Tharon quest tweaks.
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- Wumpus Slayer
- Dasarian Scout
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I put them in T&C and N. Cear only.
Anything with a sign outside of it and a couple of points of interest got them. I think it's reasonable that characters could easily be directed to somewhere like the barracks and gaol. I know I answer questions like that pretty frequently.
The map idea is clever, I can hide map points and have them revealed via an NPC conversation or what have you. Perhaps I'll reserve that for something else I've got cooking.
Anything with a sign outside of it and a couple of points of interest got them. I think it's reasonable that characters could easily be directed to somewhere like the barracks and gaol. I know I answer questions like that pretty frequently.
The map idea is clever, I can hide map points and have them revealed via an NPC conversation or what have you. Perhaps I'll reserve that for something else I've got cooking.
Cum eos testibus arripuisses, eorum corda mentesque sequentur
10/2
10/2
There appears to be problems with the Tharon quest:
Yesterday I was unable to get into the crypt b/c Gryst did not spawn. Something seems to be awry with the respawning of keyholders.
Please look into it. Thanks.
Yesterday I was unable to get into the crypt b/c Gryst did not spawn. Something seems to be awry with the respawning of keyholders.
Please look into it. Thanks.
Amnon Meshullam - Elven EK and Master Craftsman | Bobzim Moorman - Human Bard | Luteus del Calochortus - Human Pirate | Dawg Faolan - Svirfneblin Cleric | Phelan Shumani - Human Druid | Joog Atu Zaban - Human EK
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blackheart
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Rob
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I noticed something similar in the Kalem Brotherhood today. Guardsman Ivar, the Kalem Smelter, and Zoey did not spawn.Bobzim wrote:There appears to be problems with the Tharon quest:
Yesterday I was unable to get into the crypt b/c Gryst did not spawn. Something seems to be awry with the respawning of keyholders.
Please look into it. Thanks.
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Thracius Trueblade
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Zoe has always taken about 5 years to respawn anyway. I have waited over half an hour in there before, just waiting for her to come back. Maybe the timer shouldn't be quite that long?Rob wrote:
I noticed something similar in the Kalem Brotherhood today. Guardsman Ivar, the Kalem Smelter, and Zoey did not spawn.
The master of hounds is another one that's always been dodgy. I've waited a good 20 minutes for him to reappear before (and had everything else on the level respawn multiple times whilst waiting).
Are the timers supposed to be this long? If so I don't understand why, it's not as if you could camp them for uber rewards anyway, since they usually just drop a key and award a fairly small amount of exp. If anything it encourages camping, since bosses such as Zoey and Master of Hounds have fairly large amounts of loot in their immediate vicinity, which will respawn multiple times whilst you are waiting for the boss.
Thracius Trueblade - Paladin of Tyrak
Celanduil Idrios - Master Craftsman of the Order of the Diamond
Erik Whitefang - Battlepriest of Tharon
Archos Arkadios - Wandering swordsman
Unknown - ???
Celanduil Idrios - Master Craftsman of the Order of the Diamond
Erik Whitefang - Battlepriest of Tharon
Archos Arkadios - Wandering swordsman
Unknown - ???
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Thracius Trueblade
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Well, I had another long wait the other day for the master of hounds to respawn (I think it was about 30 minutes), and then when I got to end, the reliquary was empty and I couldn't get the quest item to complete the quest
It was still worth it though, as I found one of the long sought-after glowing essences
It was still worth it though, as I found one of the long sought-after glowing essences
Thracius Trueblade - Paladin of Tyrak
Celanduil Idrios - Master Craftsman of the Order of the Diamond
Erik Whitefang - Battlepriest of Tharon
Archos Arkadios - Wandering swordsman
Unknown - ???
Celanduil Idrios - Master Craftsman of the Order of the Diamond
Erik Whitefang - Battlepriest of Tharon
Archos Arkadios - Wandering swordsman
Unknown - ???
- angel rogue
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I was running the Tharon quest as a rogue, and I kept running into traps that had a DC 58 to disarm. I don't even think I could disarm those at level 20. I'm all for very deadly traps, because it makes rogues useful. But if you make it so they are impossible to disarm, that nullifies the purpose.
We ended up changing our tactic midway through to piling energy immunity on one person rather then using the rogue.
We ended up changing our tactic midway through to piling energy immunity on one person rather then using the rogue.
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hannahcoldkiller
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Arg, lost my post...
The -LAST- thing I want is to have designed a dungeon where everyone pours on energy immunity and walks all around with impunity. I don't even think the concept of 'immunity' should be in the game pre-epic, as far as I'm concerned it's a design flaw that it's even there, and I'm not intentially designing dungeons around it.
Edit: Researching... Got your PM with the details.
The -LAST- thing I want is to have designed a dungeon where everyone pours on energy immunity and walks all around with impunity. I don't even think the concept of 'immunity' should be in the game pre-epic, as far as I'm concerned it's a design flaw that it's even there, and I'm not intentially designing dungeons around it.
Edit: Researching... Got your PM with the details.
Cum eos testibus arripuisses, eorum corda mentesque sequentur
10/2
10/2
Looks like scripted trap creation (which we use in our randomly respawning traps) is assigning a HotU-default DC of 58 for epic sonic traps, instead of the NWN2 toolkit value of 22. Apparently they changed it once again in MotB, as the MotB epic sonic trap from MotB is showing me default disarm DC of 45 in the toolkit, but also gets assigned a DC of 58 when created. I guess the definition of "epic" shifts depending on how uber characters can get in each expansion.
Anyway, you might want to report this as a bug to OE, that's what it looks like to me. If you create a trap with scripting, it has a wacky DC by default, unconnected to what the toolset says.
In the interim, our own most-excellent system provides me the opportunity to override my own DC onto the created trap, and I will do so. I had been leaving it to whatever the default was for epic. I think the highest DC on a static trap in that area is currently 40, and it's not on a direct damage trap, the highest direct damage is 36.
The maximum rank in a class skill is character level + 3, so a level 15 rogue with no INT bonus or gear (unlikely, I know) should be able to take on a trap as high as 38.
As an aside, and in no way connected to whether the DC for those traps should be 58, skill bonuses stack. If you have 5 or more ranks in Set Trap, you get a +2 synergy bonus to your Disable Device skill. There is of course that INT bonus, Skill Focus (Disable Device) awards another +3, Nimble Fingers +2, and of also there's plenty of good thief gear out there -- Trapper's Gloves give +5 to this skill, for instance. A rogue is an essential part of any party in a dangerous area such as this and your casting companions should be thinking about ways to help you detect and disable even more efficiently as well. Spells like inspire competence, greater heroism, foxes cunning, prayer could pump your skills into the stratosphere.
Not that I'm going to base DCs off of this, as it's a fantasy scenario, but a fully kitted and buffed up level 15 rogue with an INT of 14 {not that great} could be walking around with a skill bonus in the low 40s and could disarm traps into the 60s. Add Skill Mastery to that and the rogue cannot roll less than a 5, even if in combat.
Anyway, you might want to report this as a bug to OE, that's what it looks like to me. If you create a trap with scripting, it has a wacky DC by default, unconnected to what the toolset says.
In the interim, our own most-excellent system provides me the opportunity to override my own DC onto the created trap, and I will do so. I had been leaving it to whatever the default was for epic. I think the highest DC on a static trap in that area is currently 40, and it's not on a direct damage trap, the highest direct damage is 36.
The maximum rank in a class skill is character level + 3, so a level 15 rogue with no INT bonus or gear (unlikely, I know) should be able to take on a trap as high as 38.
As an aside, and in no way connected to whether the DC for those traps should be 58, skill bonuses stack. If you have 5 or more ranks in Set Trap, you get a +2 synergy bonus to your Disable Device skill. There is of course that INT bonus, Skill Focus (Disable Device) awards another +3, Nimble Fingers +2, and of also there's plenty of good thief gear out there -- Trapper's Gloves give +5 to this skill, for instance. A rogue is an essential part of any party in a dangerous area such as this and your casting companions should be thinking about ways to help you detect and disable even more efficiently as well. Spells like inspire competence, greater heroism, foxes cunning, prayer could pump your skills into the stratosphere.
Not that I'm going to base DCs off of this, as it's a fantasy scenario, but a fully kitted and buffed up level 15 rogue with an INT of 14 {not that great} could be walking around with a skill bonus in the low 40s and could disarm traps into the 60s. Add Skill Mastery to that and the rogue cannot roll less than a 5, even if in combat.
Cum eos testibus arripuisses, eorum corda mentesque sequentur
10/2
10/2
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The_Four_Horsemen
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Along the lines of funky skill checks
I was in the Bandersnatch lair, and the pick lock for one of the doors was 99. I would guess that this is supposed to be one of those doors that requires a specific key not a door with a pick lock of 99.
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hannahcoldkiller
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