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Re: Server split
Posted: Thu Jan 21, 2021 1:37 pm
by Hoihe
There is one in Roaringshore.
Re: Server split
Posted: Thu Jan 21, 2021 1:38 pm
by Rhifox
Ariella wrote: ↑Thu Jan 21, 2021 1:36 pm
I need all the Mudds locations!. Who knows what maps they are one beyond BG, FAI, Soubar?
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.
Re: Server split
Posted: Thu Jan 21, 2021 2:03 pm
by Snarfy
Rhifox wrote: ↑Thu Jan 21, 2021 1:38 pm
Ariella wrote: ↑Thu Jan 21, 2021 1:36 pm
I need all the Mudds locations!. Who knows what maps they are one beyond BG, FAI, Soubar?
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.
BG and Soubar too. I think that's all of them.
Re: Server split
Posted: Thu Jan 21, 2021 2:14 pm
by Tanlaus
Ariella wrote: ↑Thu Jan 21, 2021 1:36 pm
I need all the Mudds locations!. Who knows what maps they are one beyond BG, FAI, Soubar?
For the UD it’s S’shamath, mist lake and Rockrun.
Re: Server split
Posted: Thu Jan 21, 2021 2:21 pm
by Rhifox
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.
Re: Server split
Posted: Thu Jan 21, 2021 3:17 pm
by Planehopper
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.
Re: Server split
Posted: Thu Jan 21, 2021 3:19 pm
by Rhifox
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.
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.
Re: Server split
Posted: Thu Jan 21, 2021 3:31 pm
by Ariella
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.
Re: Coming Soon: Areas
Posted: Sun Jan 24, 2021 7:56 pm
by Banovitsky
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.
Re: Coming Soon: Areas
Posted: Sun Jan 24, 2021 8:11 pm
by Steve
Banovitsky wrote: ↑Sun Jan 24, 2021 7:56 pm
I hope you will like this new version of area.
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.
Re: Coming Soon: Areas
Posted: Sun Jan 24, 2021 8:16 pm
by yyj
Those areas look beautiful!
Re: Coming Soon: Areas
Posted: Sun Jan 24, 2021 10:20 pm
by Thaelis
Steve wrote: ↑Sun Jan 24, 2021 8:11 pm
Banovitsky wrote: ↑Sun Jan 24, 2021 7:56 pm
I hope you will like this new version of area.
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.
That looks really cool! I too especially like the glowing plants.
+1 for travel by plant, that would be super awesome
Re: Coming Soon: Areas
Posted: Mon Jan 25, 2021 2:53 am
by Tanlaus
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

Re: Server split
Posted: Mon Jan 25, 2021 10:15 am
by Thaelis
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
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!
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

Also, many players (especially new ones) don't know where it is, so not really a good hub.
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

(that's just my two cents though, I'm sure others feel differently!)
Re: Server split
Posted: Mon Jan 25, 2021 11:48 am
by Ariella
A lot of the old areas are coming back. That includes a number of "RP" areas.