Coming Soon: Discussion Thread (2020)
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- Hoihe
- Posts: 4721
- Joined: Thu Nov 03, 2011 2:25 pm
Re: Server split
There is one in Roaringshore.
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A character belongs only to their player, and only them. And only the player may decide what happens.
A character belongs only to their player, and only them. And only the player may decide what happens.
- Rhifox
- Custom Content
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- Joined: Wed Jan 13, 2016 2:34 am
Re: Server split
Candlekeep is one. There's at least three Underdark locations, one in Sshamath, one in Rockrun, and one in the drow town that I forget the name of. One in Roaringshore. Not sure about any others.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
- Snarfy
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Re: Server split
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Tanlaus
- Quality Control
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- Rhifox
- Custom Content
- Posts: 3964
- Joined: Wed Jan 13, 2016 2:34 am
Re: Server split
It might be weird coming from me, but thoughts on just removing the Candlekeep one? Being the only guild with one feels inappropriate, especially since FAI is just a skip and a hop away (also Candlekeep ICly isn't a trade town, and it encourages people isolating here all day every day). That'd also be one less to worry about for the server split fix plans.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
- Planehopper
- Posts: 2298
- Joined: Sun Oct 09, 2011 4:50 pm
Re: Server split
I think paring them down over all would be a good thing. Soubar, BG, Sshamath and Rock Run should fit everyone, right? Those are the trade hubs that it would make sense for (and cover alignments).
We have a small playerbase, having some more centralized functions where feasible may help out.
We have a small playerbase, having some more centralized functions where feasible may help out.
- Rhifox
- Custom Content
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- Joined: Wed Jan 13, 2016 2:34 am
Re: Server split
FAI still needs one, or maybe Beregost. For surface side, one in the south, one in BG, and one in the north is the ideal, IMO.Planehopper wrote: ↑Thu Jan 21, 2021 3:17 pm I think paring them down over all would be a good thing. Soubar, BG, Sshamath and Rock Run should fit everyone, right? Those are the trade hubs that it would make sense for (and cover alignments).
We have a small playerbase, having some more centralized functions where feasible may help out.
Tarina — The Witch of Darkhold, a dealer in spirits and black magic
- Ariella
- Retired Staff
- Posts: 1412
- Joined: Sat Jul 20, 2013 11:57 am
- Location: Australia
Re: Server split
The issues only really present in server 2. All muds located in UD or the North will all be moving to an interior to solve the issue. Other Mudds in server 1 will function like normal.
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Banovitsky
- Retired Staff
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- Joined: Sun Feb 16, 2020 11:59 pm
Re: Coming Soon: Areas
New version of Mist Lake UD area
Greetings. I am glad to inform players that after the server split, Mist Lake UD location will be replaced with a new version.
There are also a few things to look out for when changing locations:
1) If you keep your Bugbear slave or Elemental hauler in Mist Lake, they should be moved to a different location. However, if they are not moved before the replace of area and are lost, they can be restored from any stable master.
2) All NPCs/Transitions/Quests/and etc existing in new version of the area. (That means if you left things for storage with local merchants, they will still be with them, because scripts they were attached to were not changed.)
Am I right about bugbears and Elementals? Can you check my english.
Some screenshots of new area:








I hope you will like this new version of area.
Greetings. I am glad to inform players that after the server split, Mist Lake UD location will be replaced with a new version.
There are also a few things to look out for when changing locations:
1) If you keep your Bugbear slave or Elemental hauler in Mist Lake, they should be moved to a different location. However, if they are not moved before the replace of area and are lost, they can be restored from any stable master.
2) All NPCs/Transitions/Quests/and etc existing in new version of the area. (That means if you left things for storage with local merchants, they will still be with them, because scripts they were attached to were not changed.)
Am I right about bugbears and Elementals? Can you check my english.
Some screenshots of new area:








I hope you will like this new version of area.
- Steve
- Recognized Donor
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- Location: Paradise in GMT +1
Re: Coming Soon: Areas
Those pics look great! It looks like I'm seeing actual plants here, so...will that man that Travel by Plant spell (druid's "teleport") will work in this Area/map? Cheers.
Talsorian the Conjuransmuter - The (someTIMEs) Traveler
The half-MAN, the MYrchanT(H), the LEGENDermaine ~ Jon Smythe [Bio]
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Thaelis
- Recognized Donor
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- Location: Australia
Re: Coming Soon: Areas
That looks really cool! I too especially like the glowing plants.
+1 for travel by plant, that would be super awesome
Aerendyl Dy'ner - Blacksmith and Explorer
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Tanlaus
- Quality Control
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Re: Coming Soon: Areas
New mist lake is gorgeous. I had the privilege of running around in it early on to test. The screen shots really don’t even do it justice.
The only problem is now Banovitsky is going to need to remake a bunch of other UD areas to match the quality
The only problem is now Banovitsky is going to need to remake a bunch of other UD areas to match the quality
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Thaelis
- Recognized Donor
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- Location: Australia
Re: Server split
Small request, if the server will be able to accommodate many new areas, could we get at least one wilderness area that is partially monster-free, for Rangers etc to camp/RP in, thanks!Valefort wrote: ↑Sun Nov 22, 2020 8:23 am By the way guys, regarding old areas, can you see if you remember one that is not on this list ?
- Misty Forest
- High Moor North
- Darkhold ascent
- Troll Claws, east
- Old Reaching Woods
- Triel, destroyed
- East Chionthar
- West Chionthar
- Cloakwood mines level 4
- Woods of Sharp Teeth, south
- Beach, south of Candlekeep
- Cloud Peaks, descent to Amn
- Lake Weng (probably lost)
- East trail
- Avernus
Areas like a river bank, a clearing, a campfire in a safe spot in the wilderness make good RP hubs for wilderness players.
Example: Uldoon Trail. There are three campsites in the wilderness. The south and east ones are way too far off the beaten track, and the central one is far too close to enemy spawns to be an RP hub. There is also a small sheltered area just west of the east campsite that has a little lake and would be a perfect place for a player to make their own camp, but again has a spawn point right inside it.
I know Doron Amar is nearby and spawn-free, but when trying to camp there I was threatened with my camp being incinerated by Fireballs
Another thing in my personal opinion some of the campsites don't feel very Druid/Ranger friendly, with crates/wagons/lanterns/siege barriers surrounding them. If it's in a truly wilderness area like Uldoon I think it should just be a campfire and some bare patches on the ground from where people pitched their own tents
Aerendyl Dy'ner - Blacksmith and Explorer
- Ariella
- Retired Staff
- Posts: 1412
- Joined: Sat Jul 20, 2013 11:57 am
- Location: Australia
Re: Server split
A lot of the old areas are coming back. That includes a number of "RP" areas.