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Forum Name Santa Zulg 2010
Topic subjectMobs repop
Topic URLhttps://forums.carrionfields.com/dcboard.php?az=show_topic&forum=70&topic_id=28
28, Mobs repop
Posted by Wisher of things on Wed 31-Dec-69 07:00 PM
I posted a few things before on the other forum and I think I will pick this one as my wish:

Mobs not repopping correctly. Most famous examples are some rats in the sewers and a guard with a key in Evermoon Hollow. While it is a minor nuisance as a vet it always feel like you are trying to explain a bug IC to newbies when you show them. Perhaps give the more common ones unique mobs?
29, RE: Mobs repop
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>Mobs not repopping correctly. Most famous examples are some
>rats in the sewers and a guard with a key in Evermoon Hollow.
>While it is a minor nuisance as a vet it always feel like you
>are trying to explain a bug IC to newbies when you show them.
>Perhaps give the more common ones unique mobs?

You'll need to be more specific, I'm not running through all of our area files and try and figure out what you think the "more common ones" are.
30, RE: Mobs repop
Posted by Wisher of things on Wed 31-Dec-69 07:00 PM
The two I know of the top of my head.

If you kill the rat with the glinting ring of silver in the Galadon sewers it will not respawn, instead another rat will respawn. So you need to clear all rats for the rat with the ring to respawn.

If you kill the guard with the dragon head key to the midnight dragon in evermoon hollow it will respawn as another guard with another key just south of there. So you need to kill those two for the dragon head key guard to respawn.

The mechanics behind it is a more general problem but I assume that is a much much bigger thing than to fix those two instances. It also affects ranking in most (?) places. I.e. if you leave some arial prisoners they might start stacking at that place every respawn if you cannot clear them. Until they all are in the same room.

Thank you for Santa Zulgh and all the work you do. It is really awesome.

31, These two are fixed (n/t)
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
n/t
32, Some others.
Posted by Stunna on Wed 31-Dec-69 07:00 PM
Arial city prisoners and dark guards all repop in one spot if you don't kill them all. The same is true for svirfneblin commoners in lower cragstone.
33, RE: Some others.
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>Arial city prisoners and dark guards all repop in one spot if
>you don't kill them all. The same is true for svirfneblin
>commoners in lower cragstone.

I'm less inclined to fix ones in ranking areas...it is part of the danger. Keys/gear/etc. are interesting.
34, Oh another one like those examples
Posted by Astillian on Wed 31-Dec-69 07:00 PM
In Ysgirath swamp. The hyena bracelet, you need to kill of the snakes for it to repop on the correct one again.
35, Fixed (n/t)
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
n/t
36, Mines of Zakiim
Posted by Astillian on Wed 31-Dec-69 07:00 PM
In the special section of the mines, the guards there once killed will all repop at the entrance to the special area. Which means to leave the area you need to kill all 6 or 8 at once. Rather then fighting back through the guard check points.

Thanks.
37, By design (n/t)
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
n/t
38, RE: Mobs repop
Posted by Habbs on Wed 31-Dec-69 07:00 PM
The first pair of golems for the key in Kteng's, not sure what happens, but quite often the one with the key isn't there.
39, By design
Posted by Zulghinlour on Wed 31-Dec-69 07:00 PM
>The first pair of golems for the key in Kteng's, not sure
>what happens, but quite often the one with the key isn't
>there.

You have to kill the group of golems for the key to reset.