List of minor tweaks at start up.

Tell Lillu to stop slacking and work those errors out
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Shin Noir
Posts: 380

List of minor tweaks at start up.

Post#1 » Tue Aug 18, 2009 4:10 pm

Trix, the level 1-10 teleporter Human (male) character in his dialog says, "Trix moves her hands as if chanting.."

Flynx too. I think all the chanting NPC's are female (Maybe it's based on MY GENDER and not the NPC's?)
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Lillu
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Re: List of minor tweaks at start up.

Post#2 » Tue Aug 18, 2009 5:11 pm

weird,they are all female fairies. not sure what you mean. and the text is static.

btw heya Shin, glade you took the time to register and check us out! let's keep in touch. I'll be online in a few hours, hope I can catch you for a chat!

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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#3 » Tue Aug 18, 2009 6:44 pm

whhhyyy... did you planar lock all the higher end zones? :<
lvl 20.. I tried to type in gukbottom, no dice. tried to type guktop. no dice. typed innothule. no dice. Ok, sro. <runs from sro to gukbottom> "I'm sorry, you can't enter here because we don't want you getting nice loot at 20."

sadface. :/

I have to figure out where else to level as 20... crushbone isn't stellar for inkies btw ... paladul drives me nuts. can't find anything above lvl 15ish, and your bandits don't drop loot.

Hate walking through those caves, even with map. lol.

Sorry this is just my input. Good job on the random drop customization however.

I don't play with luclin models on, maybe that triggered the "Human model" fairies? I am using titanium.. Hm.
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Lillu
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Re: List of minor tweaks at start up.

Post#4 » Tue Aug 18, 2009 7:06 pm

our clients are mostly use Titanium client, and this is the first time anyone sees a fairy as human, so no idea either :s

about the lowend zone.. Crushbone, Paludal should cover the little time you have to spend from lvl 1-30. :) also, there are like 5 quests related these zones too that you can start/complet for nice and useful custom rewards.

planar zones are for further development, we go slowly, step by step.. :)

and yeah, we have min lvl requirement for higher lvl zones, and there is a reason for that.. you will find out soon enough! :P

sarcon
Posts: 257

Re: List of minor tweaks at start up.

Post#5 » Tue Aug 18, 2009 7:10 pm

about seeing fairys as human, you probably have tinkered with your globalload txt, as for gukbottom thats one of the 30-55 custom zones. fyi a good place to hit from that 20-30 gap is crystal caverns ( just say crystal). its where i typically go to get through the 23-35 (guk and such is a little rough if you jump in right at 30)

anyways welcome and enjoy THF :mrgreen:
Sarcon -Evolution Officer-

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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#6 » Tue Aug 18, 2009 7:52 pm

thanks. Yeah, I found the lvl 20+ mobs in crushbone. Not so bad now.
Btw, Warrior's Flurry doesn't have a recast timer. This is known on all PEQ SVN'd sources though.
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Shin Noir
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Re: List of minor tweaks at start up.

Post#7 » Tue Aug 18, 2009 11:14 pm

difficulty between "nameds" and "normals" seems a bit extreme.
Like, Cavalier compared to mobs near it.. or "A Mighty Golem" compared to all mobs that are PH's for it, or "A guard".. essentially all named rape my ass while everything else I can take like 3 at a time :/

haha.

Yeah, i'm a group of lvl 33-35ish players.. going vs. 30-40ish crap mobs .. the nameds are lvl 51, and hit like a lvl 51.. I can some times wing it but i'm using the flurry bug to try to dish as much dmg since healer can't keep up even with a bot shaman helping to pad heal. XD
Last edited by Shin Noir on Tue Aug 18, 2009 11:21 pm, edited 1 time in total.
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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#8 » Tue Aug 18, 2009 11:16 pm

#melody needs a fix where if the spell is a detrimental one, don't default to cast it on yourself, snaring myself since the target died is a bit silly. :)
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Lillu
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Re: List of minor tweaks at start up.

Post#9 » Tue Aug 18, 2009 11:42 pm

more feedback on bards would be very welcome, we try to balance every class as much as possible, but the bard population is relatively low.

and yeah, named mobs are usually extreme hard compared to their guards. its the way we want this to be. this gives some respect to the named mobs, and some more excitement for the adventureres.. wait till you group in 70+ zones.. :)

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Shin Noir
Posts: 380

Re: List of minor tweaks at start up.

Post#10 » Wed Aug 19, 2009 12:27 am

I don't mind so much that the nameds are so hard, it's more that these rediculously hard named mobs are spawning at the PH's of easy ones.. so you'll be e.g. cycling whites and yellows in [mist] and find yourself with a lvl 51 mob in your way :<

Mist not dropping anything makes me sad. Granted, all 30+ zones seem to not drop anything.

What else..? Hmm. OH probably need to nerf Cleric Legs: It spawns a level 50 pet, it has like no HP but it's still level 50... Getting it around lvl 20ish like I did, I now just engage mob with my cleric, let pet more or less solo it, and have my tank fight the adds. Pet used to kill faster than my whole group. Haha.

Warrior dual hander edition anywhere? Or maybe the box to convert it?

What else.. offhanders are oddly rare. My rogue is running around with ragebringer and can't find an offhand.. Something wrong about having Dagger* and Ragebringer. Lol. The willsapper dropped off that crushbone guy towards emp crush, but that's primary only, and a dmg 13 piercer < ragebringer.. Though I guess it's better DPS than Rage and Dagger*.. Haha.

Oh crushbone quest: It's a little vague what the "3rd head" should be. I thought originally you wanted that one .. "a goblin twin" guy who is trying to eat fairies... Sadly, he's rediculously high level, he one rounds my warrior pretty much @ lvl 20. Also has a funky aggro system. Guess that's on purpose. Later discovered the 3rd guy was that namer who spawns in the tent camp area of crushbone.
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