I’m still unable to reproduce the bug, but I did make some changes to the story step to try and help. Specifically, the prototype is no longer viewed as “hostile” by the NPCs, so only the player can destroy it. It’ll be part of next week’s content update.
To reiterate what I said earlier, I really wanted to push this fix a lot earlier, but some changes were also made to the audio system for ALL story steps and, unfortunately, the changes made the fixed story step incompatible with Live, so we had to wait until the entire change was ready to be pushed out. As a result, the upcoming update contains multiple fixes that have been made to different story steps over the past 2 weeks, but they all had to wait for the larger update. Thanks for your patience!
(edited by Jeffrey Vaughn.1793)
Update!
Barring any unforseen problems, the fix will go in next week’s plus-size content update.
Maybe the WvW maps?
Release it BEFORE the objective completes and the cinematic kicks off.
Did you aggro the undead critters before Hejka entered the mansion? I need a lot more info on what you did and what’s happening.
https://forum-en.gw2archive.eu/forum/support/bugs/The-outstanding-Hatchery-Bug/665796
It’s been covered over and over, no need to start a new thread.
It’s a known issue, and we have a fix in the pipeline. For now, release control of the trebuchet before the final undead siege engine is destroyed. (There’s an issue with the trebuchet camera and the cutscene camera conflicting.)
My $.02 from back when I worked on Wayfarer Foothills (the norn starter map)
Norn are kind of jerks. Yes, dredge are xenophobic and hostile to outsiders (at least the military ranks are openly hostile, dredge miners just want to work), but the norn delight in provoking other species (dredge, grawl, jotun, et al) and displaying their superiority.
Doh, was responding to yet another thread on this story step, and must have mis-posted. Sorry!
(edited by Jeffrey Vaughn.1793)
Which bug? The reward for completing the story was implemented a couple of weeks ago.
Was the cart of artillery supplies also at the bridge?
I’ll look at it again and see if I can reproduce the issue. Thanks!
(edited by Jeffrey Vaughn.1793)
Once you choose the final story step in Chapter 3 you’re locked in to an order. Attending the meeting at Lion’s Arch doesn’t matter.
That particular story step (Ossuary of Unquiet Undead) is intended to be challenging, but it’s definitely solable. (I did it as a thief.) It does require you to be careful not to draw the attention of the knights patrolling the upper rim, and the patrolling abomination is pretty much a walking deathtrap if you don’t avoid it. The abominations on the platforms are a bit easier, since they are “under construction” and you have about a minute to kill them before they wake up.
The tooltip adds PvP armor and regular armor together.
Do you mean the door at the top? The abomination is patrolling on a path on the upper rim, he’s not stationary at the door.
(edited by Jeffrey Vaughn.1793)
This is another case of something that looks simple but is actually fairly complex. The issue is that the same day that I made the fix to this story step, some changes were made to the music system that required an update to all story steps. Unfortunately, this meant that my fixed version was no longer compatible with Live, since it had references to the new audio changes in it, but Live did not have the new changes yet. Ultimately, it was deemed too risky to rush out the new audio changes (since they would affect every story step), which is why this (seemingly minor) fix has been delayed for so long, and why it’s part of a major update, and hasn’t been pushed out with the smaller updates we’ve made since this bug was fixed.
This is another case of something that looks simple but is actually fairly complex. The issue is that the same day that I made the fix to this story step, some changes were made to the music system that required an update to all story steps. Unfortunately, this meant that my fixed version was no longer compatible with Live, since it had references to the new audio changes in it, but Live did not have the new changes yet. Ultimately, it was deemed too risky to rush out the new audio changes (since they would affect every story step), which is why this (seemingly minor) fix has been delayed for so long, and why it’s part of a major update, and hasn’t been pushed out with the smaller updates we’ve made since this bug was fixed.
As I posted above, after multiple playthroughs, I haven’t been able to reproduce the bug.
All of the story steps (except for the very last step) are balanced for solo players. Obviously, in cases like the Ossuary it can get really tough if the NPCs die, since it’s expected that they’ll at least act as a speedbump for you. Is it only the final boss that’s giving you problems?
Please provide the story step name. I can’t do anything if I don’t know which step you’re talking about.
Yes, that was updated a while ago.
Do you have any incomplete objectives? I didn’t run into any problems with this story step, though I did notice that you can get into the dredge cave and bypass the door you’re expected to destroy.
White/yellow names have always shown up if you have “Show all enemy names” enabled.While they’re hostile, you can attack them and your skills will affect them.
Doing that isn’t going to get things fixed any faster, it’s only going to slow down response time for players with hacked accounts or other support issues.
I said the fix should be in the next content update, I thought it was the 5th but as soon as I found out that it wasn’t, I changed the post. That was my mistake. We’ve tried to be open and honest, but I’m still seeing erroneus information and dates being spread around, which is why the original thread was closed.
The tree is inside the story instance.
Do you have “Promote skill target” turned on in Options?
Do you have “fast-cast ground targeting” turned on in options?
What was the current objective?
The tooltip is including runes on your PvP armor.
How is the event interfering with the heart?
What’s your current objective? Who is “the last boss”? What do you mean by “freezes”, do you mean an actual game lockup, or the story step appears to stall out?
Yes. The story mode of the dungeon and the story STEP where you run through it are seperate.
What was your current objective? Were any incompete objectives listed?
Please keep in mind that it’s 8pm on a Saturday locally, so it might be a couple of days before someone is available to look at the issue. I’ve never heard of this bug, so I don’t have any useful infomation, sorry!
Is the story step still active? What was the step name?
You don’t get mail from events. Maybe you’re mixing up events and hearts? Skill challenges also use the event UI, but don’t count as events.
I haven’t been able to reproduce this bug after multiple tries. Do any of the NPCs appear “stuck” on the bridge? (They might have been walking past a mortar when it was built, causing them to get stuck in the prop.)
If you have “fast cast ground targeting:” turned on in the options, it will try to use your current mouse cursor position as the point you’kittengeting, so if it’s off-screen or hovering over a distant object you’ll get the “out of range” error.
It worked last month for my ranger, but isn't now for my guardian... confused.
Posted by: Jeffrey Vaughn
https://forum-en.gw2archive.eu/forum/game/story/BUG-The-Hatchery-level-45/623072
Please don’t start another thread.
I realize it’s frustrating, and all I can do is apologize. Our production team is extremely conservative about protecting the integrity of the Live servers so they only push out updates after they’ve been through a complete testing cycle. So, while I was able to find and fix the bug the same day it was reported on the forums, it isn’t an instantaneous process. The Halloween and November updates are also extremely large, and everything needs to work together, so there’s a lot more to test than just this one story step. Also, any hacks/workaround that we tried to implement would have to go through the same rigourous testing process, so there’s no “fast fix” that can be made. Again, I apologize, and I wish had better news, but this fix has not been forgotten, I just don’t have an ETA for when the fix will be rolled out.
We found and fixed the issue, but I don’t have an ETA for when it will be pushed to the Live servers. In the meantime, a workaround is to release the treb when your final shot is in the air, before the camera cutscene kicks in.
The objective is tied to some undead giants that are part of the attack wave, you don’t NEED the tank but it can be very difficult without it.
I’ve submitted a bug for the turret issue, I can’t find any obvious reasons why it’s misbehaving, especially since it was working at release.