140V >
< E: illusionist EC: small wounds >
A yuan-ti illusionist completes his spell...
A yuan-ti illusionist utters the words, 'uizuguburuhl'
A yuan-ti illusionist slowly fades out of existence.

< 74h/349H 140v/140V >
< E: illusionist EC: small wounds >
A Comarian village guard half kills you with his mighty slash!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

You dodge a Comarian village guard's vicious attack.
A Comarian village guard slams his shield into you, and you stagger in pain!
YIKES! Another hit like that, and you've had it!!
You wish that your wounds would stop BLEEDING so much!

The world starts spinning, and your ears are ringing!
You miss someone with your pierce.
You miss someone with your pierce.

< 3h/349H 140v/140V >
< T: Lilera TC: awful E: someone EC: small wounds >
The world stops spinning.

< 3h/349H 140v/140V >
< T: Lilera TC: awful E: someone EC: small wounds >
You dodge a Comarian village guard leader's vicious attack.

< 3h/349H 140v/140V >
< T: Lilera TC: awful E: someone EC: small wounds > A Comarian village guard says 'I must assist my friend!'
Your vision spins into darkness as your head falls towards the ground.
With a final blow, you feel yourself falling to the ground.
Your soul leaves your body in the cold sleep of death...
You lose a level!

*** Welcome to Toril ***

Holy COW this is so unbelievably WRONG!!!!!!!!!!!!!!!!!!! Please, please, please fix. If anything they shoulda jumped in on MY side.

Score information for Lilera

Level: 40 Race: Human Class: Rogue
Demuladon
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too much MR

Postby Demuladon » Wed Jan 18, 2006 10:46 pm

Too much MR for these drow priestess?

< P: std > w
A Caved-in Section of a Mine Tunnel
Exits: -E
A drow priestess quietly passes through the tunnel.
A air elemental flies in from the east.

< 913h/926H 147p/147P 122v/123V >
< P: std > con priestess
You could do it with a needle!
This creature appears to be tiny compared to you.




< P: std > cast 'feeblemind' priestess
You start chanting...
A drow priestess misses you with her hit.
<Casting: feeblemind *
< 915h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.


cast 'ice tongue'
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std > You start chanting...
< 916h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
Casting: ice tongue *
< 916h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.


cast 'ice tongue'
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std > You start chanting...
< 917h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
Casting: ice tongue *
< 917h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.


cast 'ice tongue'
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std > You start chanting...
< 894h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
Casting: ice tongue *
< 895h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
A drow priestess appears to fight off the freezing cold and resists Demuladon's spell!


cast 'feeblemind'
You start chanting...
Casting: feeblemind *
< 896h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.


cast 'power word blind'
You miss a drow priestess with your pound.
A drow priestess dodges your futile attack.
A drow priestess misses you with her hit.
You start chanting...
< 889h/926H 147p/147P 123v/123V >
< T: Demuladon TC: few scratches E: priestess EC: few scratches P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.
A drow priestess points at you.
You are surrounded by dancing outline of purplish flames!


cast 'power word blind' priestess
< P: std > You start chanting...
< P: std >
You complete your spell...
Your spell dissipates harmlessly around a drow priestess, having no effect.
A drow priestess hits you.
Your spell is partially absorbed by a drow priestess.
A drow priestess is burned severely as she hits you!
Brandobaris
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Postby Brandobaris » Fri Jan 20, 2006 3:43 am

Demuladon wrote:A duergar warrior is in excellent condition.
<held as shield> a simple steel shield (illuminating)

Thank you. This has been fixed.

muxxissinix wrote:Is not really a problem demu all rooms in the mine are illuminated.

The mine rooms are actually flagged in the file as dark. That the flag isn't loading or working properly appears to be a code issue.

Lilira wrote:b] Holy COW this is so unbelievably WRONG!!!!!!!!!!!!!!!!!!! Please, please, please fix. If anything they shoulda jumped in on MY side.[/b]

I tend to agree. This is something that would require a coder to look into.

Demuladon wrote:Too much MR for these drow priestess?

Thank you for pointing this out. Those priestesses that are by themselves are not supposed to have any mr. This will be fixed (but it may be awhile before the next update).

The most recent update has just gone in. Some of the more notable fixes and changes include:
- There were some complaints about the war parties. Some changes were made and some new options are available.
- There were some complaints about the players vs mobs section of the blood dome. It has been examined and updated extensively.
- There were some complaints involving a low lv lizard quest. It has been changed significantly.
- After seeing a few problems, I evaluated the hunting and scavenging flags on the mobs in the general mine area.
- The way the yuanti ruins works was changed slightly. (It will be obvious.)
- A potion costs more now.
Brandobaris
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Postby Brandobaris » Wed Mar 15, 2006 12:42 pm

- Updated some eq ansi
- The drow priestess mr issue that was pointed out by Demuladon has been dealt with.
- A mob group and other aspects related to the group has been changed significantly. Which one should be clear when you see it.
- A blind mob can see.
- The single duergars shouldn't stack up in the same spot anymore.
- A couple !kill mobs have tug/drop commands now, just in case.
- The problem where a Blood Dome players vs mobs fight wasn't loading is fixed.
- There should be less of a chance of nasty aggro mobs running around in the mines now. If you experience a problem, (ie: you get attacked/ganked/etc from mobs chasing other people around), please mmail me.
- A fight is harder again. Please mmail with any feedback.
- There has been some confusion about which mobs have eq in a huge spawned event. This should be more clear now. Not updated yet: If it's been spawned already, please do not try to respawn it. You could lose your quest item.
- A new document can be found somewhere. It may be worth looking at.
Thilindel
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Postby Thilindel » Wed Mar 15, 2006 5:49 pm

I think it kicks ass that you are updating zones :)
Brandobaris
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Postby Brandobaris » Fri Apr 28, 2006 6:36 pm

- For convenience, almost all potions now have a keyword of what it does.
- There should absolutely be no more lured aggros from side areas running around ever again.
- Some updates to stats of a particular type of item.
- An encounter was toned down again. This is final.
- A spawned event will no longer remove the quest item if it's been done that boot already. (ie: nothing will happen)
- A !rent item is rentable now.
- Some of the "boss" mobs have a huge exp bonus now (for killing them).
- Blood Dome procedures are more clearly explained now, and are more obvious.
- A password door was updated (affected people should know what this means).
- A few minor quest entry updates.
- A super rare item that nobody has seen was given a more reasonable load rate...have fun finding it :)
Latreg
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Postby Latreg » Mon May 01, 2006 1:13 pm

Just an idea, add more quest mobs that want the same item, maybe it's like this already.....kind of like spob so if you want to quest rogue stuff you can but could also quest it for something else, LIKE FREAKING ARROWS :) and make them evil only muahahaha.

Love the zone, I think this has helped boost the evil pbase.
Talona responds to your petition with 'Sweet, I fixed something!'
Talona LFG: [55 Evil Human Nec] 'Don't make me mud castrate you all.'
Some people are like slinkies, not really good for anything but you still cant help smile when you see one tumble down the stairs.
Maedor
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Postby Maedor » Sat Jun 17, 2006 9:53 pm

CM has several types of arrows!

Damn whiney Dires!

*duck*

still love this zone...though it's getting to the point where finding new quests, and finishing the larger quests is becoming impossible

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