Got an issue with a particular spawn?

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NeOmega
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Re: Got an issue with a particular spawn?

Unread post by NeOmega »

Blackhorizon wrote:This feels like such a minor thing when most people can deal with things by just staring at monsters menacingly.

Magic missile spamming goblin shaman(s) on the road North of Beregost are killers, especially when you happen to get more than one, if you can't deal with them swiftly enough or cannot counter them with healing to give you time. I have seen them spam MM straight and sometimes after casting buffs. Sometime they cast fireball or other firebased spells but MM I've seen in abundance.

That is what spell resistant items are for, or items with MM immunity.

Bad Omens wrote:Shadows in Spirit Troll Cave, spam HiPs, ignore DR in their attacks, also have a really high BAB for mid epic area.

Greater Dispel should now be reserved for only the toughest spawns and bosses. If there are multiple dispel casters in an area, please limit them to one.
I just disagree. Casters are so powerful, they need a weakness. Dispel mobs are that weakness. Especially since you walk into an area all buffed up, and they have to start from scratch. Casters should not be easy XP. They should be the focus of an assassin, and the real challenger to other casters.
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TheKai
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Re: Got an issue with a particular spawn?

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joleda wrote:Will you be looking at the Underdark? If so, any chance to diversify the mobs types in some areas?.
Can i request this as well? There are quite a few areas that could use spawn improvement. Ophidian tunnels, Oghrann ruins and myconid circle being a few. The duergar in the mines are great but maybe something more diverse for the lower levels.

And maybe one or two more boss or mini bosses
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NeOmega
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Re: Got an issue with a particular spawn?

Unread post by NeOmega »

Darkcloud777 wrote:any chance you can have a unique monster spawn generation? something unique enough to drop a unique item? I played on a server in NWN1 that would occasionally spawn a unique monster that once killed would drop an epic type or at least a good type of random treasure. Such a creature would help to create groups that would band together to end the threat. :)
I have suggested something like this before, or, have mini-bosses spawn periodically (about 1/200 spawns) which have a CR 2 higher than the rest.
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Blackhorizon
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Re: Got an issue with a particular spawn?

Unread post by Blackhorizon »

This probably isn't going to happen or favored by many but spawn times in general. They are way too fast.

I do realize that lengthy talks aren't good to be had on "enemy territory" but one should be able to ask the party if they are alright without the next wave already spawning on your back. Or for all party to have time go take loot.

It's not very RP promoting as it is when you quickly have to run through everything unless you do want more spawns to land on you.

Addition: On several times in different place there's been almost ridiculously fast respawn. The harder the place the more time there should be between respawns.
Last edited by Blackhorizon on Sat May 07, 2016 2:35 pm, edited 2 times in total.
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YourMoveHolyMan
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Re: Got an issue with a particular spawn?

Unread post by YourMoveHolyMan »

None of the bandits in the tradeway south of the bridge zone (the zone inbetween the bridge, and FAI) appear to have a race setting. They all appear to be human, but are neither human, half elf, celestial, elf, etc.
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Thorsson
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Re: Got an issue with a particular spawn?

Unread post by Thorsson »

NeOmega wrote:That is what spell resistant items are for, or items with MM immunity.
Never seen an item with MM immunity. IMO shouldn't be one. Spell Resistant items don't work properly, as you well know.
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NegInfinity
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Re: Got an issue with a particular spawn?

Unread post by NegInfinity »

NeOmega wrote:
Blackhorizon wrote:This feels like such a minor thing when most people can deal with things by just staring at monsters menacingly.

Magic missile spamming goblin shaman(s) on the road North of Beregost are killers, especially when you happen to get more than one, if you can't deal with them swiftly enough or cannot counter them with healing to give you time. I have seen them spam MM straight and sometimes after casting buffs. Sometime they cast fireball or other firebased spells but MM I've seen in abundance.

That is what spell resistant items are for, or items with MM immunity.
Spell resistant or MM immunity item at level 8..10? Come on...
Shad
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Re: Got an issue with a particular spawn?

Unread post by Shad »

First of all, thank you for your great work and this daring decision you made. I percieve a major change in the game world may happen soon! With redesigned areas and spawns, they may become as interesting as first time we visited them.

Xvarts may be underpowered for their cr, not other way round. And this is one of favorite place for people to group together and roam for a while. If CR would further be increased with the power untouched - the area would become constant grinding site with 6 players in and queue. I'd be very careful before changing there.

Areas which spawns require change are ones where people don't go often
Spirit troll cave - spawns are not numerous but indeed powerful. No, wrong word. They are dangerous. And if one come in deep, and got surrounded by HIPSing shadows and regenerating trolls.. one may hardly come out, because more shadows would wait it.
These ones are charming! But there CR increase may be a fair thing. And make shaman tougher and make it minor boss. Really nice area.

Dragons in Wyrm forest. Metallic and color ones fighting intruders together. Either it has some underlying reason. Or it is wrong.

Ghosts in the BG Graveyard. Crits prone. They are undead, how could they?

Blink Dogs among giants. They spawn phase spiders "pincer chitterings". And their CR too hight for the treat they posses.
Hill Giant Chiefs CRs on other hand, are low. They are way more powerful and dangerous then ordinal giants and dogs, but has less then dogs CR and just slightly more then giants. If removed crit immunity though, they would be fine.

Netherese ruins. Has much dreadly spawns. Only remember (and ladt thing remembered lol) mages there who has mordekainen disjunction - dispelled CL 30 down to underwear. And they should be so! But their CR are on par with nagas, which are meat to mince.. thats not right.

Prismatic Wyrm near the nagas cave entrance. Prismatic. Wyrm. One of most powerfull in the world Creatures in PnP with CR 61, AB94, AC99, SR80, Frightful Presence DC 71. Ot should indeed make Whites in goo piles just with menacing stare. Here has power of the wyrmling and role of guard dog.
Maybe young adult black would be in its place there.

Black wyrmlings in the cave. They are lizardmen, and indeed pacifistic. Would rarely attack in not attacked first, but would spawn complains in chat.

Durlags tower had black dragon. We have that way two big blacks on the server.. maybe Grey one?
Last edited by Shad on Thu Apr 28, 2016 5:20 pm, edited 2 times in total.
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Atlas
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NeOmega
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Re: Got an issue with a particular spawn?

Unread post by NeOmega »

Thorsson wrote:
NeOmega wrote:That is what spell resistant items are for, or items with MM immunity.
Never seen an item with MM immunity. IMO shouldn't be one. Spell Resistant items don't work properly, as you well know.
They are cheap, so they get lost in store junk cleans. But i always snatch one up when I see one.

I try to sell them to lowbies and newbies for a low RP price... ...and they have no idea what they are looking at. It's frustrating, because that is why I collect them, to sell them for RP price, (not profit, not worth the effort) and newbs just don't know. :( Same with HP gear.

So sometimes I'll lay one down, with some other starter gear next to a corpse in less explored lowbie areas, with a fitting journal. :)
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freekender
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Re: Got an issue with a particular spawn?

Unread post by freekender »

Atlas wrote:If you could put the Goblins in general inside of the Matty and Malcolm dungeon, and introduce something more fitting for the area that pays homage to Baldur's Gate 1, like Hobgoblin Brigands and the Hobgoblins of the Chill, I think it would be far more fitting.

Another thing I wish would happen is if you could get rid of the Giant Bugs along The Lions Way and replace them with a weak tribe of Xvarts, and have a special Ogre mini boss roaming that area, with a different and better looking character model, if there is one.

Seeing pairs of Ogrillions in the southern reaches on the way to Nashkel would also be really great.

Some Ogre Magi bosses who are supported by dominated Sea Nymphs in that area with the Lighthouse, would also pay homage to Baldur's Gate 1.

Skeleton Warriors and Skeleton Archers that spawn at night time in the High Hedge area also.

Ghouls and Ghasts roaming Cloakwood, also.
+1000. This would be simply marvelous.
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tfunke
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Re: Got an issue with a particular spawn?

Unread post by tfunke »

Just to reiterate, I'm not actually adding new spawns to areas, I'm instead sifting through the 500+ spawns we have and balancing them all out on the same 'challenge rating' scale. An epicly time consuming process to be sure, when you consider it takes rougly an hour to do 10 spawns.
Anyway, I'm on the home stretch, so if you have noticed anything else since this post, or would like to speak up now, this is the time.

Also thanks to those who posted so far, there's been some good catches.

duracele wrote:The shadow in durlags dispelled my CL 27 sorc. Got the feeling his CL might be too high.
Think I fixed it, though its hard to know for sure its the one you speak of. There's a lot of shadows for DM's to choose from that don't spawn.
Bad Omens wrote:Shadows in Spirit Troll Cave, spam HiPs, ignore DR in their attacks, also have a really high BAB for mid epic area.
Spirit Troll cave was quite unbalanced in relation to the rest of the server. Sorted.
NegInfinity wrote:Trolls in troll claws have deflect arrow feat for no reason. Their fort save also seemed too high.
Protection from Arrows removed from the Troll. The fort seems fair though, as they are monstrous/giants after all.
NegInfinity wrote:Beetles, Phase spiders and trolls (in troll claws) upon death attempt to murder the player by spawning items in their inventory in hopes that that will encumber the player.
Sorry, remind me what they spawn in your inventory that encumbers you? Or is it like spider legs, beetle bellies etc?
NegInfinity wrote:Speaking of tradeway, "fear" is homebrewed ability on tigers http://www.d20srd.org/srd/monsters/tiger.htm
But it would be nice if a tiger on tradeway tried sneaking.
Done.
NegInfinity wrote:I think one of the beginner zombies -either the ones in the UD crypt or the ones in graveyard had incorrect DR type on them. I think they had DR bludgeoning instead of DR slashing.
Long time ago, minotaur chiefs in mino dungeon used to be lawful good barbarians. I'm not sure if it was ever fixed. I think it wasn't.
Well spotted, fixed. As for minotaurs, Luna fixed them awhile back.
NegInfinity wrote:Numerous speaking races do not name player race correctly.
Ras did a great job to add speaking spawns, so lets just put this down to those spawns being bad at identifying other races :)
Blackhorizon wrote:Magic missile spamming goblin shaman(s) on the road North of Beregost are killers, especially when you happen to get more than one, if you can't deal with them swiftly enough or cannot counter them with healing to give you time.
Some new spells added to the Shaman and renamed to 'Crusader'. With random spells in effect with this spawn overhaul, no one needs worry about spamming casters again. Sometimes they will cast spells inappropriately to the situation, sometimes they won't. Luck of the draw.
joleda wrote:Could some displacer beasts not displace themselves after 0.1 seconds of combat? It's a lot easier to attack them from range since they get stuck and won't charge or anything, which is an exploit.
Sorry, that is script related and I can't script. I can use scripts, but I can't alter them.
YourMoveHolyMan wrote:None of the bandits in the tradeway south of the bridge zone (the zone inbetween the bridge, and FAI) appear to have a race setting.
Good catch! Some of them were set to "Outsider" which perhaps the creator of them took to mean literally.
Shad wrote:Ghosts in the BG Graveyard. Crits prone. They are undead, how could they?
Thanks! I remember those guys and thinking the same thing! The wandering spirits... fixed.
Shad wrote:Blink Dogs among giants. They spawn phase spiders "pincer chitterings". And their CR too high
Hmm, I'm unable to find these spawns in the toolset...sorry.
Shad wrote:Prismatic Wyrm near the nagas cave entrance. Prismatic. Wyrm. One of most powerfull in the world Creatures in PnP
Changed to another Dragon type instead..
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Nemni
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Re: Got an issue with a particular spawn?

Unread post by Nemni »

I found a beast of Malar in the gibberling caves (near the altar). I only saw it once so it was pretty cool to run into. However it had 50% concealment as well as damage reduction, which made it almost impossible to kill at level 7. I fought it for what felt like 20 mins before I run away ;)
I would suggest removing the damage reduction.
tfunke
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Re: Got an issue with a particular spawn?

Unread post by tfunke »

I submitted this not long ago now.
Anything posted in here from now on will be fixed in the proceeding spawn overhaul patch.
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Karond
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Re: Got an issue with a particular spawn?

Unread post by Karond »

The wyrmlings in the Wyrm lair and the ones spawning around the Frost giant king. These only spam the wing buffet, they don't attack the players.

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