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Re: [2.0] Queen's Colony

Posted: Sun May 10, 2020 7:35 am
by Rylec
New update:

The region with the Spiders and Ghost Treants etc. has been updated - mostly in terms of movement based on patterns collected form Live, and a correction of number of spawns of each spawn type to match Live.

Grove Deers
- movement has been added.
- variation patterns have been added (5 per spawn).
- tainted grove deers were missing from the area and have been added. They share associated groups with defiled grove deers, but seems to be a less common spawn than the defiled version (this has been taken into account).

Toxic Crawlers
- movement has been updated from the simple random scripts used before.
- variation patterns have been added (3 per spawn).
- two groups of two static spiders each have had variaton added (approx. 7-10 combinations each group). For some reason they sometimes (uncommon) have a 3 arrows down version instead of the usual 1 arrow down - that was also added.

Ghosly Saplings
- movement has been updated from the simple random scripts used before.
- variation patterns have been added (3 per spawn).

Ghosly Treants
- movement has been added
- variation patterns have been added (3 per spawn).

Dead deer groups
- variation in spawn locations added
- Premierio015 found the correct emotes for the Sapswill Tappers, and the script was updated so they didn't all play the emote in sync (added random timers).

Single Sapswill Tappers
(they look a bit off af first standing alone behind a tree using the same emotes that the dead deer tapper use - but that is how it is on Live, so they are on the Emu also)
- variation in spawn locations added

Needs fixing:

The dead deers are grouped with the two sapswills to enable group association between the different groups of dead deer/sapswills - this creates some problems as they show as a member of the targeted group (ring) and will attack when the sapswill are attacked...

Re: [2.0] Queen's Colony

Posted: Fri May 15, 2020 3:27 am
by Ememjr
great work on this

Re: [2.0] Queen's Colony

Posted: Fri May 15, 2020 8:35 am
by Cynnar
[mention]Rylec[/mention] is the man! As usual he does awesome work on this. Thanks man keep it up.

Re: [2.0] Queen's Colony

Posted: Mon May 25, 2020 5:10 pm
by premierio015
-Quests Tainted and Source of Evil - Done
-Most of the missing animations and VoiceOvers has been added to NPC's.

Re: [2.0] Queen's Colony

Posted: Sun Jun 14, 2020 10:45 am
by Rylec
New update:

Image

The narrow valley to the west (locations 42-52) has been updated in terms of movement and variation in spawn groups to better match Live. Furthermore, the Dead Deer groups in the last area I worked on has received a massive update, e.g. I discovered that not only can the deers spawn in different locations, the two sapswills next to each dead deer can also spawn in different positions around the deer at each location. This has now been fixed to better match with Live.

I have started to use SpawnSet in spawn scripts to adjust spawn level and difficulty. The alternative was to create a new Spawn Type each time these parameters changed throughout the zone, but since this happens quite frequently the script method seemed better (and works quite well).

42 | The Lost Scouts. On Live four different scouts will spawn, and they are always the same race and gender (halfling male, woodelf female, froglok male and barbarian female). Prem collected all the NPC data (appearance) and now we have four lost scouts identical to Live.
- Movement has been corrected to better match Live (random movement was previously used)
- Variation patterns have been added (4 per spawn)

43 | Tainted and Seaside Falcons
- Missing spawn type added: Seaside Falcon
- Movement has been added with variation patterns (4 per spawn)
- Seaside Falcons spawn less frequently than Tainted Falcons (just like Live)

44 | Morak Devourers
- Movement has been added with variation patterns (6 total)
- Less frequently a pair of two Moraks will spawn. A variation of a patrol script was used to make use of a Leader/Follower setup (just like on Live - just more random, which I like). Its quite good but not perfect (sometimes the follower will hit an obstacle) - so we might want to adjust it further at a later stage.

45 | Sapswill Scout and Morak patrol
- Movement has been added
- Variation of a patrol script was

46 | Tainted Falcons
- Movement has been added with variation patterns (4 per spawn)

47 & 48 | Morak Devourers
- Movement has been added with variation patterns (5 per spawn)
- Less frequently a pair of two Moraks will spawn. As before a variation of a patrol script was used to make use of a Leader/Follower setup.

49 | Morak Devourers
- Variations to the groups threatening the halfling in the tree has been added (7 groups)
- Barking emote added (thanks to Prem for collecting data from Live)

50 | Groups of Sapswills and Defiled skeletons near tent
- Missing spawn type added: Defiled Soldier
- Variations of the groups added (4 for each side group and 10 for the center group)

51 & 52 | Stationary Morak Devourers
- Variations of the groups added (6 and 5 respectively for the two locations)

Re: [2.0] Queen's Colony

Posted: Sun Jun 14, 2020 12:58 pm
by Cadimiom
Thanks Rylec and team for all the hard work to get QC up and running this is going to be great :D

Re: [2.0] Queen's Colony

Posted: Wed Jun 17, 2020 11:27 am
by Rylec
Thanks Image. Its a long, slow and tedious journey, but we will get there one day :-)

Re: [2.0] Queen's Colony

Posted: Fri Jun 19, 2020 9:01 am
by premierio015
Good Job Rylec, QC looks beautifull as never before now!

Re: [2.0] Queen's Colony

Posted: Thu Jul 23, 2020 7:05 am
by Rylec
New update:

Image

The Abandoned Village and Sapswill Hill area of QC (locations 53-68) has been updated in terms of movement and variation in spawn groups to better match Live. Since last update we have moved to Zeb Labs code which has considerably improved server stability, but unfortunately also messed up the sea region of the zone with spawns moving towards and above the surface from time to time (intentionally, will get fixed with water maps) and also the Devourer follow scripts seems to have been modified with the spawn that follows the leader doing some rubber banding - this will need another look, probably LUA related).

Overall this area consists of two patrolling units (devourer and scout), a lot of static spawns near tents, and roaming spawns in areas between tents. For most of these there are a rotation between tainted sapswill fighter/scout (or hunter/warrior) and defiled soldier, scout, priest and mage. There are also some static scout/warg groups. This meant setting up a lot of variation groups in each location to ensure that all types of spawns could spawn, and also to allow for variation on specific spawn level (e.g. have the same spawn type spawn in 2-4 different spots).

To further complicate matters, at the tents the spawns usually spawns in pairs with a difficulty of 5 (one arrow down), however, sometimes a group of three would spawn with a difficulty of 2 (three arrows down). These have also been taken into the variation loops.

Fortunately someone had already done some work, so I simply added a lot to this, but mostly kept what had already been created. Most places would be missing some of the six spawn types mentioned above so those were reintroduced. Most of the static devourer/scout pairs were missing and were added. The patrolling devourer/scouts were decreased in number down to the two pairs on Live.

Some objects had to be moved a bit to better match Live, and some missing pieces were added (a fire pit and some evil totems).

53-57 | Roaming spawns.
- Movement added
- Variation patterns added (12 per spawn totalling 120 individual spawns and scripts)

58-59 | Patrolling Devourer/Scout units
- Movement added (2 pairs)

60-63 | Tents with Fighter/Scout/Defiled undead and Scout/Devourer units
- Variation added (11 associated groups consisting of a total of 176 spawns of which 22 were already added)

64-67 | Tents with Hunter/Warrior/Defiled undeads
- Variation added (4 associated groups consisting of a total of 176 spawns of which 24 were already added)

68 | Evil Totems
- Six missing totems added
- Group association added to replicate the similar associated groups on Live. On Live the totems will despawn after 7 minutes and respawn after 1 minut - this was added.

Re: [2.0] Queen's Colony

Posted: Wed Oct 14, 2020 3:34 pm
by Rylec
New update:

Image

This update is probably the largest so far and it covers the addition of the lasts spawns of QC. Shinies and harvestables have been updated as well.

69-75 | Roaming Morak Manglers
- Movement added
- Variation patterns added

76-77 | Roaming Fallen Undeads
- Movement added
- Variation patterns added

78-79 | Charging Sapswill Ambushers and Fallen Assassins
- Speed corrected
- All starting positions added

80-82 + 86-88 | Sapswill Hunter/Warrior/Defiled undeads
- Variation added

83-85 | Silt Suckers
- Variation added

89-94 | Fallen Undeads
- Variation added

95 | Patrolling Guards
- Patrol (four guards) added
- All relevant races added to patrol randomly (like Live)

96 | Paula Marx (collector)
- Variation patterns added
- Visual state added to better match Live

99-106 | Shinies
- Variation added (800+ locations)
- Shiny collections split into two (shells and feathers) and applied to the correct areas to match Live

107-150 | Harvestables
- Variation added (approx. 3000 locations)
- Number of spawns per area has been corrected to better match Live