[1.02] Recruitment world resource goodiehuts self-terminate (big implications for wildlands!)

I have noticed this behaviour in-game.

It applies to goodiehuts that function as monsterlairs that function as spawners for recruitment world resources, ex Ogres.

 

First I will explain the expected behaviour. It should work like the Dragon lairs. The "Lair_FellDragon" monsterlair has only one <Encounter>. The player has to remove the dragon in order to gain access to the world resource underneath.

 

However, and this is the bug, monsterlairs that have multiple <Encounter> tags will automatically clear. Take for example "Lair_BoneOgre". If I place this on a custom map and start up the game, the goodiehut will be cleared on turn 1 and turn into the world resource.

This creates a problem because some of the monsterlairs that spawn recruitment world resources also have tags to upgrade into more powerful monsterlairs. For example "Lair_TrollShaman" is set to upgrade into a more powerful "Lair_TrollShaman_Final", but this more powerful lair will never be reached because of the bug mentioned.

Another example is "Lair_WildingRider" that is intended to turn into "Lair_WildingShaman". Also "Lair_BanditCaptain" intended to turn into "Lair_BanditCaptain_Final". "Lair_DarklingShaman" that should turn into "Lair_DarklingShaman_Final".

 

6,166 views 7 replies
Reply #1 Top

Just to prove that this occurs on randomly generated maps a swell, here's a bone ogre on turn 2 that has his hut turned into a world resource.

http://i.imgur.com/5SFpH.jpg

 

Reply #2 Top

Btw, one consequence of the above bug is that these lairs will of course not exist anymore. So all those units that SHOULD have existed won't spawn any more.

 

The most pressing issue with this bug is that it turns several Wildlands into total walks in the parks. The Scrapyard, for example, is supposed to contain 4 WildingRider lairs. All those disappear on turn 1. The Shroud has 3 Lair_DarklingShaman. Asag has 4 Lair_TrollShaman.

 The scrapyard on turn 2. See anything strange? http://i.imgur.com/uZgQ4.jpg

Reply #3 Top

Good pick. Hope they fix this in 1.01

Reply #4 Top

Probably not in time for 1.01 if it's being released today. Maybe next patch.

Reply #5 Top

Still present in 1.004.

The fix is actually quite simple - just don't let these lairs self-terminate when their guardian is missing. Delete this xml from the affected lairs

        <AutoDestroyWhenNoGuardians>1</AutoDestroyWhenNoGuardians>
        <LikelihoodOfTreasureDropWhenAutoDestroyed>100</LikelihoodOfTreasureDropWhenAutoDestroyed>

 

The only difference is the player has to step on the lairs to unlock the worldresource.

Reply #6 Top

Still needs fix!

Reply #7 Top

I've also noticed this, but I didn't report it due to lack of descriptive power.

 

please fix!