Kabal and the surrounding areas

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Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Kabal and the surrounding areas

Post by Draugor » 09 Jul 2016 11:36

Sykil wrote:is time for the acronym

WACI

(wiz and code it)

usage:
love this WACI
you would WACI please?

Already wizzed, aint got the patience for code, so I unwizzed :P

Also, there is a wizard that has already spent some time but not had it implemented, this post is mainly to see if he can get some support for it

Etanukar
Adept
Posts: 105
Joined: 27 Nov 2013 01:34

Re: Kabal and the surrounding areas

Post by Etanukar » 11 Jul 2016 15:38

I remember when I was fresh this was the place to be... then long about the early 2000s, the dynamic was changed on how mobs were giving xp (complete statavg instead of just combats). It was during this time that common killing grounds like Kabal, Trollshaws and Goblin caves became ghost towns. Mobs were too hard for low champs for the lack of reward in exp. Wouldn't it be a good start to update the mob files to increase their non combat stats to make them more of a reward to bother killing?

Can worry about "new" stuff after.

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Kabal and the surrounding areas

Post by Draugor » 11 Jul 2016 18:04

Etanukar wrote:I remember when I was fresh this was the place to be... then long about the early 2000s, the dynamic was changed on how mobs were giving xp (complete statavg instead of just combats). It was during this time that common killing grounds like Kabal, Trollshaws and Goblin caves became ghost towns. Mobs were too hard for low champs for the lack of reward in exp. Wouldn't it be a good start to update the mob files to increase their non combat stats to make them more of a reward to bother killing?

Can worry about "new" stuff after.

Aye, aslong as something is done, trollshaws used to be really nice xp, now... not so much, and Kabal is a great place, goblincaves would be a welcome addition to decent xp grounds for rangers atleast I can imagine, probably knights too

User avatar
Arman
Wizard
Posts: 764
Joined: 22 Sep 2014 13:15

Re: Kabal and the surrounding areas

Post by Arman » 16 Oct 2017 10:14

Hi all,

Posting on behalf of the wizard Zignur the Shy.

Over the last few months there has been considerable reviewing and recoding of Kabal city, its surroundings, and its citizens as part of a broader body of work to update and refresh the domain of Kalad.

This includes:
* the review of all npcs and creatures in the city and rebalancing of approximately 50 types to better reward the challenge they provide.

* the updating of the Red Fang goblin racial guild, converting one of the oldest mount codes in the game to the standardised steed code, and providing new 'quality of life' features allowing guild member wolves to be summoned and dismissed (among other things).

* updating the smith of the city to also mend armours along with fixing weapons.

* a massive clean-out of all bug and typo reports (thanks Malus).

As part of this work a previously overgrown path outside the gates of the city has been cleaned up, allowing players access to an area of farmlands and a Red Fang training camp west of the city... a great location for the young warrior or apprentice wizard to cut their teeth after leaving Tutori Isle.

The revitalisation of the city has also attracted a boatload of drunken young minotaurs who recently docked in port, much to the disgust of the city's Thanar cultists.


You can expect further updates to the domain in the coming months, with a review of boss fights, magic items, and a fresh look at the drow of the Dark Dominion among other things.

Cheers,
Arman

User avatar
Avatar
Titan
Posts: 463
Joined: 10 Mar 2010 05:52
Location: Denmark

Re: Kabal and the surrounding areas

Post by Avatar » 16 Oct 2017 12:25

Arman wrote:Hi all,

Posting on behalf of the wizard Zignur the Shy.

Over the last few months there has been considerable reviewing and recoding of Kabal city, its surroundings, and its citizens as part of a broader body of work to update and refresh the domain of Kalad.

This includes:
* the review of all npcs and creatures in the city and rebalancing of approximately 50 types to better reward the challenge they provide.

* the updating of the Red Fang goblin racial guild, converting one of the oldest mount codes in the game to the standardised steed code, and providing new 'quality of life' features allowing guild member wolves to be summoned and dismissed (among other things).

* updating the smith of the city to also mend armours along with fixing weapons.

* a massive clean-out of all bug and typo reports (thanks Malus).

As part of this work a previously overgrown path outside the gates of the city has been cleaned up, allowing players access to an area of farmlands and a Red Fang training camp west of the city... a great location for the young warrior or apprentice wizard to cut their teeth after leaving Tutori Isle.

The revitalisation of the city has also attracted a boatload of drunken young minotaurs who recently docked in port, much to the disgust of the city's Thanar cultists.


You can expect further updates to the domain in the coming months, with a review of boss fights, magic items, and a fresh look at the drow of the Dark Dominion among other things.

Cheers,
Arman
This sure as heck has the stamp from approval from Avvie :)
Angmar! ANGMAR!! ANGMAR!!!
Pulp Znuga! PULP!!!!

Draugor
Myth
Posts: 1815
Joined: 06 Mar 2012 00:14

Re: Kabal and the surrounding areas

Post by Draugor » 16 Oct 2017 13:02

Avatar wrote:
Arman wrote:Hi all,

Posting on behalf of the wizard Zignur the Shy.

Over the last few months there has been considerable reviewing and recoding of Kabal city, its surroundings, and its citizens as part of a broader body of work to update and refresh the domain of Kalad.

This includes:
* the review of all npcs and creatures in the city and rebalancing of approximately 50 types to better reward the challenge they provide.

* the updating of the Red Fang goblin racial guild, converting one of the oldest mount codes in the game to the standardised steed code, and providing new 'quality of life' features allowing guild member wolves to be summoned and dismissed (among other things).

* updating the smith of the city to also mend armours along with fixing weapons.

* a massive clean-out of all bug and typo reports (thanks Malus).

As part of this work a previously overgrown path outside the gates of the city has been cleaned up, allowing players access to an area of farmlands and a Red Fang training camp west of the city... a great location for the young warrior or apprentice wizard to cut their teeth after leaving Tutori Isle.

The revitalisation of the city has also attracted a boatload of drunken young minotaurs who recently docked in port, much to the disgust of the city's Thanar cultists.


You can expect further updates to the domain in the coming months, with a review of boss fights, magic items, and a fresh look at the drow of the Dark Dominion among other things.

Cheers,
Arman
This sure as heck has the stamp from approval from Avvie :)
This is when I go to war with Avvie over the right to Kabal : ]

mallor
Rising Hero
Posts: 371
Joined: 27 Jun 2011 13:20

Re: Kabal and the surrounding areas

Post by mallor » 16 Oct 2017 16:25

Avatar wrote: This sure as heck has the stamp from approval from Avvie :)
What da hell are you so happy about? It was your city once, now everyone will go there :D

Saimon
Wanderer
Posts: 70
Joined: 26 Jul 2017 23:08

Re: Kabal and the surrounding areas

Post by Saimon » 16 Oct 2017 20:43

Avatar wrote: This sure as heck has the stamp from approval from Avvie :)
Pity it was not done few years ago, we would have our mythical Captain myth a few years earlier.....

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