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Server Build Status
Posted: Sun Jul 13, 2008 4:25 am
by Castano
Exterior areas: 9
1 castle
1 town
5 villages
1 wilderness area
1 elf area
Interior areas: 13
11 working shops or other areas w/ merchants (e.g. temples, castles)
Re: Server Build Status
Posted: Fri Oct 30, 2009 9:30 am
by Castano
Finished out shops in main town area
Castle of Skulls adventure area exterior added
Next up - Castle of Skulls interior dungeon
Re: Server Build Status
Posted: Sun Jan 10, 2010 2:26 am
by Castano
Beta server updated early January with fixes, new interiors, pirate caves, druid grove etc.
Next beta server version mid Jan. will inlude:
Castle of Skulls interior
Myrloch Vale exterior
Re: Server Build Status
Posted: Sun Feb 21, 2010 5:06 pm
by Castano
Next beta version adds:
Fens of the Fallen encampment & dungeon
Chrysalis - Elven City
Numerous walkmesh fixes and improvements to make areas load faster
Re: Server Build Status
Posted: Sat Jul 24, 2010 2:45 am
by davidcurtisjr
Get a look at the directory for Moonshaes I dropped in. Dwarven HighHome lvl 1
Re: Server Build Status
Posted: Mon Jul 26, 2010 11:23 pm
by Castano
Thanks David!
Re: Server Build Status
Posted: Sat Aug 28, 2010 7:50 pm
by Castano
Haven't updated the community recently I just realized.
1. Thanks to Trid & folks at Exodus, we have added the Nelathar Isles (skaug) to the module in one fell swoop.
2. We have also add a stellar build of the Moonshaes capital: Caer Callidyrr (by Trid) as well as a stellar build of the Dwarf Hold of High Home & environs (By davidcurtisjr and Castano)
3. Ruathym and environs is in the works
4. Norheim & environs in the works
The above being said - 100% of efforts are on bug fixes to what I call phase 1 of the module - phaes 1 = the section which will go live once approved - which is whatever areas PC can currently access in the beta server (e.g. Gwynneth, Skaug, Oman's Isle)
We will then move to phase 2 of the build which is the expansion phase - along the lines of TSM's development, expect the build team to roll out improvements over the life of the server. Phase 2 will include the above 4 areas, among other things.
Re: Server Build Status
Posted: Sun Aug 29, 2010 1:12 am
by paazin
Awesome news Castano.
Does this imply that we might be seeing Moonshaes live in the not-too-distant future?
From what I've seen pretty much everything is there for some good ol' fashioned adventuring and RPin'
Re: Server Build Status
Posted: Sun Sep 05, 2010 2:22 am
by Castano
paazin wrote:Awesome news Castano.
Does this imply that we might be seeing Moonshaes live in the not-too-distant future?
From what I've seen pretty much everything is there for some good ol' fashioned
adventuring and RPin'
Yes, hoping we go live real soon. I'm pounding out some bugs this weekend on the store items and spawns.
Re: Server Build Status
Posted: Sun Sep 05, 2010 4:34 am
by CloudDancing
Gleee!
Re: Server Build Status
Posted: Sun Sep 19, 2010 9:08 am
by davidcurtisjr
Castano. I took your advice... And am about 60% through the interwoven cave complex. I've also done 4 Areas of Dwarven Home. In total the base mod encompasses 6 areas. Let me know if this is too much.. I have a simple way of pairing it down by eliminating an area but wish to chat with you further on this.
Re: Server Build Status
Posted: Sun Sep 19, 2010 5:33 pm
by Castano
Excellent! 6 areas is fine. no worries there. Don't do any extra work, just keep dwarfing I mean building
davidcurtisjr wrote:Castano. I took your advice... And am about 60% through the interwoven cave complex. I've also done 4 Areas of Dwarven Home. In total the base mod encompasses 6 areas. Let me know if this is too much.. I have a simple way of pairing it down by eliminating an area but wish to chat with you further on this.
Re: Server Build Status
Posted: Sun Sep 19, 2010 5:51 pm
by davidcurtisjr
Ready to do an FTP file transfer. Wanted to make sure I was good to go with this. Pm me in irc chat when you get a chance.
Re: Server Build Status
Posted: Mon Sep 20, 2010 8:07 pm
by Castano
Next up:
1. Caer Callindyrr gets it's interiors - shops, temple, city keep etc...courtesy of Rorax
2. Adding lamps, NPCs, outdoor markets and various look and feel objects (e.g garbage, wagons, tools, etc. to the city exterior (Castano).
These are technically non-live areas, that is, they are not planned to go in on launch day, but if we get them done in time, they will be there for launch day.
Re: Server Build Status
Posted: Sun Sep 26, 2010 9:02 pm
by Castano
Added 2 new level 1 areas.
Zombie Town:
You rise from your table in the tavern, having just heard the story of the ruined town and its dead residents who still haunt it. Never one to sit idly in a tavern listening to so-called adventurers boast of their feats, you rush for the door, axe and lantern in hand...you want to get there before sunrise, when the undead return to their disturbed graves. As you approach the ruined shell of a village, you see claw marks along the ground, lots of claw marks, and a large burial mound looms in sight, it's top craked open...perhaps this wasn't such a good idea...
Salt Flats:
Why pay the boatman's fee when you can simply walk the shore path to the eastern villages? So what if those royal guard wimps put up a huge sign warnign travelers of "sea monsters". You dismiss a rustle in the salt marsh reeds as nothing more than a marsh bird and press on.