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arramus

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Posts posted by arramus

  1. 1 hour ago, BasicallyACat said:

    I'm a little confused about a few things.

    1) Is there a stable with the main quest line in it yet?  If not, I assume that our version with a Readme of 2022June04 is too early to have the main quest.

    2) If there is a stable with the main quest line in it, does the pre-gen map also include the main quest?

    3) If not, should we expect a stable mod + map within a few days, or will it be longer than that?

    1. Only the Development Build has the 'boss' type chain quest in it at the moment. The 2022June04 version was pre 'boss' type chain quest. It has a lot of new Quests in it but not this last one. This build coincided with the last Moddb stable version.

    3. The Moddb stable version is typically updated if there is a critical need (such as the Medieval Tower required an update as it had buggy spawning) or on a weekly basis when there has been a lot of content. Unfortunately uploading 2gb in one large chunk can be a bit time consuming to commit to on a daily basis, especially when only minimal things have been changed. The good thing about the Github Development build is it only requires changing the single files as it gives access to them.

  2. An update for the Github Development Build as follows:

     

    - The Smite Thee Down weapons have all been given Flurry of Blows Perk to the hits per minute. Increasing hits per minutes will see a trade off with quicker stamina depletion (stamina has not been changed but naturally 'swing' increases will reduce stamina more by default). These weapons will be very good when surrounded by a horde to get you out of a difficult situation but players will need a cool down period to regenerate.

     

    - NMM sees two new weapons added to Perk Electrocutioner and Perk Batter. Here are a couple of images.

    These were kindly shared by @oakraven and are very interesting creations to fill a gap.

     

    The Cthulhu Baton gives about +5% benefit on a Baseball Bat for the positive aspects and a -5% benefit gain for negative aspects such as stamina use.

    20220608015959_1.thumb.jpg.00c4b85e82f07fbbf8003bd1f67ea662.jpg

     

    And the Firefly Staff. This is based on the Electric Taser. The Skill area in Intellect has been renamed to Firefly Staff and this brings back one more Int Skill feature.

    It can also install the Firefly Staff Repulsor Mod to benefit from the original repulsor mod.

    20220608015943_1.thumb.jpg.019bbc0a429ca0375f977f04f297be60.jpg

     

    20220608015801_1.thumb.jpg.d0181d1c50d88c9dd73d1fed4571a416.jpg

     

    These weapons have been added to Recipes with very generous Q2 - Q6 potential. They have not been added to the Trader or loot yet, if at all as they are quite unique. The Firefly Staff requires 4 Fireflies as part of the recipe and the Cthulhu Staff require similarly appropriate resources.

  3. Pushed an update to Github as follows:

     

    - Undead entities have all received a Radiated version added to Horde Night spawns (from about GS100) and POIs at the same GS level.

    - Trader Protection Removed
    - Traders have no close time

    - 1 block crawl set to 'false' in Score

    - Target Health/Name Bar set to 'true' since all entities are properly Localised for naming.

     

    Some Undead have full on 'Chaos' emissive effect while others can be very subtle. Either way they are tougher, a little faster, and give more XP for the effort.

     

    20220607202828_1.thumb.jpg.69648514d8e31ceccecd2e4156c1f556.jpg

     

    20220607205415_1.thumb.jpg.2e949a2bf50fa8fbc01ef7d203a21496.jpg

     

    20220607230651_1.thumb.jpg.a6f99baf958c5a4b934e81e2819a5408.jpg

  4. @swmeek

    This would be controlled by the CraftingQueue. In default gaming Config/XUi/windows.xml and regular things use windowCraftingQueue

    The stoves are using the default setup in Vanilla hence nothing jumped out. It is possible to create a custom version to increase the slots. Needs a few things hooking up though.

     

    Something like Khaine's 12 slot crafting queue may point you in the right direction.

     

     

    And something a community asked for:

     

    This was for the XUi/xui.xml

     

    <xui>
    	<append xpath="/xui/ruleset">
    	
    		<window_group name="workstation_cementMixerInsane" controller="XUiC_WorkstationWindowGroup" open_backpack_on_open="true" close_compass_on_open="true">
    			<window name="windowCraftingList"/>
    			<window name="craftingInfoPanel"/>
    			<window name="windowCraftingQueueInsane"/>
    			<window name="windowOutput" />
    			<window name="windowNonPagingHeader" />
    		</window_group>		
    		
    	</append>
    </xui>

     

    And the hooked up changes to the crafting queue in the windows.xml of the same folder.

     

    <configs>
    	<append xpath="/windows">
    		<!-- Extra Crafting and Queue Slot and row -->
    		<window name="windowCraftingQueueInsane" width="397" height="78" panel="Left" cursor_area="true" >
    			<rect depth="0" pos="19,0" width="378" controller="CraftingQueue">
    				<grid name="queue" rows="2" cols="5" pos="3,3" cell_width="75" cell_height="75" repeat_content="true">
    					<recipe_stack name="0"/>
    				</grid>
    			</rect>
    		</window>
    	</append>
    </configs>

    Your window group would be something like workstation_StoneStove as they are hooked up with hardcoding that way. And the windowCraftingQueueInsane could change to windowCraftingQueueStoneStove and hook up in both.

  5. 4 hours ago, Canute said:

    Yep, that's the way i got so far.

    But when you need 2 resign for 1 steel bolt for the dizzler crossbow, you definitiv look for a renewable way to gather that.

    Similar to animal fat for flaming arrows/bolt.

    Sure i can mass slaughter animals but without perk you get just 2-3 fat each animal. I just notice grace at the maze gave 20 fat (still without perks).

    But then i will end to eat steaks all day long (again).

     

     

    I am sure Darkstardragon will allow either carts to drop a little resin where it isn't hooked up, trees to drop a little when harvested (since it is in context), or for traders to supply a little more since it is a much needed resource for pre-Industrialised societies.

  6. Just pushing the first Horde Night Radiated two legged entity from about GS100 which is reflective of standard gameplay and matches how a player progresses.

     

    A simple first entry for the Medieval Undead character since it supports emissive texturing.

     

    Regular > Feral > Chaos with incremental steps in HP and XP as per regular gameplay to match the default progression system.

    20220606170337_1.thumb.jpg.450304690e5905ed8d081bfe25fd98a8.jpg

     

     

     

  7. The Github development build has been updated to include:

     

    - Localisation for all entities. One irregularity will remain due to Quest starter requirement. Will rectify later.

    - Chaos Champion and Demon Lord variants given 100% loot drop.

  8. 4 hours ago, BasicallyACat said:

    If we start over with version 24   and a rwg map, will this generate the main quest line?

     

    I'm a little confused by you saying 'github' but not the version number and not knowing if you're saying a stable version can generate the main quest or not.  I'm going to try to test this now, but if you have a minute to clarify today, we would appreciate it!

     

    EDIT: also we generated a map and we're getting the 'trader not found' message after we finish the intro quest.

    The Github development build has been updated to include:

     

    - New chain Quest that starts in the Friendly Jousting Arena, through one of the scrolls in a container, which takes the player through a series of POIs until meeting a boss type entity at the end.

    - Remnant stone building 1, 2, and 5 added back into Orcland (Wasteland) but with appropriate blocks for the Medieval timeline.

    - New NMM01 World.

     

    The Github development build Readme is dated 2022June06

    The NMM01 World is named NMM01_2022June06

     

    Links are on the very first post. These links for the Github area never change and it is helpful to Bookmark them.

  9. 12 hours ago, Blackgryphon said:

    The "Black Better" generator is not craftable. It is unlocked by adv. engineering, but you forgot to add it to the progression.xml file.  I added it in and it works perfectly.  Just thought I'd let you know.


    I do love all the mods though. :D  VERY good work.

    Nice spot, thank you. We shall get it added and updated.

  10. 33 minutes ago, Canute said:

    It is intended that you gave many stations no horizontal support ?

    Sure i can understand that wells need to be placed on soil, but stand pipes they don't get their water from the ground.

    Maybe switch from the vanila jar refil methode to a station mechanic. Place empty jars at the input and they get filled up.

    Stand pipe slow and the well fast, but at last the dirt requirement from the standpipe should be removed so they can placed indoor and/or maybe at the wall.

     

    Basicly it is about meat grinder, i wanted to place it above my kitchen on the wall but without H support it won't hold on the wall and need to stay on ground/table.

    Yes i could place some plate or other nearly none visible block before below that spot and then the grinder above.

    But i just wanted to ask if it is intended or just missing.

     

    Oakraven Forge, got such a small point of interaction could you made that larger ? Similar to the forges at the blacksmith ?

     

     

    The:

     

    - Oakraven Forge

    - Wells and Standpipes

    - Meat Grinder

    - Cooking Stations

     

    were kindly provided by Oakraven. The Dragon 'Workbench' was also kindly provided by Oakraven but made specifically for the NMM.

     

    Feel free to make any requests for these Workstation/Well blocks in the Oakraven Forest Collection thread for Oakraven's consideration.

     

  11. 5 minutes ago, Canute said:

    It is about how you activate the lockpick minigame.

    At the hatch you just press E and the minigame pop up.

    At the safe you press E and got the sound for a locked item, you need to hold E and choose lockpick from the radial menu.

    It is just cosmetic, but i think all locked objects should be treaten at the same way.

     

    About the POI spawns,

    i think you should remove friendly creatues from it.

    pApA^LeGBa mention the T4 mill before, i came to that too.

    1. try i got green dot's for these friendly creatues on the compass. Anything went smoothly.

    2. try, different location same POI, no green dots. I didn't look for rabbits on the ground since i concentrate more on the hostile ones. After clearing the top it show that i got missing object's 2m above the ground.

    After running around a few times i found all the rabbits, they can hide well at the grass and under the trees.

    Do you remember the vanilla POI with grace and supercorn ? Maybe i am wrong but the boars don't count for the clear mission.

     

     

    Let me guess, giantrat and goblin club are located at different biome the forest. Because i didn't encounter some so far, the the slayer quest.

     

    Unfortunately, the lock mini game is created by the same team who created Score and we shall give feedback to them directly as the mod is shared using paid models and the rule of use does not allow changing any code.

     

    For a simply T1 Quest like the Blacksmiths (2 chickens).

    Sometimes the creatures are counted as part of the Quest and need to be eliminated.

    Sometimes the creatures are not counted as part of the Quest but they still appear. The Quest will still be complete with them in their Chicken area.
    Maybe this is something for TFP to reconsider as it should also be the same in regular game POIs.

    The boars in the boar house do count as part of the Quest as I could see their red markers disappear as they were eliminated and I had one as a final creature to come back and eliminate that I had missed.

     

    The Giant Rat can be found in the Wasteland, Forest, Snow, and Desert biomes. They can also be found in some Wilderness POIs. There is one particular POI called Beasts Nest...

     

     

    The Goblin Club will also be found in all Biomes and some POIs.

  12. 6 hours ago, BasicallyACat said:

    We would like to update from the 30 May version to the newest version to fix the crossbow bolt thing.  I think the download was called mods.22.zip and our map is NMM 1.4

    Are we 99% safe to update the mod (not the map) to the current version??

     

    Also I should give the note that as an archery player, I think the archery bow in current NMM is overpowered due to the projectile velocity being too good.

    Even though the new version contains 6 new POIs, they will simply not be used on your older world and it should be very low risk.

    Nothing has been added or taken away from the player's inventory which makes it much safer.

     

    As for the Archery Bow, there is always an element of subjective vs objective when setting a balanced amount. Maybe this is something you can test to find the sweet spot for your community by yourselves. This will reduce testing incremental changes little by little. Please share your feedback for others to test and validate as acceptable (or not).

     

    If you go to the 1-NMMXCore\Config\items.xml location, lines 16 to 18 change the Wood Bow projectile velocity settings.

     

    Defaults:

    - The Primitive bow is -.3 and sees damage reduce on any target that is from 20 meters or more.

    - The Wood Bow doesn't have a setting as it uses the base value which is probably 0 and sees damage reduce on any target that is from 30 meters or more.

    - The Compound bow uses 0.2 and sees damage reduce on any target that is from 30 meters or more.

     

    It is currently at 1.5 which is a very true and direct flight but sees damage reduce with greater distances. It means that players can hit dragons from further away more comfortably but will still need a lot of hits to take it down. On my own tests, it required over 135 iron arrows to fully deplete the 5000 dragon health.

  13. 21 minutes ago, Canute said:

    Little comment to the crossbow again.

    The crosshair moved now into the grafic of the loading mechanic and block the sight.

    The whole grafic should be moved a few pixel above.

     

     

    Thank you. The creator checks messages in this thread for such feedback. It is something we can do ourselves but it is best to allow the creator to make the best decision on this.

    16 hours ago, Canute said:

    Another blocked looting issue.

    There is a book on a wooden desk (lootable) with wall safe at the side, you can loot the desk but not the book.

    When you destroy the desk the book is lootable.

    Saw it on a T1 clothing store POI.

    Edit: another house_pideon

    Not a book, but another container on the wooden desk that can't be looted.

     

     

    At the same POI is downstairs a wall safe behind a locked iron hatch.

    When you click on the hatch the lockpick game pop up.

    Can you either have the lockpick game at other locked object too, without activate it over the radial menu.

    Or alternative the locked hatch need to open the radial menu to be unlocked.

    So all locked object got the same mechanic.

     

    Btw.: good work fast with the crossbow fix, working better now.

    Yes i know it isn't your work, but the communication with the other author works well. 🙂

     

    Edit2:

    There are 2 red tea recipes for the stove, identical ingredents.

    Goldenrod tea is fine.

    I think the collision on some objects may need investigating to understand why some objects cause looting issues and some do not. The item on the desk sits above a desk safe and that may be causing issues.

     

    Can you explain more about the locked hatch and then the locked safe?

    At the moment the locked hatch and the locked safe use the same unlocking mechanism.

     

    Hatch

    20220605135926_1.thumb.jpg.ba11e8a6c57d69a4504f41c5fd7fc111.jpg

     

    Safe

    20220605140027_1.thumb.jpg.6f4fe428d53b475d6c0be0a622e78fb4.jpg

     

  14. 7 hours ago, hiloboys said:

    All of the custom crossbows have an issue with enclosed areas. The hitboxes of other objects block the bolt from reaching its path and you cant recover the bolts if they are affected by this they just become a permanent addition to the area of floating bolts.

    A new version has been pushed to the Github download area that includes a fix for the custom crossbow bolts from the original creator.

     

    It is also being uploaded to the Moddb version as well but will take time as it requires the whole mod uploaded rather than just the fix section.

  15. Uploading a patch to Moddb as v.24.

     

    It will take some time but is a critical update because the Medieval Tower will not function without it.

     

    The Github version is already updated since it only uploads necessary changed files.

     

    Changes include:

     

    1. Medieval Tower fix.

    2. Removal of non appropriate modern assets.

    3. Increased price for Mage light (990 silver as base).

    4. Hooked up regular forge to Engineering Skill 1.

    5. Blood Moon Vanguard was giving kills during non Horde Night activities as some non Blood Moon entities slipped through. Only Blood Moon entities are listed in the 'kill list'.

    6. A few other small tweaks and clean ups.

     

    7. The horse fuel is hardcoded and is actually a 'class' rather than just a recipe type item.

    As such, adding custom fuel is not feasible. For now, only the sugar cubes mod image will appear instead of the Gas Can. Purely a cosmetic change for now.

     

    Recent World updates can stay the same as any POI changes are related to existing assets that will reset/change on next Quest activation.

  16. 8 minutes ago, Canute said:

    There should be at the recipe description at which station that recipe is active and maybe if that recipe need additional worktools.

    Yes, there should. It will be easier to give all cooking areas the same recipes unless it is very special like the fish. For another day as it will take some time.

  17. 18 minutes ago, Canute said:

    Add the apache container on the list too.

    The Medivial tower got that above a loot container and that couldn't be looted either.

     

    About crafting Steel.

    Adv. engineer 3 unlocks this but i don't find an unlock for the nessesary crucible, shouldn't rank 3 unlock that too ?

    Do i realy need to find that rare recipt book for the crucible ?

     

    List of to dos, which includes duplicate Apache Trunks or placed on top of crates.

     

    1. DnY Castle1 has a modern toilet. DONE (Pot replacement)

    2. Bric a brac vending machine not working. DONE (Plus loot taken off NMM Crate as players are reporting issues with things on top of NMM crates).

    3. Regular forge and crucible is not hooked up to Progession Int for unlocking. Engineering Skill 1/3/5.

    4. Blood Moon Vanguard kills are being rewarded in regular gameplay. Regulars sleeper entities are in the list.

    5. Windmill - remove a Taza box from inside or outside (double add)

    6. Horse top-gear sound requirement.

    7. Horse 'gas'.

    8. Forge border for Blacksmith's.

    9. Medieval Bakery (Vit E) - Book pile x2 and Taza's (double add).

    10. Remove block on Hero Loot at Vit E Tower (blocks access to loot box). DONE (Taza Crate)
    11. Medieval Tower spawn issue. DONE (Volume tweak)

    12. Mage Light price is too low (requires manual pricing)

    3. Forge is hooked up. Crucible was already hooked up for Skill 5 (default set by TPF).

  18. 14 hours ago, pApA^LeGBa said:

    Joust Arena is one of those bugged clear POI´s aswell, same for the T4 Windmill by Pashina (i think that´s the name of the author, the one with the waterfall outside). Couldn´t find the last enemy in the windmill.

    @Canute

     

    I tested the:

    Joust Arena - It was possible to clear on 3 attempts. However, some enemies do walk away from the POI and need to be found without going out of the POI completion distance. This happens on every attempt. There is no solution to this as NPC behaviour is how it is.

     

    T4 Waterfall Windmill - It was possible to clear on 2 attempts. Some enemies walk away and a bird hides in a small corner of the outside area. We shall keep watching how it plays.

     

    Medieval Tower - One of the Sleeper Volumes was bugged. It has been replaced and is working fine again. It will be updated soon as it is critical. It will cause no problems with worlds as the Quest start will replace it.

    12 minutes ago, pApA^LeGBa said:

    Regarding sorcery, is there any chance that the sorcery mod will work with NMM? That would be a perfect combination.

    It is Darkstardragon's wish that the NMM and Sorcery Mod will work together. Once a boss POI is finished his side, I believe that was the next challenge.

    49 minutes ago, Canute said:

    It is allways funny what you get out of object's you can salvage special these carts.

    Meat,cooked food, all kind of ammonation.

    That's show how careless you was searching these before and didn't found that stuff.

     

    I notice another thing.

    Serveral object blocking that you can loot containers.

    Just got a candle on NMM medivial random loot chest and couldn't got the ability to loot it. Tried it from all possible sides.

    But when i destroyed the candle on top it worked fine.

     

    I recently found the mage light mod for the helmet. (i think the buy price of 3 silver is far to low, maybe 300 or 1500).

    Ok, it the medivial replacement for the helmet light and you don't want candles on you head 🙂

    I thought the absence of helment light was the reason you add the burning shaft mod at the beginning, so people got a light source beside torches.

    But since it is a mage light, would you maybe risk a peek at Sorcery about the light rune (if you got the time).

    It isn't a light source more a remove darkness. The effect is total different but much more enjoyable then vanilla helmet light.

     

    Yes, Salvaging brings some really nice finds in 'hidden' areas of these carts. ^^

     

    I could replicate the issue with candles or some other items not allowing loot containers to be searched. Added to the fix list.

     

    The Mage light is a modified Head Lamp and should have been given its buy price. It will need to be added manually. On the list.

     

    The absence of the light was given the burning shaft as a trade off. Once players want to use the Blunderbuss or Flintlock for night missions, it becomes too dark. That's the reason for its return. It sounds like Light Rune buffs players vision.

  19. 26 minutes ago, hiloboys said:

    All of the custom crossbows have an issue with enclosed areas. The hitboxes of other objects block the bolt from reaching its path and you cant recover the bolts if they are affected by this they just become a permanent addition to the area of floating bolts.

    Thank you. This was reported to the creator and is currently in their hands. It is particularly noticeable when a player aims down the sights and less so when fired from the hip.

  20. Here is an update for the weekend for both the Github Development Build and the Moddb release. On this occasion, both versions will be identical for Mod files and Worlds.

     

    Moddb has been updated to Mods.23.zip

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/mods10

     

    And its accompanying map at version NMM01.5.zip

    https://www.moddb.com/company/not-medieval-mod-developers/downloads/nmm01

     

    The Github versions have been given the _2022June04 naming where appropriate.

     

    Total Updates, with Moddb in mind include:

     

    6 new POIs

    - 3 x T1 (NMM Remnant House 04 / NMM Stable 01 / NMM Bric a Brac

    - 3 x T2 (NMM_ME-House_02 by Shema / NMM Skinny Finger / NMM-shema-Medi-House1-25bl

     

    These will add additional variety for low level Questing. They are a mix of easy - moderate set ups.

     

    Multiple Quests

    Slayer quests for all types of entity from Undead up to Mythical Beast

    Base Defense Horde Quest where players construct and defend a temporary base

    Blood Moon Quest where players can pick up a skill point as they complete eliminations during Horde Night

     

    General

    Updates and balancing to multiple items and POIs

    Updates to icons/Localization to bring further immersion.

    Sugar Cubes Horse Mod.

     

    A few images.

     

    Horse Sugar Cubes Mod will provide an extra 2m/s on top of faster acceleration. The schematic can feed found in loot or purchased from the traders.

    The mod can also be purchased from the traders.

    20220604012121_1.thumb.jpg.f31d99fdcf69f8c27375db8c5bf00832.jpg

     

    Thank you to Shema for this T2 POI.

    20220604012234_1.thumb.jpg.aab17e582f0792cf431633b81c342820.jpg

     

    And a simple T1 stable with cobblestone wall ^^.

    20220604012211_1.thumb.jpg.303f776d679acc52fa35dd55acce15a7.jpg

     

    As for icon/Localization updates.

    Glue looks less industrialised.

    20220604011606_1.thumb.jpg.5bb3213bfdbb88940c8cc90d4d2c8687.jpg

     

    And some well known items have been given some small changes for immersion and aging.

    20220604011712_1.thumb.jpg.8e8b4e1ddf61d57158a1f50ea49e510f.jpg

     

    Next week will be all about an 'end boss' type Quest sequence and possible reintegration of a Medieval Baton and Bat.

    23 minutes ago, arramus said:

    I experienced this for a few POIs. The final yellow targets for the last spawn do not really match where the entities are. Sometimes they are birds on the outside of the tower but stuck in one of the corners and we need to go outside and look up. Sometimes it is an entity that dropped from that location and went outside and is walking near the POI. It sometimes takes a bit of exploring.

    This is on the list of things to do.

     

    For now the horse has received a mod back. It is the acceleration and speed mod but it is now called 'Horse Sugar Cubes Mod' instead of Vehicle Super Charger. Horses change from 14 m/s to 16 m/s so it is a nice little upgrate.

    Vitamin E Medieval Tower. I shall look out for it from the Trader in next play throughs and see what's happening.

    3 minutes ago, Canute said:

    I notice that too, that a rabbit was siting in a corner and needed to be killed.

    But at the tower,, i even went up to the roof, checked around. And the tower isn't that big.

    I reseted the POI 2 times and allways got the same result.

    When there is a mice somewhere in a sink hiding, sorry.

    Vitamin E Medieval Tower. I shall look out for it from the Trader in next play throughs and see what's happening.

  21. 1 hour ago, Canute said:

    Could someone take a look at this Tier 2 POI ?

    I tried it now 2 times, and the creature on the top floor don't spawn.

    Unable to clear the POI for the quest.

     

     

    POI.jpg

    I experienced this for a few POIs. The final yellow targets for the last spawn do not really match where the entities are. Sometimes they are birds on the outside of the tower but stuck in one of the corners and we need to go outside and look up. Sometimes it is an entity that dropped from that location and went outside and is walking near the POI. It sometimes takes a bit of exploring.

    3 hours ago, Canute said:

    - Horse and fuel.

    These 0% fuel disturb me abit. What do you think about to switch from a motorcycle to a bicycle ? Then you don't got a fuel display anymore. Sure when you sprint with the horse it take's your stamina. Ok i am not a horserider, but i think when someone ride a horse at full gallop, the rider need to do some active things too which drain stamina.

    Alternative, why not use plantmatter as fuel.

    This is on the list of things to do.

     

    For now the horse has received a mod back. It is the acceleration and speed mod but it is now called 'Horse Sugar Cubes Mod' instead of Vehicle Super Charger. Horses change from 14 m/s to 16 m/s so it is a nice little upgrate.

  22. I tend to stay outside with the Masai rifle after activating the rally marker and clear some of the towers first by running around the outer walls. If they start to come outside, which they often do, I stay really close to the wall to thin them out a bit. The wall seems to reduce their shooting angle very nicely. I haven't seen a screamer yet even though they should be hooked up still. I shall have to investigate that more... Stealth and NPCs do not really go together too well.

  23. Here is an update for the Github development build.

     

    Blood Moon Vanguard (Quest)

    Upon completing the initial survival quests, players will be given the Blood Moon Vanguard Quest. This quest is only for Blood Moon entities. The challenge is to eliminate 222 entities to receive a skill point reward. This carries over for indefinite Blood Moons and is repeatable once 222 has been reached.

     

    We shall monitor feedback on this value to see if it needs to be revised. As a Single Player it's quite reasonable, but with an NPC or a Party, the player will still receive an elimination point even if they don't complete the kill as the game accepts a non critical hit as being accepted.

     

    This Quest is also from Laz Man and we understand it was created to encourage players to join Blood Moon events.

     

    The Quests for NMM fit into 3 categories:

    - Regular day to day POI quests from the trader.
    - Expanded quests that are only for specific times or can be fulfilled without paying too much attention, such as 'Zombie Slayer'.

    - Special Quests that may send the player on far and distant challenges to face a unique beast.

     

    20220603005210_1.thumb.jpg.85450218b5fbd61d685c9dedf1fbf341.jpg

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