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Two additional issues with Ardent Mages quest chain

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11 years ago
Jun 22, 2014, 9:54:48 PM
The issue with breaking the quest chain early on depending on what sort of interactions you have with minor faction villages has already been posted.



Getting past that issue, I've found two additional potential issues.



1. Verda's temple, listed as a unique building (only one per empire) can be built in all cities. I think the quest only counts you building it in the right city, but afterward, I built one in every city and essentially turned my mages into vaulters as well.



2. The "Fratricide" quest only spawned two roving enemies, not four, so I was not able to compete the quest. I went wandering around to see if maybe they spawned further away from the empire and got lost. I could not find them and eventually we hit the dark era and permanent winter. This has happened to me before with a roving enemies mission with the Vaulters quest chain as well.
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11 years ago
Jun 22, 2014, 10:32:07 PM
Larcent wrote:
1. Verda's temple, listed as a unique building (only one per empire) can be built in all cities. I think the quest only counts you building it in the right city, but afterward, I built one in every city and essentially turned my mages into vaulters as well.



2. The "Fratricide" quest only spawned two roving enemies, not four, so I was not able to compete the quest. I went wandering around to see if maybe they spawned further away from the empire and got lost. I could not find them and eventually we hit the dark era and permanent winter. This has happened to me before with a roving enemies mission with the Vaulters quest chain as well.




I've encountered both of these issues. Mind you, I was playing on an island map, so when I couldn't find two of the armies that were supposed to attack me, I set sail to the closest island, where I discovered them wandering around trying to find a way over to my city. Apparently, these armies can't sail, which might bugger this quest up a bit since they're supposed, according to the quest text, anyway, to attack one of your cities.
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11 years ago
Jun 22, 2014, 11:23:28 PM
Buzzkillington1990 wrote:
I've encountered both of these issues. Mind you, I was playing on an island map, so when I couldn't find two of the armies that were supposed to attack me, I set sail to the closest island, where I discovered them wandering around trying to find a way over to my city. Apparently, these armies can't sail, which might bugger this quest up a bit since they're supposed, according to the quest text, anyway, to attack one of your cities.




I was also on the islands map. I did set sail to nearby islands but couldn't find them.



I think the problem is that they want to spawn the armies distant enough from your city to give you enough time to rally a defense, but that brings about other issues on island maps.
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11 years ago
Jun 23, 2014, 1:55:20 PM
Hello there,



1: It is indeed an issue for all the unique buildings.

You can queue them at first in a "A" city but it does not stop you from queueing them in another "B" city after.

If you do so as soon as the "A" city has the improvement built the "B" one will have its queue blocked by the city improvement that cannot be in a second city.

It is in our database and we will look at this.



2: We will see what we can do on this point. Trying to spawn roaming armies only on the same continent or maybe another solution.

Thanks a lot for pointing that out.



Cheers,
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10 years ago
Aug 24, 2014, 4:11:16 PM
Buzzkillington1990 wrote:
I've encountered both of these issues. Mind you, I was playing on an island map, so when I couldn't find two of the armies that were supposed to attack me, I set sail to the closest island, where I discovered them wandering around trying to find a way over to my city. Apparently, these armies can't sail, which might bugger this quest up a bit since they're supposed, according to the quest text, anyway, to attack one of your cities.




Just bumping this, because the issue still exists as of patch 0.6.1.
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10 years ago
Aug 25, 2014, 4:05:40 PM
Here is a small update:

Point 1) should be fixed. In fact, a building that can be built only once per empire will stay in the building queue with an endless turn count if another one was built just before it.

Note however that the queue won't be blocked by this item.



Point 2) is still an issue unfortunately. We even have a double problem reported by our QA which says that the spawned armies can attack the wrong city.

We will surely have a look at this in a short notice.



I will do my best to keep you updated.

Cheers,
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10 years ago
Sep 2, 2014, 2:15:43 PM
Small update on point 2) because part of the issue has been fixed.

Indeed, the minor factions will be able to sail in the next version of the game. Therefore quest armies will find their way to your cities and/or your armies more easily, especially on islands map.



We still need to investigate on their offensive behavior though.
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10 years ago
Sep 16, 2014, 4:43:47 PM
So I still have an issue with 1) because...I didn't read the quest text correctly so I built it in a different city. Now I cannot destroy it (it is greyed out) in the wrong city, so I can't build it in the right city, and so I will be unable to ever complete the quest line.
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10 years ago
Sep 17, 2014, 3:08:51 PM
It has been fixed now. You will be able to destroy it if necessary in order to build it again in the right city.

Cheers,
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10 years ago
Sep 20, 2014, 12:45:43 PM
Two of the units spawned away from the city and took to the sea and never came to land, making them indestructable. As you can't fight at sea.
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10 years ago
Oct 7, 2014, 10:50:03 AM
Just wanted to let you know that I have a different issue with Verda's Temple.

- I built Verda's Temple in the correct city, but the building remained greyed out in my construction queue.

- When I cancelled Verda's Temple from my construction queue, the unique building didn't appear in my list of buildings that I could construct.



As a result, I couldn't finish the main quest for the Ardent Mages. Hopefully there's a simple workaround for this.
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10 years ago
Oct 11, 2014, 9:23:02 PM
Hello, i have a similar issue for the Fratricide quest. It's true that 2 units spawn far away the city but i destroy them. The only one who spawn near my city is still bugged. I cannot destroy the units. When i launch the fight (manual or auto) i have directly a "end-fight" with equality as result. when i launch the fight in manual mode, the ennemy's units dont appear on the land neither on the initiative tool. So it make the fight end automaticaly without any fighting.

(sorry for my bad english, i'm french)
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