Omu Quests
Greetings adventurers, this thread is for providing bug reports and feedback on the following topics:
- Contacts
- Guided Quests
- Rewards from Quests
- Repeatable Adventure Quests
- Found Quests
Module 13: Lost City of Omu Has several new story arc quests for you to explore. Any feedback on finding, navigating, completing, rewards and overall difficulty/ feel are greatly appreciated!
Please keep in mind, as always:
everything on preview is subject to change. There is no guarantee what you see on preview will translate directly when the module launches on the live server.
Thank you for taking the time to play on preview and provide feedback, see you in Chult!
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Formatting Your Feedback and Bugs
For posting feedback and bugs, please follow the following format to ensure your feedback and bugs are seen clearly and processed in a timely manner, thank you!
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Examples:Bug: Went to fight the Tyrant- it was a mimic! could not complete quest!Feedback: Hidden passages that helped me with my quest were cool- please add more!
Go ahead, click on the chest...
Comments
This quest is incredibly annoying!
If you don't talk to Volo you cannot unlock the Omu hunts, if you talk to him after completing a bunch of Rare kills it doesn't auto-complete the quest forcing you to go back and do the whole thing again.
Simply killing the hunt marks was not enough, you have to get their trophy, which may make this even more annoying. (I ended up mailing the 3 trophies I had to myself, getting them back from mail and completing the quest that way.)
Purge the Unclean
When placing Banners, if you are standing in the banner space you can become stuck in it.
This quest only completes for each site when the banner clears, which is either a bug or is unintuitive.
If someone else's banner is being used to purify a site you cannot do that site. This limits people's ability to interact with this quest a lot.
Lost Translation
There are a bazillion little clickable things in the zone, finding 6 more small items by random exploration alone is a huge pain.
Obsidian Oath - Warlock
A whole lot of other Obsidian toons as well.
Please put an internal cooldown on how quickly the two gravemasters teleport in the Wrath of Acecerak heroic encounter
It would be nice if some of these keys could be created multiple times a day before they go on cooldown, since it requires the same key to do so many different dungeons. I am specifically thinking of the Lesser and Greater Demonic Keys.
Greater:
Castle Never
Demogorgon (Master)
Lesser:
Prophecy of Madness
Throne of the Dwarven gods
Demogorgon
Signature [WIP] - tyvm John
Tyrant runs away repeatedly, does not aggro - tested while soloing, cannot confirm with groups since he dies quickly.
I made a video soloing the tyrant. I should not have been able to do this... lol.
Omu as a whole feels way easier than it should. Tyrant was advertised to be "2x harder and deadlier than kos" yet I was able to solo it with no trouble. Enemies die almost instantly. It feels almost as if there's something wrong with the enemies' damage resistance.
Silv3ry on YouTube
Silv3ry on YouTube
The text reads, in part, "sense its presence and seek stop it." It should read "seek to stop it." The audio is correct.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
It should read, "...using it as a base."
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
While testing last night it occurred to me that it began to feel like Drowned Shore when Mod 6 was first launched: do quests A and B, then return for quests C and D, rinse and repeat. It began to feel repetitive in short order. I'd recommend giving each NPC an additional quest and put it perhaps on an hourly rotation. Even that will feel repetitive, but I think far less so.
There's no separate thread for the zone itself, so I guess I'll just post my thoughts here. The undercity concept is awesome with a capital "A". There is a lot of potential there. It would be really neat if there were quests, either issued by an NPC or found while adventuring, that prodded you to explore further.
One thing about the new zone: it screams for lore, especially in the undercity. Certain areas have certain critters living or guarding there. There have to be reasons behind it. For that matter, not every lizardfolk, kobold, etc. is a homicidal maniac. Who is to say that one of them doesn't have a quest or three? For that matter, who is to say that they are all living there peacefully? I would expect rivalries or feuds to be more common, though uneasy alliances against other rivals are also possibilities. I'm thinking along the lines of B2: Keep on the Borderlands. There is enormous potential here.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
I've looked around all around the map.. Nobody left
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I went and played the Youtube soundscape clip for the new zone a couple of times, trying to let the music and the visuals take me where they would. Here are my resulting thoughts about the zone.
Omu is a place abandoned by Ub-tao and is commonly described as cursed. The abandonment of one's deity is a cataclysmic event that might manifest itself physically (e.g. "fire and brimstone") but would always manifest spiritually. Of course, as described, clerics would lose their spells, but the effect of abandonment would land on every living thing in one way or another.
The haunting music, to me, spoke of restless spirits, spirits in eternal despair.
The zone, like all others, has no day-night cycle, but what if it did? Let's consider the following mechanic.
There are nine shrines, and I'm guessing that when they are all fully empowered, it triggers some sort of HE above-ground. However, perhaps they should serve a dual function. Perhaps, at nighttime, the countless restless spirits emerge and, in their despair, seek out and attack anything living. They might not even know what they are doing, but could be simply have been driven mad over the centuries.
Perhaps the shrines must be kept empowered to hold them at bay during the night. The more empowered a shrine, the less spirits that emerge in that area. It could be an additional incentive, perhaps a very powerful one, to get players to work together. In the interest of balance the threat could be throttled to match the total IL of all players in the instance.
Would players need to know what time it is? Looking at the sky should suffice in my opinion. That little bit of uncertainty as to when dusk will occur will heighten the tension and the feeling of adventurers in an unfamiliar and dangerous place. And, not being able to know it when underground will be an incentive for players to communicate with those on the surface. Conversely, players on the surface will want to know if anyone is underground and where, and whether they are in a position to empower particular shrines.
Blood Magic (RELEASED) - NW-DUU2P7HCO
Children of the Fey (RELEASED) - NW-DKSSAPFPF
Buried Under Blacklake (WIP) - NW-DEDV2PAEP
The Redcap Rebels (WIP) - NW-DO23AFHFH
My Foundry playthrough channel: https://www.youtube.com/user/Ruskaga/featured
Edit: actually three times. I went back in with the first character I tried it on but the issue persisted. Then I tried on a different character who had the same issue. After that I just gave up trying... It's a waste of time running around that patrol map 3 times searching whether you missed someone (which you didn't)
I tried rushing for the boxes and then killing the mobs, and I also tried first killing all the mobs and then getting the boxes. Didn't make a difference.
Edit2: I don't understand why there's no counter on that patrol map anyway - all other maps have a counter. With a counter I could see which mob group is bugging out (maybe theres a mob in the wall sometimes?)
Edit3: Tried tomb exhume today once more - in it right now - same issue -> not going to do this one again before I get a statement it's fixed :-/
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Cheers
M.K.
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Treasure maps in Sohenstar seem to be broken! First time I picked the chest the map did not disappear.
Second time I picked the chest it did not appear in my inventory (it showed twice that I got a chest, but I didn't). Might be because it's the same chest as Omu (both Chultan Chest) but not really?!
Note: I have chultan chests from Omu in my inventory. This might be required for this bug to show.
Note2: Now that I think of it, this might also bug the other way around.
False alarm, apparently they were hidden in my inventory mess on preview. I took it twice because there was another map (from live still) in my personal bank... Why though do these chest look EXACTLY the same except they are not? It's a bit confusing to be honest.
It would be nice if we could distinguish between the 2 treasure chests
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Twitch
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Purging Undead, as reported above, it is possible to get stuck in banner. Mobs on the other side can't be attacked but don't see player.
Ekena Afa refers to the player as their class in text rather than by their name.
While Omu Gate gives access to the Chult regional map, Soshenstar gate has not been changed. It is possible to travel from Nayanzaur to Omu or Soshenstar and from Omu to Nayanzaru or Soshestar but not from Soshenstar to Omu
Primordial Weaponry patrol has more bushes that block LOS and prevent mobs from being attacked but no aggroing or attacking.
Also in Primordial Weaponry, my Fire Archon frequently was unable to find a path through the choked hallways, becoming stuck frequently.
Throughout numerous patrols and on the Omu map, my companion repeatedly went off to engage distant enemies. If anything is this worse than on mod 12 maps.
The Tabaxi quest giver (forgot to note her name) has no audio.
Ekena Afa needs some introduction. She has no title under her name and I had to guess that she is another merchant prince?
Two Patrol maps, Airship and Palatial Pillaging are mostly wilderness maps but mounts are disabled. This seems counter intuitive and not just a bit annoying.