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Tar Pits Changes (UD)

Posted: Thu Aug 20, 2020 7:14 pm
by Steve
Revision: 3623
Author: ged
Date: Monday, August 17, 2020 4:33:50 AM
Message:
Showing the UD some love/hate with new/different chests in the Tarpits and maybe another surprise or two...
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Modified : /trunk/z_underdark_thetarpits.ARE
Modified : /trunk/z_underdark_thetarpits.GIT
Modified : /trunk/z_underdark_thetarpits.TRN
Modified : /trunk/z_underdark_thetarpits.TRX
Modified : /trunk/z_underdark_thetarpits.gic
LOL, must just be lots o' hate cuz the Tar Pits has ZERO chests now (now old existing placements, no new ones, nada....).

Re: Tar Pits Changes (UD)

Posted: Sat Aug 22, 2020 7:00 pm
by gedweyignasia
You're sure there aren't any? Can you remember where you entered?

There are a lot of new chest locations, and there are enough random locations that it's not guaranteed chests will spawn in any of the old ones.

Re: Tar Pits Changes (UD)

Posted: Sun Aug 23, 2020 4:07 am
by Steve
I had previously rest-saved my location at the Tar Pits, so I “entered” via the spawn option from the Nexus.

There were absolutely no chests. I made 2 complete rounds of the Area, and I took my toon to every corner and passage just to make sure something epic-in-a-chest wouldn’t get missed.

Zero chests!!

What I didn’t do is leave the Tar Pits, then transition back. That action would have then possibility started up the new chest location randomizer. If that would solve the issue, then the “problem” perhaps is “entering” the Area via Nexus (saved location).

Cheers.

Re: Tar Pits Changes (UD)

Posted: Sun Aug 23, 2020 11:09 am
by gedweyignasia
Ahhh! That explains it. The randomizer is currently triggered the first time a PC transitions into the area via any of the regular entrances. Teleporting and entering from the Nexus will not do the trick.

I've got plans to remedy that by making it fire when a PC enters the area by any means, but doing so means plugging it into some big BG scripts, and I wanted to make sure it was something other builders would use first.

Re: Tar Pits Changes (UD)

Posted: Sun Aug 23, 2020 11:10 am
by gedweyignasia
I swear, I didn't just delete all the chests from the Tarpits in exchange for nothing to spite the antisocial losers in the basement beloved Underdark playerbase.

Re: Tar Pits Changes (UD)

Posted: Thu Oct 22, 2020 1:02 am
by gedweyignasia
After the next update, it should work no matter how a player enters an area. Thanks for the bug report, Steve!

Re: Tar Pits Changes (UD)

Posted: Thu Oct 22, 2020 6:13 am
by Theodore01
There's also that small room with the boulder(door).

We 3players got inside once, but had trouble getting out - as the boulder didn't work for the other 2 players. Somehow after minutes of clicking it suddenly worked again.
Next time we went there the boulder (outside) wasn't clickable at all.

Re: Tar Pits Changes (UD)

Posted: Thu Oct 22, 2020 5:51 pm
by gedweyignasia
Those hidden passages appear if you pass a skill check. The hidden passage out should have a DC=0 check you always pass, but it fades if you stand next to it too long. To make it reappear, try walking away and back towards it. You roll the check once per character per server reset.

There should usually be a message explaining this in your combat log.

Re: Tar Pits Changes (UD)

Posted: Thu Nov 19, 2020 5:00 pm
by Theodore01
Stuck inside again - the boulder to leave the room did not appear :( :doh:
(had to quit as nothing worked)

Theodore01 wrote: Thu Oct 22, 2020 6:13 am There's also that small room with the boulder(door).

Re: Tar Pits Changes (UD)

Posted: Thu Nov 19, 2020 5:47 pm
by gedweyignasia
Walking around the circumference of the room should do the trick, but I'm going to change the way that exit works because it's clearly not an intuitive design decision.

Re: Tar Pits Changes (UD)

Posted: Sun Dec 20, 2020 10:58 am
by Theodore01
Theodore01 wrote: Thu Nov 19, 2020 5:00 pm Stuck inside again - the boulder to leave the room did not appear :( :doh:
(had to quit as nothing worked)
Stuck inside again - and all that for a mimic. :doh: :doh: :doh: :violin: