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Soubar
Posted: Tue Apr 12, 2016 8:52 am
by Theodore01
Soubar needs
- a basic merchant (gear and potions)
- a trash barrel
- an option to respawn from fugue
LoZheng talks about buying Minotaur horns,undead parts,bear+wolf hides, but he doesn't take them.
How about adding troll hide demand to him?
Re: Soubar
Posted: Tue Apr 12, 2016 9:12 am
by freekender
+1 to this. Just yesterday I was OOCly talking about these same points with some other players I was parting with at Soubar.
Another point I would consider it's the Inflict Wounds spell (I don't remember which of them exactly) the clerics on the Temple cast. It seems a bit overpowered to me, as just one of them killed my lvl3 rogue (it was a 29 damage if I remember correctly). And there were two clerics when my group ventured there.
EDIT: Maybe the whole temple needs a revision. Reason on the spoiler below.
The spaws are rats until you reach the central room, where a big party of cultists is. And they are a lot more powerful than the rats.
Re: Soubar
Posted: Tue Apr 12, 2016 10:17 am
by tfunke
Thanks guys, all this is not how it was supposed to be.
Now that I've finished Durlag's, I'm taking a look at Soubar and getting everything fixed. Thanks for the above comments, I'll get onto them.
By the way, the bane temple is supposed to be the same CR as hilltops level 2. The rats probably make this a bit confusing though. The spawns will be fixed as well.
Re: Soubar
Posted: Tue Apr 12, 2016 10:19 am
by chad878262
also there are 3 items at the Winding Way Tavern that are floating in mid air above the bar (I think it's two mugs/bottles and maybe a pie?). I took screen shots yesterday, but forgot to post and I am at work today... Might be able to post screen shots Thursday if needed.
Re: Soubar
Posted: Tue Apr 12, 2016 10:20 am
by tfunke
All good mate, I'll find them.
If you or anyone can think of anything else, please let me know. I'm working on it tonight.
Re: Soubar
Posted: Tue Apr 12, 2016 1:33 pm
by Thorsson
tfunke wrote:By the way, the bane temple is supposed to be the same CR as hilltops level 2. The rats probably make this a bit confusing though. The spawns will be fixed as well.
They're tougher than Hilltops level 2, but there's not so many of them.
Tougher - because they seem to take more killing, they have a variety of ways to hurt you, they're all together and the AI *seems* better, possibly because of the area tends to funnel their attacks.
Re: Soubar
Posted: Tue Apr 12, 2016 1:52 pm
by Theodore01
Thorsson wrote:Tougher - because they seem to take more killing, they have a variety of ways to hurt you, they're all together and the AI *seems* better, possibly because of the area tends to funnel their attacks.
But nothing a small party cannot handle. (Some need a few tries

)
Re: Soubar
Posted: Tue Apr 12, 2016 1:59 pm
by tfunke
You are right, you really do need to move slowly in the ruins, as mobs can overrun you pretty easily. Part of its charm, I dare say
Full fix submitted to Duster just now.
Honestly, most of what is IG now, is actually the version I sent QC.. so a lot of the problems were already fixed. Made a few new tweaks. For example, Rasael was awesome enough to write up a script that will award all party members for the rivals death, should it come to that. That is, all party members quest state will update and not just the person that got the kill.
(I'll be adding this script to the orc chief too)
By the way, in this fix, I've added the undercity area I made (that connects to the existing sewer bowels.) -the connection has literally been there for 2 or so years, awaiting the area. Along with this area will be ghost spawns that sometimes drop ectoplasm, which can be turned into ragefast for gold. A test of this too would be great. Thanks.
Re: Soubar
Posted: Tue Apr 12, 2016 6:41 pm
by Nomster
tfunke wrote:By the way, in this fix, I've added the undercity area I made (that connects to the existing sewer bowels.) -the connection has literally been there for 2 or so years, awaiting the area. Along with this area will be ghost spawns that sometimes drop ectoplasm, which can be turned into ragefast for gold. A test of this too would be great. Thanks.
Neat! I think many will enjoy seeing that! Not sure if the 'quest' issues there ever got cleared up and I do not even know quite what they were.
Btw, the Winding Way Inn in Soubar has odd pathfinding. There are like collision boxes which should not be there. Caused by some hanging items or something? Not sure. Could investigate further unless you want to pop in and check for yourself. Should be quite obvious when walking among the tables.
Also, the settlement has a generic Priestess. It does not state what faith she is of which I find is very weird. Maybe make her a cleric of a deity which there is none yet of.
Re: Soubar
Posted: Tue Apr 12, 2016 6:51 pm
by tfunke
Nomster wrote:Maybe make her a cleric of a deity which there is none yet of.
I've already submitted the fix, but if you can make a suggestion for a deity not yet seen, Duster may or may not have time to make that change.
Re: Soubar
Posted: Wed Apr 13, 2016 6:36 pm
by NegInfinity
The impossible to remove trap is still there.
It is located in area with the cat ("Northern Region, Soubar Winding Way Inn"), and it is called "Tangle of spider web". It has examine DC of 15.
Stepping into it does not remove it either. (reflex DC 20). You can immediately step into it again and retrigger it.
Re: Soubar
Posted: Wed Apr 13, 2016 8:04 pm
by Darradarljod
Hi guys. Haven't explored Soubar yet. Can someone please tell me what level range is Soubar suited to?
edit: And Ulgoth's Beard for that matter!
Re: Soubar
Posted: Wed Apr 13, 2016 8:40 pm
by NegInfinity
Darradarljod wrote:Hi guys. Haven't explored Soubar yet. Can someone please tell me what level range is Soubar suited to?
edit: And Ulgoth's Beard for that matter!
Level 1+. It is a city with npcs.
Re: Soubar
Posted: Thu Apr 14, 2016 8:28 pm
by Duster47
Soubar and WW tavern will be updated in the next area update.
Re: Soubar
Posted: Sat Apr 16, 2016 4:06 am
by Theodore01
[quote="NegInfinity"]The impossible to remove trap is still there. "Tangle of spider web". /quote]
this trap is gone now and got a 'replacement'.
however ruins of bane, temple of bane, bear cave, bridgefort are spawning rats again
also the (rival merchant) guards outside bridgefort are missing now.
and the rival merchant (puddleboot quest active) is there, but has no dialog anymore 