Dark and Light

Dark and Light

Invasion - The Shard
Mirwin  [developer] 4 Sep, 2019 @ 5:11pm
Suggestions and Feedback
Opening up this thread for people to toss around ideas on the next items to add and let me know if you have any feedback on things that need to be adjusted.

Toss em at me guys, try to keep it in line with stuff you'd like to see pulled from the DLC. Vendors, items, ways to craft and new crafting structures like the smithy for items from The Shard of Faith.
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Showing 1-10 of 10 comments
Lucky 4 Sep, 2019 @ 8:31pm 
For the start, if we could add Owls and Dune Thrashers, to allow us to move further in the Tasks that would be great.
Razel Jackson 5 Sep, 2019 @ 10:35am 
I think it would be really amazing if the control of the Spawns by the Lore of the game was introduced. I think this alone would give Huge amounts of room to bring in all the other creatures. I'll explain below.......


- The Dwarven People followed the Nidhogs to the mountains they live now. *But all around the back of the mountain are nothing but Gryphons.* If this was changed to Nidhogs, that would make way more sense.

- The Elven People follow the Unicorn, but you can find unicorns all over. If the Unicorns was brought over to the Elven area only, it would free up space to spawn other things.

- The Human area has no real Gryphon spawns around the land, wolves, bears, are mostly there.
I think the above the broken Dredge land would be amazing for Gryphons to spawn.

- Dragon Island and the Volcano Island would be great to find most of the wyverns and Dragons too.

All of these ideas to change the spawn locations would free up TONS of land for you to manage the rest of the creatures. My main idea is to think of creature management that goes along with the Lore of the game and what would make sense. This idea would also give players the ability to tame and roam the lands looking and hunting for what they want. This idea would also give the Middle Plains area open to put BOSS Creatures safely in the game. The Plains area is already very hostile with the dark event, so nothing true would be missed.
Mirwin  [developer] 9 Sep, 2019 @ 4:26am 
Hey guys, sorry been busy here. Life stuff likes to get in the way sometimes, but almost have an update ready though for the Dune Thrashers on the volcano Islands. Owls I'll try to find a spot for here as well if I can.

@Razel, I like the idea but it would be such a massive undertaking to move around the spawn areas. The map is made up of grids upon grids and it would take doing nothing but adding and modifying spawns for...well, for a long while. So might have to shelve that idea for a later date or when I can find a way to make adjusting that much more efficient.
ghoulas 14 Oct, 2019 @ 5:41am 
Add Empire Coins and Leaf Coins to merchants
Mavlock 23 Oct, 2019 @ 8:30am 
Any chance of getting the boss spawners on the map? Thanks again for all your great work.
Lisches 29 Oct, 2019 @ 11:10am 
I agree with Mavlock. Got stuck with the quests and skills because I need to summon a elite scarab. Would be great to find them or to use admin commands to spawn them. I dont know if this is possible because as far as google told me that an altar is needed to summon. To spawn them as an admin would be totally enough for me if this is possible :)
Ravensfang 7 Nov, 2019 @ 3:57am 
Ruro I think if you could add in drops for BLUEPRINTS of both philosopher's Stone and the alchemy-copper ore (turning stone to copper) as, say, drops from scarabs, it might workaround the Nekromancer-issue
I'm also thinking to actually enjoy this it would be cool if you could add the faction-coins to the dropinventories of, say, scarabs (Saurianian), Kasha (Satyr), Overseer (Gorgon) and Dune Threshers (Nekromancer), so you can actually craft the items you unlock via quests.
I tried to spawn in the above things but there doesn't seem to be an asset for the alchemy-copper recipe, maybe you can do something in the dev kit about this.

Main issue is that harvesting crimson ore from the darkstone nodes doesn't actually progress the nekromancer-rank.

An idea about the elite-things you gotta kill for the quest and/or the bosses: The Dragon Island is pretty much useless as is, with some supercareful adjusting you should be able to have Quest-Elites spawn on Dragon Island without actually bothering anyone on the map and that way people could go through the questlines without admin support.
Would be a workaround at least till you get the ressources to spawn in the bossspawners and such.


Kaz 2 Feb, 2020 @ 2:57pm 
just a suggestion here. can you make the elites be summonable using any of the soul nodes or the altar where you summon the dark forces.
Knox Harrington 29 Mar, 2020 @ 8:41pm 
Maybe dial back the spawns for the creatures from the dlc map? At least the Kashas, scarabs, and Bufos.. On my server they seem to kill all the regular spawns because they are so much stronger then all the other creatures, then they just murder players and everyones tames when people are just starting out. We keep getting swarmed by Kashas every where we go, and the bufos too.
Mister E 19 May, 2020 @ 9:58am 
I know this is probably and old question. But gathering Crimson ore does not seem to effect the Magic and Refinery quest chain... thus it renders the Crimson ore useless..... is there some way around this?
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