View Full Version : NPC Spawn Issue: Highpass and Highkeep
zt004
03-11-2010, 02:52 PM
Orcs in Highpass (and Oasis of Marr) do not properly register %R race. For example, when they aggro they yell "Filthy elementals like you must die!" or "Filthy ogres like you must die!" when the player is actually a wood elf, etc.
In Highkeep, the guard room has all the correct spawns but only cabalists spawn for casters, whereas spiritualists (slightly lower level shaman mobs) should spawn in the Guard Room and Lookout Room. Cabalists were mostly the staircase and Warrior Room (with an occasional Raider Room and Guard Room).
Also in Highkeep, there are supposed to be THREE spawns in the Lookout Room. Currently there are only two. There should also be a spawn inside the door to the right, in the closest corner.
Edit: Also, when pulling the goblins from Guard Room/Lookout Room up the steps to the open area (below merchants, above goblins), they warp through the west wall to attack.
Also, I think (could be mistaken) that the goblin ear exp turn in gives way more exp than it should. Also, you MUST turn in one at a time or he eats your ears.
Henrik40
03-11-2010, 11:22 PM
I also thought that Orcs and Gnolls in highpass were supposed to run to the guards after like 2 mins of being spawned? They're all just standing around. Makes it a million times harder traveling through at lower levels.
nilbog
03-12-2010, 02:30 PM
Orcs in Highpass (and Oasis of Marr) do not properly register %R race. For example, when they aggro they yell "Filthy elementals like you must die!" or "Filthy ogres like you must die!" when the player is actually a wood elf, etc.lol nice. I'll look into this.
Also in Highkeep, there are supposed to be THREE spawns in the Lookout Room. Currently there are only two. There should also be a spawn inside the door to the right, in the closest corner.Pretty sure this was added later, when they added the 'crazed goblin' spawn point. It was originally safe to med in the lookout room, on that side, iirc.
On that note, I think the guard room should only had 4 spawn points, but I'm not sure which one is wrong.
This guy's post/walkthrough of HHK is almost identical to the way I remember it.
http://web.archive.org/web/20011126153910/www.everlore.com/geography/default.asp?MAPID=2100
Pending update:
-Fixed the goblin area.
-created missing levels of pickclaw spiritists, warriors, seers, and raiders
-lookout room, guard room, hallway, warrior room and raider room npc spawn % chances polished up with the correct mobs in each room. (sucked)
nilbog
03-12-2010, 02:32 PM
any research or evidence about these?
Also, I think (could be mistaken) that the goblin ear exp turn in gives way more exp than it should. Also, you MUST turn in one at a time or he eats your ears.I also thought that Orcs and Gnolls in highpass were supposed to run to the guards after like 2 mins of being spawned? They're all just standing around. Makes it a million times harder traveling through at lower levels.
Henrik40
03-13-2010, 05:20 AM
http://www.eqvintage.com/atlas/antonica/highpass-hold/
Found this off of that website.
Description
Highpass Hold lies along the main travel route from Qeynos to Freeport, and is a mountain pass guarded as well as possible by the valiant guards of Highpass Keep. Orcs and gnolls have patrols that run up to the foot of the Keep itself, and the brave Highpass citizens have carved out their homes out of the gulleys and nooks.
That is pretty much the only thing I can find that says the orcs and gnolls ran to the guards, but it doesn't give a timer or anything. I was just basing that off of memory.
runlvlzero
03-13-2010, 08:38 PM
I remember back in the pre-kunarkian days the orcs and goblins usto path up towards the guard spawns like Henrik40 states... There was a newbie gaurd npc that always usto get killed by the orcs I know this because on my DE SK i agro'd and fought him, then I watched as he died to the orcs later... =)
Turbo
03-13-2010, 11:06 PM
goblin ears were always weak experience on live, to my memory
And yes, poor Volunteer Delharn or something was always crushed like a bug
buffug
03-14-2010, 03:13 AM
the closest gnoll to HK would start pathing out and about. most of the gnolls stayed put.
however, i have noticed a congregation at the spawn point below the overpass. i saw 4 spawned there in one spot today.
Henrik40
03-14-2010, 08:45 AM
I don't think that's true, because I distinctly remember losing the named gnoll and orc to the guards on a number of occasions when I wasn't paying attention. After the gnolls left the ledge they had a certain path that they would follow. The orcs I don't know, because they never made it pass the guard by the waterfall/bridge. I believe thats where the gnolls would end up too before they died. I just don't remember the exact path they would take.
nilbog
04-18-2010, 07:08 PM
On that note, I think the guard room should only had 4 spawn points, but I'm not sure which one is wrong.
go go japanese archive.
http://www.netlaputa.ne.jp/%7Estasys/EQ/HighKeep/HighKeepBasement.jpg
Fixed, next patch.
nilbog
04-18-2010, 08:22 PM
I also thought that Orcs and Gnolls in highpass were supposed to run to the guards after like 2 mins of being spawned? They're all just standing around. Makes it a million times harder traveling through at lower levels.
Did some work on this. After 3 minutes of being unaggroed, the Orcs will head towards the keep.
Were the gnolls similar?
Henrik40
04-27-2010, 10:26 AM
Sorry I took so long to reply, but yes. As I remember the gnolls did the exact same thing after a few moments.
nilbog
05-01-2010, 11:39 PM
Added some gnolls to attack HHP as well. Gonna stop there as I don't know the specifics needed to fine tune it.
LazyFuj
05-03-2010, 01:10 AM
not ALL orcs ran to attack, only 1 or 2 did. As for the gnolls, I don't think they ever went to attack.
girth
05-03-2010, 02:13 AM
Ya I thought only scouts ran, can't find any proof though.
runlvlzero
02-11-2011, 07:04 AM
woot been so long hope i'm not being dumb by necroing but i just have to say thanks for fixing this nill! =P thats allot more work then i thought and finding the archive too
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