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garthagain's picture

My level 60 party didn't have to go looking for Oytissohwa, he attacked, not too far from the Craken cavern entrance.
When all was said and done, the party was level 63.

There is a problem with the quest though.
He attacked sooner, and, before the quest was triggered. As he was killed before the quest triggered, it could not be completed.
So for now you have to make sure to trigger the quest before taking him out.
Fortunately this quest is not crucial to moving on to the veteran map.
Also, fortunately, I have a savegame backup.

I don't know why he's behaving differently than he has for years. I extended the range at which the quest triggers.

[aug.9] Found the problem. Had given him the ability to teleport. Have removed this, and extended the quest trigger range a bit more.

I think the problem I had is that I located this Stelae Base and could not get the stelae to plug into it. Also the real stelae base was so small I walked past it at least a dozen times. I blame my bad eyes.

Elf

I guess it is on to the second act as the only quest left is the continuum and it must trigger after some other quest in act 2 or 3
1. Haku Mischief - Completed
2. Demons - Completed
3. Leyline Disruption - Completed
4. Prime Location - Completed
5. It Might Work - Completed
6. Not Done Yet - Yes I am
7. Abandoned Goods - Completed
8. Ritual Binding - Completed
9. Dark Wizards - Completed
10. The Stelae of Life - Completed There are two stelae bases see previous post
11. Trolls - Completed
12. Strange Lights - Completed
13. Chief Thief - Completed
14. Oytissohwa - Can not complete Oytissohwa dead before quest triggered

garthagain's picture

I looked at it and thought it's just the right sized base for the Stelae. There are ways though to make it more noticeable. Flowers?, maybe.

garthagain wrote:
I looked at it and thought it's just the right sized base for the Stelae. There are ways though to make it more noticeable. Flowers?, maybe.

Flowers of a strange color would help.
Elf

garthagain's picture

These might work, but than again;
Take two;
What I ended up doing is adding a light brown outer edge with a shadow. The flowers are still there.

Any time I get anywhere near East Port I get my ass kicked. So I decided to fill the last two slots in my party with a pair of very powerful mages. So that I could pick up some useful Powers like energy orb, Gathered Bolt, Chain Lightning, and Invulnerability. So from the Map Search for the Past I got Jane a level 81 Magus who has a 64 in combat magic and an 80 in nature magic. From Broken World I picked Finala a level 81 Magus who has an 80 in combat magic and a 58 in nature magic. This should help as all their spells and powers are maxed out.
Elf

Act2 "East"
1. "Under Siege" complete
2. "The Crown Jewels"Not finished see notes
3. "Harpies"
4. "Dragon Stones"
5. "Morden Stronghold"
6. "Supply Line"
7. "Explosive Situation"
Notes:
A: Killed the bandits and I was told to return to Malcolm in East Port. When I found Malcolm he was happy to see me and wanted to sell me things but the quest did not complete.
B: The non-military members of the East Port community are a bit silly, I just loved talking to them.
C: The Wax Museum is Priceless
D: Adding the 2 Mages to my party did the trick.

Act2 "East"
1. "Under Siege" complete
2. "The Crown Jewels" will not complete
3. "Harpies"
4. "Dragon Stones"
5. "Morden Stronghold" complete
6. "Supply Line" complete
7. "Explosive Situation" complete
Notes:
A: Although the "Supply Line" quest completed, sub-task 1 was never marked as done.
B: Nice idea the friendly sea monsters.

Elf

garthagain's picture

Read the directions carefully. You have to go inside Malchom's shop. Also make shure you have the stolen items (found on the lore page). They are in containers at the bandit camp.

(Something I have yet to figure out is how to complete a quest by talking to an npc.)

garthagain's picture

This is great ..... Really helping me with fine tuning, and problem fixing. Also appreciated by many others I'm shure

garthagain's picture

Start looks good, I would Be almost as far along as Bare_elf but my play time is limited(if i had a laptop I would be MUCH farther along) Insane

Insane Dwarf Looking for Bone minions to Bash Crazy

garthagain wrote:
Read the directions carefully. You have to go inside Malchom's shop. Also make shure you have the stolen items (found on the lore page). They are in containers at the bandit camp.

(Something I have yet to figure out is how to complete a quest by talking to an npc.)

Then there needs to be another step in the quest. 1- kill the bandits 2- find the jewels 3- return to Malcolm because without the second step you think okay back to Malcolm and do not look for stuff in camp. I shot them long range without actually entering their camp.

garthagain's picture

You are right on adding a find the jewels step. In fact I have sometimes forgot to retrieve them before returning to the shop.

So ... I have added a "find the jewels" step in, and gave some improved info for the quest, and in the Lore book.

This will be in Vers.1.2, along with the other tuning being done.

Act2 "East"
1. "Under Siege" complete
2. "The Crown Jewels"complete
3. "Harpies"complete
4. "Dragon Stones"complete
5. "Morden Stronghold" complete
6. "Supply Line" complete
7. "Explosive Situation" complete
Notes:
A: Returned to the Bandit Camp, Killed the bandits again and got the treasure this time and the quest completed.
B: The Dragon Stones quest was great, the Dungeon was tricky and the monsters plentiful.
C: Maybe another quest somewhere in the East. Like find a missing kid and return them to family in East Port like the missing Winstone fighters?
Now I am off to the North (Act 3)

Elf

I just spent some time on it, and I'm very impressed about the look of the map!
If this is the default, so many great regions must lay ahead. Smile Smile

However there is also a little drop of bitterness - I think these super shops are very unpleasant, like a cheat on a professonally looking map, questioning the regular chances to find unique/set items, making MF bonuses obsolete, ...
If this is just because there are strong groups of monsters, then there are other ways to balance this resp. to help the player (besides of tuning the monster placement), friendly NPCs, traps/explosives, strategical obstables, war pedestals or incantation shrines, ... (a lot of map-bound things you can't take from the map, while items you can).

I agree with KillerGremal about the "super shops" having multiple vendors in one town that sell everything is overdoing it a bit. I would like to see a vendor of each type in towns where there are more than one seller of goods. In Places Like East Port where there is only Malcolm selling things he should sell everything. There are KillerGremal a few vendors here and there on the map that sell just one type of thing and they are mostly reagent sales people.
Elf

garthagain's picture

Killer Gremal and bare_elf are right about the Super Shops. They were done this way because it was the easiest way to do it. My intention was (is) to change most of them, and add in unique items.

This is one I didn't get to; time was up and had to release the map.

I'm working on the fine tuning and fixing what needs fixing. Some are done. This will be fixed.

It really helps having experienced builders looking at, and reporting on things.

***Act 3 "North" ***
1. "Business Plan" completed
2. "Dragon Priests"
3. "Unnannull"
4. "Joined Forces" completed
5. "The Legion Garrison"
6. "Boundaries Crossed"
7. "Magnus Bane"
8. "The Cosmic Connection"
9. "They Found A Way"
10. "Life Stone"
*** Secondary quest ***
1. "Garth's Crystal"
Notes:
A: Not exactly sure how I completed business plan, was running about killing what I thought were ordinary things and all of a sudden got the message quest complete do you want to save.
B: Joined forces quest was difficult because the bandits are almost impossible to kill and deal excessive damage. The quest completed while I was still fighting bandits and all my characters where dead before I had the chance to click save! That was the first time, second time I saved before I was wiped out. Need to tone down the bandits in all quests their armor or attack needs to be less. On the other hand I could also just bring out my 60 meter bows and 40 meter magic spells, killing the bandits before they even see us.

Elf

bare_elf wrote:
. . . I would like to see a vendor of each type in towns where there are more than one seller of goods. In Places Like East Port where there is only Malcolm selling things he should sell everything. There are KillerGremal a few vendors here and there on the map that sell just one type of thing and they are mostly reagent sales people.
Elf
Finding several item-type-specific vendors in a town is quite common in DS1/2. But also a vendor selling more than one type is not that extraordinary, I think DS1 had a few at rather remote places, also the DS2 addon has at least one at the Aman'lu tavern (the sole town buiilding left).

 

garthagain wrote:
Killer Gremal and bare_elf are right about the Super Shops. They were done this way because it was the easiest way to do it. My intention was (is) to change most of them, and add in unique items.

This is one I didn't get to; time was up and had to release the map.

I'm working on the fine tuning and fixing what needs fixing. Some are done. This will be fixed.

It really helps having experienced builders looking at, and reporting on things.

This is actually the critical point, to offer multiple unique items in a shop.
If a remote vendor far away form any teleporter is offering one or two random unique items at a decent price - well, then OK, let's say it's an adventurer/exploring reward - but selling dozens of unique items right at the beginning!? Sad
As mentioned in my previous post, if you want the help the player on your map then there are more appropriate ways to do this.

Concidering tuning the shops, I'm totally aware that nice NPCs in a town are more work than most people/players think (you don't want to know how much time i have invested in 'my' NPCs...).
So feel free to copy the vendors (or their shop lists) from Diabloish. They are not perfect I guess/fear, but perhaps it may help you to speed up the process, with some time left for individualizatin/map-adaption. These vendors don't sell specially good items, but if you want to add one or the other rare item it shouldn't bother.

garthagain's picture

I'm looking into the enemy life and damage levels, especially in the quest related enemys. Will report back on this.

[Aug.10] Report 1. The "Joined Forces" quest is pegged at level 50? My level 85 party managed it, 65...not. This is what happens when you do last minute changes that may not be thoroughly tested before uploading. "Joined Forces" will end up being a level 65 quest and the "bottleneck" battle in the doorway will be fixed.

One quest, "Boundaries Crossed", is very tough. It quite often requires a great deal of strategy and evasive action, trying to avoid some powerful enemies until most of the others are taken out. This quest is pegged at level 90, but I don't even have a level 90 party. I go in at level 80 or 85. Somtimes I get through with no big trouble other times ..... run for the hills.

NOTE;
Going to have to give more enemy info in the PDF, ie;

1. Human,Elf, and Dryad enemys quite often use the same special armor and rings available to party members, giving them special abilities.
One ability, reflecting back physical damage, can be deadly, even for a level 100 player. A melee power attack on one of these enemies often results in instant death.

2. Some Human,Elf, and Dryad enemys know a warding spell. It confuses melee attackers, causing them to run off and fight the air. If this happens, your melee party member has to switch to a magic attack.

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Thanks Killer Gremal,

Will look at the Diabloish shopkeeps. also going to look at the regular DS2 shops.

This one, fixing the shops, will take a while. Will have to be done in my Development map. (A trip into this map is like Alice in Wonderland)

garthagain's picture

This is an "Easter egg" quest. You really have to consider the hints given, when looking for the Crystal. One important hint is only given once, verbally. This hint will be added to the quest description in the map update. Also, had to fix one auto-conversation that is triggering prematurely. Finally, if and when you do find the crystal, turn on your item labels, or you might miss the easter egg.

Check the vendors on the "third party maps", Loradin, search for the past, Training the hero, and realm of Kings

Dwarf

***Act 3 "North" ***
1. "Business Plan" completed
2. "Dragon Priests" completed See note A
3. "Unnannull"
4. "Joined Forces" completed
5. "The Legion Garrison" started
6. "Boundaries Crossed" completed
7. "Magnus Bane" completed
8. "The Cosmic Connection"
9. "They Found A Way"
10. "Life Stone"
*** Secondary quest ***
1. "Garth's Crystal"
Notes:
A: The first time I tried this quest it completed prior to killing Eylexeron. I thought this might be because I killed Qwthreyllagatha prior to finding Eylexeron. So I went back to a save before the quest started and specifically killed Qwthreyllagatha first and the quest completed. Not sure if it is triggers or the path I took.

B: I do not want specifics just a yes or no answer about "The Legion Garrison" quest are Belevur’s Apprentices in the Garrison?

Elf

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The Apprentices are out hunting.

garthagain's picture

The "Dragon Priests" quest should be bullet proof. Will look into it, and report back in this post.

Report.1-[aug.11]
Checked in the editor, ... everything ok. Qwthreyllagatha should not appear until Redevarex has been dipatched. He is fourth on the list, following Eylexeron. Did a playthrough, double checking all along the way and everything worked the way it was supposed to. So, I don't know. It should not be possible to find Qwthreyllagatha if Eylexeron is still around.

Going to make some changes, 1. Take away thier life regenerating ability. 2. Try a slightly increased damage level. 3.Try an Increase of thier sight and teleport range.

Don't particularly like the close quarter fighting with no overhead view. Looking at that one.

I find many of the other Barrow inhabitants far more dangerous than the dragon priests.

Report.2-[aug.11]

Made changes 1, 2, and 3. Opened up the ceiling and walls when you are in Qwthreyllagatha's chamber. Much better, was too claustrophobic.
Did several playthroughs with a level 65 party of 6.
Everything is working better. The Dragon Priests are a challenge, but not too big. The fight doesn't go on too long, and gained experience works well.
The other inhabitants remain very dangerous, for my party's anyways.

One thing about this quest; When you first go into the Barrows, you may not find any of the priests. Apparently, they are out looking for victims. Once you deal with some of the inhabitants you do find however, they start returning to the Barrow.

***Act 3 "North" ***
1. "Business Plan" completed
2. "Dragon Priests" completed
3. "Unnannull"
4. "Joined Forces" completed
5. "The Legion Garrison" completed
6. "Boundaries Crossed" completed
7. "Magnus Bane" completed
8. "The Cosmic Connection"
9. "They Found A Way"
10. "Life Stone"
*** Secondary quest ***
1. "Garth's Crystal"
Notes:
A: I found Merlin’s Lake and his dragon Aluwrd while standing in the circle, but no Merlin and no Cosmic Connection Quest. From what I have read the remaining quests will not activate until Cosmic Connection is in the bag. The elf yells Unnannull at Merlin

B: I could not figure out how to start the Unnannull quest or is it a bad word that you yell when your hard drive crashes or siege editor spews its lunch?
Elf

garthagain's picture

Unnannul is in his own crypt. Go to the Barrows and cross the bridge.
(Vers.1.2; Put a post with skulls across the bridge to get your attention.)

Merlin; If you activated the circle, Merlin should appear and talk to you. I have never had him not appear .... should be bullet proof.
I did test the vers.1.1 map downloaded from IndieDB, and Merlin did appear. You need the quests related to Merlin to get the Veteran map.

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