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Zone Updates

Posted: Sat May 21, 2022 10:57 am
by Feneon
3 Zones have been closed:
1. Kandori stockade (where Jerad was located as well). The fox fur rig and other mob in this zone were also moved.
This zone was directly south of Chachin
2. Dying Plains which housed Deranged Ogier.
This zone was a football field west of Dark Road, southwest of Thakan'dar.
3. Northern Shayol Ghul which housed Korvak.
This zone was a football field west of Dark Road, north of Shayol Ghul.


1. Korvak is now in Dark Forest
2. Deranged Ogier is now in Stedding bench.
3. Jerad is now near the sleek wolfhounds by smelly trollocs.
(Sorry fades, this may mess with your codelist).

Zone Updates

Posted: Fri Jul 08, 2022 2:00 pm
by Feneon
2 Southern zones and 1 more northern zone closed.


Shadow Coast east, Shadow Coast west, and Beneath the Desolation Mountains (under Zion area) removed. The shoreline southwest Amador is now connected to the zone directly SW Amador. Herb loads and mobs that loaded have spread to south of Amador and 2nd zone of Amador. Herb loads from the tunnels in Blight have been moved to Stedding and SG area. For now the boat dock location on the Shadow Coast will not lead anywhere until we adjust boats.

Zone Updates

Posted: Mon Jul 11, 2022 5:27 pm
by Feneon
The zones north of Aringill, south of Aringill, and southwest of Aringill have been removed.

The part that was retained is Dalfoor's manor south of Kintara. For those who never investigated the area, it is a large doored area with doors on the inside that used to have a backdoor. That backdoor is just locked now. Because of this the door to the entrance will start closed on repop.

The trolloc patrol has been moved to a location 2e of birdnest. Trollocs will be able to scan from the adjacent tunnels to the patrol, the area is chokier, and there are more doors. If the loss of the two east exits from the road north of Caemlyn completely kills trolloc potential / presence in the area then we may move the patrol.

Yes, we're coming for Far Madding.

Zone Updates

Posted: Mon Jul 18, 2022 8:38 pm
by Feneon
Exterior zones to Far Madding have not been touched, however, Far Madding south has been removed and collapsed into the northern city with relevant shops being added. The guards have not been jailing people for awhile, but if you run into an experience where you jailed please post to Known Bugs, or any additional issues.

Re: Zone Updates

Posted: Thu Jul 28, 2022 11:17 pm
by Feneon
Small updates to Tanchico area:

Towerdoor removed from 1n 1u Tanchico eastgate. That room is now a jump exit. Mob spam yelling in Tanchico will be substantially reduced based on movement.

Jafar:

No channel on Jafar has a build-a-pat for Dark Side.

Re: Zone Updates

Posted: Sun Jul 31, 2022 6:05 pm
by Feneon
The changes to Fal Dara road have been reverted. The connection to Dog zone has returned and the FD fade connection has closed.

Re: Zone Updates

Posted: Fri Aug 19, 2022 12:11 am
by Feneon
Will update this when the last loads are adjusted and include all the zones hit, but the lakes zone around FM have been removed in the earthquakes from the raiding army of male channelers. The layouts of Glancor touching FM, Tear road, the Plains of Maredo, and east of Lugard have all been updated and room names and descriptions have been adjusted where it was especially necessary.

3 zones closed:
south of Far Madding, Ruins of Rhahime, and east of Far Madding lakes zone (and this removes the immediate connection to Lugard road).

4 layout changes:
Glancor where it connected to Far Madding.
Zone east of Lugard.
Zone where Aylia is (this zone now connects to the south gate of Far Madding)
Zone Tear road (tear fade).
Mahiro has moved and the sheet on the smuggler chief is updated.

Re: Zone Updates

Posted: Fri Mar 24, 2023 1:10 pm
by Feneon
1 zone closed:

Blighted Valley

it connected from w2s2w and w2s5w of vial to a dead-end in the northwest.

Re: Zone Updates

Posted: Fri Apr 28, 2023 9:59 am
by Feneon
This is an update for Tar Valon, which includes two room changes: the Osenrein gate and the Alindear gate now connect 1u to the room with a gatekeeper that has a jump exit. The east gate still requires the same pick requirement as before because of the many escape routes. Additionally, when someone jumps from the city, it will announce to the zone which gate they used. This will give an advantage to both the person jumping and the ones chasing them.

The crier has been moved from Central Square to 2s at Merchant Square. Characters under level 30 will still receive tells from the crier informing them of the change if they are searching for it.

All automatic disarming warders have been removed, which were previously implemented to limit the desire for raids inside the Tower and promote an RP environment. They may be re-added in the future, but for now, this adjustment is more for cityhead hits than encouraging raids inside the Tower. With all Aes Sedai having zone sense, it should be easier to be safe within the halls.

Finally, we've added two more channeling mobs to the ground floor.