North PK Related Changes

A place for Immortals of the game to post changes in policy or other relevant announcements for the game.
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Feneon
Posts: 973
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: 973
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: 973
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: 973
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.

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