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Old 05-13-2007, 06:53 AM
Lamec
Fire Beetle
 
Join Date: Apr 2007
Posts: 16
Default Server changes LDoN update (some code fixes)

First LDoN dungeon is open, in beta mode (that means it might still have some buggies, but is playable...)

The adventure code is custom, using perl quest scripting. It's a lot like live, with some obvious differences. The dungeons are dynamic level, so there's no level restriction on LDoNs. You can solo, or group (haven't quite got to raids yet, but we've discussed some neat ideas...)

I haven't gotten the adventure recruiters working ala EQ so they're a little texty (but they work for any adventure at any camp, and you can join your group's adventure from any camp.)

I took a some creative leaps with the adventures. I looked at collect and slaughter and asked myself, are they really different? Next, I asked myself, why do so few people do the rescues and assinates? So, I ended up with one adventure style, that combines the best of them all (I hope...) You get points per kill (sorta slaughterish,) you get a bonus if you can rescue the lost adventurer (this involves killing the jailor), and/or kill the boss mob. Points are based on your level, 1 pt. per kill lvls 1-20, 2pts 20-40, 3pts above 40.

LDoN vendors up and running in the bazaar (these work just like live.) Not all the vendors are up yet, but a nice sampling (and if there's something specific you need on a vendor, we can fix that right away for you.)

Have played, and tuned this quite a bit. Am able to solo the dungeon (except the named mobs) with a necro, soloing with a melee class is a bit rough (as one would expect.) Groups of 2, that compliment eachother well will find it a decent challenge (I hope...) Groups of 3 or more should slaughther the place and score big points fast (is my guess...)

It is possible to get a lot of points quickly, and get your LDoN gear early, instead of passing by it because you get to velious/pop gear faster... Augments are working (though I guess a pond in the baz would be a good idea...and cancel might be a bit buggy...)

Fixed charms so they work at max stats, no matter what... Until I can figure out how to get them to work the way they should (if I can figure it out, lol.)

Loots in the dungeon are cash and items that you can forage in that dungeon (I always hated trying to get LDoN forage items, well no more!) In fact, there's a forage patch next to each camp, and the items that are available in that theme can be foraged in the zone where the camp for that theme is located. So, you can forage guk them stuff in south ro. And with the forage patch attendant, anyone can forage there with the attendants help (auto forage, if you stay in her range...) Don't have to LDoN to get the stuff you need to make LDoN armor.

Also, made some more improvements to glooming deep. By the time you leave there, you should be ready to LDoN

Right now there's only one dungeon open (and an empty server, lol) so, please share it if others are waiting I can put timers on the dungeons, but I'd rather not. Hopefully, the way the dungeon is built, I can open more of them soon.

If you'd like to know more about the quest PLs used (or the database triggers used) to make the dynamic level dungeon, let me know and I'll post as much as people want to know.

Also, if they dev team wants the fixes to the code for the LDoN vendors, it includes commenting out case 0: in the updateLDoNPoints function and the lines before it that add total ldon points to points available (just commented lines out and presto, it worked.)

Also, there's a mapping issue with the data from 13th floor(or PEQ) database to the LDoN vendor. 13th floor numbers for theme are exponential, 1,2,4,8,16,(31 for all). However, the vendor is expecting them to be 0 (for all) through 5. For now, I just fixed the data not sure if you would put a mapping in the code or not...

It looks like Sony may have remapped the data in one of the patches (since theme 0 looks like it's for the _other_ ldons, crystals and such, I guess...)
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