The issue comes up if you change the Y value. As long as both ends of the teleporter are at the same Y, there aren't any issues. (Yes, we know about the bug.) Unfortunately, not only is this a really bad bug, it is one of the harder ones to fix for reasons that are completely internal to Cryptic's engine.
That is up to you. We will update the profanity filter and publish all the quests that failed due to profanity filter during the next non-emergency patch. If you do not want to wait, you can work around it in your quests and click "publish" yourself.
We noticed all these (and more!) yesterday. It's totally a process failure on our end, since I spent half a week making sure NO published projects ran afoul of the new profanity filter. Then a new filter got snuck in at the last moment without my knowledge. We're going to fix the really bad ones in the first Shadowmantle…
savespycrabs1234, do you remember how you created the "Morning" version of the Inn? The editing data has gotten very screwed up with components on the Morning version of the map thinking they are in the room on the normal version of that map. I want to get to the bottom of what is causing this badness.
The next build will have a fix. I tried to get it in for last week's patch, but sadly missed it by a few hours. :( For those concerned, your quests will not be altered at all -- the fix just makes that map load correctly.
You should also look to see if you ran afoul of the bug that caused one dialog tree to get put onto every single object on the map. Out of the quests that got affected by this, 99.9% of the quests were due to this bug creating all these extra dialog prompts that clearly weren't even desired.
The limit is actually 600 individual prompts across the whole quest. This limit was added because due to the way the Cryptic Engine handles text resources getting saved, if you had more than about 500 dialog prompts, saving and previewing quests would cause the server to stall about 80% of the time, causing you to…
Yes, the hole is a teleporter, and in fact this quest was one of the test cases we used to verify we fixed all the teleporters correctly. Also, this quest is amazing. I think everyone should play it.
The patchnotes used the internal name (UGC_Exterior_Farmlands) instead of its displayed name, Forest Looping Path 1. We know of one other map that also got overgrown with trees but did not get the fix in time for this patch.
Quests are republished in order of importance and rating. The more a quest has been played and the higher it is rated, the sooner the quset will repub. This is why all the featured quests published first.
The most useful thing that you can do for all of these issues is post specific quests and the location that is now buggy. Because featured projects are not editable by the original author, we want to fix all issues on our end.
We've recently found a bug that would cause many Foundry quests to be uncompletable. We have *ALL* Foundry reviewing off until we fix this bug. I think most authors here would prefer you to message them with a bug report as opposed to saying the quest sucks. That way they know exactly what to fix. And talking from a game…
Yup, this has been changed in Neverwinter. You will warp to the last map you were on when playing the quest, with no need to hop through the previous maps.