Change 4363
Originally Posted : Mon May 10 07:12:53 2010
Posted by : Traveller
Title : Kyldiss
A pogrom has begun. I spent 6 hours at work (what do they pay me for?)
today and expect to spend many more going through Kyldiss in great
detail. Sucks for me, because now I won't get to really do the rest
of the quests I was too lazy to do. But good for you.
I won't go into detail about what I'm changing other than so say the
main thrust of my activities is a long-overdue QC. Fixing typoes,
code errors (!!), and making the quests more of a "hansel and gretel"
follow the breadcrumbs experience, rather than blind guesses. Ideally,
each objective should have something that points you in tat direction.
For those who'd been meddling around in Kyldiss you'll know I had
already been making some of these changes; such as removing instances
where you could get the exact syntax right for a quest objective but
the code had an in-built failure rate. This is just going to be
more systematic, and probably take me a damn sight more time.
Conspiracy theorists among you will now be able to point dramatically
to this day and say: "I KNEW that was his plan!". I'd like to note
that The Man *is* out to get you.
Mercury and I have recently changed some of the buff items in
Kyldiss. For those who don't know, there are a number of items
for non-humanoid subclasses (specifically, horrors, feys and undead).
The two skill buffs on each have been reduced down to 1 skill buff,
and the levels of their owners (generally, other than for a certain
set of monsters) increased, but in keeping with the general Tsunami
approach of 'great risk, grea reward', these items are _now safeable_.
I'll be adding some monster buff items around the mud, but not
necessarily Kyldiss, in the near future.
I encourage you to get out and grab these items to try them out.
Then again... I see many non-humanoids not using a freely available
and very easy to use buff I put in just recently - guild offer rooms -
so perhaps you just don't care!
I also found out that someone inadvertently super-nerfed the Spear
of Sorrow during one of the many changes to it. It was essentially
functioning as a completely normal weapon. So, upside? It's fixed.
Downside? You tough dudes who took down Zurreal while he had a
crappy weapon - don't expect it to be so easy next time. *OW*.
I think I'll leave you with one parting hint:
Kyldiss is far, far, far more dangerous for the bigger players.
Within reason (noting it IS a hero area), taking a smaller PC
into Kyldiss is a safer prospect. Parties don't hurt either.br>