I just noticed encounters now spawn as soon as storyline objective in progress regardless of visible when setting.
Just broke my "Invasion!" quest in live as well - now all 4 encounter waves spawn immediately instead of when their attack timer completes.
If this was purposely changed why the he** isn't this stuff in patch notes?!?
lolsorhandMember, Neverwinter Beta Users, Neverwinter Hero Users, Neverwinter Knight of the Feywild UsersPosts: 981Bounty Hunter
edited August 2013
This is intended from what I know, been like this for as long as I know. (You can make each wave an objective, and spawn when mission is in progress - Atleast from what I remember, I might be wrong since I very rarely have encounters used as mission objective.
anything you set as an objective in a story will spawn immediately or on objective in progress. This is most likely a fail safe to prevent an objective from not spawning and breaking the quest.
either have to make them their own objectives or remove them from the objectives. if you remove them from the objectives then have the objective be a door or separated by a door (also not an objective). You will be in combat trying to get to it and can't use it until they are dead that way.
[SIGPIC][/SIGPIC]
The Lost Keep NW-DS1XBAK7D An experiment Daily Foundry
The Ruined Temple NW-DBHC7MUBL Latest and last oneDaily Foundry
This is intended from what I know, been like this for as long as I know. (You can make each wave an objective, and spawn when mission is in progress - Atleast from what I remember, I might be wrong since I very rarely have encounters used as mission objective.
Must be something they broke and re-fixed, because prior to a couple of patches ago, my "Invasion!" quest was working and I tested it on preview and live many times. Then after a patch - broken. I've since fixed it to now work properly, but it sure would be nice if such major mechanisms were documented when changed.
I know what you mean. i had a quest break when they patched because the changed the dimensions of crypt walls by adding or moving an invis wall in front if it so its flat instead of having geometry. the clicky you had to access was now behind the new invis wall and 'out of sight'
[SIGPIC][/SIGPIC]
The Lost Keep NW-DS1XBAK7D An experiment Daily Foundry
The Ruined Temple NW-DBHC7MUBL Latest and last oneDaily Foundry
0
crok2Member, Neverwinter Beta Users, Neverwinter Hero Users, SilverstarsPosts: 0Arc User
edited August 2013
Nothing game breaking in mine but I have had odd things happen. Invisible walls placed right down the side of a walkway so suddenly I couldn't walk there anymore. I covered it. Another quest that uses a pregenerated map has all sorts of floating objects now. A floating rock slab right in your path makes it look like I was too lazy to fix it, but I can't. Of course that same quest suddenly had the benches in it raised to 30 or so feet off the ground a few months ago. Can't fix that either since it is baked in.
Comments
Encounter Matrix | Advanced Foundry Topics
Brethren of the Five, Campaign. - Story focused
The Dwarven Tale - Hack 'N Slash
either have to make them their own objectives or remove them from the objectives. if you remove them from the objectives then have the objective be a door or separated by a door (also not an objective). You will be in combat trying to get to it and can't use it until they are dead that way.
The Lost Keep NW-DS1XBAK7D An experiment Daily Foundry
The Ruined Temple NW-DBHC7MUBL Latest and last one Daily Foundry
Must be something they broke and re-fixed, because prior to a couple of patches ago, my "Invasion!" quest was working and I tested it on preview and live many times. Then after a patch - broken. I've since fixed it to now work properly, but it sure would be nice if such major mechanisms were documented when changed.
Encounter Matrix | Advanced Foundry Topics
The Lost Keep NW-DS1XBAK7D An experiment Daily Foundry
The Ruined Temple NW-DBHC7MUBL Latest and last one Daily Foundry