North PK Related Changes

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

North PK Related Changes

Post by Feneon » Wed Dec 15, 2021 10:58 pm

We've known that PK hinges on Kajin a bit too often in the north and we're trying a couple changes in the area to see what it will do.

Kajin is now all north of burnt. That room and two rooms above it are rideable. The cellar is still indoors, but the door has been removed. Kajin will be Stationary and will not chase.

The sergeants and soldiers between Kajin and burnt have moved to an area between path junction and 2n 2e 2n. These mobs will roam, and if they end on the same target they may collect. They will not group up.

The soldiers pittrap have been replaced with four ramshorned trollocs. They would roam as normal if let out, but they won't go as far as all east of fence.

An additional Quality of Life Change in the North: The rat population in Lockshear and Tarwin's gap has faced a culling and will not endlessly spawn.

If you run into any issues with this post on Known Bugs or send me a message.

You should also be able to scan in the majority of the rooms now.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

North PK Related Changes

Post by Feneon » Tue Dec 28, 2021 11:33 pm

An additional room that connects pittrap to 2n 2e all N has been added to alleviate some of the chokiness around Kajin area.

We've moved Kajin from the Tower to the northeast corner of the campsite, but he is stationary.

For now we're leaving the area like this until we come up with a better solution to try. We'd like an area for Light Side to regroup that doesn't immediately turn into a deathtrap for the losing team.

We'll continue working at this until we get it right, but we're not going to stop before we get there. This adjustment is not a long term solution, but in consideration to the fact that the Tower position has worked horribly.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

North PK Related Changes

Post by Feneon » Wed Dec 29, 2021 12:48 am

BLIGHTED STEDDING

Scorpion load in the south part of the zone have been removed.

Blood thorns removed from north entrance and fungus limited to 2. Moss removed from 1E ts Ent.

A second exit from Treesinger is at the southwest corner, treedoor and exits to the Dark Grove of Trees. The outside of the door is no mob.

The angry trees 1e of Bench have been cut down.

Two timber wolves have grouped on one of the lone wolves in the northwest corner, but will likely not regroup together unless fully cleared.

The fogs in the southwest corner of the zone have been removed and the weeping elder area is now rideable, and two trees were grown in the entrance of the Great Hall. A set of shivering trees is 1n 1w of the Mound.

Trollocs have overrun the abandoned ogier village in the stedding and set up an encampment there. They ravaged most of the roofs of the houses making it accessible for their mounted fades and added a makeshift gate at the northern entrance. The outside of the gate is no mob. The amount of mobs is pretty minimal currently. If it seems like it is not enough then we may adjust it upwards. Poisoned fountain has been replaced with blood well.

The oozes were removed under the tunnels.

Overall, not a ton of adjustments have been made, but this allows us to modify the existing no-channels up north in hopes of stedding being a better option for both sides to avoid channelers. If it seems like these adjustments need to be ramped up or down we will do so.

Accompanying this was a general thinning
No channel 1s crossroads is removed.

Forested Borderlands no channel is now No Water and No Fire.

Oasis on Winding is now No Water and No Fire.

Both of these prevent the majority of common weave damages, but still allow channelers to function in group or 1v1 PK.

All complaints on any changes can be sent to my inbox.

DARK FOREST

Vernarsh removed

An oozing ball of mud load max for zone decreased from 25 to 4.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Fri Jan 14, 2022 12:59 pm

KEEP

Stonegate pick reduced to 40 from the outside. Trapdoor at blacksmith has been removed to allow one unblockable passage to the jump exit.

This adjustment is in hopes that when a group of LS is Blight and they've destroyed all opposition they might take the momentum into the Keep. It is not to allow for people to kill AFK trollocs in Keep or to enable certain types to kill ABsers while critical with impunity. If this change is used only in that way then it is not working, however, it will be used in that way first before the former. Therefore, we will wait a bit on this change. We may make an incremental adjustment higher, but for now we're starting low.

FAL DARA

DogGate was flagged pick_proof which stopped pick from working from the outside. I went with it's lower number at 60 since it's relatively close to the amount of pick needed to get out of the majority of Light Side cities. For DS who currently get pick, this won't be a major adjustment. I have lowered the pick required from the inside to 32. Both these numbers should be easy to achieve by the majority of DS abs characters.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Wed Jan 19, 2022 12:49 am

To give more options to stealth and because not everyone is looking to be caught doing something we've reduced the levels of your standard Shienaran Scout and a flock of ravens. It should be relatively easily to take out the scout and the pigeons or the flock if you want before your location is shared.

We've moved the mobol for narrating to a few specific locations for DS so that the intention to look for engagement is more clearly articulated and not random.

These locations are:
Dusty: 1e FENCE, 5n BURNT
Winding: 1w OASIS
Gap: 1e 1s 1e 1u OTG

Changes won't go into full effect until next boot unless the mobs are killed off and load again.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Mon Feb 07, 2022 3:17 pm

1. TP rewards from Ragan, Kajin, and Commander have been removed.
2. The Scarred officer on the lower end of the Fal Dara road has taken up evidence near the Southern Gate of Fal Dara (this gate does not enter the city). This area is in SE corner of Dog Gate zone.
3. The lower garrison on Fal Dara road (where it used to be) has been significantly weakened, but remains manned. There are more mobs roaming in that area.
3. Six connections in that zone have been removed to make it a little riskier for both sides when in this area.
4. The Scarred officer will now award TPs on its death as well as the initial pieces of the Chachin chain.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Tue Feb 08, 2022 8:48 pm

PK often ends and then there is nothing to do and no reason to stay grouped so stragglers end up killed alone. We'll be adding one of these for LS and I'll update this post with instructions but for now DS has this option (and number required maybe adjusted).

If you finish PK with a severed head and have at least 6 players then you can go 2n 2w s 3w 3s and say ' report ' if Shaidar Haran deems you have enough he will receive your request. When he says this you can say ' summon scout ' and a trolloc scout will appear to rouse the city. The trolloc scout will do this if you prove you have killed a human ( and you do this by giving him a severed head ). When you do this you will feel momentary lag.

When this happens it will trigger a timed event with a smob popping in the northwest corner of the Tower and it will populate a fair amount of mob support north of burnt and close to the Tower. You have two repops to kill this SMOB.

If you do not kill the mobs that wander then they will remain there for future support for Light Side.

If you kill the SMOB then all players in the room with less than 1500 qps will get 3 qps, remorts will get 2 tps, and characters above 1500 qps will get 2 tps.

Once the commander is dead or two repops elapse and he leaves then it will be two repops before he can be used again.

Because of the choky nature of this area there has been a jump exit included in the northeast corner. To use this you type the word ' jump '. If you are not engaged then it will go off.

Our hope is that this will give incentive to stay in PK areas and give the opposing side time to reset and prolong engagements or give the winning side a way to spread our their victory.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Thu Feb 24, 2022 11:51 am

The Winding roaming patrol has been removed and commy has moved 1d. The south exit has been removed from that room.

Camp has been given a jump exit at the tower that does between 0-20 dmg per attempt and has a 17% chance of the jump being not ideal. These two landing locations are In Front of the Dark Tower and Thinning Woods (block).

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Sat Feb 26, 2022 6:41 pm

Awards for Dusty Commander have been adjusted. This includes 1 qp for remorts present.

https://imgur.com/GzYKbs4

LS commander is now in game. To trigger this go e 3s 1w of rock and say report if you have a group with 6 people. If you hear an oddly human scream mimicking the enormous worm then you can continue, if you hear the sounds of a gaping maw then it didn't work and you should try to say report again with the right numbers in the room.

Once you hear the right scout call then say 'summon scout' and a scout should appear out of a densely covered watch location. Give this scout the severed head of a trolloc or a remort (except gray man, I believe), and this will load up a fort near Ruined City with mobs as well as scatter a variety of mobs and patrols across Blight. These mobs won't affect respawn rates on repop any mobs uncleared will stay to defend the Blight for the rest of the reboot. For both sides this can stack.

I have tested the fade a fair amount and determined that it doesn't flee when low, however, if you see it fleeing while low and it leaves the room then you can send me a snapshot of the log and I will reward the people involved. I've also increased the inherent rewards for the dusty commander, but reduced the material output.

At the top of the post is the area where the fort is. It connects to Ruined City by a door at moss. The tunnel is indoors and cannot be ridden. The intent of this area is to put light side and dark side in a chokier and more dangerous area. The rooms removed included the queens area which will now increase the amount of rooms east of 3n elbow that you can be fireworked into. However, it removes two of the doors that you could previously be fireworked into as well. 1e all s rock is now a one exit room, but if you were caught in that area you were likely not going into fence in the first place.

The only way this will impact Blight PK in its current state is through fireworks. Any complaints or adjustments you would like to see can be sent to me.

Feneon
Posts: 1747
Joined: Sat Dec 19, 2015 5:02 pm

Re: North PK Related Changes

Post by Feneon » Wed Apr 27, 2022 1:10 pm

Generally, the ability to scan helps promote aggression in PK as it is a tool that promotes the ability to make better decisions. I've adjusted Blight (not E of 3n elbow, nor tentacles), to make all rooms the same type. This includes the rooms leading up to the Path in Front of a Cave [E 2S of goat patrol], and the adjacent rooms. That road now moves from orchard entrance 2W 2S. This gives 1N of Ragan the ability to scan south.

Predators in SG have been removed.

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