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Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 9:34 am
by Valefort
Exp nor spawnrates were touched last update, sorry guys
And Trolls weren't tweaked either.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 9:57 am
by Steve
This probably totally off, but if AoS updated the 2da lists, could it possibly be that with a faster running Server, even spawn rates seem faster? Essentially the Engine cycles through lists faster, and whatever past "lag" we were all used to, has adjusted just enough to be perceivable?
Or...we're all just so damn hopeful that spawn rates increase and XP increases and leveling gets faster/easier and etc. etc.!!!!

Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:03 am
by aaron22
so those trolls always had swords? i have never seen a cave troll with a greatsword before. have i lost my mind?
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:09 am
by Valefort
The latter Steve, I was advised to just say "You're welcome" and let you believe in the placebo effect, maybe I should have
Trolls on the other hand never had swords, that really was in the last update, mobs can now have random weapons instead of the set ones they have.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:16 am
by Nyeleni
It is a new script that sometimes changes the weapons of the mobs. Adds more flavour and variety. I have seen Ogres with shields and different weapons in the orgre caves for instance instead of the huge club.
At least I assume it's what you experienced.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:18 am
by mrm3ntalist
The purpose is to add some unpredictability to the mobs. Hopefully this will be further expanded into other aspects as well ( spells, skills etc )
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:23 am
by aaron22
mrm3ntalist wrote:The purpose is to add some unpredictability to the mobs. Hopefully this will be further expanded into other aspects as well ( spells, skills etc )
Nyeleni wrote:It is a new script that sometimes changes the weapons of the mobs. Adds more flavour and variety. I have seen Ogres with shields and different weapons in the orgre caves for instance instead of the huge club.
At least I assume it's what you experienced.
i like the direction you are going here
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 10:31 am
by LISA100595
I think it's really neat!

Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 11:01 am
by aaron22
yep. and ogre chief didnt summon the devil thing either. it was some sort of giant minotaur. could not get a name as i killed it too fast. really wasnt down with seeing how much damage a 30 foot tall minotaur could do. had to die and fast.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 11:38 am
by Valefort
Randomizing skills is easy, randomizing spells is not possible to my knowledge unfortunately.
I'll probably try to add random armors and shields but I'm not sure how good it will look, we'll see.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 11:47 am
by aaron22
while we are on that... how about random encounters? with varying difficulties on a weighted scale dependent upon area CR?
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 11:50 am
by Valefort
There are 1-2 things like this but not widely used, the scripts and triggers are there the rest is area making.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 11:58 am
by aaron22
right now those are created on area walk over triggers. correct? could something else trigger a random encounter instead of a walk over trigger
this would could make AFK grinding a thing of the past if done proper.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 1:59 pm
by Valefort
Define the "something else" and I can try to answer.
Re: High Hedge (after recent updates)
Posted: Thu Aug 03, 2017 6:15 pm
by aaron22
without any knowledge of the area scripting mechanics, perhaps a timer in a zone that even if it goes off without anyone present it will wander around the area. to someone that happened to be afk and got wandered into by a warlock/gnoll could cause problems. fugue problems. to someone exploring they just ran into some warlock gnoll that must be out doing warlock gnoll stuff.