[2.2] The Thieves' Way

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Rylec
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[2.2] The Thieves' Way

Post by Rylec » Mon Sep 16, 2019 6:52 am

The Thieves' Way Content Devs
  • Spawns
    • Mass Pop
    • unknown (cleanup)
    • Rylec (adding spawns according to Live observations)
  • Scripts
    • Rylec
Spawns
  • Rylec (several thrash spawns added since cleanup had been 'too' effective)
Quests
- Done
- Needs work
- Not started
  • -
    -
    -
    -
    -
Events

Progress

Image
Notes
  • - Black ratongas missing until skin color can be randomised within a range.
  • - Ratonga walk animation has been updated on Live compared to EMU.
  • - Voice over when combat initiates should be added to relevant spawns (ratongas etc.)
  • - New spawn ID are created per different spawn weapon (some ratongas have 5 different possible weapons) until weapons can be randomised within a range.
  • - All spawns with MovementLoopAddLocation with locations collected from Live and scripts created by using the Movement Parser 2.0 always face south when they are spawned (consistently).
  • - Sometimes spawns will turn to face south when they have a delay in their MovementLoopAddLocation (semi-consistently).
  • - Loot needs to be added to spawns across the zone.
  • - Spawn stats might need to be checked (not altered yet).
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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Mon Sep 16, 2019 7:21 am

Started work on this zone.

Spawns (thrash)

From observations on Live they really seemed to spend a lot of time designing movement for spawns in this zone. So far I have been working on spawn locations in the tunnels and each spawn location seems to be able to spawn spawns (e.g. sewer slimes) with pre-set movement paths, but there seems to be several (read at least 5-10) set of pre-determined paths for each possible spawn.

For this run-through of the zone (and still keep my sanity intact and be able to finish within a reasonable time frame), I have decided that for single-spawn type spawn locations (e.g. locations where only sewer slimes can spawn) I collect three set of movement paths from live for each spawn and create scripts for that. That way a spawn location will have some variation.

Those are the easy spawn locations. Other places there can be up to 5 different types of spawn types for a single spawn location (in the corners of the tunnels there are usually two spawn locations and they each can have 5 different spawn types (e.g. slimes, hoppers, sludgewalkers, ratongas and rats). For these corners I collect two set of movement paths for each of the 5 spawn types and then I make two associated groups. That way I can have two of the same spawn types spawned at the same time (which is consistent with what I see on live), and there will be a fair amount of variation in movement paths. To all of that you can add that some spawns have two genders too...

While I work on corners I spawn all the required spawns for the two associated groups, so if you happen to tour the Ways these days and wonder why some locations have way too many spawns now, please don't remove them - I am working on movements and need all of the spawns done before I can create the associated groups.

Progress

I had a bit of time last week, but a lot of it was used learning about movement across grid lines (that one was REALLY annoying until Cynnar and Jabantiz taught me about it :-), how to effectively work with the Movement parser (the JOY when I started using the delay command, that made location collecting so much easier not to mention faster), learning about spawn scripts in general, etc.

So far I am working on the first tunnel, and quite happy with the result. The aim is that if anyone goes through the zone they will not be able to distinguish Emu from live - even down to thrash mob movement patterns...

However:

The Ratonga jog

Ratonga walk animation was really odd and quite different from Live (at first I thought they were using the run animation by mistake). It turns out that Ratonga walk animations were changed by popular request in 2016 and therefore the diseased ratongas on the Emu look like they are jogging instead of walking. You get used to it after some time...

Link to forum thread about the ratonga walk animation upgrade
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Jabantiz
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Re: [2.2] The Thieves' Way

Post by Jabantiz » Mon Sep 16, 2019 7:36 pm

I just want to say thank you for actually making this post. It made me oddly happy to see some one besides me or Cynnar making one of these zone progress posts.

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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Fri Sep 20, 2019 5:21 am

Added a map to show zone progress - will update it as I complete more content. The numbers indicate spawn 'areas' that are either complete with lua movement scripts and spawn rotations (but lack loot settings and a tweaking of respawn durations), or being worked on. The spawn 'areas' can have 1+ spawn rotations each, and in the case of the Thieves' Way each rotation as I mentioned previously can consist of up to 5 different spawn types.

Some of the spawn areas (those located near tunnel walls) are stationary consiting of two different spawn types in a spawn combine rotation, while the other spawn areas involve a lot of location plotting on Live server and setting up spawn scripts for pathing and setting up group associations to enable unique pathing for each specific spawn.
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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Mon Sep 23, 2019 1:42 am

Most of the quests in The Thieves' Way are initiated by examining dropped items. Is this mechanism supported by the EMU yet?
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Re: [2.2] The Thieves' Way

Post by neatz09 » Mon Sep 23, 2019 4:08 am

Yes.. give me a list of the items you need and I'll make sure their on the loot list

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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Mon Sep 23, 2019 6:40 am

neatz09 wrote: Mon Sep 23, 2019 4:08 am Yes.. give me a list of the items you need and I'll make sure their on the loot list
A Locked Chest
A Mystical Sphere
An old Darkblade dagger
Chuggle's Toolbox
a small piece of parchment

I think for now just put them on the trash loot list for Thieves' Ways and perhaps give A Locked Chest a 50% drop chance (while testing), and the rest 5% (I will get you to change the drop chance of the other ones, when I get the first one working :-) ). Then after testing we can talk about how to set it all up so it comes close to Live.

They should drop in small chests (meaning high level characters can get the drop also).
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Re: [2.2] The Thieves' Way

Post by neatz09 » Mon Sep 23, 2019 9:48 am

done

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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Sat Oct 05, 2019 3:05 am

Thanks Neat.

Updated the Progression Map.
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Cynnar
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Re: [2.2] The Thieves' Way

Post by Cynnar » Sun Oct 06, 2019 8:47 am

Man, I love the map in the progress section. That's really cool and something I'm going to swipe from you. :) It's a really good way to keep up with what is done and what is left.
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Ememjr
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Re: [2.2] The Thieves' Way

Post by Ememjr » Sun Oct 06, 2019 1:59 pm

the following points to and from connections zones have been verified
BB
SS (fixed)
LA
SB
NF
EF (fixed)
WF
NF
TS
SY
Den of the Darkblade Assassins

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Rylec
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Re: [2.2] The Thieves' Way

Post by Rylec » Mon Oct 07, 2019 1:15 am

Cynnar wrote: Sun Oct 06, 2019 8:47 am Man, I love the map in the progress section. That's really cool and something I'm going to swipe from you. :) It's a really good way to keep up with what is done and what is left.
Yea, I admit I am a system-guy. I also maintain a spread sheet with all the individual spawn info so I don't miss out on something, and it will hopefully be easier later on when changes needs to be made to a spawn combine or associated group.

[mention]Ememjr[/mention] suggested that the signs were added to the map also and I am going to do that in the next update.
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Re: [2.2] The Thieves' Way

Post by Rylec » Mon Oct 07, 2019 1:19 am

Ememjr wrote: Sun Oct 06, 2019 1:59 pm the following points to and from connections zones have been verified
BB
SS (fixed)
LA
SB
NF
EF (fixed)
WF
NF
TS
SY
Den of the Darkblade assisins is missing and being worked on
[mention]Ememjr[/mention], thank you for helping out with the Thieves' Way - its very motivating (I also read about your progress on the instance on Discord). I will add the signs to the map in the next 'update'.

If you (or [mention]vo1d[/mention]) want to tackle the dropped quests on the list, you would be more than welcome :wink:
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Re: [2.2] The Thieves' Way

Post by Ememjr » Mon Oct 07, 2019 3:54 am

Den of the Darkblade Assassins entrance is complete now as well
the instance Zone Den of the Darkblade Assassins is working as well

2 groups of assassins once both groups killed the named spawn

that zonestill needs loot, and tweeking for zone lockout
zone lockout needs
3 days persistance
90 minute minimum duration
3 days maximum duration
(access quest)


looking at zone on live to confirm stuff now just has to move the named spawn a bit

and get [mention]neatz09[/mention] to add some loot to the named

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Re: [2.2] The Thieves' Way

Post by Ememjr » Mon Oct 07, 2019 1:16 pm

The Stolen Chest
The Spirit's Release
The Darkblade Dagger

are ready to test

you should be able to
/summonitem 2115
/summonitem 2304
/summonitem 3767
to get the quest starters

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