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World Respawn - Part 2
Old 06-06-2007, 08:59 PM   #1 (permalink)
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World Respawn - Part 2

This is just a short note to let the shard know the World Respawn will still be happening. As you know, Sypher is no longer a staff member here so the Seer team will be taking over where he left off with this project. Rest assured we all know what we are doing, and you should be extremely happy with the spawn changes made.

It will probably be a few days before you notice any real changes and I will keep this thread updated as we go along.

If you have any suggestions or queries regarding this project please do not hesitate to contact:

Engage - Engage@uogamers.com (Private Message through the forums is okay as well)
Nienor - Nienor@uogamers.com

Thanks!
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Re: World Respawn - Part 2
Old 06-06-2007, 08:59 PM   #2 (permalink)
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Re: World Respawn - Part 2

Currently changed dungeons/places are:

Despise: Back to it's former style of Ettins, Ratmen, & Ogre lords.

Wrong Sort of the same but thinned out a bit and some new treats on lower levels.

Destard: Few minor tweaks on 1st level, 2nd and third are not as thick now.

Ice: The return of Arctic Ogre Lords, original White Wyrm Spawn, Ice Fiend lair is worth going to now.

Ophidian Lair: Back to Ophidians, pretty thick spawn but it's always been that way, just lure em for the one at a time kill.

Shame: This one is going to be a hot spot, especially the lower levels. Go see for yourself.

Daemon Temple on Fire Island: Back to Deamons, Drakes, Dragons, Fire Elementals and Lava Serpents. Good Training ground for dexxers and tamers.

Britain Sewers: For what it's worth, I gave this place a decent newbie training spawn, more or less small creatures like alligators for gathering leather, giant rats, quagmire, swamp tentacles, mound of maggots (these things carry 200-250 gp each and are easy kills), and a boss type creature, the plaguespawn. Like I said, it's not a place to be wowed over but a good start for newbies.

Titan Valley: Now has an evil wandering healer for reds, thinned out a lot of the cluttered spawn on the northern side, added elder gazers, a few more cyclops/titans, has two beetle spawns and now the teleporter works both ways near the healer.

Covetous: More or less the same stuff but thinned out and easier to work with, the nightmare now spawns in a random spot throughout level 3 every few hours.

Khaldun: Thinned out spawn and traps, 3 spaced out harrower tentacle pits, a succubus, a shadow knight boss (yes, a new creature) in the lower level, blood elementals, ancient liches, zealots, executioners, a few cursed and spectral armours to go with it's theme, few molochs and chaos daemons. The 4 Khaldun explorers are back (the return of green spellbooks), and now something that will entice you even more. A nightmare now spawns at a random location within the dungeon every few hours. Fixed the teleporters and the hidden door to the central area now requires a hidden switch to be pulled (goodluck finding it, hehe). There are 5 new puzzle boxes with level 6 chest loot now 9used to be only level 2). While these creatures are tough and yield good loot, keep in mind that Khaldun is huge and they are spaced out and placed just right to give everyone a fair chance and not be so overwhelming. Hopefully this dungeon will now become useful. Enjoy.

Britain Graveyard: Toned down the spawn, back to zombies, skeletons, restless souls and one bone magi.

Barrier Isle East of Trinsic: Added more bulls and bears for the tamer in training, added ridable llamas and two water elementals that spawn in the center lake.

Fire Cave passage to Delucia: More Efreets, Large Hellcats are back, a Phoenix spawn that is random anywhere in the cave, a few other spaced out heat themed creatures. Removed all traps within.

Wisp Pillars: Not sure how many old schoolers will remember this place but for what it's worth, they are alive and well again south east of Shame entrance.
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Last edited by Engage; 06-06-2007 at 09:03 PM
 

Re: World Respawn - Part 2
Old 06-09-2007, 10:22 AM   #3 (permalink)
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Re: World Respawn - Part 2

Hedge Maze: Removed the 90 million dogs/cats/rats that were there. Added 3 Daemon spawns inside the main area, Balron spawn on top of the tower (longish timer on that) and evil mages/ evil mage lords throughout the buildings. The 4 buildings that are located around the maze all have spawns now and there are some random monsters through the maze area.

City of Dead T2A:
Removed the champ spawn completely. Ancient Lich (Longish spawn) and liches/lich lords located throughout the buildings. Random undead spawn around the area as well.

Orc/Savage Fort T2A:
Savages, pretty regular savage spawn.

Let me know if anything isn't spawning properly or if you have any constructive criticism.

Thanks!
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Re: World Respawn - Part 2
Old 07-05-2007, 10:27 PM   #4 (permalink)
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Re: World Respawn - Part 2

Terathan Keep:

Tried to make it as close to the old OSI/EA spawns as possible with the help of a lot of player feedback. Mainly Terathans/Ophidians with a few extra arachnids and reptiles (dragons etc) spawned throughout.

Notable spawns:

- Star Room currently has a Shadow Wyrm spawn;
- 2 Balrons spawn within the Firewood Pit area inside the second level of the keep;
- Ancient Wyrm spawn located in the cave/dungeon area;
- Nightmare spawn has been added, large spawn area and long respawn timer.

Deceit:

Not too much changed, made it a little more newbie friendly (especially the first level). Also tried to make it a better place to farm for non-tamers.

Notable spawns/changes:

- Water elementals re-added to first level
- Fixed the Fire elemental spawns
- Moved bone/skeletal knights to the old bone wall room and fixed the teleporters
- 2 roaming poison elementals on level 3
- Ancient Lich moved to Lich Lord room (on a slightly longer timer)
- A lot of trash spawns removed
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