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Designated Guaranteed Invasion-Safe Spots
Burn posted a topic in Suggestions - General, Misc.(For the most part, this is just putting an official touch on how things already are.) Logging on to find yourself in the middle of an invasion area is not a good thing. Going into some random house or such is 99% safe but even that is subject to a rare hidden invasion. To ensure a safe location to AFK or log off, I'm proposing officially designated safe locations. These would be confirmable as being safe by compass click location info indicating (invasion safe). Location info change would occur in 1.9.6 client. The general rule: Inside Storages, and the buildings closest to outside storages, are designated safe. Safe Locations would be only on maps with Storages with a few added exceptions: - Isla Prima is a newbie zone, it and its insides (including new insides coming in 1.9.6) are already designated no-invasion - All Inside Storages are already designated no-invasion (be they in buildings, or caves like Iscalrith) - Guild Maps are already no-invasion so are safe if you know the location of any Outside Storages would have the nearest building(s) to them deemed as always safe: In most cases, these are where people AFK on these maps anyway. C1: Morcraven Marsh - Battle Hall entrance area (room where Ilie NPC is) Naralik - The house directly beside the storage NPC Valley of the Dwarves - Either of the two houses north of storage beside the flower shop Whitestone - House in Tirnwood Vale located at 358,383 that Henrik NPC is looking at (though all Tirnwood houses should be safe for newbies' sakes) (*I'm considering adding a generic building closer to WS storage for this purpose in 1.9.6 should this designated safe spot idea be deemed good.) C2: Emerald Valley Trade Route - The Tavern Idaloran - either of the two nearest enterable houses just east of storage. (558,221 or 559, 243) Idaloran (2) - as well, the undertaker's house inside the Ida cemetary fence as it is close to the underworld return spot Irinveron - The Manu School just north of storage Palon Vertas - The large house that the storage NPC is standing directly behind Thelinor - the small building just a couple steps east of the storage NPC Zirakinbar - (1.9.5) the crypt near the center of the map (with the fenced-in graveyard next to it) (1.9.6) The wagon at storage, which will be enterable then Arius - the Library building northeast of storage at 87,328 Additional notes for invasion mods: - For all other small buildings in general like random houses, invasion moderators should check them to ensure no one is (logged in) inside them before using them as a hidden invasion location. (A "use them only if not already in use" policy.) This won't help those who logged off in there, but no one should be logged in and afk in a house only to be killed on a hidden invasion whim. - If you aren't sure of a designated safe spot prior to invading, go to it and use the compass, it'll tell you (after 1.9.6 release)
Invasion South Kilaran Field (and Desert Pines), 29/09/2018
Vanyel posted a topic in EventsHi, This will be a short and timed invasion. Rules are simple: 1. There will be quite a few monsters spawned in South Kilaran Field and Carmien Manor. 2. Monsters in SKF will be uncapped. 3. Monsters in CM will be capped at 120. 4. Clear all the monsters within 60 minutes to get a second wave AND bosses. 5. Otherwise, only a second wave. 6. Second wave will include an invasion in Desert Pines capped at 100. Cheers, ~v
Invasion with a timer
Vanyel posted a topic in EventsHi, let's have a simple invasion with a little twist. There will be 5000 monsters spawned in Idaloran: 300 will be capped at 110 300 will be capped at 130 300 will be capped at 150 remaining ones will be uncapped There is a timer set-up: 90 minutes. Once the time is over and there are: more than 250 monsters, you will get a second wave of monsters; all uncapped less than 250 monsters, you will get a few bosses in each of the cap (110, 130, 150 and uncapped) in addition, less than 50 monsters, there will be significantly more bosses and their quality will improve, too. The monsters will be spawned ahead of time and capped below 5 a/d. They will be set to proper caps when the invasion starts. Cheers, ~v
The Portals of the dark lord
Thyralax posted a topic in EventsThe Portals of the Dark Lord. "the Dark lord Abraximus sat on his throne in the his prison plane cursing the fate Mortos sealed for him for his failure to lead the War gods minions in conquest of Draia. Fearfully the imp Ifix approached the brooding dark lords throne excited and eager with his important news and failing to bow as required to his Liege he squealed out "master master the the warlocks have made a discovery and want to you too go see them in the halls of vision right now yes right..." a snap of a mighty gauntlet covered hand and Ifix was held eye too eye with his dark lords burning eyes before even finishing "they DEMAND of ME!" wriggling and stammering Ifix choking for breath not even having time to contemplate his poor life choices "they... mean i... mean " struggling to take a breath "they humbly request sire" with a disgruntled angry word seething with rage the dark lord merged into the shadows the small imps legs still wriggling and squirming. As they both reappeared in the halls of vision the warlocks busily working some ancient divination Darrus the eldest of the three looked up and saw the ire in his Lords face and the struggles of Ifix and just smiled "Sire Good News we have found a weakening in the magical barrier that we believe we can break through with your armies and invade those disgusting warm lands of Draia look see for your self" with a gnarled and withered arm Darrus waved over the seeing pool as the vision grew Abraximus stared with a sly smile smile. Darrus cleared his ancient throat "They will all be over run My lord and you will rule unchallenged even Mortos will have to bow down to you" all three warlocks laughed at the thought of the armies swarming over the pathetic humans and elves even Ifix still struggling to breathe let out a compressed laugh at the thought. Abraximus's arm twitched in anticipation and there was a snap as Ifix's neck snapped the warlocks fell silent fearful of their lords anger but the loud chuckle of the dark one caused all three to laugh evilly. "They will all snap and break as easily as an imps neck" with that the dark lord threw the poor imps body into the seething rippling vision pool and as Ifiz's body sinks beneath the surface the Warlord turned "get the armies ready We march on Monday! Invasion on Monday the 3rd of september. More info too follow
Greed & Blood, Invasion on 14/01/2017
Vanyel posted a topic in EventsThe monsters of Draia felt a sudden urge to kill all the peaceful harversters stealing gold, diamonds, silver, rubies and hydrogenium ore. They thought it easy gain to simply kill the roaming harvesting ants. Rules: 1. Invasion will come in waves, every 30 minutes. 2. The following wave (does not include the first one) can be stopped if all monsters from previous waves are killed. 3. First wave will include a random selection of gold ore deposites. Second will affect diamonds. Third silver ore. Fourth Rubies. Fifth... hydrogenium ore as well as a random selection of all kind of mines. It won't be pretty. 4. If you stop the invading army before 5th wave you will get bosses. Otherwise, you will have a lot of random monsters in random places to clear. Some of them might be bosses. 5. Invasion is uncapped. 6. Should you get to the bosses, some of them will be capped at 115, some at 145 and the rest will be uncapped. Cheers.
Seridia Invasion, 6/01/2017
Vanyel posted a topic in EventsThe rules of the invasion. 1. Starting in Magic School in Tarsengaard at 0:45 game time. 2. Uncapped. 3. There will be 2000 monsters spawned inside the School (that includes gardens). 4A. If the monsters are cut down to less than 300 in 45 minutes, I will spawn bosses. 4B. If not, Tarsengaard will be invided to fill-in to 3000 monsters. 5. If after another 45 minutes the monsters will get cut down to 600 or less, there will be a bosses wave. 6. Otherwise, the monsters will start invading all neighbouring maps (WS, VotD and PL in first order). I will fill the maps to maintain 3000 monsters. 7. Go back to point 5. 8. If the target is not met before I manage to populate all Seridia (excluding Isla Prima). There will be no bosses at all.
Goal/objective oriented invasions
Thingrim posted a topic in General ChatPrimary that idea was brought at chan 6, but some people asked me to start it on forum too, so here it is: Like title sais this is idea of invasion events that are with objective that team need to met in this invasion. Very similar thing Vanyel tryed to do in his topic http://www.eternal-lands.com/forum/index.php?showtopic=60298. If team complete task there will be reward, if not invasion will be cleared and shame on you blue message brought. Reward: I think most people go to invasion to have some profit, to have a chance to get an invasion drop items, gc, some extra exp, and even if not a story require to some sort of reward for fulfilling the objective. Reward should be a gc amount based on invasion range with amount that matters for people in that range and maybe a rare invasion items in amount 1 per team member like Item giver, exp giver or invasion token. Idea is to make people want go to that kind a event. Team leader: In this invasion there has to be leader, a one person that will lead others, plan actions, split tasks etc. Team leader has to be appointed by other members before invasion starts, and after invasion he will get all reward to redistribute it among his team members. Monsters: Exac monsters of course depend on invasion range but in general the amount will set greater challange then a strenght of monsters. In classical invasion most profit usually come from killing boss, but in this idea there is a reward that has to cover that, so bosses aren't nessesary, they can be there to give extra chalange to avoid them while protecting VIP or to kill it fast while healing VIP at same time. I will focus on 2 diferent kind of objective based on defend the VIP 1. Guarding a caravan. In this invasion team has to guide a VIP through invaded map (or maps). Monsters are all over the place so team leader (who is also guide of o VIP) has to chose a path to bring VIP from one place to another, other team members job is to defend both guide and VIP by killing monsters near them, heal when they are wounded, scouts area around etc. There is ofcourse a time limit to perform that task. What is needed: A VIP character, a AI controled bot with at least following instruction: - Appoint a leader (Mod only) Before invasion starts mod appoint 1 person to be VIP guide and leader of team. That person and only that person can give VIP instructions - Follow me - VIP is trying to be as close to guide as is posible, whenever guide move, VIP will move as well - Stop - VIP stops and won't move untill given Follow me command again 2. Defend the fort In this invasion VIP stands still in middle of some defended area (like fort, mountain pass, other side of bridge etc). Monsters are attacking team trying to get to VIP. If VIP is dead, team lose and all remaining monsters are cleared and shame on you blue msg posted. If Team kill all monsters before VIP dies there is a reward, same as in first example. As in first example team has to appoint a leader before invasion starts. He will plan defence, chose place for his warriors, decide when to go to kill marauders etc, and after invasion he will redistribute reward among his team members. Monster in this invasion are spawned far from fort, in and are ordered to go to designated palce. Monsters are spawned with smaller waves with delay in few locations so they can go by different path. That's create a siege event when team really defend fort agains assaults. What is needed: A AI controled character that will stay in chosen place, no commands needed. A different monsters behavior, instead moving random monsters have to go to place where a VIP is and try attack him. Asorted thoughts: Above i posted some tools (changes in game code) that are needed, I don't think that those changes are hard to implement. Many similar working code is arleady in game. Invasion with that changes will work and looks beter, but both of examples can be started even today with additional work from people in game. VIP there is just a general term in can be whatever fits for story, so it can be caravan with resources to city, it can be merchant that need guards, or Ambassador of a foreign country posibilities are endless. Thank you for reading, I know it was long. If you have any comments feel free to post them, especially if it is desire to participate n that kind of event. And if there are not clear things or more details needed, ask here or PM me in game.
New AI for invasion monsters
SolarStar posted a topic in Suggestions - General, Misc.An idea came to me .. we have a limited field of view of the map. How would it look like if the invasion monster came walking from somewhere. reminds me of a pirate army coming out of the water At the moment the monsters will just walk randomly in all directions when they are droped in a map. How about making them walk up a map in one cardinal point. It would be possible to send rows of armys into the land, likes waves .. Don't underestimate the psychological effect Maybe it should also be possible to let them stand still and keep the formation for a while. Or what would happen if the monsters also attack other targets close to them when they are already engaged? Post comments below. Solar