Bagoffelt Dev and Test Log
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Bagoffelt Dev and Test Log
Testing
Found peacock gives Peacock Meat. Jyssev found that Peahens give Peacock Eggs. Will eventually add recipes specific to them.
Deving
7 hours
Descriptions for job system stuff. (Sticking to lore and real life sources.) All Items have descriptions now. All 249.
Found peacock gives Peacock Meat. Jyssev found that Peahens give Peacock Eggs. Will eventually add recipes specific to them.
Deving
7 hours
Descriptions for job system stuff. (Sticking to lore and real life sources.) All Items have descriptions now. All 249.
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Re: Bagoffelt Dev and Test Log
And once again, getting ready for the pack out, which is tomorrow.
Got the new haks and updated the inhouse module. And there was great rejoicing.
Got the new haks and updated the inhouse module. And there was great rejoicing.
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Re: Bagoffelt Dev and Test Log
7/15
1 hour
Read Trello updates and worked on a couple of things there.
Oversaw movers packing and loading my stuff. Blah.
1 hour
Read Trello updates and worked on a couple of things there.
Oversaw movers packing and loading my stuff. Blah.
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Re: Bagoffelt Dev and Test Log
7/16
Read through all the descriptions of Dark Immolation as suggestions for the Job System stuff.
20 min.
Read through all the descriptions of Dark Immolation as suggestions for the Job System stuff.
20 min.
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Re: Bagoffelt Dev and Test Log
3 hours of testing Artist stuff.
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Re: Bagoffelt Dev and Test Log
3 more hours testing Artist stuff. (lots to test, teehee)
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Re: Bagoffelt Dev and Test Log
And...once again...3 hours testing Artist stuff.
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Re: Bagoffelt Dev and Test Log
5 hours putting up ALL the Artist PLCs and taking pictures for the forums. Home stretch, although I hear people are already making things.
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Re: Bagoffelt Dev and Test Log
2 hours formatting and putting together an Artist Creation page linked from the Artist page on the Job System spreadsheet.
4 hours building an area for Charlie to play in.
4 hours building an area for Charlie to play in.
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Re: Bagoffelt Dev and Test Log
Finished up an area for Charlie 30 min
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Re: Bagoffelt Dev and Test Log
From 8/7 and 8/8
5 hours
Took out selected items from the Construction Site.
Made 5 creatures to be put into that area.
I am having to export erfs and give them to Devs to put in. Actually pushing seems to be an ongoing problem, although it seems some things manage to get in.
5 hours
Took out selected items from the Construction Site.
Made 5 creatures to be put into that area.
I am having to export erfs and give them to Devs to put in. Actually pushing seems to be an ongoing problem, although it seems some things manage to get in.
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Re: Bagoffelt Dev and Test Log
Not sure what to say...about 5 hours of Dev work, then my toolset crashed and it was gone.
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Re: Bagoffelt Dev and Test Log
Put together a tile set with different towers on it so that settlements can choose. (4 hours)
This should make putting them in game faster, as they will be prechosen. (Plus allows to figure pricing.)
This should make putting them in game faster, as they will be prechosen. (Plus allows to figure pricing.)
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Re: Bagoffelt Dev and Test Log
Did a Tester day. 8 hours.
Tailor tested. All things can be made. All things spawn. I updated the Job System Spreadsheet to reflect what it does.
Smith tested. All job resources work.
Scoundrel tested. All job resources work.
Ranged Weapon tested. Note, there needs to be UD available ranged things. They only have the Z-wood. Maybe add some UD discoverable items to make UD stuff? Maybe the metals will help. Z and silver, Z and iron...just for UD stuff...and make slings with rothe wool and a something as well.
For Chef, Battered Trout (Trout, Bread) "you do not have the proper ingredients" Since Bread works with other things, going to say something is wrong with the trout.
Shouldn't Jeweler do more than just make plain amulets, rings and gems? Or are they put together magically elsewhere? It seems like a jeweler should be able to put an emerald to a ring.
Tailor tested. All things can be made. All things spawn. I updated the Job System Spreadsheet to reflect what it does.
Smith tested. All job resources work.
Scoundrel tested. All job resources work.
Ranged Weapon tested. Note, there needs to be UD available ranged things. They only have the Z-wood. Maybe add some UD discoverable items to make UD stuff? Maybe the metals will help. Z and silver, Z and iron...just for UD stuff...and make slings with rothe wool and a something as well.
For Chef, Battered Trout (Trout, Bread) "you do not have the proper ingredients" Since Bread works with other things, going to say something is wrong with the trout.
Shouldn't Jeweler do more than just make plain amulets, rings and gems? Or are they put together magically elsewhere? It seems like a jeweler should be able to put an emerald to a ring.
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Re: Bagoffelt Dev and Test Log
Tested the malformed creatures. They need a little tweaking. 20 min testing
1 hour tweaking the malformed creatures.
1 hour tweaking the malformed creatures.
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Re: Bagoffelt Dev and Test Log
Worked on another area for Charles. 3 hours.
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Re: Bagoffelt Dev and Test Log
Fixed the malformed for Construction Site. 30 min
Updated Whitestag Shores with a beacon tower under construction. 2 hours
Made a beacon construction site in Greengarden 30 min
Updated Whitestag Shores with a beacon tower under construction. 2 hours
Made a beacon construction site in Greengarden 30 min
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Re: Bagoffelt Dev and Test Log
Checked the malformed to see if they work right. (Testing - 5 min.)
Tweaked the malforms just a little bit more. (Dev - 25 min.)
Added a Construction Worker to the beacon tower site.
Tweaked the malforms just a little bit more. (Dev - 25 min.)
Added a Construction Worker to the beacon tower site.
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Re: Bagoffelt Dev and Test Log
4 hours
Tested malforms
Tweaked malforms a little more, but they are done now
Put danger signs on the roads to the Construction Site
Worked on an area for Charlie
Tested malforms
Tweaked malforms a little more, but they are done now
Put danger signs on the roads to the Construction Site
Worked on an area for Charlie
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Re: Bagoffelt Dev and Test Log
Starting to think about the The Aphaeleon Estate.
Have written to CD and KA about what they want in their estate after getting a good idea of the layout for things inside as compared to the outside.
So far, 1 hour.
Have written to CD and KA about what they want in their estate after getting a good idea of the layout for things inside as compared to the outside.
So far, 1 hour.
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Re: Bagoffelt Dev and Test Log
Spent 4 hours on a temple to Chauntea, Waukeen and Gond situated in Kingdom of Kohlingen: Greengarden, Feylake West
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Re: Bagoffelt Dev and Test Log
about 3 hours
Worked on the Aphaeleon Estate, and submitted the basic plan to LDR to share with CD. Spent some time chatting with LDR, and will be changing priorities for the area.
1. will update guards (the militia is disbanded, and this needs to be reflected)
Will update this as the list grows *grins*.
Worked on the Aphaeleon Estate, and submitted the basic plan to LDR to share with CD. Spent some time chatting with LDR, and will be changing priorities for the area.
1. will update guards (the militia is disbanded, and this needs to be reflected)
Will update this as the list grows *grins*.
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Re: Bagoffelt Dev and Test Log
6 hours
Replaced the militia with silver dragons. Designed armor for the personal guard.
Showed LDR the armor, and we tweaked it some.
Replaced the militia with silver dragons. Designed armor for the personal guard.
Showed LDR the armor, and we tweaked it some.
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Re: Bagoffelt Dev and Test Log
6 hours
Actually made the guards and worked on the estate some.
Actually made the guards and worked on the estate some.
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Re: Bagoffelt Dev and Test Log
Got the updates, including duke's guards in front of his estate, into the update pack.
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Re: Bagoffelt Dev and Test Log
5 hours on duke estate, with some tweaks to the Old City.
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Re: Bagoffelt Dev and Test Log
Yesterday spent about 4 hours in and out of game, in and out of the toolset, and in and out of discord looking at the quests in Ridgewood. Mav has updated them now. And there was great rejoining. Desath - Casie Ashall has been very helpful in reporting to me what has been happening with these older quests.
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Re: Bagoffelt Dev and Test Log
Made decorations for the entry way, and then they somehow didn't show because we had 2 entry ways. No idea how that happened, since I used the one area I have and just edited it and saved. Hope things are visible after the reset, because I spent like 4 hours on it again.
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Re: Bagoffelt Dev and Test Log
Spent 9 hours working on the Estate. It is starting to come together.
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Re: Bagoffelt Dev and Test Log
4 more hours on the estate.
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Re: Bagoffelt Dev and Test Log
Put 8 hours into the duke's estate.
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Re: Bagoffelt Dev and Test Log
Last few days I have worked but not logged it. I think I have put in 18 hours since the last log I made. It doesn't help that I overwrote some stuff, but having done it once, it is going faster now.
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Re: Bagoffelt Dev and Test Log
I am about done with the duke's estate. Call it about 5 more hours. Need some feedback, but then it is ready.
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Re: Bagoffelt Dev and Test Log
I have started working on the UD. 5 hours
L'obsul: main: no more air walking at the main shop, places that needed the "fuzz" taken out (adjusting heights), construction on the bank storage that was closed, not sure what I will turn it into yet, says there are mushrooms on the sacred pool rocks, so I put some on, a door that opened to no where was fixed, the "next crane" has a cage now, dropped lag by taking redundant idols and setting them to static, took the dirt out of the bar area (big pile around a table and chairs - why?), added a js spider to the spider farm because it makes sense
L'obsul: main: no more air walking at the main shop, places that needed the "fuzz" taken out (adjusting heights), construction on the bank storage that was closed, not sure what I will turn it into yet, says there are mushrooms on the sacred pool rocks, so I put some on, a door that opened to no where was fixed, the "next crane" has a cage now, dropped lag by taking redundant idols and setting them to static, took the dirt out of the bar area (big pile around a table and chairs - why?), added a js spider to the spider farm because it makes sense
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Re: Bagoffelt Dev and Test Log
Finished up the Duke's Estate and did a little more tweaking of L'Obsul - I still didn't like the look of the moss, and found a couple of mushrooms floating.
4 hours.
4 hours.
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Re: Bagoffelt Dev and Test Log
Well, I spent a lot of time trying to get git to work today, but apparently there is something wrong again. Don't think I can count it as much of anything.
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Re: Bagoffelt Dev and Test Log
Did a tweak on the Duke's Estate. Finished the Raider's dungeon in the Underdark.
5 hours.
5 hours.
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Re: Bagoffelt Dev and Test Log
After looking around to see what might be the most useful thing to someone unfamiliar to the UD might be, I made an NPC that is a Benny the Guide equivalent.
I also prioritized my next dungeon/building project, a set of offices and the lizardmen dungeon.
5 hours
I also prioritized my next dungeon/building project, a set of offices and the lizardmen dungeon.
5 hours
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Re: Bagoffelt Dev and Test Log
Plot update for the Greengarden area
2 hours
2 hours
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Re: Bagoffelt Dev and Test Log
The Lizardman Caves in the UD getting DTS
2 hours
2 hours
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Re: Bagoffelt Dev and Test Log
Spent this last week working either on the Guard House, or helping Sonicx get his DTS work up and going.
Call it 40 hours.
Call it 40 hours.
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Re: Bagoffelt Dev and Test Log
Finished final tweaks for the Greengarden Guard House.
4 hours
4 hours
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Re: Bagoffelt Dev and Test Log
11 hours working on Frozenfar: Endir's Point stuff for Albackson
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Re: Bagoffelt Dev and Test Log
Finished up Albackson's request: call it 30 hours.
(also did a request helper bit)
(also did a request helper bit)
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Re: Bagoffelt Dev and Test Log
Have been working on a tavern in Gregory's Landing, but was out a while making an Afghan for my grandson.
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Re: Bagoffelt Dev and Test Log
About 40 hours on the tavern in Gregory's Landing. Finis.
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Re: Bagoffelt Dev and Test Log
I have been working on the standard settlement guards in the Settlement Guard area. I have done some work on the Wizard's Tower as well.
About 30 hours
About 30 hours
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Re: Bagoffelt Dev and Test Log
Mostly worked on the standard settlement guards. Put in standard guards in Crouching Lemur and Wiltun. Working on different elite guards, have finished the standard guards for Barak Runedar. Will work on deploying them.
Oh, and made foods, drinks and a shop for Rogue to have in Blue Lagoon.
About 30 hours.
Oh, and made foods, drinks and a shop for Rogue to have in Blue Lagoon.
About 30 hours.
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