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dragonspear castle (spoilers)

Posted: Thu Jul 14, 2016 6:27 pm
by Blame The Rogue
dragonspear castle, locked front gate to the courtyard

my character was outside and had just finished a fight with a boar, and i tabbed to next target. it was night, and dark, and i couldn't tell this enemy was on other side of the gate

i used a special attack, and my character ran THRU the gate, to get to, and attack, said npc

as i understand it, the barricade a bit down the way, needs to be bashed, to enter courtyard, which is how i exited

it's more a rp thing i guess, but the gate needs to be coded/scripted differently, so as to be not "run thru" using special attacks

Re: dragonspear castle (spoilers)

Posted: Thu Jul 14, 2016 11:53 pm
by tfunke
It's not the gate that is the problem, but rather kemo chairs.

Re: dragonspear castle (spoilers)

Posted: Fri Jul 15, 2016 6:22 am
by Nomster
Might as well say...

The time the levers hold the gates open (any levers outside) is too short. Running means you get the gate slammed right into your nose. Haste is the only way to make it.


Sure, you can go around to another opening... but it seemed a little silly when exploring that area.

Re: dragonspear castle (spoilers)

Posted: Fri Jul 15, 2016 6:41 am
by Tsidkenu
Answer: Bring a rogue. DC 50 open lock 8-)

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 12:48 pm
by Maecius
Unfortunately the KEMO-based issues can't really be resolved without removing the KEMO chairs and other animations from the server.

These sorts of bugs may happen occasionally.

Abusing them intentionally (if you know how) is considered an exploit, however, and can be punished by the DMs.

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 12:53 pm
by Blame The Rogue
no worries

if it cant be fixed without giving up kemo chairs, then i wouldn't fix it either

thx for the responses and clarification

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 12:56 pm
by Nyeleni
Nomster wrote:Might as well say...

The time the levers hold the gates open (any levers outside) is too short. Running means you get the gate slammed right into your nose. Haste is the only way to make it.


Sure, you can go around to another opening... but it seemed a little silly when exploring that area.
It is thought to be a team effort. These areas like the stone giant ones or the statue riddle in durlag can only be solved by more than one player.

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 1:23 pm
by Aspect of Sorrow
Setting MainDoorOpen to 1 and 0 on an area is faster than iterating through all objects in scope. From there a trigger could then apply to the PC. Adjust as needed.
Requires

Code: Select all

#include "x0_i0_position"

Code: Select all

object oA = GetArea(OBJECT_SELF);
if (GetLocalInt(oA, "MainDoorOpen") == 0) ActionJumpToLocation(GenerateNewLocationFromLocation(GetLocation(OBJECT_SELF), 5.0f, 180.0f, 0.0f));

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 4:06 pm
by Nomster
There is a lever, so a lockpicker is not necessary.

There is another opening a distance away, so it is not meant to be a puzzle. The last one pulling the lever would need to take the long way around anyway.


If it was intended to be this way, sure. It just seemed weird :P

Re: dragonspear castle (spoilers)

Posted: Sat Jul 16, 2016 7:16 pm
by Hoihe
Here's a solution for wizards and bards:

Dimension Door.

Went adventuring there and we just skipped the iron gate thingy by dimension dooring across :P.

Re: dragonspear castle (spoilers)

Posted: Tue Aug 02, 2016 4:14 pm
by Snarfy
Tsidkenu wrote:Answer: Bring a rogue. DC 50 open lock 8-)
I was able to get in this way ;) .... unfortunately, what I discovered inside was rather irksome. And I'm not referring to this dungeon being a copy of Durlags old one.

While being a copy of an old dungeon isn't necessarily thrilling in it's own right, the fact that this dungeon, which is now CR 18'ish(or so?), has retained the same detection bonus values(or is it hide/ms penalties? I forget) that Durlags had.

My level 30 stealth-focused character was detected by roughly 60 - 85% of the monsters inside Dragonspear. While this is no skin off my nose(I probably won't spend any time there now that I know there's nothing new to explore), any stealth reliant characters of a lower or equal level to the area will likely get detected 100% of the time.

Trust me when I say that, whether any potential sneaky Dragonspear explorers are in a party or not, getting detected non-stop is probably going to be highly frustrating. I humbly suggest that the Durlags-esque detection values in Dragonspear get dialed back a bit to better reflect the areas CR.

Re: dragonspear castle (spoilers)

Posted: Thu Sep 29, 2016 8:46 am
by tfunke
Blame The Rogue wrote:dragonspear castle, locked front gate to the courtyard
i used a special attack, and my character ran THRU the gate, to get to, and attack, said npc

as i understand it, the barricade a bit down the way, needs to be bashed, to enter courtyard, which is how i exited
Fixed as of last update. (also raised the timer of the door slightly on the main entrance)

Re: dragonspear castle (spoilers)

Posted: Thu Sep 29, 2016 9:01 am
by Storm Munin
Pass Wall.