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Update [jan 29 07] - Champion Spawns + More

Posted: Mon Jan 29, 2007 12:36 am
by Red Squirrel
*Champion spawn changes:

-Random champ spawns (t2a) can now spawn as colonel sanders or elemental, this was previously omitted by accident, and limited to the standard spawns.

-They now have 1/2 the amount of spawns as default. This is more or less to help reduce lag and mobile count. As a result champ spawns will be easier.

- the slice timer (interval at which a check is made if there is a need to spawn more stuff / add skulls) has been raised from 1 second to 10 seconds. Champion spawns continuously loop through this process regardless of if they are being done. 25 champ spawns active = 25 of these timers. I did lot of general tweaking around with these timers wont go in all that much detail. Basically from a player point of view what you may notice is achieving skulls in multiples, like 2-3 whites at a time, depending how fast you're killing stuff.

- When a champion is defeated, the spawn is NOT resetted if there are already 3 active spawns on the shard. It is still possible to valor it, but by default it won't restart itself.

- You can receive a 105 powerscroll by killing mobiles of a champion spawn. This is possible on ANY facet, not just fel.


*Darth vader will now only give 15, 10 and 5 stat PSes, but harrower will only give 15 20 25 30 and a very rare chance of 35 (above 25 normally does not exist) I realized vader was 10 times easier than harrower (considering you don't need to do all the champ spawns) so making it a tad less rewarding was logical, to give a good reason to do a harrower.

*Shadow wyrms are now tamable and require 100.1 taming. (yes I'm THAT evil!)

Archived topic from AOV, old topic ID:172, old post ID:719