Talk:Irestone Inlet

In the Article page it mentions that you should expect respawning monsters (the patrols). The monster patrols are not respawning. The spawning "code" starts when you open a chest or talk to a crewmate (not sure which, haven't taken the time to test it properly). A few monsters will spawn in a nearby location within a short period of time (<1min). This happens for most of the chests/crewmates. If you kill the spawned monsters for a location, more will not spawn there. Just thought I should mention this as the term respawning is misleading and in this case, wrong. --Rebecca 01:29, July 7, 2010 (EDT)
 * I added the respawning note, I'll run Irestone again to check the spawning mechanics. As for spawn vs. respawn... Initially I wanted to split the respawning monsters note into respawning monsters and spawning monsters but I scrapped that idea, there are too many ways a monster can spawn/respawn (respawning if killed, coming through portals, spawning in waves, ambush like spawning, ambush like spawning but only when escorting an npc, etc). by Mjoll 06:34, July 7, 2010 (EDT)
 * Just ran Irestone again to double check and the monster "patrols" do not respawn. Once the map was cleared, there were not any more enemies. As for how the monsters spawn in the first place, it doesn't appear to be related to opening a chest or talking to a crewmate like I mentioned before. It's one of two things going on: 1) When you enter an area, it starts a countdown timer to initiate the monster spawning code, or 2) When you engage enemies in the area it initiates the timer. I'm thinking #2 is most likely right now. This is probably too in-depth for the article page, but an insight into the spawn mechanics are helpful.


 * Also, shouldn't the article page mention that you need to pick up the Weather-worn pamphlet before you can pick up the powder kegs or that the torch needed to light the kegs is on the schooner? Common knowledge for some, but not all. ;) Nevermind, buried in the map notes. --Rebecca 20:05, July 7, 2010 (EDT)

Chests...
When I made the map I splitted the chests into 3 categories: - static chests (3: Dinks, Skartongue, Yaaryar)

- random chests (3: Hobble, Scurvy, Mutiny)

- semi-random chests (at the time, I found 7 with 9 possible spawning locations: 8 at the 8 camps with prisoners + 1 at the camp without a prisoner, directly west of the entrance)

Normally I would have marked the semi-random chests with blue colors but I opted for yellow, I wanted to differentiate them from the real random chests. One of these days I'll do a few Irestone runs to see how many of these chests pop up each run. by Mjoll 06:28, September 10, 2011 (EDT)

Yea was wondering why yellow. Cool. Yea I don't have a screenshot of the shrine you asked for. But it's definetely there, seen it a dozen times. Just very rare spawn. I think it's rare because of bugs in this quest actaully, i remember one patch years ago messed up lots of things here with spawn rates and stuff.. It used to have way more monsters and be much harder, and possibly even had more chests. But after some ppl whined, it was pretty heavily nerfed and lots of things were changed and taken out.. One reason you can't get conquest anymore. Shade 12:49, September 10, 2011 (EDT) Some statistical data after 10 runs: Scurvy spawned 3 times, Mutiny twice and Hobble once. Each run I found 7, 8, 5, 8, 8, 5, 7, 8, 6 and 5 chests. Each chest spawned 9, 8, 7, 10, 7, 4, 7, 8 and 7 times respectively. The chest that spawned 10 times is at the second camp south of Dinks, the one that spawned 4 times is at the third camp south of Dinks. So so far it looks like you can get anywhere between 5 and 8 semi-random chests per run. by Mjoll 12:14, September 13, 2011 (EDT)