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  #1  
Old 01-23-2012, 12:55 AM
ffcmike ffcmike is offline
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Castle Quest Released

After 5 months of work, with some 50+ levels prepared towards the overall project, the Castle dungeon is at last released.

For one final time those up to date with previous quests can talk to Master Li to begin the Castle.
A Notebook entry has also been added to all players who have obtained the sword, which becomes completable after the Castle quest.

As stated before, this quest has always been our planned target for shifting the focus off of quest development, and on to community based content in preparation for the server going live.
So I expect to post information regarding Event plans and ideas in the not too distant future.

With the reward of a full heart at the end of the Castle, it is important to note that health is now defaulted to 3 HP within spar, PK and Event levels.
Players health is however restored to its original value upon exiting into a normal level.
Similarly it is planned for sword power to be defaulted at level 1 should level 2 be released in future, whereas walk speed has always been defaulted to level 3 speed in these levels.

It is also worth noting changes that have been made to the cycle of gelats since the release of the Tomb quest.
Gelats are no longer dropped via PKing, and only via dieing within a quest, or as a result of a baddy, where they are then only visible to the owner and not obtainable by others.
Once again, dropped gelat count is stored to the player, and then deducted from whenever a killed baddy drops gelat.
The gelat value now varies according to the strength of the baddy, something simple such as a bat can only drop a green gelat, whereas a baddy soldier can drop a blue gelat.
The ratio dropped upon death has been halfed, while the ratio of dropping via killing a baddy has increased, albeit there is little significant purpose to gelats until a later time.

Last edited by ffcmike; 01-23-2012 at 06:50 AM..
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Old 01-23-2012, 01:04 AM
Tricxta Tricxta is offline
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YAY, I've been waiting for this day to come for ever! Does this mean new content will appear quicker now or will you save it up for a big update?
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Old 01-23-2012, 01:58 AM
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Originally Posted by Tricxta View Post
YAY, I've been waiting for this day to come for ever! Does this mean new content will appear quicker now or will you save it up for a big update?
Depends on your definition of content. The focus will be primarily on Events now, which for some time will be more about getting extra core systems for them in place, but I hope to eventually have test play nights on a weekly or bi-weekly basis sooner or later. Don't forget we already have the Team Events system which basically keeps control of any team based event such as CTF with little extra work.
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Old 01-23-2012, 02:11 AM
maximus_asinus maximus_asinus is offline
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release this ***** already
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Old 01-23-2012, 03:04 AM
Tricxta Tricxta is offline
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I played through it, it's a really well thought out quest. It's just a bit too easy when certain staff spill the beans on tactics >_>
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Old 01-23-2012, 05:38 AM
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I don't know what you're talking about.
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Old 01-23-2012, 10:09 AM
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well im currently stuck and have no idea what to do so...until a faq logs on i suppose.
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Old 01-23-2012, 08:44 PM
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This ladder doesn't work. Also, having to get damaged by the boss to kill it is kinda stupid.
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Old 01-23-2012, 11:09 PM
Tricxta Tricxta is offline
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That ladder works for me o_0
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Old 01-23-2012, 11:11 PM
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That ladder works for me o_0
It worked for me after I reconnected, sometimes they just don't work though.
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Old 01-24-2012, 02:32 AM
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wtf is with the difference in tiles??
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Old 01-24-2012, 04:07 AM
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Quote:
Originally Posted by Crono View Post
well im currently stuck and have no idea what to do so...until a faq logs on i suppose.
It doesn't really help anyone to just say "I'm stuck" without explaining the problem. With more information, not only could could someone (and not necessarily a staff member) provide a solution but it would be there to see should someone else encounter the same problem and see this.

I can say however that the solution was for you to simply fall down the top right side of the level with the cannons, in order to fall down into an inaccessible part of the level on the lower floor.

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This ladder doesn't work.
That's odd, I've never received any other reports of them not working. I know it would be possible to become stuck should you lag out as there's a scripted warp involved, otherwise I can only really wait until someone experiences it again then attempt to debug it.

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Also, having to get damaged by the boss to kill it is kinda stupid
Admittedly it's something unordinary for quest bosses, but then it's still possible to defeat the boss without dieing despite this, and even more so when helped by the slight advantage that can be gained in carrying a rock into the boss room beforehand. It is also why there are 2 moles rigged to drop HP.

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wtf is with the difference in tiles??
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Old 01-24-2012, 07:58 AM
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These tiles don't match the other ones that take up majority of the level and I'm sure majority of the quest as well

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Old 01-24-2012, 10:09 AM
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It doesn't really help anyone to just say "I'm stuck" without explaining the problem. With more information, not only could could someone (and not necessarily a staff member) provide a solution but it would be there to see should someone else encounter the same problem and see this.

I can say however that the solution was for you to simply fall down the top right side of the level with the cannons, in order to fall down into an inaccessible part of the level on the lower floor.
yup did it all yesterday.

boss fight was disappointing. i didnt even know what to do until gambit walked in and told me you had to slash him twice near a wall.
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Old 01-24-2012, 10:42 AM
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i didnt even know what to do until gambit walked in and told me you had to slash him twice near a wall.
That's actually wrong.
Have to just slash him 3 times within a certain amount of time for him to smash you into a wall.
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Old 01-24-2012, 11:47 AM
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That's actually wrong.
Have to just slash him 3 times within a certain amount of time for him to smash you into a wall.
excellent boss design when players have to be told what to do without anything remotely hinting at the proper way to go about it. the mechanic itself is pretty stupid and counter-intuitive. i just spammed while against the wall.

the baddy that throws rocks at you was more clever than this guy. based on this mini-boss i initially assumed you were supposed to collect bombs from the moles and throw them at him like you did previously, but that would make too much sense and actually show some decent design and progression.

: - )
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Old 01-24-2012, 05:05 AM
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Blarg! I can't figure out to hurt this dem boss, other than that this quest was pretty awesome!
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Old 01-24-2012, 05:10 AM
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Guess I have to download graal again xP
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Old 01-24-2012, 05:46 AM
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Finished the quest, it was awesome! Even better than all of those dungeons I loved on Minish Cap!
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  #20  
Old 01-24-2012, 08:23 AM
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There definitely seems to be a huge jump in quality between various graphics, and I can see that just from screenshots.
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Old 01-24-2012, 09:28 AM
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I really really like those tiles though!

However, I'm always conflicted about that style of levelling; where all four walls are visible.
One one hand it lets you put doors visibly on all four walls, and it feels much more true to LTTP.
But on the other hand all of the other objects inside the level start to look out of perspective and it creates a weird visual effect.
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Old 01-24-2012, 01:10 PM
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there should be a quest with a giant zorbi mini-boss and the room slowly fills up with water during the fight and you have to get out and hit a switch to drain it all again because every time the zorbi is under water he regenerates some health and spawns more baby zorbis. also something to do with jolt bombs and water idk.

because remember how you have that cool water filling room? thats what reminded me.
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Old 01-24-2012, 01:11 PM
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****ing epic.


I figured out everything without the need of an FAQ :o

maybe dumb luck 0:?
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Old 01-24-2012, 01:25 PM
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nig you are hardcore
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Old 01-24-2012, 01:26 PM
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ya thats my monthly dose of productive advice

no more of that for a while
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Old 01-24-2012, 01:28 PM
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xD
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Old 01-24-2012, 10:34 PM
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>=O I got stuck on second key I cant find it.... brag some more geno >=O
edit: racil helped me xP
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Old 01-26-2012, 01:48 AM
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I've died nearly six times now due to the fact that you're unable to strike the baddy without being hit yourself.

Not very fun so far because of this.
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Old 01-26-2012, 07:43 PM
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I've died nearly six times now due to the fact that you're unable to strike the baddy without being hit yourself.

Not very fun so far because of this.
You can kill the moles for health, but its still a pretty long drawn out process to kill him
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Old 01-27-2012, 07:35 PM
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You can kill the moles for health, but its still a pretty long drawn out process to kill him
Life isn't easy
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Old 01-30-2012, 05:39 AM
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Life isn't easy
Being long and drawn out doesn't necessarily mean that it's hard, just tedious. If we were say, dodging projectiles that the ogre throws at us, or something that would be a different story because I'd actually have to watch out for something. But waiting for moles to respawn is not fun.
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Old 01-26-2012, 02:50 AM
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I have found a bug that makes the quest unbeatable because you get trapped behind an invisible wall.
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Old 01-26-2012, 04:28 AM
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Can't you just use "unstick me"? lol
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Old 01-26-2012, 06:15 AM
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Can't you just use "unstick me"? lol
Yes, but when you break this specific part going back to it even after closing/opening Graal does not fix the problem and there is a permanent barrier.
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Old 01-26-2012, 06:19 AM
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Yes, but when you break this specific part going back to it even after closing/opening Graal does not fix the problem and there is a permanent barrier.
Ah, I've found the problem now, luckily it was only temporary.

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Old 01-26-2012, 06:12 PM
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Changed the boss + baddy part to provide more of a hint:

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Old 01-26-2012, 07:01 PM
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It's looking fantastic ^_^
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Old 01-26-2012, 07:08 PM
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Old 01-30-2012, 02:22 AM
MattKan MattKan is offline
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Well, now that this is over...

What is on the to do list before you can release the server? I know you've said that it's not ready to be on the Classic Tab, so what all is going to be finished before then?
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Old 01-30-2012, 06:20 PM
ffcmike ffcmike is offline
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Quote:
Originally Posted by MattKan View Post
Well, now that this is over...

What is on the to do list before you can release the server? I know you've said that it's not ready to be on the Classic Tab, so what all is going to be finished before then?
There's definitely too many things to mention to be precise, as even while working on a big release such as a quest there's a lot of smaller things implemented which don't get mentioned, and quite often I go back and overhaul older things, but mainly:
  • Options window has been improved with added customisations
  • Currently overhauling certain GUIs
  • Events - core systems, events themself, stat viewing, prizes and economy etc
  • Preparation of gelat shop items and incentives, for the hopeful removal of observer mode (if Stefan ever responds and can confirm my plan as satisfactory, having first contacted him regarding this on October 25th 2011)
  • Final touchup/filling of overworld locations
  • Preliminary rebuilding of staff divisions

It's important we get as much done as possible and give development something of a head start, rather than fall into the trap of playing a never ending game of catchup.
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