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Mausoleum

Posted: Tue Jan 21, 2020 6:51 am
by Theodore01
It's a nice and atmospheric looking area - well done.

few issues:
- couldn't find a way to open the entrance door (lever)
Hidden: show
(cheated with dimension door)
- ladder and well script do not work. (menu appears but does nothing, same as the lever ?)
- corpses from amethyst ooze and awakened dead do not disappear. Do they consume server memory?
- enemies do not respawn. Once killed it's a big empty area.

The upper half of the entrance floor had too few spawns for my liking, especially the whole well area had not a single one.

(Could not get into floor 2)

The 'find the mom's ring' quest sometimes placed the quest ring into the old grave cave. Did you think of that and alter the quest script ?

Thanks for your work.

Re: Mausoleum

Posted: Wed Jan 22, 2020 1:37 am
by Snarfy
Theodore01 wrote: Tue Jan 21, 2020 6:51 am few issues:
- couldn't find a way to open the entrance door (lever)
I had no idea about this area, but yes, the crossbow lever to open the secret door does not work. My character plans to try pass wall later(after I sleep), I'll see if he can find anything you missed.

Re: Mausoleum

Posted: Thu Jan 23, 2020 2:04 am
by Snarfy
For anyone wondering what this map is like(since it's a pain in the arse to get inside...)
Hidden: show
I used the pass wall spell
...here ya go:

Image

This whole dungeon has amazing potential. It was very cool to wander. Alas, as the OP says, there are some issues. It may very well be that the crossbow lever doesn't function because the dungeon isn't finished yet(which would beg the question: why is it in game?)
Theodore01 wrote: Tue Jan 21, 2020 6:51 am - ladder and well script do not work. (menu appears but does nothing, same as the lever ?)
I can confirm, these two things lead nowhere. Which reinforces my suspicion that the dungeon is incomplete, and maybe wasn't supposed to be put in yet(?).
- corpses from amethyst ooze and awakened dead do not disappear. Do they consume server memory?
They might consume memory, actually, since the game isn't registering them as not being there. I did some testing on one of the oozes, and turned it to stone(flesh to stone spell)... and, well, I found something really weird:

Firstly, several months back I discovered that upon casting flesh to stone on a creature, and if you waited a while afterwards, the petrified creature would turn non-hostile and could be interacted with/picked up and put in your inventory(these can also be re-set on the ground, and back in a petrified state). When I petrified the ooze and picked it up, however, not only did a petrified ooze appear in my inventory, but the same ooze remained petrified on the ground. Basically, trying to pick it up just made a copy. Every time I tried to pick up the ooze, it just kept making petrified copies. I'll wager that I could have covered the entire dungeon in statu-oozes this way. Good thing I haven't reached that level of boredom(yet!).

Someone may wish to address the bodies of the oozes and awakened dead not disappearing, at some point.
- enemies do not respawn. Once killed it's a big empty area.

The upper half of the entrance floor had too few spawns for my liking, especially the whole well area had not a single one.
I counted about 10 - 14 monsters total, and... if I'm being honest, they were too low CR for such a cool dungeon. If the graveyard is CR 1 - 3, this place should be CR 4 - 8, at least. A few lesser mummies would go nicely in there, maybe even some spectres and a ghast or two.

Anyhow, yeah, nothing respawns in there, which pretty much brings us back to: dungeon incomplete/work in progress. Either way, I like it, and I might actually go RP there, incomplete or not.

I give it 3 dead fish out of 5.
Image

Re: Mausoleum

Posted: Sun Jan 26, 2020 11:09 am
by Theodore01
The transitions work now. :dance:
Corpses from amethyst ooze do disappear, but the awakened dead does not.

Enemies do now respawn in the lower half of the mausoleum.

However, the upper half (exception the 1 awakened dead) and floor 2 underground ruins were completely empty of enemies.

Image


What is the supposed CR for these areas?
Was there with a lv7, he got 4xp per kill.
Outside at the graveyard the 'scaling' spawns gave a lot more xp. Do they scale also?

Re: Mausoleum

Posted: Mon Jan 27, 2020 6:24 am
by Theodore01
Now the spawning works fine. :clap:

The one awakened dead corpse does still not disappear. Image

The guardian automata may be too difficult overall. They did hit me with a critical quite often for up to 19 damage.
Had a hard time to put one down with my lv7 toon. Fighting 2 or more was almost impossible. (Got chased by ~10 of them as i explored the area further.)

(Spawns on mausoleum gave 4xp, in the underground ruins it was 44-50xp)

Re: Mausoleum

Posted: Mon Jan 27, 2020 12:37 pm
by Theodore01
Made another round with a lv3 (bard2/f1) toon.

Mausoleum was doable but got only 10xp per kill. (skeletons outside at graveyard gave 24.)
In the underground ruins, first thing i met was a guardian automata. I could hit him sometimes, but he hit me every round, so i had to run for my life.

Re: Mausoleum

Posted: Thu Feb 20, 2020 5:42 am
by Theodore01
Another thing we noticed yesterday - none of the spawns inside and below is set to 'disarmable' :cry:

Would be nice to add a boss somewhere. Like the undead cult leader.

Re: Mausoleum

Posted: Wed Oct 14, 2020 7:21 am
by Theodore01
XP (on floor 1+2 )is still way lower than in any other areas. Please bring it in line.

3. floor Underground Ruin is a bit too difficult to continue exploring.
Once you are strong enough for this floor, both floors above have lost any possible challenge and net almost nada xp.

Why not move the underground ruins elsewhere ?
Goblin cave near Beregost has some holes in the floor which could be used
or East chiontar ruins near that laboratory is an unused entrace.

Re: Mausoleum

Posted: Wed Oct 14, 2020 11:38 am
by chad878262
My understanding is that the XP in floors 1 and 2 was adjusted up. Perhaps still not quite on par with other area's of similar CR and I can't say as I haven't been there in months, but in speaking with the builder it is considered in a pretty good place right now.

As to floor 3, you can't please everyone. I also posted a while back about the CR jump and potential negative aspects of having level ~9 or 10 PC's running through to get to the 3rd floor. However, the flip side of that is it can also make for some interesting RP scenario's and the CR jump is not so high as to cause any issues with level ranges causing issues of lower/higher level PCs grouping up. This is not likely to change as some do like it as is and there aren't all that many area's that are built in this manner.

Re: Mausoleum

Posted: Wed Oct 14, 2020 1:32 pm
by Steve
Perhaps update overall Area to operate like the Cloakwood Mines, where one chooses which level down from a transition GUI? That way higher level PCs could just bypass the upper two levels without running through them.